コード例 #1
0
ファイル: MonsterList.cs プロジェクト: squens/ld36
        static MonsterList()
        {
            Monsters = new Dictionary <char, MonsterCharacter>();

            char c;

            c                       = 'f';
            Monsters[c]             = new MonsterCharacter();
            Monsters[c].Name        = "Reptoid Footsoldier";
            Monsters[c].Description = "The back-bone of the Reptoid army. Dangerous in large numbers.";
            Monsters[c].Chixel      = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health      = Monsters[c].MaxHealth = 5;
            Monsters[c].MeleeDamage = 4;

            c                       = 'm';
            Monsters[c]             = new MonsterCharacter();
            Monsters[c].Name        = "Tuboid Marauder";
            Monsters[c].Description = "An extremely deadly and fearsome beast.";
            Monsters[c].Chixel      = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health      = Monsters[c].MaxHealth = 5;
            Monsters[c].MeleeDamage = 10;


            c                       = 'i';
            Monsters[c]             = new MonsterCharacter(); // TODO: NEEDS TO BE FAST
            Monsters[c].Name        = "Reptoid Infiltrator";
            Monsters[c].Description = "Reptoid special forces -- tougher than a footsoldier.";
            Monsters[c].Chixel      = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health      = Monsters[c].MaxHealth = 10;
            Monsters[c].MeleeDamage = 6;


            c                           = 't';
            Monsters[c]                 = new MonsterCharacter();
            Monsters[c].Name            = "Behemoid Taskmaster";
            Monsters[c].Description     = "A massive, hulking, melee death machine. Very durable.";
            Monsters[c].Chixel          = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health          = Monsters[c].MaxHealth = 20;
            Monsters[c].MeleeDamage     = 10;
            Monsters[c].DamageReduction = 2;

            // RANGED

            c                        = 'a';
            Monsters[c]              = new MonsterCharacter(); // Runs away, fires at long range
            Monsters[c].Name         = "Reptoid Sniper";
            Monsters[c].Description  = "Likes to employ hit-and-run tactics.";
            Monsters[c].Chixel       = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health       = Monsters[c].MaxHealth = 3;
            Monsters[c].MeleeDamage  = 2;
            Monsters[c].RangedDamage = 2;
            Monsters[c].RangedAmmo   = 10;
            Monsters[c].MaximumRange = 10;
            Monsters[c].TriesToKeepMinimumDistance = 5;

            c                        = 's';
            Monsters[c]              = new MonsterCharacter(); // Toss 1 spear at short range, then charge into melee.
            Monsters[c].Name         = "Behemoid Siegebreaker";
            Monsters[c].Description  = "Carries a single, massive javelin to toss.";
            Monsters[c].Chixel       = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health       = Monsters[c].MaxHealth = 20;
            Monsters[c].MeleeDamage  = 10;
            Monsters[c].RangedDamage = 10;
            Monsters[c].RangedAmmo   = 1;
            Monsters[c].MaximumRange = 5;


            c                        = 'r';
            Monsters[c]              = new MonsterCharacter(); // Medium Range, doesn't run away
            Monsters[c].Name         = "Reptoid Marksman";
            Monsters[c].Description  = "The primary ranged fighter of the Reptoid military.";
            Monsters[c].Chixel       = new Chixel(c, ConsoleColor.Magenta);
            Monsters[c].Health       = Monsters[c].MaxHealth = 5;
            Monsters[c].MeleeDamage  = 2;
            Monsters[c].RangedDamage = 2;
            Monsters[c].RangedAmmo   = 5;
            Monsters[c].MaximumRange = 7;

            // Corrupted Warbot
            // Essentiod
            // Giant "Q" for final boss

            Dictionary <char, MonsterCharacter> BaseMonsters = new Dictionary <char, MonsterCharacter>(Monsters);

            foreach (MonsterCharacter baseMonster in BaseMonsters.Values)
            {
                // Make an elite version in uppercase?
                // Make sure no collision with items
                char             newC = baseMonster.Chixel.Glyph.ToString().ToUpper()[0];
                MonsterCharacter newM = new MonsterCharacter(baseMonster);
                newM.Name          = "Elite " + newM.Name;
                newM.Health        = newM.MaxHealth = newM.MaxHealth * 2;
                newM.MeleeDamage  *= 2;
                newM.RangedDamage *= 2;
                Chixel ch = new Chixel(baseMonster.Chixel);
                ch.Glyph           = newC;
                ch.ForegroundColor = ConsoleColor.Red;
                newM.Chixel        = ch;
                Monsters.Add(newC, newM);
            }
        }
コード例 #2
0
        public Tile(int x, int y, Floor floor, char textChar)
        {
            this.X     = x;
            this.Y     = y;
            this.Floor = floor;
            Item item;

