public override BattleAction ai(Party goodGuys) { /* start ai */ Random random = new Random(); int target = random.Next( goodGuys.Size ); while( goodGuys.getCharacter(target).isDead ) target = random.Next(goodGuys.Size); return new AttackAction(goodGuys.getCharacter(target)); }
public override BattleAction ai(Party goodGuys) { /* start ai */ Random random = new Random(); int i; Character target = null; /* Should modularize these loops */ for (i = 0; i < goodGuys.Size; i++) if (((PlayerCharacter)goodGuys.getCharacter(i)).Class == ClassEnum.WHITEMAGE && !goodGuys.getCharacter(i).isDead) target = goodGuys.getCharacter(i); if( target == null ) for (i = 0; i < goodGuys.Size; i++) if (((PlayerCharacter)goodGuys.getCharacter(i)).Class == ClassEnum.REDMAGE && !goodGuys.getCharacter(i).isDead) target = goodGuys.getCharacter(i); if (target == null) {/* start if */ target = goodGuys.getCharacter(random.Next(Party.MAXPARTY)); while( target.isDead ) target = goodGuys.getCharacter(random.Next(Party.MAXPARTY)); }/* end if */ return new AttackAction(target); }
public override BattleEvent ai(Party goodGuys) { /* start ai */ Random random = new Random(); int target = random.Next( Party.MAXPARTY ); BattleAction action = new BattleAction(ActionEnum.ATTACK, null); return new BattleEvent(mEnemy, action, goodGuys.getCharacter(target), 0); }
public override BattleEvent ai(Party goodGuys) { /* start ai */ Character target = goodGuys.getCharacter(0); BattleAction action; int i; AbilitiesIterator abilities; Ability theAbility; if (mAbilities.Count != 0) {/* start if */ abilities = getAbilities(); theAbility = abilities.getAbilityAtIndex(0); foreach (Ability ability in abilities) if (ability.AffectEnemy) if (ability.BaseDamage > theAbility.BaseDamage) theAbility = ability; for (i = 0; i < goodGuys.Size; i++) if (goodGuys.getCharacter(i).CurrentHealth < target.CurrentHealth) target = goodGuys.getCharacter(i); if (theAbility.Cost > mEnemy.CurrentMana) action = new BattleAction(ActionEnum.ATTACK, null); else action = new BattleAction(ActionEnum.ABILITY, theAbility); }/* end if */ else {/* start else */ action = new BattleAction(ActionEnum.ATTACK, null); }/* end else */ return new BattleEvent(mEnemy, action, target, 0); }
public override BattleEvent ai(Party goodGuys) { /* start ai */ Random random = new Random(); int i; Character target = null; BattleAction action = new BattleAction(ActionEnum.ATTACK, null); /* Should modularize these loops */ for (i = 0; i < goodGuys.Size; i++) if (((PlayerCharacter)goodGuys.getCharacter(i)).Class == ClassEnum.WHITEMAGE) target = goodGuys.getCharacter(i); if( target == null ) for (i = 0; i < goodGuys.Size; i++) if (((PlayerCharacter)goodGuys.getCharacter(i)).Class == ClassEnum.REDMAGE) target = goodGuys.getCharacter(i); if (target == null) target = goodGuys.getCharacter(random.Next(Party.MAXPARTY)); return new BattleEvent(mEnemy, action, target, 0); }
private Character[] getAliveCharacters(Party goodGuys) { /* start getAliveCharacters */ int i, j, count = 0; Character[] alivePlayers; for (i = 0; i < goodGuys.Size; i++) if (!goodGuys.getCharacter(i).isDead) count++; alivePlayers = new Character[count]; for( i = 0,j = 0; i < goodGuys.Size; i++ ) if (!goodGuys.getCharacter(i).isDead) {/* start if */ alivePlayers[j] = goodGuys.getCharacter(i); j++; }/* end if */ return alivePlayers; }
private Character getTarget(Party party, bool partyAlignment) { /* start getTarget */ int i; bool dead = true; Character candidate = null; if (partyAlignment == GOODGUYS) {/* start if */ Console.WriteLine("Who would you like to heal?"); for (i = 0; i < party.Size; i++) Console.WriteLine(i + ". " + party.getCharacter(i).Name + "-Health: " + party.getCharacter(i).CurrentHealth + " -Mana : " + party.getCharacter(i).CurrentMana); candidate = party.getCharacter(sanitizeInput( 0, party.Size - 1)); }/* end if */ else {/* start else */ while (dead) {/* start loop */ Console.WriteLine("Who would you like to damage?"); for (i = 0; i < party.Size; i++) if (!party.getCharacter(i).isDead) Console.WriteLine(i + ". " + party.getCharacter(i).Name + "-Health: " + party.getCharacter(i).CurrentHealth + " -Mana : " + party.getCharacter(i).CurrentMana); candidate = party.getCharacter(sanitizeInput(0, party.Size - 1)); dead = candidate.isDead; if (dead) Console.WriteLine("INVALID INPUT! Pick one that's alive!"); }/* end loop */ }/* end else */ return candidate; }