예제 #1
0
        private void _menuList_SelectionChanged(object sender, MenuAction e)
        {
            switch (e)
            {
            case MenuAction.New:
            case MenuAction.Resume:
                if (e == MenuAction.New)
                {
                    GameManager.Instance.NewGame();
                }

                Application.SwitchTo <GameScreen>();

                break;

            case MenuAction.Save:
                var saves = _saveManager.ListSaves();
                _saveManager.SaveGame(saves.Any() ? saves.Max(s => s.Slot) + 1 : 1);
                Application.SwitchTo <GameScreen>();
                break;

            case MenuAction.Load:
                Application.SwitchTo <LoadForm>();
                break;

            case MenuAction.Exit:
                Application.Quit = true;
                break;
            }

            _menuList.ClearSelection();
        }
예제 #2
0
        private void _battleActionListBox_SelectionChanged(object sender, BattleActions action)
        {
            _battleActionListBox.ClearSelection();

            bool playerIsDefending   = false;
            var  playerCombatProfile = GameManager.Instance.State.GetPlayerCombatProfile();

            //TODO: Take equipped items into consideration

            switch (action)
            {
            case BattleActions.Attack:
                var result = CombatHelper.ResolveAttack(playerCombatProfile, _currentEnemy);
                switch (result.Result)
                {
                case AttackResultCode.Missed:
                    _outputBox.AddOutput($"Player attack missed enemy {_currentEnemy.Name}");
                    break;

                case AttackResultCode.ArmorBlocked:
                    _outputBox.AddOutput($"Enemy {_currentEnemy.Name}'s armor blocked the attack");
                    break;

                case AttackResultCode.DidDamage:
                    _outputBox.AddOutput($"Player did {result.DamageDone} damage to {_currentEnemy.Name}");

                    _currentEnemy.Health -= result.DamageDone;
                    SetHealth(_enemyHealth, Math.Max(0, _currentEnemy.Health), false);
                    break;
                }

                break;

            case BattleActions.Defend:
                playerIsDefending           = true;
                playerCombatProfile.Defense = Convert.ToInt32(playerCombatProfile.Defense * 1.3);
                playerCombatProfile.Armor   = Convert.ToInt32(playerCombatProfile.Armor * 1.2);

                _outputBox.AddOutput("Player is defending");

                break;

            case BattleActions.Run:
                if (!string.IsNullOrEmpty(_encounter.RunConditional))
                {
                    var conditionalResult = EmbeddedFunctionsHelper.Conditional(_encounter.RunConditional);

                    if (!string.IsNullOrEmpty(conditionalResult.Output))
                    {
                        _outputBox.AddOutput(conditionalResult.Output);
                    }

                    if (conditionalResult.Success)
                    {
                        TriggerContinue(EncounterState.RunAway);
                    }
                }
                else
                {
                    TriggerContinue(EncounterState.RunAway);
                }

                return;

            case BattleActions.Continue:
                switch (_encounterState)
                {
                case EncounterState.Default:
                    break;

                case EncounterState.RunAway:
                    EncounterManager.Instance.Exit();
                    break;

                case EncounterState.PlayerWon:
                    EncounterManager.Instance.PlayerWon(_encounter);
                    break;

                case EncounterState.PlayerDied:
                    EncounterManager.Instance.PlayerDied(_encounter);
                    break;
                }

                return;
            }

            if (_currentEnemy.Health > 0)
            {
                if (!_enemyIsStunned)
                {
                    var result = CombatHelper.ResolveAttack(_currentEnemy, playerCombatProfile);
                    switch (result.Result)
                    {
                    case AttackResultCode.Missed:
                        _outputBox.AddOutput($"{_currentEnemy.Name}'s attack missed player");
                        break;

                    case AttackResultCode.ArmorBlocked:
                        _outputBox.AddOutput($"Player's armor blocked the attack");
                        break;

                    case AttackResultCode.DidDamage:
                        _outputBox.AddOutput($"{_currentEnemy.Name} did {result.DamageDone} damage to player");

                        GameManager.Instance.State.Health -= result.DamageDone;
                        SetHealth(_playerHealth, GameManager.Instance.State.Health, false);
                        break;
                    }
                }
                {
                    _enemyIsStunned = false;
                    _outputBox.AddOutput($"{_currentEnemy.Name}'s was temporarily stunned");
                }


                if (playerIsDefending && DiceHelper.RollD6() >= 5)
                {
                    _enemyIsStunned = true;
                    _outputBox.AddOutput($"{_currentEnemy.Name}'s is stunned");
                }
            }
            else
            {
                _outputBox.AddOutput($"{_currentEnemy.Name} died!");

                if (_encounter.Enemies.Any())
                {
                    NextEnemy();
                    _outputBox.AddOutput($"New enemy {_currentEnemy.Name} appeared!");
                }
                else
                {
                    _outputBox.AddOutput($"Victory! Player successfully defeated encounter!");
                    TriggerContinue(EncounterState.PlayerWon);
                }
            }

            if (GameManager.Instance.State.Health <= 0)
            {
                GameManager.Instance.State.Health = 0;
                SetHealth(_playerHealth, GameManager.Instance.State.Health, false);

                _outputBox.AddOutput("Player died :'(");
                TriggerContinue(EncounterState.PlayerDied);
            }
        }