            TileType = TileType.FLOOR;

            switch (textChar)
            {
            case ' ':
                break;

            case '#':
                TileType = TileType.WALL;
                break;

            case 'x':
            case 'X':
                TileType = TileType.DEBRIS;
                Chixel.ForegroundColor = ConsoleColor.Gray;
                break;

            case '+':
                TileType = TileType.DOOR_CLOSED;
                break;

            case '-':
                TileType = TileType.DOOR_OPENED;
                break;

            case '<':
                TileType      = TileType.UPSTAIR;
                Floor.Upstair = this;
                break;

            case '>':
                TileType        = TileType.DOWNSTAIR;
                Floor.Downstair = this;
                break;

            case '*':
                TileType = TileType.DOOR_LOCKED;
                break;

            case '@':

                // Spawn a character (only if one doesn't exist)
                Game.Instance.DebugMessage("Character spawned!");

                if (Game.Instance.PlayerCharacter != null)
                {
                    throw new Exception("Already have a player character!");
                }
                Game.Instance.PlayerCharacter = new PlayerCharacter(this, this.Floor, new Chixel('@', ConsoleColor.DarkYellow));
                break;

            case '»':
            case '«':
                item             = new Item();
                item.Name        = "Conveyor Belt";
                item.Description = "Part of an old manufacturing system. Non-functional.";
                item.Chixel      = new Chixel(textChar, ConsoleColor.Gray);
                item.Static      = true;
                this.Item        = item;
                break;

            case '{':
            case '}':
                item             = new Item();
                item.Name        = "Fabricator Casing";
                item.Description = "Stand on the '~' to interact.";
                item.Chixel      = new Chixel(textChar, ConsoleColor.Gray);
                item.Static      = true;
                this.Item        = item;
                break;

            case '~':
                item              = new Item();
                item.Name         = "Upgrade Station";
                item.Description  = "Permanently repair/upgrade some of your systems!";
                item.Chixel       = new Chixel(textChar, ConsoleColor.Green);
                item.Static       = true;
                item.IsFabricator = true;
                this.Item         = item;
                break;

            default:
                // Everything else is either a monster or item
                // so do that??
                TileType = TileType.FLOOR;

                if (textChar >= '0' && textChar <= '9')
                {
                    if (FloorMaps.ItemSpawner[Floor.FloorIndex, (int)textChar - '0'] == null)
                    {
                        throw new Exception(string.Format("No item spawner for FloorIndex={0} and ID={1}", floor.FloorIndex, textChar));
                    }
                    FloorMaps.ItemSpawner[floor.FloorIndex, (int)textChar - '0'](this);
                    return;
                }
                else if (MonsterList.Monsters.ContainsKey(textChar))
                {
                    // Yup, it's a monster.
                    MonsterCharacter mc = new MonsterCharacter(MonsterList.Monsters[textChar]);
                    mc.Tile = this;

                    // Buff the monsters as we go down in level.
                    mc.Health           = mc.MaxHealth += Floor.FloorIndex;
                    mc.RangedDamage    += (Floor.FloorIndex - 1) / 2;
                    mc.MeleeDamage     += Floor.FloorIndex / 2;
                    mc.DamageReduction += Floor.FloorIndex / 3;
                    mc.ToHitBonus      += (Floor.FloorIndex) / 2;
                    mc.DodgeBonus      += Floor.FloorIndex / 3;

                    return;
                }
                else if (ItemList.Items.ContainsKey(textChar))
                {
                    // It's an item
                    this.Item = new Item(ItemList.Items[textChar]);
                    return;
                }

                //throw new Exception("No character entry for: " + textChar);
                Game.Instance.DebugMessage("No character entry for: " + textChar);

                item             = new Item();
                item.Name        = "Furniture";
                item.Description = "There is a word from some dead, long forgotten language engraved on it.";
                item.Chixel      = new Chixel(textChar, ConsoleColor.Gray);
                item.Static      = true;
                this.Item        = item;


                break;
            }
        }