Esempio n. 1
0
 public static void ExecuteCommand(string command, Hero[] heroes, List<EnemyClass> enemies)
 {
     string[] commandParts = command.Split(' ');
     switch (commandParts[0].ToLower())
     {
         case "start":
             {
                 StartGame();
                 break;
             }
         case "help":
             {
                 PrintHelp();
                 break;
             }
         default: // since the code for all heroes is the same we can just put it in default and let the try and catch pick up unregonised commands
             {
                 if(commandParts[1].Equals("info"))
                 {
                     PrintInfo(commandParts[0]);
                     break;
                 }
                 TryToUseAbility(heroes, enemies, commandParts);
                 break;
             }
     }
 }
Esempio n. 2
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 public static void EquipItem(Hero[] heroes, string[] commandParts = null, string itemName = "", int currentHeroIndex = 0)
 {
     try
     {
         if (commandParts != null)
         {
             currentHeroIndex = GameConsole.GetHeroIndex(commandParts[0]); //Get the current hero index
             for (int i = 2; i < commandParts.Length; i++) // Since the item name may contain more than 1 word we need to join all the words and make a name of them
             {
                 if (i == commandParts.Length - 1)
                 {
                     itemName += commandParts[i];
                 }
                 else
                 {
                     itemName += commandParts[i] + " ";
                 }
             }
         }
         foreach (var item in ItemPool.inventory) // Go through the whole inventory to look for the item
         {
             if (item.name.ToLower().Equals(itemName.ToLower()))
             {
                 FieldInfo[] fields = heroes[currentHeroIndex].GetType().GetFields(); // Gets all of fields of the current hero
                 foreach (var field in fields)
                 {
                     var type = field.GetValue(heroes[currentHeroIndex]).GetType();
                     if (type == typeof(ItemPool.Item)) // We need only the fields that are with a type of item
                     {
                         string slotName = Regex.Match(field.Name, @"^.*?(?=[A-Z])").Value; //Match the part of the field name that is before a CapitalLetter
                         if (slotName.ToLower().Equals(item.slot.ToString().ToLower()))
                         {
                             foreach (var classAbleToWearItem in item.classesAbleToWearItem) // Go through all the classes able to wear the item
                             {
                                 string className = Regex.Match(heroes[currentHeroIndex].GetType().Name, @"^[A-Za-z](.*?(?=[A-Z]))").Value; //Match the part of the class name that is before a CapitalLetter and Starts with a capital letter
                                 if (classAbleToWearItem.ToString().ToLower().Equals(className.ToLower())) //Check if the current class being checked is equal to the hero class name
                                 {
                                     field.SetValue(heroes[currentHeroIndex], item);
                                     GameConsole.currentLog.Append("Item has been equipped: ");
                                     PrintItem(item);
                                     ItemPool.inventory.Remove(item);
                                     return;
                                 }
                             }
                             GameConsole.currentLog.Append("Hero cannot equip item \n");
                             return;
                         }
                     }
                 }
             }
         }
         GameConsole.currentLog.Append("Item not present in inventory \n");
     }
     catch (Exception) // Every unregonised commands is basically a different exception
     {
         UnrecognizedCommand();
     }
 }
Esempio n. 3
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 private static void AddExperience(Hero[] heroes, int experienceGained)
 {
     for (int i = 0; i < heroes.Length; i++)
     {
         if(heroes[i].experience < Test.levels[heroes[i].level - 1])
         {
             heroes[i].experience += experienceGained;
             if (heroes[i].experience > Test.levels[heroes[i].level])
             {
                 heroes[i].level++;
             }
             if (heroes[i].level == Test.maxLevel)
             {
                 heroes[i].experience = Test.levels[heroes[i].level - 1];
             }
         }
     }
 }
Esempio n. 4
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 private static bool HeroHasMana(Hero hero, MethodInfo ability, EnemyClass enemy = null)
 {
     int currentMana = hero.mana; //Check if the hero has mana for the ability
     if(enemy == null)
     {
         ability.Invoke(hero, null);
     }
     else
     {
         ability.Invoke(hero, new object[] { enemy });
     }
     if (hero.mana < 0 && hero.mana >= -100)
