Esempio n. 1
0
        public static void AddingStats(Gladiator Stats, string stat)   // taking in a string and add stats based on the string.
        {
            switch (stat)
            {
            case "Constitution":
                Stats.Constitution        += 1;
                Stats.ConstitutionModifyer = (Stats.Constitution - 10) / 2; // updating the modifyer based on the new Constitution.
                Stats.FullHealth          += 1;
                Stats.SkillPoints         -= 1;                             // remove 1 skill point.
                break;

            case "Armor":
                if (Stats.Armor < Stats.MaxArmor)
                {
                    Stats.Armor       += 1;
                    Stats.SkillPoints -= 1;
                }
                break;

            case "Strenght":
                Stats.Strenght        += 1;
                Stats.StrenghtModifyer = (Stats.Strenght - 10) / 2;
                Stats.SkillPoints     -= 1;
                break;
            }
        }
Esempio n. 2
0
        public static void Healing(Gladiator Heal)
        {
            int cost = (Heal.FullHealth - Heal.Health) / 2;

            if (cost > Heal.Gold)
            {
                int test = cost - Heal.Gold;
                Heal.Health = Heal.FullHealth - (test * 2);
                Heal.Gold   = 0;
            }
            else
            {
                Heal.Health = Heal.FullHealth;
                Heal.Gold  -= cost;
            }
        }
Esempio n. 3
0
 public static void StartingGladiator(Gladiator start)  // the metod for adding stats for new made gladiators.
 {
     start.Armor                = 6 + Dice.D6() + Dice.D6();
     start.MaxArmor             = 18;
     start.Strenght             = 5 + Dice.D6() + Dice.D6();
     start.StrenghtModifyer     = (start.Strenght - 10) / 2;
     start.Constitution         = 5 + Dice.D6() + Dice.D6();
     start.ConstitutionModifyer = (start.Constitution - 10) / 2;
     start.FullHealth           = 10 + (Dice.D10() + start.ConstitutionModifyer);
     start.Health               = start.FullHealth;
     start.DamageDice           = "2xD8";
     start.Experiance           = 0;
     start.Level                = 1;
     start.SkillPoints          = 2;
     start.Gold                 = 50;
     start.Battles              = 0;
     start.BattlesWon           = 0;
     start.BattlesDraw          = 0;
     start.BattlesLost          = 0;
     start.CurrentWinningStreak = 0;
     start.BestWinningStreak    = 0;
     start.LastBattle           = "";
     start.DateOfDelete         = DateTime.Today;
 }
Esempio n. 4
0
        public static void Leveling(Gladiator RankUp)                // function for when you level up.
        {
            int HealthAdd = Dice.D6() + RankUp.ConstitutionModifyer; // the amount of health added each level.

            switch (RankUp.Level)
            {
            case 1:
                if (RankUp.Experiance >= 100)     //checking if you level 1 and reached 100 exp.
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1; // 1 level added
                    RankUp.SkillPoints += 2; // 2 skill points added
                }
                break;

            case 2:
                if (RankUp.Experiance >= 250)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 3:
                if (RankUp.Experiance >= 450)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 4:
                if (RankUp.Experiance >= 700)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 5:
                if (RankUp.Experiance >= 1000)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 6:
                if (RankUp.Experiance >= 1350)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 7:
                if (RankUp.Experiance >= 1750)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 8:
                if (RankUp.Experiance >= 2200)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 9:
                if (RankUp.Experiance >= 2700)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 10:
                if (RankUp.Experiance >= 3250)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 11:
                if (RankUp.Experiance >= 3850)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 12:
                if (RankUp.Experiance >= 4500)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 13:
                if (RankUp.Experiance >= 5200)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 14:
                if (RankUp.Experiance >= 5950)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 15:
                if (RankUp.Experiance >= 6750)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 16:
                if (RankUp.Experiance >= 7600)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 17:
                if (RankUp.Experiance >= 8500)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 18:
                if (RankUp.Experiance >= 9450)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;

