コード例 #1
0
        /// <summary>
        /// Each Recruit Attacks an enemy
        /// </summary>
        /// <param name="enemy"></param>
        private void Attack(IEnemy enemy)
        {
            _writer.Information();
            _writer.WriteMessage($"\n{" ",-80}");
            _writer.WriteMessage($"{"-----------",22} {"The Army begins its Attack!!",5} {"-----------",10}{" ",17}");
            _writer.WriteMessage($"{" ",-80}\n");
            _writer.Default();

            foreach (var soldier in Recruits.Where(r => !r.IsDead))
            {
                if (enemy.HitPoints > 0)
                {
                    var attackDamage = soldier.Attack();
                    _writer.WriteMessage(soldier.AttackMessage());

                    // Enemy Defends the Attack
                    enemy.Defend(attackDamage);
                }
                else
                {
                    enemy.IsDead = true;
                    break;
                }
            }
        }
コード例 #2
0
 /// <summary>
 /// Count all the Ranks
 /// </summary>
 private void CountRanks()
 {
     GeneralCount     = Recruits.Count(s => s.Rank == Rank.General);
     CaptainCount     = Recruits.Count(s => s.Rank == Rank.Captain);
     SergeantCount    = Recruits.Count(s => s.Rank == Rank.Sergeant);
     PrivateCount     = Recruits.Count(s => s.Rank == Rank.Private);
     MaxSergeantCount = PrivateCount / PrivatesNeededPerSergeant;
 }
コード例 #3
0
ファイル: Helper.cs プロジェクト: lowales/BanditMilitias
        public static void ConvertLootersToKingdomCultureRecruits(ref TroopRoster troopRoster, CultureObject culture, int numberToUpgrade)
        {
            var recruit = Recruits.Where(x =>
                                         x.Culture == Clan.All.FirstOrDefault(k => k.Culture == culture)?.Culture)
                          .ToList().GetRandomElement() ?? Recruits.ToList().GetRandomElement();

            troopRoster.AddToCounts(recruit, numberToUpgrade);
        }
コード例 #4
0
        /// <summary>
        /// Demote Sergeants to Privates
        /// </summary>
        private void DemoteNecessarySergeantsToPrivates()
        {
            _writer.WriteMessage($"You can't have more than {MaxSergeantCount} Sergeant(s)!");

            for (int i = SergeantCount; i > MaxSergeantCount; i--)
            {
                var sergeantToDemote = Recruits.First(s => s.Rank == Rank.Sergeant);
                sergeantToDemote.Rank = Rank.Private;
                _writer.WriteMessage($"{sergeantToDemote.Name} has been demoted from {Rank.Sergeant} to {Rank.Private}");
            }
        }
コード例 #5
0
        /// <summary>
        /// Demote Captains to Privates
        /// </summary>
        private void DemoteNecessaryCaptainsToPrivates()
        {
            _writer.WriteMessage($"You can't have more than {MaxCaptainCount} Captains!");

            for (int i = CaptainCount; i > MaxCaptainCount; i--)
            {
                var captainToDemote = Recruits.First(s => s.Rank == Rank.Captain);
                captainToDemote.Rank = Rank.Private;
                _writer.WriteMessage($"{captainToDemote.Name} has been demoted from {Rank.Captain} to {Rank.Private}");
            }
        }
コード例 #6
0
        /// <summary>
        /// Demote Generals to Captains
        /// </summary>
        private void DemoteNecessaryGeneralsToCaptains()
        {
            _writer.WriteMessage($"You can't have more than {MaxGeneralCount} General!");

            for (int i = GeneralCount; i > MaxGeneralCount; i--)
            {
                var generalToDemote = Recruits.First(s => s.Rank == Rank.General);
                generalToDemote.Rank = Rank.Captain;
                _writer.WriteMessage($"{generalToDemote.Name} has been demoted from {Rank.General} to {Rank.Captain}");
            }
        }
コード例 #7
0
        /// <summary>
        /// Battle against an enemy. The Army will Attack first and Defend Second.
        /// </summary>
        /// <param name="enemy"></param>
        public void Battle(IEnemy enemy)
        {
            while (true)
            {
                if (!ReadyForBattle())
                {
                    continue;
                }

                DisplayBeginBattleMessage(enemy);

                while (!(enemy.IsDead || IsDefeated))
                {
                    Attack(enemy);

                    if (enemy.IsDead)
                    {
                        break;
                    }

                    Defend(enemy);

                    var soldierCount = Recruits.Count(r => !r.IsDead);

                    if (soldierCount <= 0)
                    {
                        break;
                    }

                    var soldierCasualties = Recruits.Count(r => r.IsDead);
                    var battleReport      = BuildBattleReport(soldierCasualties, soldierCount, enemy.HitPoints);
                    _writer.WriteMessage(battleReport);