     {
         Console.WriteLine("No mana for that ability");
         return false;
     }
     else if(hero.mana < - 100)
     {
         Console.WriteLine("Need a higher level to use that ability");
         return false;
     }
     hero.mana = currentMana;
     return true;
 }
Esempio n. 5
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 private static void AddExperience(Hero[] heroes, int experienceGained)
 {
     for (int i = 0; i < heroes.Length; i++) // Go through each hero and add the experience to all of them not just one
     {
         if (heroes[i].level <= GameConsole.maxLevel && heroes[i].health > 0) //If the hero's experience is less than the max level
         {
             heroes[i].experience += experienceGained;
             if (heroes[i].experience > GameConsole.levels[heroes[i].level]) // If the hero's experience is more than the current level required
             {
                 heroes[i].OnLevelUp();
             }
             if (heroes[i].level == GameConsole.maxLevel)
             {
                 heroes[i].experience = GameConsole.levels[heroes[i].level - 1];
             }
         }
     }
 }
Esempio n. 6
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 public static void PrintStatus(Hero[] heroes, List<EnemyClass> enemies)
 {
     List<string[,]> heroesResult = new List<string[,]>();
     List<string[,]> enemiesResult = new List<string[,]>();
     for (int i = 0; i < heroes.Length; i++)
     {
         string heroClass = Regex.Match(heroes[i].GetType().Name, @"^[A-Za-z](.*?(?=[A-Z]))").Value; //Match the part of the class name that is before a CapitalLetter and Starts with a capital letter
         heroesResult.Add(Character(new string[] {heroClass + ": " + heroes[i].name,
                                    "Health: " + heroes[i].health + "/" + heroes[i].maxHealth,
                                    "Mana: " + heroes[i].mana + "/" + heroes[i].maxMana,
                                    "Acted: " + GameConsole.heroesActedThisTurn[i],
                                    "Experience: " + heroes[i].experience + "/" + GameConsole.levels[heroes[i].level],
                                    "Level: " + heroes[i].level}));
     }
     for (int i = 0; i < enemies.Count; i++)
     {
         enemiesResult.Add(Character(new string[] { enemies[i].name,
                                     "Health: " + enemies[i].health + "/" + enemies[i].maxHealth,
                                     "Mana: " + enemies[i].mana + "/" + enemies[i].maxMana }));
     }
     PrintResult(heroesResult);
     Console.WriteLine();
     PrintResult(enemiesResult);
     Console.WriteLine();
 }
        public Hero GetHeroWithHighestIntelligence()
        {
            Hero best = this.heroes.OrderByDescending(x => x.Item.Intelligence).FirstOrDefault();

            return(best);
        }
 public void Add(Hero hero)
 {
     this.heroes.Add(hero);
 }
        //•	Method Remove(string name) – removes an entity by given hero name.
        public void Remove(string name)
        {
            Hero nameHero = this.data.FirstOrDefault(x => x.Name == name);

            this.data.Remove(nameHero);
        }
Esempio n. 10
0
 private static void UnEquipItem(Hero[] heroes, string[] commandParts)
 {
     try
     {
         int currentHeroIndex = GameConsole.GetHeroIndex(commandParts[0]); //Get the current hero index
         string itemName = "";
         for (int i = 2; i < commandParts.Length; i++) // Since the item name may contain more than 1 word we need to join all the words and make a name of them
         {
             if (i == commandParts.Length - 1)
             {
                 itemName += commandParts[i];
             }
             else
             {
                 itemName += commandParts[i] + " ";
             }
         }
         FieldInfo[] fields = heroes[currentHeroIndex].GetType().GetFields(); // Gets all of fields of the current hero
         foreach (var field in fields)
         {
             var type = field.GetValue(heroes[currentHeroIndex]).GetType();
             if (type == typeof(ItemPool.Item)) // We need only the fields that are with a type of item
             {
                 FieldInfo[] itemFields = type.GetFields(); // Gets all of fields of the current item slot
                 foreach (var itemField in itemFields)
                 {
                     if (itemField.GetValue(field.GetValue(heroes[currentHeroIndex])) == null)
                     {
                         break;
                     }
                     if (itemField.GetValue(field.GetValue(heroes[currentHeroIndex])).ToString().ToLower().Equals(itemName.ToLower()))
                     {
                         GameConsole.currentLog.Append("Item has been unequipped: ");
                         PrintItem((ItemPool.Item)field.GetValue(heroes[currentHeroIndex]));
                         ItemPool.inventory.Add((ItemPool.Item)field.GetValue(heroes[currentHeroIndex]));
                         field.SetValue(heroes[currentHeroIndex], new ItemPool.Item());
                         return;
                     }
