Esempio n. 1
0
        /// <summary>
        /// RollList generates random list of elements from a pre-existing list.
        /// </summary>
        /// <example>
        /// ["A","B","C","D"].RollList(2) -> ["A","D"]
        /// </example>
        /// <returns>The list.</returns>
        /// <param name="size">Size.</param>

        public RandomList <T> RollList(int size)
        {
            if (size > this.Count)
            {
                Exception e = new Exception("Cannot generate random list of size :" + size + " from original list of size: " + this.Count);
                Console.Write(e);
                throw e;
            }
            else
            {
                // List That Will Have Elements Removed From To Prevent Duplicate Rolls
                RandomList <T> throwableList = (RandomList <T>) this.Clone();

                // List That Will Contain Random Elements and Be Returned
                RandomList <T> generatedList = new RandomList <T>();

                // Generate Member In Generated List (of size n) by
                // Rolling on Throwable, adding to Generated and removing from
                // Throwable to mitigate any duplicate elements.

                for (int i = 0; (i < size - 1); i++)
                {
                    T element = throwableList.Roll();
                    generatedList.Add(element);
                    throwableList.Remove(element);
                }
                return(generatedList);
            }
        }
        private NonPlayableCharacter KillCharacter(int leftCharacterIndex, int rightCharacterIndex, RandomList <NonPlayableCharacter> characters)
        {
            // Finding Characters That It Can Kill (Left and Right)

            NonPlayableCharacter leftCharacter  = characters[leftCharacterIndex];
            NonPlayableCharacter rightCharacter = characters[rightCharacterIndex];

            // Making List with Two Potential Characters

            RandomList <NonPlayableCharacter> possibleKillableCharacters = new RandomList <NonPlayableCharacter> {
                leftCharacter, rightCharacter
            };

            // Generating Character That Dies

            NonPlayableCharacter killedCharacter = possibleKillableCharacters.Roll();

            // Killing Character

            characters.Remove(killedCharacter);

            // Returning Character (To Use For Printing)

            return(killedCharacter);
        }