コード例 #1
0
 //constructor of Monster Model class
 public MonsterModel()
 {
     this.Name        = "this is Name";
     this.Description = "this is Monster Description";
     DropItems        = new List <ItemModel>();
     this.MaxHealth   = DiceHelper.RollDice((int)Level, 10);
 }
コード例 #2
0
        /// <summary>
        /// Decide to use an Ability or not
        ///
        /// Set the Ability
        /// </summary>
        /// <param name="Attacker"></param>
        /// <returns></returns>
        public override bool ChooseToUseAbility(PlayerInfoModel Attacker)
        {
            // See if healing is needed.
            EngineSettings.CurrentActionAbility = Attacker.SelectHealingAbility();
            if (EngineSettings.CurrentActionAbility != AbilityEnum.Unknown)
            {
                EngineSettings.CurrentAction = ActionEnum.Ability;
                return(true);
            }

            // If not needed, then role dice to see if other ability should be used
            // <30% chance
            if (DiceHelper.RollDice(1, 10) < 3)
            {
                EngineSettings.CurrentActionAbility = Attacker.SelectAbilityToUse();

                if (EngineSettings.CurrentActionAbility != AbilityEnum.Unknown)
                {
                    // Ability can , switch to unknown to exit
                    EngineSettings.CurrentAction = ActionEnum.Ability;
                    return(true);
                }

                // No ability available
                return(false);
            }

            // Don't try
            return(false);
        }
コード例 #3
0
        /// <summary>
        /// Randomly set the Character Job
        /// </summary>
        /// <returns></returns>
        public static CharacterJobEnum GetCharacterJob()
        {
            var dice   = DiceHelper.RollDice(1, 3);
            var result = CharacterJobEnumHelper.GetCharacterJobByPosition(dice);

            return(result);
        }
コード例 #4
0
        /// <summary>
        /// Randomly set the Monster Type
        /// </summary>
        /// <returns></returns>
        public static MonsterTypeEnum GetMonsterType()
        {
            var dice   = DiceHelper.RollDice(1, 3);
            var result = MonsterTypeEnumHelper.GetMonsterTypeByPosition(dice);

            return(result);
        }
コード例 #5
0
        /// <summary>
        /// Create Random Character for the battle
        /// </summary>
        /// <param name="MaxLevel"></param>
        /// <returns></returns>
        public static MonsterModel GetRandomMonster(int MaxLevel, bool Items = false)
        {
            var result = new MonsterModel()
            {
                Level = DiceHelper.RollDice(1, MaxLevel),

                // Randomize Name
                Name        = GetMonsterName(),
                Description = GetMonsterDescription(),

                // Randomize the Attributes
                Attack  = GetAbilityValue(),
                Speed   = GetAbilityValue(),
                Defense = GetAbilityValue(),

                ImageURI = GetMonsterImage(),

                Difficulty = GetMonsterDifficultyValue()
            };

            // Adjust values based on Difficulty
            result.Attack  = result.Difficulty.ToModifier(result.Attack);
            result.Defense = result.Difficulty.ToModifier(result.Defense);
            result.Speed   = result.Difficulty.ToModifier(result.Speed);
            result.Level   = result.Difficulty.ToModifier(result.Level);

            // Get the new Max Health
            result.MaxHealth = DiceHelper.RollDice(result.Level, 10);

            // Adjust the health, If the new Max Health is above the rule for the level, use the original
            var MaxHealthAdjusted = result.Difficulty.ToModifier(result.MaxHealth);

            if (MaxHealthAdjusted < result.Level * 10)
            {
                result.MaxHealth = MaxHealthAdjusted;
            }

            // Level up to the new level
            result.LevelUpToValue(result.Level);

            // Set ExperienceRemaining so Monsters can both use this method
            result.ExperienceRemaining = LevelTableHelper.LevelDetailsList[result.Level + 1].Experience;

            // Enter Battle at full health
            result.CurrentHealth = result.MaxHealth;

