protected void ChangePosition(Wrestler wrestler, WrestlerPosition newPosition) { string outputText = null; switch (newPosition) { case WrestlerPosition.GROGGY: outputText = "{Attacker} gets up off of the mat"; break; case WrestlerPosition.STANDING: outputText = "{Attacker} regains their bearings"; break; case WrestlerPosition.GROUNDED: outputText = "{Attacker} drops down to the mat"; break; case WrestlerPosition.CORNER: outputText = "{Attacker} moves to the corner"; break; case WrestlerPosition.RUNNING: outputText = "{Attacker} runs and bounces off of the ropes"; break; } outputText = FormatText(outputText, wrestler); Output.AddToOutput(outputText); wrestler.AddCooldown(0.5f); wrestler.ChangePosition(newPosition); }
public void ChangePosition(WrestlerPosition newPosition) { currentPosition = newPosition; if (!IsStunned()) { AddCooldown(0.4f); } }
public Wrestler(WrestlerData myData) { this.myData = myData; health = MAX_HEALTH_POINTS; maxHealth = MAX_HEALTH_POINTS; headHealth = MAX_HEALTH_POINTS; torsoHealth = MAX_HEALTH_POINTS; armHealth = MAX_HEALTH_POINTS; legHealth = MAX_HEALTH_POINTS; stamina = MAX_STAMINA; momentum = 100; actionTimer = 0; stunnedTimer = 0; collapseCounter = 0; currentPosition = WrestlerPosition.STANDING; }
public readonly float lowerMoveTime, upperMoveTime; //length of time it takes to perform the move public MoveData(string textToParse) { string textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Name: "); name = textFromFile; textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Description: "); description = textFromFile; textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Stamina Cost: "); switch (textFromFile.ToUpper()) { case "VERY LOW": staminaCost = StaminaCost.VERY_LOW; break; case "LOW": staminaCost = StaminaCost.LOW; break; case "NORMAL": staminaCost = StaminaCost.NORMAL; break; case "HIGH": staminaCost = StaminaCost.HIGH; break; case "VERY HIGH": staminaCost = StaminaCost.VERY_HIGH; break; } textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Offence Type: "); switch (textFromFile.ToUpper()) { case "GRAPPLE": offenceType = OffenceType.GRAPPLE; break; case "STRIKE": offenceType = OffenceType.STRIKE; break; case "DIVE": offenceType = OffenceType.FLYING; break; case "RUNNING": offenceType = OffenceType.RUNNING; break; } textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Required Position: "); requiredPosition = StringToPosition(textFromFile); textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Required Opponent Position: "); requiredOpponentPosition = StringToPosition(textFromFile); textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Finished Position: "); finishedPosition = StringToPosition(textFromFile); textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Reversal Position: "); reversalPosition = StringToPosition(textFromFile); textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Damaged Body Parts: "); string[] bodyParts = textFromFile.Split(new string[] { ", " }, StringSplitOptions.RemoveEmptyEntries); damagedBodyParts = new BodyPart[bodyParts.Length]; for (byte i = 0; i < bodyParts.Length; i++) { switch (bodyParts [i].ToUpper()) { case "HEAD": damagedBodyParts [i] = BodyPart.HEAD; break; case "TORSO": damagedBodyParts [i] = BodyPart.TORSO; break; case "ARMS": damagedBodyParts [i] = BodyPart.ARMS; break; case "LEGS": damagedBodyParts [i] = BodyPart.LEGS; break; default: throw new Exception("Not a valid body part."); } } textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Lower Move Time: "); lowerMoveTime = float.Parse(textFromFile); textFromFile = UsefulActions.GetDataFromUnparsedFile(textToParse, "Upper Move Time: "); upperMoveTime = float.Parse(textFromFile); }
protected void ChangeReceiverPosition(Wrestler attackingWrestler, Wrestler receivingWrestler, WrestlerPosition newPosition) { string outputText = null; switch (newPosition) { case WrestlerPosition.GROGGY: outputText = "{Attacker} picks {Receiver} up off of the mat"; break; case WrestlerPosition.STANDING: outputText = "{Attacker} stands {Receiver} back up"; break; case WrestlerPosition.GROUNDED: outputText = "{Attacker} puts {Receiver} down onto the floor"; break; case WrestlerPosition.CORNER: outputText = "{Attacker} whips {Receiver} into the corner"; break; case WrestlerPosition.RUNNING: outputText = "{Attacker} irish whip's {Receiver}"; break; } outputText = FormatText(outputText, attackingWrestler, receivingWrestler); Output.AddToOutput(outputText); attackingWrestler.AddCooldown(0.5f); receivingWrestler.AddStun(0.25f); receivingWrestler.ChangePosition(newPosition); }
public PositionLayout(WrestlerPosition currentPosition, WrestlerPosition currentOpponentPosition) { this.currentPosition = currentPosition; this.currentOpponentPosition = currentOpponentPosition; }