                     break;
                 }
             }
         }
         GameConsole.currentLog.Append("Item not equipped on hero \n");
     }
     catch (Exception) // Every unregonised commands is basically a different exception
     {
         UnrecognizedCommand();
     }
 }
Esempio n. 11
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 private static void TryToUseAbility(Hero[] heroes, List<EnemyClass> enemies, string[] commandParts)
 {
     try
     {
         int currentHeroIndex = Test.GetHeroIndex(commandParts[0]); //Get the current hero index
         if (Test.heroesActedThisTurn[currentHeroIndex])
         {
             Console.WriteLine("Hero has already acted this turn");
             return;
         }
         if(commandParts[1].ToLower().Equals("skip"))
         {
             Test.heroesActedThisTurn[currentHeroIndex] = true;
             return;
         }
         MethodInfo ability = heroes[currentHeroIndex].GetType().GetMethod(commandParts[1].ToLower(),
                                                                           BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy ); //By passing a string of the name of the method we can get it as a variable
         int enemyIndex;
         if (int.TryParse(commandParts[2], out enemyIndex)) //Try to parse the third string as a number if it is a number we use an ability on an enemy
         {
             enemyIndex--; // Because the left most enemy is not with index 0 instead of 1 in the array
             if(!HeroHasMana(heroes[currentHeroIndex], ability, enemies[enemyIndex]))
             {
                 return;
             }
             enemies[enemyIndex].health = (enemies[enemyIndex].health - (int)ability.Invoke(heroes[currentHeroIndex], new object[] { enemies[enemyIndex] } ));
             if(enemies[enemyIndex].health < 0)
             {
                 enemies[enemyIndex].health = 0;
                 AddExperience(heroes, enemies[enemyIndex].experienceWorth);
             }
         }
         else // Else we use an ability on an ally
         {
             int heroTargetedIndex = Test.GetHeroIndex(commandParts[2]);
             if (!HeroHasMana(heroes[currentHeroIndex], ability))
             {
                 return;
             }
             if (ability.Name.ToLower().Equals("revive"))
             {
                 ability.Invoke(heroes[currentHeroIndex], new object[] { heroes[heroTargetedIndex] });
             }
             else
             {
                 heroes[heroTargetedIndex].health = (heroes[heroTargetedIndex].health + (int)ability.Invoke(heroes[currentHeroIndex], null));
                 if (heroes[heroTargetedIndex].health > heroes[heroTargetedIndex].maxHealth)
                 {
                     heroes[heroTargetedIndex].health = heroes[heroTargetedIndex].maxHealth;
                 }
             }
         }
         Test.heroesActedThisTurn[currentHeroIndex] = true;
     }
     catch (Exception) // Every unregonised commands is basically a diffrent exception
     {
         UnrecognizedCommand();
     }
 }
Esempio n. 12
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        public Hero GetHeroWithHighestStrength()
        {
            Hero hero = this.heroes.OrderByDescending(x => x.Item.Intelligence).FirstOrDefault();

            return(hero);
        }
Esempio n. 13
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        public void Remove(string name)
        {
            Hero targetHero = this.heroes.FirstOrDefault(x => x.Name == name);

            this.heroes.Remove(targetHero);
        }
Esempio n. 14
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 public void Add(Hero hero)
 {
     this.data.Add(hero);
 }
Esempio n. 15
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 private static bool HeroHasMana(Hero hero, MethodInfo ability, EnemyClass enemy = null)
 {
     int currentMana = (int)hero.mana; //Check if the hero has mana for the ability
     if (enemy == null) //If there is no enemy the ability is a void
     {
         ability.Invoke(hero, null);
     }
     else
     {
         ability.Invoke(hero, new object[] { enemy });
     }
     if (hero.mana < 0 && hero.mana >= -100) // If after being invoked the hero's mana is between 0 and -100 he doesn't have the mana for the ability
     {
         GameConsole.currentLog.Append("No mana for that ability \n");
         hero.mana = currentMana;
         return false;
     }
     else if (hero.mana < -100)// If after being invoked the hero's level is not enough for the ability he loses 1000 mana temporarily
     {
         GameConsole.currentLog.Append("Need a higher level to use that ability \n");
         hero.mana = currentMana;
         return false;
     }
     hero.mana = currentMana;
     return true;
 }
Esempio n. 16
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 private static void TryToUseAbility(Hero[] heroes, List<EnemyClass> enemies, string[] commandParts)
 {
     try
     {
         int currentHeroIndex = GameConsole.GetHeroIndex(commandParts[0]); //Get the current hero index