            // Monsters can have weapons too....
            if (Items)
            {
                result.Head        = GetItem(ItemLocationEnum.Head);
                result.Necklass    = GetItem(ItemLocationEnum.Necklass);
                result.PrimaryHand = GetItem(ItemLocationEnum.PrimaryHand);
                result.OffHand     = GetItem(ItemLocationEnum.OffHand);
                result.RightFinger = GetItem(ItemLocationEnum.Finger);
                result.LeftFinger  = GetItem(ItemLocationEnum.Finger);
                result.Feet        = GetItem(ItemLocationEnum.Feet);
            }

            return(result);
        }
コード例 #6
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get A Random Difficulty
        /// </summary>
        /// <returns></returns>
        public static string GetMonsterUniqueItem()
        {
            var itemIndex = DiceHelper.RollDice(1, ItemIndexViewModel.Instance.Dataset.Count()) - 1;
            var result    = ItemIndexViewModel.Instance.Dataset.ElementAt(itemIndex).Id;

            return(result);
        }
コード例 #7
0
        /// <summary>
        /// Will drop between 1 and 4 items from the ItemModel set...
        /// </summary>
        public override List <ItemModel> GetRandomMonsterItemDrops(int round)
        {
            // Teams, You need to implement your own modification to the Logic cannot use mine as is.

            // You decide how to drop monster items, level, etc.

            // The Number drop can be Up to the Round Count, but may be less.
            // Negative results in nothing dropped

            /*
             * Once monster is killed for the round, they will drop their item.
             *  1. find which monsters were killed
             *  2. see if they have drop item
             *  3. move that item to the list. make a copy of it.
             *
             * We added in another method for helper.
             *
             */
            var NumberToDrop = (DiceHelper.RollDice(1, round + 1) - 1);

            var result = new List <ItemModel>();

            for (var i = 0; i < NumberToDrop; i++)
            {
                // Get a random Unique Item
                var data = ItemIndexViewModel.Instance.GetItem(RandomPlayerHelper.GetMonsterUniqueItem());
                result.Add(data);
            }

            return(result);
        }
コード例 #8
0
        /// <summary>
        /// Call to make a new set of monsters...
        /// </summary>
        /// <returns></returns>
        public bool NewRound()
        {
            // End the existing round
            EndRound();

            // Populate New Monsters...
            AddMonstersToRound();

            // Make the PlayerList
            MakePlayerList();

            //populate the potions for the round
            populatePotionsList();


            // Set Order for the Round
            OrderPlayerListByTurnOrder();

            for (int i = 0; i < PlayerList.Count; i++)
            {
                if (PlayerList[i].PlayerType == PlayerTypeEnum.Character && PlayerList[i].Name == "Mike")
                {
                    Debug.WriteLine("Mike Has Died");
                    PlayerList[i].Alive = false;
                }
            }

            // Update Score for the RoundCount
            BattleScore.RoundCount++;
            //Roll for Hack 48 condition
            deathRollHack48 = DiceHelper.RollDice(1, 20);

            return(true);
        }
コード例 #9
0
        /// <summary>
        /// Get a Random Item for the Location
        ///
        /// Return the String for the ID
        /// </summary>
        /// <param name="location"></param>
        /// <returns></returns>
        public static string GetItem(ItemLocationEnum location)
        {
            var ItemList = ItemIndexViewModel.Instance.GetLocationItems(location);

            if (ItemList.Count == 0)
            {
                return(null);
            }

            // Add None to the list
            ItemList.Insert(0, new ItemModel {
                Id = null, Name = "None"
            });

            var result = ItemList.First().Id;

            var index = DiceHelper.RollDice(1, ItemList.Count()) - 1;

            if (index < ItemList.Count)
            {
                result = ItemList.ElementAt(index).Id;
            }

            return(result);
        }
コード例 #10
0
        /// <summary>
        /// Level Up
        /// </summary>
        /// <returns></returns>
        public bool LevelUp()
        {
            for (var i = LevelTableHelper.Instance.LevelDetailsList.Count - 1; i > 0; i--)
            {
                // Check the Level
                // If the Level is > Experience for the Index, increment the Level.
                if (LevelTableHelper.Instance.LevelDetailsList[i].Experience <= Experience)
                {
                    var NewLevel = LevelTableHelper.Instance.LevelDetailsList[i].Level;