                    UserInputForNextRound();
                }

                if (enemy.IsDead)
                {
                    ArmyVictoriousMessage(enemy);
                }
                else
                {
                    ArmyDefeatedMessage(enemy);
                }

                break;
            }
        }
コード例 #8
0
        /// <summary>
        /// Army Defends against the Enemy
        /// </summary>
        /// <param name="enemy"></param>
        private void Defend(IEnemy enemy)
        {
            var liveSoldiers = Recruits.Where(r => !r.IsDead);

            DisplayDefendMessage();

            foreach (var soldier in liveSoldiers)
            {
                var attackDamage = enemy.Attack();
                _writer.WriteMessage(enemy.AttackMessage());
                soldier.Defend(enemy.AttackType, attackDamage);

                // Wonder about putting this inside Defend, but then defend would need to return a string which might be weird?
                _writer.WriteMessage(soldier.DefendMessage(enemy.AttackType, attackDamage));
            }
        }
コード例 #9
0
ファイル: Team.cs プロジェクト: playgen/sports-team-manager
        /// <summary>
        /// Update the set of recruits
        /// </summary>
        internal void CreateRecruits()
        {
            var recuritsToRemove = new List <string>();

            //remove recruits from iat and randomly select to remove them from pool of available recruits
            foreach (var member in Recruits)
            {
                var path = Path.Combine(storageLocation, member.Value.RolePlayCharacter.VoiceName + ".rpc").Replace("\\", "/");
                iat.RemoveCharacters(new List <int> {
                    iat.GetAllCharacterSources().First(c => c.Source.Replace("\\", "/") == path).Id
                });
                if (StaticRandom.Int(0, 100) % ConfigKey.RecruitChangeChance.GetIntValue() != 0)
                {
                    recuritsToRemove.Add(member.Key);
                }
            }
            foreach (var member in recuritsToRemove)
            {
                Recruits.Remove(member);
            }

            //for the amount of empty recruit spaces, create a new recruit
            var amount = ConfigKey.RecruitCount.GetIntValue() - Recruits.Count;

            for (var i = 0; i < amount; i++)
            {
                var position  = Boat.GetWeakestPosition(CrewMembers.Values.Concat(Recruits.Values).ToList());
                var newMember = new CrewMember(position, Nationality);
                UniqueNameCheck(newMember);
                Recruits.Add(newMember.Name, newMember);
            }
            var storeNum = 0;

            //set up the files for each recruit and their avatar
            foreach (var recruit in Recruits)
            {
                recruit.Value.CreateRecruitFile(iat, storageLocation, storeNum);
                storeNum++;
            }
            iat.Save();
        }
コード例 #10
0
ファイル: Team.cs プロジェクト: playgen/sports-team-manager
        /// <summary>
        /// Add a recruit into crewMembers
        /// </summary>
        internal void AddRecruit(CrewMember member)
        {
            //remove recruit from the current list of characters in the game
            var path = Path.Combine(storageLocation, member.RolePlayCharacter.VoiceName + ".rpc").Replace("\\", "/");

            iat.RemoveCharacters(new List <int> {
                iat.GetAllCharacterSources().First(c => c.Source.Replace("\\", "/") == path).Id
            });
            //set up recruit as a 'proper' character in the game
            var currentNames = crewMembers.Keys.ToList();

            currentNames.Add(ManagerName);
            member.CreateTeamMemberFile(iat, storageLocation, currentNames, TeamColorsPrimary, TeamColorsSecondary);
            foreach (var cm in crewMembers.Values)
            {
                cm.CreateInitialOpinions(new List <string> {
                    member.Name
                }, true);
            }
            AddCrewMember(member);
            Recruits.Remove(member.Name);
            iat.Save();
        }
コード例 #11
0
ファイル: Team.cs プロジェクト: playgen/sports-team-manager
        /// <summary>
        /// Check that a CrewMember name is unique within this Team
        /// </summary>
        internal void UniqueNameCheck(CrewMember cm)
        {
            var unqiue           = false;
            var partialFailCount = 0;

            //if the name is already in use by another character, reset their name
            while (!unqiue)
            {
                if (partialFailCount < 5)
                {
                    partialFailCount++;
                    var firstNames = crewMembers.Select(c => c.Value.FirstName).Concat(RetiredCrew.Select(c => c.Value.FirstName)).Concat(Recruits.Select(c => c.Value.FirstName)).ToList();
                    var lastNames  = crewMembers.Select(c => c.Value.LastName).Concat(RetiredCrew.Select(c => c.Value.LastName)).Concat(Recruits.Select(c => c.Value.LastName)).ToList();
                    if (firstNames.Contains(cm.FirstName) || lastNames.Contains(cm.LastName) || cm.Name == ManagerName)
                    {
                        cm.SelectRandomName();
                    }
                    else
                    {
                        unqiue = true;
                    }
                }
                else
                {
                    if (crewMembers.ContainsKey(cm.Name) || RetiredCrew.ContainsKey(cm.Name) || Recruits.ContainsKey(cm.Name) || cm.Name == ManagerName)
                    {
                        cm.SelectRandomName();
                    }
                    else
                    {
                        unqiue = true;
                    }
                }
            }
        }