public Hero(CreateHero hero) { this.Name = hero.Name; this.RealName = hero.RealName; this.GroupId = hero.GroupId; this.CreatedAt = DateTime.Now; }
public void CreateHero() { CreateHero create = new CreateHero(); string classResult = create.SelectHeroClassView(); if (classResult == "1") { warrior = new Warrior(); hero = warrior; } else if (classResult == "2") { archer = new Archer(); hero = archer; } else if (classResult == "3") { wizard = new Wizard(); hero = wizard; } else { return; } hero.Name = create.SelectHeroName(); MenuNavigation(); }
public Hero Create(CreateHero hero) { var newHero = new Hero(hero); _context.Heroes.Add(newHero); _context.SaveChanges(); return(newHero); }
public void RandomFight() { Hero hero = CreateHero.HeroCreation(); Creature creatureFighter = creature.CreateCreatureList().ElementAt( diceRandom.Next(0, creature.CreateCreatureList().Count)); Console.WriteLine($"\nThe greatest battle {hero.HeroName} VS {creatureFighter.CreatureName} begins now!\n"); Console.WriteLine($"\nHP1: {hero.HeroHitPoints}, HP2: {creatureFighter.CreatureHitPoints}.\n"); while (hero.HeroHitPoints > 0 && creatureFighter.CreatureHitPoints > 0) { var attackOfhero = diceRandom.Next(1, 20) + hero.HeroAttackMod; Console.WriteLine($"\n{hero.HeroName} attack: {attackOfhero}, " + $"{creatureFighter.CreatureName} armore: {creatureFighter.CreatureArmor}.\n"); if (attackOfhero >= creatureFighter.CreatureArmor) { var heroDemage = (hero.HeroWeapon.Demage.NumberOfDices * diceRandom.Next(1, (int)hero.HeroWeapon.Demage.SizeOfDice) + hero.HeroWeapon.DemageMod); creatureFighter.CreatureHitPoints -= heroDemage; Console.WriteLine($"\n{hero.HeroName} dealt {heroDemage} points of damage.\n"); } else { Console.WriteLine($"\n{hero.HeroName} MISS!!!\n"); } var attackOfcreatureFighter = diceRandom.Next(1, 20) + creatureFighter.CreatureAttackMod; Console.WriteLine($"\n{creatureFighter.CreatureName} attack: {attackOfcreatureFighter}, " + $"{hero.HeroName} armore: {hero.HeroArmor}.\n"); if (attackOfcreatureFighter >= hero.HeroArmor) { var creatureDemage = (creatureFighter.CreatureWeapon.Demage.NumberOfDices * diceRandom.Next(1, (int)creatureFighter.CreatureWeapon.Demage.SizeOfDice) + creatureFighter.CreatureWeapon.DemageMod); hero.HeroHitPoints -= creatureDemage; Console.WriteLine($"\n{creatureFighter.CreatureName} dealt {creatureDemage} points of damage.\n"); } else { Console.WriteLine($"\n{creatureFighter.CreatureName} MISS!!!\n"); } Console.WriteLine($"\nAfter this round: {hero.HeroName} has {hero.HeroHitPoints} HP | " + $"{creatureFighter.CreatureName} has {creatureFighter.CreatureHitPoints} HP.\n____________________________\n"); Console.ReadLine(); if (hero.HeroHitPoints <= 0) { Console.WriteLine($"\n{creatureFighter.CreatureName} WIN!!!\n"); GameOver.CloseProgram(); } else if (creatureFighter.CreatureHitPoints <= 0) { Console.WriteLine($"\n{hero.HeroName} WIN!!!\n"); } } }