                    // When leveling up, the current health is adjusted up by an offset of the MaxHealth, rather than full restore
                    var OldCurrentHealth = CurrentHealth;
                    var OldMaxHealth     = MaxHealth;

                    // Set new Health
                    // New health, is d10 of the new level.  So leveling up 1 level is 1 d10, leveling up 2 levels is 2 d10.
                    var NewHealthAddition = DiceHelper.RollDice(NewLevel - Level, 10);

                    // Increment the Max health
                    MaxHealth += NewHealthAddition;

                    // Calculate new current health
                    // old max was 10, current health 8, new max is 15 so (15-(10-8)) = current health
                    CurrentHealth = (MaxHealth - (OldMaxHealth - OldCurrentHealth));

                    // Set the new level
                    Level = NewLevel;

                    // Done, exit
                    return(true);
                }
            }

            return(false);
        }
コード例 #11
0
        /// <summary>
        /// Roll the Damage Dice, and add to the Damage
        /// </summary>
        /// <returns></returns>
        public int GetDamageRollValue()
        {
            var myReturn = 0;

            var myItem = ItemIndexViewModel.Instance.GetItem(PrimaryHand);
            // Also equipt with item picked during game
            var attackItem = ItemIndexViewModel.Instance.GetItem(AttackItem);

            // add in the attack item to damage
            if (attackItem != null)
            {
                // Dice of the weapon. So sword of Damage 10 is d10
                myReturn += DiceHelper.RollDice(1, attackItem.Damage);
            }

            // add in the damage to primary hand IF attackitem is not picked.
            if (myItem != null && attackItem == null)
            {
                // Dice of the weapon.  So sword of Damage 10 is d10
                myReturn += DiceHelper.RollDice(1, myItem.Damage);
            }

            // Add in the Level as extra damage per game rules
            myReturn += GetDamageLevelBonus;

            return(myReturn);
        }
コード例 #12
0
        /// <summary>
        /// Add Monsters to the Round
        ///
        /// Because Monsters can be duplicated, will add 1, 2, 3 to their name
        ///

        /*
         * Hint:
         * I don't have crudi monsters yet so will add 6 new ones...
         * If you have crudi monsters, then pick from the list
         * Consdier how you will scale the monsters up to be appropriate for the characters to fight
         *
         */
        /// </summary>
        /// <returns></returns>
        public int AddMonstersToRound()
        {
            var    monsterModel = MonsterIndexViewModel.Instance;
            Random rnd          = new Random();
            int    TargetLevel  = 1;
            int    MaxLevel     = 20;


            if (CharacterList.Count() > 0)
            {
                // Get the Min Character Level (linq is soo cool....)
                TargetLevel = Convert.ToInt32(CharacterList.Min(m => m.Level));
                MaxLevel    = Convert.ToInt32(CharacterList.Max(m => m.Level));
            }

            /* Hack 31 has been implemented. If the round count is > 100
             * then the monster's speed, defense, attack, current health, and max health
             * are buffed 10x
             */
            for (var i = 0; i < MaxNumberPartyMonsters; i++)
            {
                int index = rnd.Next(0, MaxNumberPartyMonsters - 1);
                var data  = monsterModel.Dataset[index];
                data.Level         = TargetLevel;
                data.Speed         = getAttributeLevel();
                data.Defense       = getAttributeLevel();
                data.Attack        = getAttributeLevel();
                data.MaxHealth     = DiceHelper.RollDice(TargetLevel, 10);
                data.CurrentHealth = data.MaxHealth;

                MonsterList.Add(new PlayerInfoModel(data));
            }

            return(MonsterList.Count());
        }
コード例 #13
0
        /// <summary>
        /// Attempts to change the level of the monster to the
        /// level provided.
        /// </summary>
        /// <param name="Level"></param>
        /// <returns></returns>
        public new bool ChangeLevel(int levelValue)
        {
            // level cannot be less than 1
            if (levelValue < 1)
            {
                return(false);
            }

