Esempio n. 1
0
                         string description) GenerateMission(int difficulty, int Round, ref Map map, Player player)
        {
            string desc = "Defend the caravan. ";

            #region Player Creation

            List <Player> players = new List <Player>()
            {
                player
            };

            //Set player position
            List <Point> startPos = map.DeterminSpawnPoint(1, SpawnType.centralRoad);
            if (startPos.Count == 0)
            {
                startPos = map.DeterminSpawnPoint(1, SpawnType.randomLand);
            }
            players[0].troop.Position = startPos[0];

            // Add wagon
            Building caravanWagon = new Building("Wagon", startPos[0], Resources.CaravanWagon, map);
            map.entities.Add(caravanWagon);
            map.renderObjects.Add(new EntityRenderObject(caravanWagon, new TeleportPointAnimation(new Point(0, 0), caravanWagon.Position)));

            //Generate enemies and set position
            int enemyNumber = difficulty / 2 + 2;


            List <Point> spawnPoints = map.DeterminSpawnPoint(enemyNumber,
                                                              SpawnType.randomRoughCircle);

            for (int i = 0; i < enemyNumber; i++)
            {
                Bitmap image  = Resources.enemyScout;
                Weapon weapon = new Weapon(3 + difficulty / 4 + World.World.random.Next(-2, 4),
                                           BaseAttackType.melee, BaseDamageType.sharp, 1, "Sword", 1, false);
                if (World.World.random.Next(5) == 1)
                {
                    weapon = new RangedWeapon(4 + difficulty / 6, BaseDamageType.sharp, 8, "Bow", 12, false, AmmoType.Arrow, 2);
                    image  = Resources.Archer;
                }
                string   name = PlayerDataResource.GetMaleName();
                BanditAI item = new BanditAI(PlayerType.computer, name, map, new Player[] { player }, 2 + difficulty / 5 + World.World.random.Next(-1, 2));
                item.troop = new Troop(name,
                                       weapon,
                                       image, 0, map, item)
                {
                    armours = new List <Armour>
                    {
                        new Armour("Shirt", 32, new List <BodyParts> {
                            BodyParts.LeftUpperArm, BodyParts.RightUpperArm, BodyParts.Torso
                        }, Material.Materials.First(m => m.name == "Cloth"), Quality.Broken, ArmourLayer.clothing),
                        new Armour("Hose", 60, new List <BodyParts> {
                            BodyParts.UpperLegs, BodyParts.LeftLowerLeg, BodyParts.RightLowerLeg, BodyParts.LeftShin, BodyParts.RightShin
                        }, Material.Materials.First(m => m.name == "Cloth"), Quality.Simple, ArmourLayer.clothing)
                    }
                };
                item.troop.health.RawValue += World.World.random.Next(2, 5);
                players.Add(item);
                players[i + 1].troop.Position = spawnPoints[i];
            }

            #endregion Player Creation

            #region WinCodition Creation

            List <WinCheck> wins = new List <WinCheck>
            {
                deathCheck
            };
            desc += "Kill all the enemies. ";

            #endregion WinCodition Creation

            #region DeathCondition Creation

            List <WinCheck> deaths = new List <WinCheck>
            {
                playerDeath
            };

            desc += "Do not die. ";

            #endregion DeathCondition Creation

            desc += "Good luck! ";
            return(players, wins, deaths, desc);
        }
Esempio n. 2
0
        GenerateMission(int difficulty, int Round, ref Map map, Player player)
        {
            string desc = "Raid the caravan! ";

            #region Player Creation

            List <Player> players = new List <Player>()
            {
                player
            };

            //Find position of player
            players[0].troop.Position = map.DeterminSpawnPoint(1, SpawnType.randomLand)[0];

            int enemyNumber = GetEnemyNumber(difficulty);
            //Find position of caravan
            List <Point> caravanPoint = map.DeterminSpawnPoint(1 + enemyNumber, SpawnType.randomRoughRoadCircle);
            //Make caravan
            Building caravanWagon = new Building("Caravan", caravanPoint[0], Resources.CaravanWagon, map);
            map.entities.Add(caravanWagon);
            map.renderObjects.Add(new EntityRenderObject(caravanWagon, new TeleportPointAnimation(new Point(0, 0), caravanWagon.Position)));


            //Generate basic bandits and set position
            for (int i = 0; i < enemyNumber; i++)
            {
                string            name = PlayerDataResource.GetMaleName();
                DefensiveBanditAI item = new DefensiveBanditAI(PlayerType.computer, name, map, new Player[] { player }, caravanPoint[0]);
                item.troop = new Troop(name, new Weapon(3 + difficulty / 5, BaseAttackType.melee, BaseDamageType.sharp, 1, "Dagger", 2, false),
                                       Resources.enemyScout, 0, map, item, Dodge: 25)
                {
                    armours = new List <Armour>
                    {
                        new Armour("Cap", 10, new List <BodyParts> {
                            BodyParts.Head
                        }, Material.Materials.First(m => m.name == "Cloth"), Quality.Simple, ArmourLayer.clothing),
                        new Armour("Shirt", 20, new List <BodyParts> {
                            BodyParts.Torso
                        }, Material.Materials.First(m => m.name == "Cloth"), Quality.Poor, ArmourLayer.clothing),
                        new Armour("Hose", 25, new List <BodyParts> {
                            BodyParts.UpperLegs, BodyParts.LeftLowerLeg, BodyParts.RightLowerLeg
                        }, Material.Materials.First(m => m.name == "Cloth"), Quality.Common, ArmourLayer.clothing),
                        new Armour("Cloak", 35, new List <BodyParts> {
                            BodyParts.LeftUpperArm, BodyParts.RightUpperArm, BodyParts.Torso, BodyParts.UpperLegs, BodyParts.LeftLowerLeg, BodyParts.RightLowerLeg
                        }, Material.Materials.First(m => m.name == "Wool"), Quality.Common, ArmourLayer.light)
                    }
                };
                item.troop.health.RawValue -= 10;
                players.Add(item);

                players[i + 1].troop.Position = caravanPoint[i];
            }

            #endregion Player Creation

            #region WinCodition Creation

            //Must kill spider nest to win

            List <WinCheck> wins = new List <WinCheck>
            {
                deathCheck
            };
            desc += "Kill all the guards to steal their caravan. ";

            #endregion WinCodition Creation

            #region DeathCondition Creation

            List <WinCheck> deaths = new List <WinCheck>
            {
                playerDeath
            };

            desc += "Do not die. ";

            #endregion DeathCondition Creation

            desc += "Good luck! ";
            return(players, wins, deaths, desc);
        }