         if(GameConsole.heroes[currentHeroIndex].health <= 0)
         {
             GameConsole.currentLog.Append("Hero is dead. Revive him first \n");
             return;
         }
         if (GameConsole.heroesActedThisTurn[currentHeroIndex]) // Check if the hero has acted this turn
         {
             GameConsole.currentLog.Append("Hero has already acted this turn \n");
             return;
         }
         if (commandParts[1].ToLower().Equals("skip") && commandParts.Length == 2)
         {
             GameConsole.heroesActedThisTurn[currentHeroIndex] = true;
             return;
         }
         MethodInfo ability = heroes[currentHeroIndex].GetType().GetMethod(commandParts[1].ToLower(),
                              BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy); //By passing a string of the name of the method we can get it as a variable
         int enemyIndex;
         if (int.TryParse(commandParts[2], out enemyIndex)) //Try to parse the third string as a number if it is a number we use an ability on an enemy
         {
             enemyIndex--; // Because the left most enemy is not with index 0 instead of 1 in the array
             if (!HeroHasMana(heroes[currentHeroIndex], ability, enemies[enemyIndex]))
             {
                 return;
             }
             int startingHealth = enemies[enemyIndex].health;
             enemies[enemyIndex].health = (enemies[enemyIndex].health - (int)ability.Invoke(heroes[currentHeroIndex], new object[] { enemies[enemyIndex] }));
             GameConsole.currentLog.Append("You hit " + enemies[enemyIndex].name + " for " + (startingHealth - enemies[enemyIndex].health) + " damage\n");
             if (enemies[enemyIndex].health < 0)
             {
                 if (GameConsole.vanquishedEnemies.ContainsKey(enemies[enemyIndex].GetType().Name))
                 {
                     GameConsole.vanquishedEnemies[enemies[enemyIndex].GetType().Name]++;
                 }
                 else
                 {
                     GameConsole.vanquishedEnemies.Add(enemies[enemyIndex].GetType().Name, 1);
                 }
                 enemies[enemyIndex].OnDeath();
                 GameConsole.currentLog.Append("You received: ");
                 PrintItem(ItemPool.inventory[ItemPool.inventory.Count - 1]);
                 AddExperience(heroes, enemies[enemyIndex].experienceWorth);
                 enemies.RemoveAt(enemyIndex);
             }
         }
         else // Else we use an ability on an ally
         {
             int heroTargetedIndex = GameConsole.GetHeroIndex(commandParts[2]);
             if (GameConsole.heroes[heroTargetedIndex].health <= 0)
             {
                 GameConsole.currentLog.Append("Hero is dead. Revive him first \n");
                 return;
             }
             if (!HeroHasMana(heroes[currentHeroIndex], ability))
             {
                 return;
             }
             if (ability.Name.ToLower().Equals("revive")) // We need to check if the ability is revive since it is a void function and is invoked in a diffrent way
             {
                 ability.Invoke(heroes[currentHeroIndex], new object[] { heroes[heroTargetedIndex] });
             }
             else
             {
                 float startingHealth = heroes[heroTargetedIndex].health;
                 heroes[heroTargetedIndex].health = (heroes[heroTargetedIndex].health + (int)ability.Invoke(heroes[currentHeroIndex], null));
                 if (heroes[heroTargetedIndex].health > heroes[heroTargetedIndex].maxHealth)
                 {
                     heroes[heroTargetedIndex].health = heroes[heroTargetedIndex].maxHealth;
                 }
                 GameConsole.currentLog.Append("You healed " + heroes[heroTargetedIndex].name + " for " + (startingHealth - heroes[heroTargetedIndex].health) + " health\n");
             }
         }
         GameConsole.heroesActedThisTurn[currentHeroIndex] = true; // If everything passed without an exception then the move was succesful and the current hero has acted
     }
     catch (Exception) // Every unregonised commands is basically a different exception
     {
         UnrecognizedCommand();
     }
 }
Esempio n. 17
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 public void Add(Hero hero)
 {
     data.Add(hero.Name, hero);
 }
Esempio n. 18
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 public static void ExecuteCommand(string command, Hero[] heroes, List<EnemyClass> enemies)
 {
     string[] commandParts = command.Split(' ');
     switch (commandParts[0].ToLower()) //Check if the first word of the command matches any of the basics
     {
         case "start":
             {
                 StartGame();
                 break;
             }
         case "help":
             {
                 PrintHelp();
                 break;
             }
         case "inventory":
             {
                 PrintInventory();
                 break;
             }
         case "classes":
             {
                 PrintClasses();
                 break;
             }