            // level cannot be greater than 20
            if (levelValue > 20)
            {
                return(false);
            }

            // obtain attributes of level == value
            var NewLevelAttributes = LevelAttributesHelper.Instance.LevelAttributesList[levelValue];

            // set Level and attributes
            Level           = NewLevelAttributes.Level;
            Attack          = NewLevelAttributes.Attack;
            Defense         = NewLevelAttributes.Defense;
            Speed           = NewLevelAttributes.Speed;
            ExperienceGiven = NewLevelAttributes.Experience;
            Range           = NewLevelAttributes.Range;

            // calculate new health based on dice roll
            // set CurrentHealth as MaxHealth, since this method is used for scaling monsters up or down (rather than leveling up only)
            MaxHealth = CurrentHealth = DiceHelper.RollDice(levelValue, 10);

            // attributes successfully set
            return(true);
        }
コード例 #14
0
        // Call to make a new set of monsters...
        public bool NewRound()
        {
            // End the existing round
            EndRound();

            // Populate New Monsters...
            AddMonstersToRound();

            // Make the PlayerList
            MakePlayerList();

            // Set Order for the Round
            OrderPlayerListByTurnOrder();

            // Populate MapModel with Characters and Monsters
            MapModel.PopulateMapModel(PlayerList);

            // Update Score for the RoundCount
            BattleScore.RoundCount++;

            if (EnableConfusionRound && DiceHelper.RollDice(1, 20) > 10)
            {
                // Roll Confusion Round or not
                IsConfusionRound = true;
            }

            return(true);
        }
コード例 #15
0
        /// <summary>
        /// Roll To Hit
        /// </summary>
        /// <param name="AttackScore"></param>
        /// <param name="DefenseScore"></param>
        /// <returns></returns>
        public HitStatusEnum RollToHitTarget(int AttackScore, int DefenseScore)
        {
            var d20 = DiceHelper.RollDice(1, 20);

            if (d20 == 1)
            {
                // Force Miss
                BattleMessagesModel.HitStatus = HitStatusEnum.Miss;
                return(BattleMessagesModel.HitStatus);
            }

            if (d20 == 20)
            {
                // Force Hit
                BattleMessagesModel.HitStatus = HitStatusEnum.Hit;
                return(BattleMessagesModel.HitStatus);
            }

            var ToHitScore = d20 + AttackScore;

            if (ToHitScore < DefenseScore)
            {
                BattleMessagesModel.AttackStatus = " misses ";
                // Miss
                BattleMessagesModel.HitStatus    = HitStatusEnum.Miss;
                BattleMessagesModel.DamageAmount = 0;
                return(BattleMessagesModel.HitStatus);
            }

            // Hit
            BattleMessagesModel.HitStatus = HitStatusEnum.Hit;
            return(BattleMessagesModel.HitStatus);
        }
コード例 #16
0
        /// <summary>
        /// Roll the Damage Dice, and add to the Damage
        /// </summary>
        /// <returns></returns>
        public int GetDamageRollValue()
        {
            var myReturn = 0;

            // Roll the dice for item damage, which are the damages from primary hand and Pokeball
            var itemDamage = GetDamageItemBonus;

            if (itemDamage != 0)
            {
                myReturn += DiceHelper.RollDice(1, itemDamage);
            }

            // Roll the dice for Pokedex damage
            var pokedexDamage = GetDamagePokedexBonus;

            if (pokedexDamage != 0)
            {
                myReturn += DiceHelper.RollDice(1, pokedexDamage);
            }

            // Add in the Level as extra damage per game rules
            myReturn += GetDamageLevelBonus;

            return(myReturn);
        }
コード例 #17
0
        /// <summary>
        /// Catch the change to the Stepper for Level
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void Level_OnStepperValueChanged(object sender, ValueChangedEventArgs e)
        {
            var level = e.NewValue;

