public Rampart(List <Player> players) { var Enemy1 = new CharacterClassLibrary.NPCClasses.Pirate(5, 2); var Enemy2 = new CharacterClassLibrary.NPCClasses.Goblin(5, 1); var Enemy3 = new CharacterClassLibrary.NPCClasses.Pirate(5, 3); var Enemy4 = new CharacterClassLibrary.NPCClasses.Necromancer(5, 3); Enemies = new List <NPC>() { Enemy1, Enemy2, Enemy3, Enemy4 }; foreach (var enemy in Enemies) { var numb = Enemies.IndexOf(enemy); enemy.Position = numb + 5; } Players = new List <Player>(); foreach (var player in players) { Players.Add(player); } foreach (var player in Players) { var numb = Players.IndexOf(player); player.Position = numb + 1; } Turn = 1; Level = 5; RewardTable = new int[4] { 25, 50, 25, 0 }; TransferTo = "Keep"; }
public GettingHarder(List <Player> players) { var Enemy1 = new CharacterClassLibrary.NPCClasses.Pirate(4, 3); var Enemy2 = new CharacterClassLibrary.NPCClasses.Goblin(4, 3); var Enemy3 = new CharacterClassLibrary.NPCClasses.Goblin(4, 2); var Enemy4 = new CharacterClassLibrary.NPCClasses.Pirate(4, 1); Enemies = new List <NPC>() { Enemy1, Enemy2, Enemy3, Enemy4 }; foreach (var enemy in Enemies) { var numb = Enemies.IndexOf(enemy); enemy.Position = numb + 5; } Players = new List <Player>(); foreach (var player in players) { Players.Add(player); } foreach (var player in Players) { var numb = Players.IndexOf(player); player.Position = numb + 1; } Turn = 1; Level = 4; ActionsTaken = new List <int>(); RewardTable = new int[4] { 0, 75, 25, 0 }; TransferTo = "Menu"; }
public TankThat(List <Player> players) { var Enemy1 = new CharacterClassLibrary.NPCClasses.Goblin(3, 3); var Enemy2 = new CharacterClassLibrary.NPCClasses.Rabbit(3, 2); var Enemy3 = new CharacterClassLibrary.NPCClasses.Rabbit(3, 0); var Enemy4 = new CharacterClassLibrary.NPCClasses.Rabbit(3, 0); Enemies = new List <NPC>() { Enemy1, Enemy2, Enemy3, Enemy4 }; foreach (var enemy in Enemies) { var numb = Enemies.IndexOf(enemy); enemy.Position = numb + 5; } Players = new List <Player>(); foreach (var player in players) { Players.Add(player); } foreach (var player in Players) { var numb = Players.IndexOf(player); player.Position = numb + 1; } Turn = 1; Level = 3; ActionsTaken = new List <int>(); RewardTable = new int[4] { 10, 70, 20, 0 }; TransferTo = "Menu"; }
public SomethingNew(List <Player> players) { var enemy1 = new CharacterClassLibrary.NPCClasses.Goblin(3, 1); var enemy2 = new CharacterClassLibrary.NPCClasses.Goblin(2, 1); var enemy3 = new CharacterClassLibrary.NPCClasses.Rabbit(3, 1); var enemy4 = new CharacterClassLibrary.NPCClasses.Rabbit(3, 1); Enemies = new List <NPC>() { enemy1, enemy2, enemy3, enemy4 }; foreach (var enemy in Enemies) { var numb = Enemies.IndexOf(enemy); enemy.Position = numb + 5; } Players = new List <Player>(); foreach (var player in players) { Players.Add(player); } foreach (var player in Players) { var numb = Players.IndexOf(player); player.Position = numb + 1; } Turn = 1; Level = 2; ActionsTaken = new List <int>(); RewardTable = new int[4] { 25, 75, 0, 0 }; TransferTo = "Menu"; }
public void enemyHealTest() { var percents = new double[4] { -.5, 0, .3, .3 }; var asd = new CharacterClassLibrary.NPCClasses.Goblin(1, 1); var actual = asd.ChooseAlly(percents); var expected = 2; Assert.AreEqual(expected, actual); }