public string CharacterTurnAttack() { if (ListCharacters.Count <= 0) //check to see if there even is characters { EndGame(); Debug.WriteLine("Characters are dead"); return("EndGame"); } else if (ListMonsters.Count <= 0) { ResetTurns(); // turncheckCharacter = numbercharacterdead; //will make current turn be number of characters alive ex: if 3 died add 3 to turn so have to wait if 6 till all mosnters go //reset turns for all , character amount still same return("refresh"); } if (TurnCharacter == null) { TurnCharacter = ListCharacters[0]; } if (TurnMonster == null) { TurnMonster = ListMonsters[0]; } CharacterAttacks(TurnCharacter, TurnMonster); EndTurn(); if (TurnMonster.IsLiving()) { CharacterMessageOutput(TurnCharacter.Name + " attacks " + TurnMonster.Name + CharacterAttack + " HP Remaining: " + TurnMonster.CurrentHealth); return(""); } else { MonsterMessageOutput(TurnCharacter.Name + " attacks " + TurnMonster.Name + CharacterAttack + " Monster Died"); var data = TurnMonster.DropItems(); _viewModel.Pool.Add(data); _viewModel.battleInstance.score.ItemsDroppedList += data.ItemDetailString(); _viewModel.battleInstance.score.MonstersKilledList += TurnMonster.MonsterDetailString(); //make this a quick function _viewModel.DatasetMonster.Remove(TurnMonster); //kill monster ListMonsters.Remove(TurnMonster); turncheckMonster += 1; //adds a count to monsters turn currently so its closer to 6 turns numberMonsterDead = numberMonsterDead + 1; //if monster dead add to monsterdead, will count TurnMonster = null; if (ListMonsters.Count == 0) { ResetTurns(); return("refresh"); } //reloadEntities(); return("reload"); } }
public void CharacterTurnAttackAuto() { if (ListCharacters.Count <= 0 || ListMonsters.Count <= 0) { if (ListCharacters.Count <= 0) //check to see if there even is characters { EndGame(); Debug.WriteLine("Characters are dead"); } else if (ListMonsters.Count <= 0) { ResetTurns(); Template_NewRound(); //resets turns, monsters, turn loader Debug.WriteLine("turn reset ln 380"); //should not be called in auto } } else if (ListCharacters.Count != 0 && ListMonsters.Count != 0) { if (TurnCharacter == null) { TurnCharacter = ListCharacters[0]; } if (TurnMonster == null) { TurnMonster = ListMonsters[0]; } CharacterAttacks(TurnCharacter, TurnMonster); EndTurn(); if (TurnMonster.IsLiving()) { CharacterMessageOutput(TurnCharacter.Name + " attacks " + TurnMonster.Name + CharacterAttack + " HP Remaining: " + TurnMonster.CurrentHealth); } else { CharacterMessageOutput(TurnCharacter.Name + " attacks " + TurnMonster.Name + CharacterAttack + " Monster Died"); //_viewModel.Pool.Add(TurnMonster.DropItems()); //make this a quick function //ListMonsters.Remove(TurnMonster); for (int i = 0; i < monsterq.Count; i++) { var checker = monsterq.Peek(); if (checker.IsDead()) { monsterq.Dequeue(); } else { monsterq.Enqueue(monsterq.Dequeue()); } } var data = TurnMonster.DropItems(); _viewModel.Pool.Add(data); _viewModel.battleInstance.score.ItemsDroppedList += data.ItemDetailString(); _viewModel.battleInstance.score.MonstersKilledList += TurnMonster.MonsterDetailString(); _viewModel.DatasetMonster.Remove(TurnMonster); //kill monster turncheckMonster += 1; //adds a count to monsters turn currently so its closer to 6 turns numberMonsterDead = numberMonsterDead + 1; //if monster dead add to monsterdead, will count TurnMonster = null; score.MonsterSlainNumber += 1; if (ListMonsters.Count == 0) { ResetTurns(); Template_NewRound();//resets turns, monsters, turn loader } } } }