            LevelValue.Text          = level.ToString();
            ViewModel.Data.MaxHealth = DiceHelper.RollDice((int)level, 10);
            HealthValue.Text         = string.Format(" : {0:G}", ViewModel.Data.MaxHealth);
        }
コード例 #18
0
 /// <summary>
 /// Calculates the health based on level
 /// </summary>
 /// <param name="level"></param>
 /// <returns></returns>
 public int GetPlayerMaxHealth(int level)
 {
     if (level < 0)
     {
         return(0);
     }
     // Roll the Dice and reset the Health
     return(DiceHelper.RollDice(level, 10));
 }
コード例 #19
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get Description
        ///
        /// Return a random description
        /// </summary>
        /// <returns></returns>
        public static string GetCharacterDescription()
        {
            List <String> StringList = new List <String> {
                "the terrible", "the awesome", "the lost", "the old", "the younger", "the quiet", "the loud", "the helpless", "the happy", "the sleepy", "the angry", "the clever"
            };

            var result = StringList.ElementAt(DiceHelper.RollDice(1, StringList.Count()) - 1);

            return(result);
        }
コード例 #20
0
        /// <summary>
        /// Create Random monster for the Escaping school game.
        /// </summary>
        /// <param name="MaxLevel"></param>
        /// <returns></returns>
        public static MonsterModel GetRandomMonsterEscapingSchool(int MaxLevel)
        {
            var type = DiceHelper.RollDice(1, 2);

            if (type % 2 == 0)
            {
                return(GetRandomMonsterAdministrator(MaxLevel));
            }
            return(GetRandomMonsterFaculty(MaxLevel));
        }
コード例 #21
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get Description
        ///
        /// Return a random description
        /// </summary>
        /// <returns></returns>
        public static string GetMonsterDescription()
        {
            List <String> StringList = new List <String> {
                "eats Elf", "the Elf hater", "Elf destoryer", "Elf Hunter", "Elf Killer", "Can't we all get along?"
            };

            var result = StringList.ElementAt(DiceHelper.RollDice(1, StringList.Count()) - 1);

            return(result);
        }
コード例 #22
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get Name
        ///
        /// Return a Random Name
        /// </summary>
        /// <returns></returns>
        public static string GetCharacterName()
        {
            List <String> FirstNameList = new List <String> {
                "Mike", "Doug", "Jea", "Sue", "Tim", "Daren", "Dani", "Mami", "Mari", "Ryu", "Hucky", "Peanut", "Sumi", "Apple", "Ami", "Honami", "Sonomi", "Pat", "Sakue", "Isamu"
            };

            var result = FirstNameList.ElementAt(DiceHelper.RollDice(1, FirstNameList.Count()) - 1);

            return(result);
        }
コード例 #23
0
        public void RollDice_Invalid_Roll_1_Dice_0_Should_Return_Zero()
        {
            // Arrange
            // Act
            var result = DiceHelper.RollDice(1, 0);

            // Reset
            // Assert
            Assert.AreEqual(0, result);
        }
コード例 #24
0
        /// <summary>
        /// Create Random Character for Escaping School
        /// </summary>
        /// <param name="MaxLevel"></param>
        /// <returns></returns>
        public static CharacterModel GetRandomCharacterEscapingSchool(int MaxLevel)
        {
            var type = DiceHelper.RollDice(1, 2);

            if (type % 2 == 0)
            {
                return(GetRandomCharacterParent(MaxLevel));
            }
            return(GetRandomCharacterStudent(MaxLevel));
        }
コード例 #25
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get Name
        ///
        /// Return a Random Name
        /// </summary>
        /// <returns></returns>
        public static string GetMonsterName()
        {
            List <String> FirstNameList = new List <String> {
                "Arg", "Deg", "Ase", "Xes", "Zez", "Klk", "Oi", "Oni", "Tanu"
            };

            var result = FirstNameList.ElementAt(DiceHelper.RollDice(1, FirstNameList.Count()) - 1);

            return(result);
        }
コード例 #26
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get Random Image
        /// </summary>
        /// <returns></returns>
        public static string GetCharacterImage()
        {
            List <String> FirstNameList = new List <String> {
                "item.png", "item.png", "item.png", "item.png", "item.png", "item.png", "item.png"
            };