            case 19:
                if (RankUp.Experiance >= 10450)
                {
                    RankUp.FullHealth  += HealthAdd;
                    RankUp.Level       += 1;
                    RankUp.SkillPoints += 2;
                }
                break;
            }
        }
        public void Round(BattleStart fighter)
        {
            Id = fighter.Id;                        //Adding the same Id to battleround as the battleStart.
            int GHealth = fighter.Gladiator.Health; // Variable for temporary health during the battle for gladiator.
            int OHealth = fighter.Opponent.Health;

            while (GHealth > 0 && OHealth > 0)                                              // A loop for the battle while both fighters got over 0 health.
            {
                int GladiatorStrike = Dice.D20();                                           //A role for gladiator from 1 to 20 to determine the base roll and if it strike crit.
                int Gladiatorattack = GladiatorStrike + fighter.Gladiator.StrenghtModifyer; // Taking the base role and adding the gladiators modifyer to determine the attack value.
                int OpponentStrike  = Dice.D20();
                int Opponentattack  = OpponentStrike + fighter.Opponent.StrenghtModifyer;
                int GladiatorDamage = fighter.Gladiator.StrenghtModifyer + Gladiator.DamageRoll();          //Rolling the damage per strike for gladiator with strenght modifyer and the Damage dice set.
                int OpponentDamage  = fighter.Opponent.StrenghtModifyer + Gladiator.DamageRoll();           // using same damageroll as gladiator to save functions.
                if (Gladiatorattack >= fighter.Opponent.Armor && Opponentattack >= fighter.Gladiator.Armor) // Both fighters hit eachothere.
                {
                    if (GladiatorStrike == 20 && OpponentStrike == 20)                                      // Both fighters crit eachother.
                    {
                        var WorldEnd = ($"WORLD END STRIKE both {fighter.Gladiator.Name} and {fighter.Opponent.Name} both find a opening for a strike to the head." +
                                        $" Making both fighters take double damage." +
                                        $" {fighter.Gladiator.Name} dealt {GladiatorDamage * 2} damage to {fighter.Opponent.Name}" +
                                        $" and {fighter.Opponent.Name} dealt {OpponentDamage * 2} damage to {fighter.Gladiator.Name}."); // string saved on what type of strike and who hit who.
                        OHealth -= GladiatorDamage * 2;                                                                                  // damage roll times 2.
                        GHealth -= OpponentDamage * 2;
                        Rounds.Add(WorldEnd.ToString());
                        var image = "/Content/imagesGladiator/doubleheadhit.png"; // Adding the path to the image in a string list.
                        Images.Add(image.ToString());
                        if (OHealth <= 0 && GHealth <= 0)                         // If both fighters die from the critical hit.
                        {
                            var Headless = ($"Both fighters died from double decapetation.");
                            Rounds.Add(Headless.ToString());
                            image = "/Content/imagesGladiator/doubledecap.png";
                            Images.Add(image.ToString());
                        }
                    }
                    else  // Hit without critical.
                    {
                        var BothHit = ($"{fighter.Gladiator.Name} and {fighter.Opponent.Name} both stike past the opponents defenses striking the body." +
                                       $" Both hitting dealing damage to eachothere." +
                                       $" {fighter.Gladiator.Name} dealt {GladiatorDamage} damage to {fighter.Opponent.Name}" +
                                       $" and {fighter.Opponent.Name} dealt {OpponentDamage} damage to {fighter.Gladiator.Name}.");
                        OHealth -= GladiatorDamage;
                        GHealth -= OpponentDamage;
                        Rounds.Add(BothHit.ToString());
                        var image = "/Content/imagesGladiator/doublebodyhit.png";
                        Images.Add(image.ToString());
                    }
                }
                else if (Gladiatorattack >= fighter.Opponent.Armor && Opponentattack < fighter.Gladiator.Armor) // Gladiator hit and opponent miss
                {
                    if (GladiatorStrike == 20)                                                                  // Gladiator critical hit
                    {
