public static void CombatEnemyTurn() { Console.Clear(); Phase = "CombatEnemyTurn"; if (room == 6) { DM.ShowBattleUITurn(player, floorBoss, 1, true); } else { DM.ShowBattleUITurn(player, roomMonster, 1, false); } Thread.Sleep(2000); int damage; if (room == 6) { damage = EM.CalculateBossMonsterDamage(floorBoss, player); } else { damage = EM.CalculateMonsterDamage(roomMonster, player); } player.CurrentHealth -= damage; Console.Clear(); Console.WriteLine("You took " + damage + " points of damage"); Thread.Sleep(2000); if (EM.CheckGameOver(player)) { GameOver(); } else { CombatPlayerTurn(); } }
public static void RoomEnter() { Phase = "RoomEnter"; room++; if (room == 8) // finished large treasure room after boss { room = 0; floor++; player.CurrentHealth = player.Health; player.CurrentMana = player.Mana; } if (room == 3 || room == 7) // treasure room { if (room == 3) // Regular treasure room { List <object> treasure = LM.GenerateTreasure(2, floor, new Random()); foreach (object t in treasure) { player.Inventory.Add(t); } DM.DisplayTreasure(treasure); RoomFinish(); } else // Large treasure room { List <object> treasure = LM.GenerateTreasure(4, floor, new Random()); foreach (object t in treasure) { player.Inventory.Add(t); } DM.DisplayTreasure(treasure); RoomFinish(); } } else if (room == 6) // boss room { floorBoss = EM.GetBossMonster(floor); if (player.Dexterity > floorBoss.Dexterity || player.Dexterity == floorBoss.Dexterity) { CombatPlayerTurn(); } else if (player.Dexterity < floorBoss.Dexterity) { CombatEnemyTurn(); } } else if (room == 0) // start of new floor { RoomFinish(); } else // monster room { roomMonster = EM.GetMonster(floor); if (player.Dexterity > roomMonster.Dexterity || player.Dexterity == roomMonster.Dexterity) { CombatPlayerTurn(); } else if (player.Dexterity < roomMonster.Dexterity) { CombatEnemyTurn(); } } }