コード例 #1
0
        // Monster Attacks Character
        // this is working fine in terms of choosing next turn
        public bool TurnAsAttack(Monster Attacker, int AttackScore, Character Target, int DefenseScore)
        {
            BattleMessages.TurnMessage        = string.Empty;
            BattleMessages.TurnMessageSpecial = string.Empty;
            BattleMessages.AttackStatus       = string.Empty;
            //BattleMessages.AttackDescription = string.Empty;


            BattleMessages.PlayerType = PlayerTypeEnum.Monster;

            if (Attacker == null)
            {
                return(false);
            }

            if (Target == null)
            {
                return(false);
            }

            BattleScore.TurnCount++;

            // Choose who to attack

            // Name of attacker and target
            BattleMessages.TargetName   = Target.Name;
            BattleMessages.AttackerName = Attacker.Name;

            var HitSuccess = RollToHitTarget(AttackScore, DefenseScore);

            Debug.WriteLine(BattleMessages.GetTurnMessage());

            if (BattleMessages.HitStatus == HitStatusEnum.Miss)
            {
                BattleMessages.TurnMessage = " " + Attacker.Name +
                                             " misses " + Target.Name;
                Debug.WriteLine(BattleMessages.TurnMessage);
                return(true);
            }

            if (BattleMessages.HitStatus == HitStatusEnum.CriticalMiss)
            {
                Debug.WriteLine("-----------------------");
                Debug.WriteLine("Monster critically missed!");
                BattleMessages.TurnMessage = Attacker.Name + " critically misses " + Target.Name;
                Debug.WriteLine(BattleMessages.TurnMessage);
                return(true);
            }

            // It's a Hit or a Critical Hit
            if (BattleMessages.HitStatus == HitStatusEnum.Hit || BattleMessages.HitStatus == HitStatusEnum.CriticalHit)
            {
                //Calculate Damage
                BattleMessages.DamageAmount = Attacker.GetDamageRollValue();

                BattleMessages.DamageAmount += GameGlobals.ForceCharacterDamangeBonusValue;   // Add the Forced Damage Bonus (used for testing...)

                BattleMessages.AttackStatus = string.Format(" hits for {0} damage on ", BattleMessages.DamageAmount);

                if (GameGlobals.EnableCriticalHitDamage)
                {
                    if (BattleMessages.HitStatus == HitStatusEnum.CriticalHit)
                    {
                        //2x damage
                        BattleMessages.DamageAmount += BattleMessages.DamageAmount;
                        Debug.WriteLine("-----------------------");
                        Debug.WriteLine("Monster critically hit!");
                        BattleMessages.AttackStatus = string.Format(" hits critically hard for {0} damage on ", BattleMessages.DamageAmount);
                    }
                }
                // Target take the damage
                Target.TakeDamage(BattleMessages.DamageAmount);
            }

            BattleMessages.CurrentHealth      = Target.CharacterAttribute.CurrentHealth;
            BattleMessages.TurnMessageSpecial = BattleMessages.GetCurrentHealthMessage();
            // Calculate experience earned

            // Check for alive
            if (Target.Alive == false)
            {
                // Remover target from list...
                CharacterList.Remove(Target);


                // Mark Status in output
                BattleMessages.TurnMessageSpecial = " and causes death";

                // Add the monster to the killed list
                BattleScore.CharacterAtDeathList += Target.FormatOutput() + "\n";

                // Drop Items to item Pool
                var myItemList = Target.DropAllItems();

                // Add to Score
                foreach (var item in myItemList)
                {
                    BattleScore.ItemsDroppedList      += item.FormatOutput() + "\n";
                    BattleMessages.TurnMessageSpecial += "; \n Item " + item.Name + " dropped";
                }

                ItemPool.AddRange(myItemList);
            }

            BattleMessages.TurnMessage = Attacker.Name + BattleMessages.AttackStatus + Target.Name + BattleMessages.TurnMessageSpecial;
            Debug.WriteLine(BattleMessages.TurnMessage);

            return(true);
        }
コード例 #2
0
        /// <summary>
        /// Process the attack. Use BattleMessagesModel to communicate actions.
        /// </summary>
        /// <param name="attacker"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public bool TurnAsAttack(BattleEntityModel attacker, BattleEntityModel target)
        {
            if (attacker == null)
            {
                return(false);
            }

            if (target == null)
            {
                return(false);
            }

            // refresh battle messages for turn
            BattleMessages.ClearMessages();

            // Hackathon
            // Hackathon Scenario 2, Bob alwasys misses
            if (attacker.Name.Equals("Bob"))
            {
                BattleMessages.HitStatus   = HitStatusEnum.Miss;
                BattleMessages.TurnMessage = "Bob always Misses";
                Debug.WriteLine(BattleMessages.TurnMessage);
                return(true);
            }

            BattleMessages.PlayerType = EntityTypeEnum.Monster;

            var AttackScore  = GetAttack(attacker);
            var DefenseScore = GetDefense(target);

            // Choose who to attack

            BattleMessages.TargetName   = target.Name;
            BattleMessages.AttackerName = attacker.Name;

            BattleMessages.HitStatus = RollToHitTarget(AttackScore, DefenseScore);

            Debug.WriteLine(BattleMessages.GetTurnMessage());

            // It's a Miss
            if (BattleMessages.HitStatus == HitStatusEnum.Miss)
            {
                BattleMessages.TurnMessage = attacker.Name + " blunders and misses " + target.Name;
                // Check if Critical Miss is enabled (hackathon rule)
                if (CriticalMissEnabled)
                {
                    if (BattleMessages.CriticalMiss)
                    {
                        CriticalMiss(attacker);

                        BattleMessages.TurnMessage += BattleMessages.CriticalMissMessage;

                        // toggle flag
                        BattleMessages.CriticalMiss = false;
                    }
                }

                Debug.WriteLine(BattleMessages.TurnMessage);

                return(true);
            }

            // It's a Hit
            if (BattleMessages.HitStatus == HitStatusEnum.Hit)
            {
                //Calculate Damage
                BattleMessages.DamageAmount = GetDamage(attacker);

                // Calculate Critical Hit if enabled
                if (CriticalHitsEnabled)
                {
                    if (BattleMessages.CriticalHit)
                    {
                        BattleMessages.DamageAmount *= 2;
                    }
                }

                if (target.EntityType == EntityTypeEnum.Monster)
                {
                    double FractionalExperience = (double)BattleMessages.DamageAmount / (double)target.MaxHealth;
                    int    ExperienceGained     = (int)Math.Ceiling(FractionalExperience * (double)target.ExperiencePoints);
                    TakeDamage(target, BattleMessages.DamageAmount);
                    // If monster takes damage he loses proportional amount of remaining experience points to attacker
                    AddExperience(attacker, ExperienceGained);
                    target.ExperiencePoints -= ExperienceGained;
                }
                else
                {
                    TakeDamage(target, BattleMessages.DamageAmount);
                }
            }

            // update battle messages
            BattleMessages.CurrentHealth = target.CurrentHealth;
            BattleMessages.AttackStatus  = " strikes ";
            BattleMessages.TurnMessage   = attacker.Name + BattleMessages.AttackStatus + target.Name + BattleMessages.GetCurrentHealthMessage();

            if (CriticalHitsEnabled)
            {
                if (BattleMessages.CriticalHit)
                {
                    BattleMessages.TurnMessage += "\nCritical Hit!!!";
                    BattleMessages.CriticalHit  = false; // toggle flag
                }
            }

            Debug.WriteLine(BattleMessages.TurnMessage);

            RemoveIfDead(target);

            return(true);
        }