Esempio n. 1
0
		public override uint UsageProbability(BattleField bf){ //TODO: I NEED TO CHANGE THIS
			foreach(ActiveCharacter c in bf.Allies){
				if (c.CurrentHP < (((double)c.Stats.HP) / 2))
					return 20;
			}
			return 0;
		}
Esempio n. 2
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		public static void Main (string[] args)
		{

			uint SIMULATIONS = 10000, wins = 0;
			for (int i = 0; i < SIMULATIONS; i++) {

				List<ActiveUnit> allies = new List<ActiveUnit> ();
				allies.Add (new Character ("Nic", "", 4,
					1, new uint[]{ 0, 1, 2 }, null, typeof(Drifter),
					new EquipmentSet(new IronHelm(), null, null, null, null, new WoodShield(), null, null
					
					)).CreateActiveCharacter ());

				List<ActiveUnit> enemies = new List<ActiveUnit> ();
				Enemy e = new Enemy ("Slime", typeof(Slime), 4);
				enemies.Add (e.CreateActiveEnemy ());
				enemies.Add (e.CreateActiveEnemy ());
				enemies.Add (e.CreateActiveEnemy ());
				enemies.Add (e.CreateActiveEnemy ());
				enemies.Add (e.CreateActiveEnemy ());

				BattleField bf = new BattleField (allies, enemies);
				bool win = bf.Simulate ();
				if (win) {
					wins++;
				}
			}
			double chance = (((double)wins) / ((double)SIMULATIONS)) * 100;
			Console.WriteLine ("\n\nWIN CHANCE: " + chance);
		}
Esempio n. 3
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		public Ability SelectAbility(BattleField bf){
			uint index = 0, i = 0;
			uint maxweight = 0;
			foreach (Ability s in skills) {
				uint up = s.UsageProbability (bf);
				if (up > maxweight
					&& s.CurrentCooldown == 0) {
					maxweight = up;
					index = i;
				}
				i++;
			}
			return skills [(int)index];
		}
Esempio n. 4
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		public abstract uint UsageProbability(BattleField bf);
Esempio n. 5
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		public override uint UsageProbability(BattleField bf){
			return 1;
		}