public BattleField() { robotFleet = new Fleet(); dinosaurHerd = new Herd(); robotList = new List <Robot> { robotFleet.c3P0, robotFleet.r2, robotFleet.droideka }; dinoList = new List <Dinosaur> { dinosaurHerd.tRex, dinosaurHerd.pterodactyl, dinosaurHerd.stegosaurus }; }
static void Main(string[] args) { Herd dinoHerd = new Herd(); Fleet roboFleet = new Fleet(); Battlefield battlefield = new Battlefield(dinoHerd, roboFleet); battlefield.SetPlayers(dinoHerd, roboFleet); battlefield.Battle(); }
// Constructor public Battlefield(int fleetCount, int herdCount, string nameTheNewInstance) { Console.WriteLine("The battle will take place at {2}! {0} robot fleets will engage {1} saurian herds.", fleetCount, herdCount, nameTheNewInstance); this.fleetCount = fleetCount; this.herdCount = herdCount; fleetBonus = 2; herdBonus = 2; fleet1 = new Fleet("The Shadow"); fleet2 = new Fleet("The Curators"); Console.WriteLine("\n"); herd1 = new Herd("Obsidian"); herd2 = new Herd("Collapse"); Console.WriteLine("\n"); }
public void Attack(Herd dinosaurHerd, Random rng) { int attackRoboIndex = rng.Next(0, robots.Count); if (robots.Count > 0) { Dinosaur roboTarget = robots[attackRoboIndex].AttackTarget(dinosaurHerd); //tryAttack method for dinosaurs & robots robots[attackRoboIndex].TryAttack(roboTarget); dinosaurHerd.AliveStatus(); } }
public void StartGame() { //activeFleet = InitializeRobots(); //activeHerd = InitializeDinosaurs(); Console.WriteLine("Welcome to Robots vs. Dinosaurs"); Console.WriteLine("Would you like to play as Robots or Dinosaurs?"); Console.WriteLine("1. Robots"); Console.WriteLine("2. Dinosaurs"); Console.WriteLine("3. Exit Game"); string userInput = Console.ReadLine(); switch (userInput) { case "1": goodGuy = "Robot"; playerTeam = "Fleet"; playAsRobot = true; badGuy = "Dinosaur"; computerTeam = "Herd"; activeFleet = InitializeRobots(); activeHerd = InitializeDinosaurs(); ArmRobots(); RunGame(); Console.Clear(); break; case "2": goodGuy = "dinosaur"; playerTeam = "Herd"; badGuy = "Robot"; computerTeam = "Fleet"; playAsRobot = false; activeHerd = InitializeDinosaurs(); activeFleet = InitializeRobots(); ArmComputerRobots(); RunGame(); Console.Clear(); break; case "3": Environment.Exit(0); break; default: RunGame(); break; } }
//Constructor public GameEngine() { robot = new Robot(); WeaponType = new WeaponType(); weaponTypeS = new List <WeaponType>(); dinoList = new List <Dinosaur>(); robotList = new List <Robot>(); runGame = true; fleet = new Fleet(); counter = 0; difficulty = 0; // this will be set by the player before anything else, this is how we will determine how many dinos or robots they fight against. herdClass = new Herd(); battlefieldClass = new Battlefield(); listofEnviroments = new List <BattleEnviroment>(); gamemode = 0; battlefieldEnvironmentPicked = 0; }
public Battlefield() { this.herd = new Herd(); this.fleet = new Fleet(); this.weapons = new Weapons(); Console.WriteLine($"How many weapons do you want to create: "); int numWeapons = int.Parse(Console.ReadLine()); for (int i = 0; i < numWeapons; i++) { weapons.AddWeaponToList(); } fleet.AddRobotToFleet(weapons.weapons); fleet.AddRobotToFleet(weapons.weapons); fleet.AddRobotToFleet(weapons.weapons); herd.AddDinoToHerd(); herd.AddDinoToHerd(); herd.AddDinoToHerd(); }
public Herd herd; // use the constructor to instantiate // constructor public Battlefield() { fleet = new Fleet(); herd = new Herd(); //fleet.AddRobotToFleet(fleet.CreateRobot("Glide", 100, 100)); //fleet.ElementAt(0).ChooseWeapon(); //fleet.AddRobotToFleet(fleet.CreateRobot("Grind", 100, 100)); //fleet.ElementAt(1).ChooseWeapon(); //fleet.AddRobotToFleet(fleet.CreateRobot("Delete", 100, 100)); //fleet.ElementAt(2).ChooseWeapon(); //herd.AddDinosaurToHerd(herd.CreateDinosaur("T-Rex", 100, 100, 20)); //herd.AddDinosaurToHerd(herd.CreateDinosaur("Stegosaurus", 100, 100, 10)); //herd.AddDinosaurToHerd(herd.CreateDinosaur("Pterodactyl", 100, 100, 5)); //Weapon weapon1 = new Weapon("Gun", 30); // which class handles this? //Weapon weapon2 = new Weapon(); //Robot robot1 = new Robot("Glide", 100, 100, weapon2); // which class handles this? //Robot robot2 = new Robot("Grind", 100, 100, weapon2); //Robot robot3 = new Robot("Delete", 100, 100, weapon1); //Dinosaur dinosaur1 = new Dinosaur("T-Rex", 100, 100, 20); // etc //Dinosaur dinosaur2 = new Dinosaur("Stegosaurus", 100, 100, 10); //Dinosaur dinosaur3 = new Dinosaur("Pterodactyl", 100, 100, 5); //fleet.AddRobotToFleet(robot1); //fleet.AddRobotToFleet(robot2); //fleet.AddRobotToFleet(robot3); //herd.AddDinosaurToHerd(dinosaur1); //herd.AddDinosaurToHerd(dinosaur2); //herd.AddDinosaurToHerd(dinosaur3); }