                        var GladiatorCrit = ($"CRITICAL HIT by {fighter.Gladiator.Name} was able to dodge  {fighter.Opponent.Name} strike and counter with a strike to the head." +
                                             $" {fighter.Gladiator.Name} dealt critical {GladiatorDamage * 2} damage to {fighter.Opponent.Name}.");
                        OHealth -= GladiatorDamage * 2;
                        Rounds.Add(GladiatorCrit.ToString());
                        var image = "/Content/imagesGladiator/playerheadhit.png";
                        Images.Add(image.ToString());
                        if (OHealth <= 0)
                        {
                            var Headless = ($"{fighter.Opponent.Name} died from decapetation.");
                            Rounds.Add(Headless.ToString());
                            image = "/Content/imagesGladiator/playerdecap.png";
                            Images.Add(image.ToString());
                        }
                    }
                    else // Regular hit
                    {
                        var GladiatorHit = ($"{fighter.Gladiator.Name} deflected the strike from {fighter.Opponent.Name} before striking back against the body." +
                                            $" {fighter.Gladiator.Name} dealt {GladiatorDamage} damage to {fighter.Opponent.Name}.");
                        OHealth -= GladiatorDamage;
                        Rounds.Add(GladiatorHit.ToString());
                        var image = "/Content/imagesGladiator/playerbodyhit.png";
                        Images.Add(image.ToString());
                    }
                }
                else if (Opponentattack >= fighter.Gladiator.Armor && Gladiatorattack < fighter.Opponent.Armor) // Opponent hit and gladiator miss.
                {
                    if (OpponentStrike == 20)                                                                   // opponent critical hit.
                    {
                        var OpponentCritHit = ($"CRITICAL HIT by {fighter.Opponent.Name} was able to dodge {fighter.Gladiator.Name} strike and counter with a strike to the head." +
                                               $" {fighter.Opponent.Name} dealt critical {OpponentDamage * 2} damage to {fighter.Gladiator.Name}.");
                        GHealth -= OpponentDamage * 2;
                        Rounds.Add(OpponentCritHit.ToString());
                        var image = "/Content/imagesGladiator/enemyheadhit.png";
                        Images.Add(image.ToString());
                        if (GHealth <= 0)
                        {
                            var Headless = ($"{fighter.Gladiator.Name} died from decapetation.");
                            Rounds.Add(Headless.ToString());
                            image = "/Content/imagesGladiator/enemydecap.png";
                            Images.Add(image.ToString());
                        }
                    }
                    else // opponent regular hit
                    {
                        var OpponentHit = ($"{fighter.Opponent.Name} deflected the strike from {fighter.Gladiator.Name} before striking back against the body." +
                                           $" {fighter.Opponent.Name} dealt {OpponentDamage} damage to {fighter.Gladiator.Name}.");
                        GHealth -= OpponentDamage;
                        Rounds.Add(OpponentHit.ToString());
                        var image = "/Content/imagesGladiator/enemybodyhit.png";
                        Images.Add(image.ToString());
                    }
                }
                else if (Gladiatorattack < fighter.Opponent.Armor && Opponentattack < fighter.Gladiator.Armor) //Both fighters miss eachothere.
                {
                    var Regain = ($"{fighter.Gladiator.Name} and {fighter.Opponent.Name} both swing and miss recovering health in the short recovering period.");
                    if (GHealth == fighter.Gladiator.FullHealth) // Checking if health is full
                    {
                    }
                    else if (GHealth < fighter.Gladiator.FullHealth) // Health not full you gain 5 health back
                    {
                        GHealth += 5;

                        if (GHealth > fighter.Gladiator.FullHealth)  // if the +5 health goes over full health the health is set to full.
                        {
                            GHealth = fighter.Gladiator.FullHealth;
                        }
                    }
                    if (OHealth == fighter.Opponent.FullHealth) // Opponent same as gladiator health regen.
                    {
                    }
                    else if (OHealth < fighter.Opponent.FullHealth)
                    {
                        OHealth += 5;