         case "status":
             {
                 PrintStatus(GameConsole.vanquishedEnemies);
                 break;
             }
         case "log":
             {
                 GameConsole.currentLog.Append(GameConsole.log);
                 break;
             }
         case "highscore":
             {
                 GameConsole.LoadHighScore();
                 break;
             }
         case "music":
             {
                 if(commandParts[1] == "on")
                 {
                     GameConsole.backgroundMusic.startSong();
                 }
                 else if(commandParts[1] == "off")
                 {
                     GameConsole.backgroundMusic.stopSong();
                 }
                 break;
             }
         default: // since the code for all heroes is the same we can just put it in default and let the try and catch pick up unregonised commands
             {
                 try
                 {
                     if(commandParts[0] == "all" && commandParts[1] == "attack")
                     {
                         for (int i = 0; i < heroes.Length; i++)
                         {
                             string attackCommand = heroes[i].name + " attack " + commandParts[2];
                             ExecuteCommand(attackCommand, heroes, enemies);
                         }
                         break;
                     }
                     if (commandParts[1].Equals("info") && commandParts.Length == 2) //If the second part is info and the command has 2 parts
                     {
                         PrintInfo(heroes, commandParts[0]);
                         break;
                     }
                     else if (commandParts[1].Equals("equip"))
                     {
                         EquipItem(heroes, commandParts); // Check if the command is an ability command and uses it
                         break;
                     }
                     else if (commandParts[1].Equals("unequip"))
                     {
                         UnEquipItem(heroes, commandParts); // Check if the command is an ability command and uses it
                         break;
                     }
                     else
                     {
                         TryToUseAbility(heroes, enemies, commandParts); // Check if the command is an ability command and uses it
                         break;
                     }
                 }
                 catch(Exception)
                 {
                     UnrecognizedCommand();
                 }
                 break;
             }
     }
 }
Esempio n. 19
0
 public static void ExecuteCommand(string command, Hero[] heroes, List<EnemyClass> enemies)
 {
     string[] commandParts = command.Split(' ');
     switch (commandParts[0].ToLower()) //Check if the first word of the command matches any of the basics
     {
         case "start":
             {
                 StartGame();
                 break;
             }
         case "help":
             {
                 PrintHelp();
                 break;
             }
         case "inventory":
             {
                 PrintInventory();
                 break;
             }
         case "classes":
             {
                 for (int i = 0; i < GameConsole.allHeroes.Count; i++)
                 {
                     PrintInfo(GameConsole.allHeroes.ToArray(), GameConsole.allHeroes[i].name.ToLower());
                 }
                 break;
             }
         case "status":
             {
                 PrintStatus(GameConsole.vanquishedEnemies);
                 break;
             }
         case "log":
             {
                 GameConsole.currentLog.Append(GameConsole.log);
                 break;
             }
         default: // since the code for all heroes is the same we can just put it in default and let the try and catch pick up unregonised commands
             {
                 try
                 {
                     if (commandParts[1].Equals("info") && commandParts.Length == 2) //If the second part is info and the command has 2 parts
                     {
                         PrintInfo(heroes, commandParts[0]);
                     }
                     else if (commandParts[1].Equals("equip"))
                     {
                         EquipItem(heroes, commandParts); // Check if the command is an ability command and uses it
                     }
                     else if (commandParts[1].Equals("unequip"))
                     {
                         UnEquipItem(heroes, commandParts); // Check if the command is an ability command and uses it
                     }
                     else
                     {
                         TryToUseAbility(heroes, enemies, commandParts); // Check if the command is an ability command and uses it
                     }
                 }
                 catch(Exception)
                 {
                     UnrecognizedCommand();
                 }
                 break;
             }
     }
 }