public Dinosaur AttackTarget(Herd herd) { Dinosaur targetedDinosaur = herd.dinosaurs[0]; // make dinosaurs psychically target the robot in the fleet with the least amount of health that is greater than 0 int leastHealth = 1; foreach (Dinosaur dinosaur in herd.dinosaurs) { if (dinosaur.health > 0 && dinosaur.health <= leastHealth) { leastHealth = dinosaur.health; targetedDinosaur = dinosaur; } else if (dinosaur.health > 0 && dinosaur.health > leastHealth) { leastHealth = dinosaur.health; targetedDinosaur = dinosaur; } } return(targetedDinosaur); }
//member methods public Herd CreateHerd() { Herd herd = new Herd(); return(herd); }
//ctor public Battlefield() { robotFleet = new Fleet(); dinosaurHerd = new Herd(); }
//CONSTRUCTOR SPAWNning in ? public Battlefield(Fleet fleet, Herd herd) { fleet = new Fleet(); herd = new Herd(); }
public Battlefield() { herd = new Herd(); fleet = new Fleet(); dinoAttack = new DinoWeapon(); }
//Constructor public Battlefield() { this.fleet = new Fleet(); this.herd = new Herd(); }
//constructor (INITIAL VALUES) public BattleField() { herd = new Herd(); fleet = new Fleet(); }
//member variables //constructor //member methods public void RunBattle() { Fleet fleet = new Fleet(); Herd herd = new Herd(); Console.WriteLine("Welcome to the Jungle"); fleet.fleetList[0].RobotChooseWeapon(fleet); while (fleet.fleetList.Count > 0 && herd.herdList.Count > 0) { fleet.fleetList[0].RobotAttack(herd.herdList[0]); herd.herdList[0].DinoChooseAttack(fleet.fleetList[0]); Console.WriteLine(herd.herdList[0].dinoName + "'s health is at: " + herd.herdList[0].dinoHealth); Console.WriteLine(fleet.fleetList[0].robotName + "'s health is at: " + fleet.fleetList[0].robotHealth); if (herd.herdList[0].dinoEnergy <= 0 && fleet.fleetList[0].robotPowerLevel <= 0) { herd.herdList[0].DinoRest(); fleet.fleetList[0].RobotRest(); } else if (herd.herdList[0].dinoEnergy <= 0) { herd.herdList[0].DinoRest(); fleet.fleetList[0].RobotAttack(herd.herdList[0]); } else if (fleet.fleetList[0].robotPowerLevel <= 0) { fleet.fleetList[0].RobotRest(); herd.herdList[0].DinoChooseAttack(fleet.fleetList[0]); } if (fleet.fleetList[0].robotHealth <= 0 && fleet.fleetList.Count > 1) { Console.WriteLine(fleet.fleetList[0].robotName + " is defeated"); Console.ReadLine(); fleet.fleetList.RemoveAt(0); //fleet.fleetList[0].RobotChooseWeapon(fleet); } else if (fleet.fleetList[0].robotHealth <= 0) { Console.WriteLine(fleet.fleetList[0].robotName + " is defeated"); Console.ReadLine(); fleet.fleetList.RemoveAt(0); } else if (herd.herdList[0].dinoHealth <= 0) { Console.WriteLine(herd.herdList[0].dinoName + " is defeated"); Console.ReadLine(); herd.herdList.RemoveAt(0); } } if (fleet.fleetList.Count == 0) { Console.WriteLine("Dinosaurs Win"); } else { Console.WriteLine("Robots Win"); } Console.ReadLine(); }
//// member variables - Has A //List<Weapon> nameofweaponsinList; // The Battlefield has 3 weapons to use //// constructor - Spawner public Battlefield() { theFleet = new Fleet(); theHerd = new Herd(); }
// Instantiate these variables in the constructor public Battlefield() { Fleet robots = new Fleet(); Herd dinosaurs = new Herd(); }
public Fleet robotSquad; //calling in the herd class to be used in the battlefield class/object public Battlefield() { dinoSquad = new Herd(); // this is a new Herd robotSquad = new Fleet(); // this is a new Fleet }
public abstract float ComputerChooseAttackType(Warrior warrior, Herd herd, Random rng);
public Battlefield(Herd dinosCreator, Fleet robosCreator) { dinosaurs = dinosCreator; robots = robosCreator; }
//Constructor public Battlefield() { fleet = new Fleet(); herd = new Herd(); }
public Battlefield() { fleet = new Fleet(); herd = new Herd(); rng = new Random(); }
public override float ComputerChooseAttackType(Warrior warrior, Herd herd, Random rng) { throw new NotImplementedException(); }