                        if (OHealth > fighter.Opponent.FullHealth)
                        {
                            OHealth = fighter.Opponent.FullHealth;
                        }
                    }
                    Rounds.Add(Regain.ToString());
                    var image = "/Content/imagesGladiator/recovering.png";
                    Images.Add(image.ToString());
                }
                if (OHealth >= 1 && GHealth >= 1) // As long as both fighter got 1 health or more the status string will be added.
                {
                    var Status = ($"{fighter.Gladiator.Name} has {GHealth} health left. {fighter.Opponent.Name} has {OHealth} health left.");
                    Rounds.Add(Status.ToString());
                    var image = "/Content/imagesGladiator/Idlepose.png";
                    Images.Add(image.ToString());
                }
            }

            if (GHealth <= 0 && OHealth <= 0)   // Both players got 0 or less health making the fight draw.
            {
                var Draw = ($"{fighter.Gladiator.Name} and {fighter.Opponent.Name} both succumbed to wounds making it a draw.");
                fighter.Gladiator.Health       = 0;                                               // setting the health to 0 incase it go below 0 to help reduce the cost of healing back up agian.
                fighter.Gladiator.Battles     += 1;                                               // add 1 battle to the gladiator.
                fighter.Gladiator.BattlesDraw += 1;                                               // add 1 draw to the gladiator.
                fighter.Gladiator.TempLost     = 1;                                               // add a temporary point to keep track of if you last fight was a draw or lost.
                fighter.Gladiator.TempScore    = 0;
                if (fighter.Gladiator.CurrentWinningStreak > fighter.Gladiator.BestWinningStreak) // checking the win streak if the current is higher then the best it will be saved as the new best.
                {                                                                                 // before resting the streak to 0.
                    fighter.Gladiator.BestWinningStreak    = fighter.Gladiator.CurrentWinningStreak;
                    fighter.Gladiator.CurrentWinningStreak = 0;
                }
                else
                {
                    fighter.Gladiator.CurrentWinningStreak = 0;
                }
                Rounds.Add(Draw.ToString());
                fighter.Gladiator.LastBattle = Draw.ToString();
                var image = "/Content/imagesGladiator/draw.png";
                Images.Add(image.ToString());
            }
            else if (OHealth <= 0)                                 // Opponent reach 0 or less health gladiator wins.
            {
                fighter.Gladiator.Health                = GHealth; // setting the temporary health to the new health.
                fighter.Opponent.Health                 = OHealth; // When player win save the health of the opponent so he save his 0 health. Next time he selected he roll new stats.
                fighter.Gladiator.Battles              += 1;
                fighter.Gladiator.BattlesWon           += 1;
                fighter.Gladiator.CurrentWinningStreak += 1; // adding a win streak to the gladiator.
                fighter.Gladiator.TempLost              = 0;
                if (fighter.Gladiator.CurrentWinningStreak > fighter.Gladiator.BestWinningStreak)
                {
                    fighter.Gladiator.BestWinningStreak = fighter.Gladiator.CurrentWinningStreak;
                }
                int ExpGain   = 0; //variables for exp gold and score gain.
                int GoldGain  = 0;
                int ScoreGain = 0;
                if (fighter.Gladiator.Level == fighter.Opponent.Level)                      // fighted same level opponent as gladiator level.
                {
                    ExpGain   = 10 + Dice.D20();                                            // gain 10 exp and random 1 to 20 added.
                    GoldGain  = 20 + (fighter.Gladiator.Level * 2) + Dice.D6() + Dice.D6(); // the gold earned 5 + double your level and then 2 random D6s to add 2 to 12 gold.
                    ScoreGain = 6 + (fighter.Opponent.Level) + Dice.D8();                   // score 4 base with 1 to 6 added.
                    fighter.Gladiator.GladiatorScore += ScoreGain;