            var result = FirstNameList.ElementAt(DiceHelper.RollDice(1, FirstNameList.Count()) - 1);

            return(result);
        }
コード例 #27
0
ファイル: RandomPlayerHelper.cs プロジェクト: yf23/GameBase
        /// <summary>
        /// Get A Random Difficulty
        /// </summary>
        /// <returns></returns>
        public static DifficultyEnum GetMonsterDifficultyValue()
        {
            var DifficultyList = DifficultyEnumHelper.GetListMonster;

            var RandomDifficulty = DifficultyList.ElementAt(DiceHelper.RollDice(1, DifficultyList.Count()) - 1);

            var result = DifficultyEnumHelper.ConvertStringToEnum(RandomDifficulty);

            return(result);
        }
コード例 #28
0
        public void RollDice_Valid_Roll_1_Dice_6_Should_Return_Between_1_And_6()
        {
            // Arrange
            // Act
            var result = DiceHelper.RollDice(1, 6);

            // Reset
            // Assert
            Assert.AreEqual(true, result >= 1);
            Assert.AreEqual(true, result <= 6);
        }
コード例 #29
0
        public void RollDice_Valid_Roll_2_Dice_6_Should_Return_Between_2_And_12()
        {
            // Arrange
            // Act
            var result = DiceHelper.RollDice(2, 6);

            // Reset
            // Assert
            Assert.AreEqual(true, result >= 2);
            Assert.AreEqual(true, result <= 12);
        }
コード例 #30
0
ファイル: TurnEngineBase.cs プロジェクト: nsdang/SUperheroes
        /// <summary>
        /// Roll To Hit
        /// </summary>
        /// <param name="AttackScore"></param>
        /// <param name="DefenseScore"></param>
        /// <returns></returns>
        public virtual HitStatusEnum RollToHitTarget(int AttackScore, int DefenseScore)
        {
            // Roll a 20 sided dice
            var d20 = DiceHelper.RollDice(1, 20);

            // if dice roll is 1, automatic miss
            if (d20 == 1)
            {
                EngineSettings.BattleMessagesModel.HitStatus    = HitStatusEnum.Miss;
                EngineSettings.BattleMessagesModel.AttackStatus = " rolls 1 to miss ";

                if (EngineSettings.BattleSettingsModel.AllowCriticalMiss)
                {
                    EngineSettings.BattleMessagesModel.AttackStatus = " rolls 1 to completly miss ";
                    EngineSettings.BattleMessagesModel.HitStatus    = HitStatusEnum.CriticalMiss;
                }

                return(EngineSettings.BattleMessagesModel.HitStatus);
            }

            // if dice is 20, automatic hit
            if (d20 == 20)
            {
                EngineSettings.BattleMessagesModel.AttackStatus = " rolls 20 for hit ";
                EngineSettings.BattleMessagesModel.HitStatus    = HitStatusEnum.Hit;

                if (EngineSettings.BattleSettingsModel.AllowCriticalHit)
                {
                    EngineSettings.BattleMessagesModel.AttackStatus = " rolls 20 for lucky hit ";
                    EngineSettings.BattleMessagesModel.HitStatus    = HitStatusEnum.CriticalHit;
                }
                return(EngineSettings.BattleMessagesModel.HitStatus);
            }

            // if hit score is less than defense, it's a miss
            var ToHitScore = d20 + AttackScore;

            if (ToHitScore < DefenseScore)
            {
                EngineSettings.BattleMessagesModel.AttackStatus = " rolls " + d20 + " and misses ";

                // Miss
                EngineSettings.BattleMessagesModel.HitStatus    = HitStatusEnum.Miss;
                EngineSettings.BattleMessagesModel.DamageAmount = 0;
                return(EngineSettings.BattleMessagesModel.HitStatus);
            }

            EngineSettings.BattleMessagesModel.AttackStatus = " rolls " + d20 + " and hits ";

            // Hit
            EngineSettings.BattleMessagesModel.HitStatus = HitStatusEnum.Hit;
            return(EngineSettings.BattleMessagesModel.HitStatus);
        }