                    if (fighter.Gladiator.GladiatorScore > fighter.Gladiator.GladiatorHighScore)
                    {
                        fighter.Gladiator.GladiatorHighScore = fighter.Gladiator.GladiatorScore;
                        fighter.Gladiator.TempScore          = ScoreGain;
                    }

                    fighter.Gladiator.Experiance += ExpGain;
                    fighter.Gladiator.Gold       += GoldGain;
                }
                if (fighter.Gladiator.Level < fighter.Opponent.Level)  // if the opponent higher lvl then gladiator a small increase in gain.
                {
                    ExpGain   = 15 + Dice.D20() + Dice.D10();
                    GoldGain  = 25 + (fighter.Gladiator.Level * 2) + Dice.D6() + Dice.D6() + Dice.D4();
                    ScoreGain = 10 + (fighter.Opponent.Level * 2) + Dice.D10();
                    fighter.Gladiator.GladiatorScore += ScoreGain;

                    if (fighter.Gladiator.GladiatorScore > fighter.Gladiator.GladiatorHighScore)
                    {
                        fighter.Gladiator.GladiatorHighScore = fighter.Gladiator.GladiatorScore;
                        fighter.Gladiator.TempScore          = ScoreGain;
                    }
                    fighter.Gladiator.Experiance += ExpGain;
                    fighter.Gladiator.Gold       += GoldGain;
                }
                if (fighter.Gladiator.Level > fighter.Opponent.Level) // if the opponent lower lvl then gladiator a small decrease in gain.
                {
                    ExpGain   = 5 + Dice.D10();
                    GoldGain  = 10 + (fighter.Gladiator.Level * 2) + Dice.D6();
                    ScoreGain = 2 + Dice.D4();
                    fighter.Gladiator.GladiatorScore += ScoreGain;

                    if (fighter.Gladiator.GladiatorScore > fighter.Gladiator.GladiatorHighScore)
                    {
                        fighter.Gladiator.GladiatorHighScore = fighter.Gladiator.GladiatorScore;
                        fighter.Gladiator.TempScore          = ScoreGain;
                    }
                    fighter.Gladiator.Experiance += ExpGain;
                    fighter.Gladiator.Gold       += GoldGain;
                }
                var Win = ($"{fighter.Gladiator.Name} won the battle over {fighter.Opponent.Name}." +
                           $" {fighter.Gladiator.Name} gained {ExpGain} Experience , {GoldGain} Gold and {ScoreGain} Score.");
                Rounds.Add(Win.ToString());
                var Won = ($"{fighter.Gladiator.Name} won the battle over {fighter.Opponent.Name}.");
                fighter.Gladiator.LastBattle = Won.ToString();
                var image = "/Content/imagesGladiator/win.png";
                Images.Add(image.ToString());
            }
            else if (GHealth <= 0) // if gladiator health 0 of lower.
            {
                var Lost = ($"{fighter.Gladiator.Name} lost the battle to {fighter.Opponent.Name}.");

                fighter.Gladiator.Health         = 0;
                fighter.Gladiator.Battles       += 1;
                fighter.Gladiator.BattlesLost   += 1;
                fighter.Gladiator.TempLost       = 1;
                fighter.Gladiator.TempScore      = 0;
                fighter.Gladiator.GladiatorScore = 0;                                             // setting the score count to 0 again.  only reset on lost atm not draw.
                if (fighter.Gladiator.CurrentWinningStreak > fighter.Gladiator.BestWinningStreak) // checking the winstreak and save if needed then reset to 0 agian.
                {
                    fighter.Gladiator.BestWinningStreak    = fighter.Gladiator.CurrentWinningStreak;
                    fighter.Gladiator.CurrentWinningStreak = 0;
                }
                else
                {
                    fighter.Gladiator.CurrentWinningStreak = 0;
                }
                Rounds.Add(Lost.ToString());
                fighter.Gladiator.LastBattle = Lost.ToString();
                var image = "/Content/imagesGladiator/Lose.png";
                Images.Add(image.ToString());
            }
        }