} //end ctor public void Die(ref Fighter f, EnemyGladiator e, int enemyPick) { Console.WriteLine("You have felled the notorious gladiator, {0}", e.Name); Console.WriteLine("You collect your reward and hear the crowd cheer as you exit the arena"); f.Fame += (e.Notoriety * 2 + f.Notoriety); var charismaMod = (f.Charisma / 2); charismaMod += f.Fame; f.Money += (e.Notoriety * 500); Console.WriteLine("You earned {0} Caesars for winning in the arena!", f.Money); f.MoneyEarned += f.Money; Console.WriteLine("You have earned {0} Caesars in your career to date.", f.MoneyEarned); f.Fury = 0; f.Spirit = 0; f.Notoriety++; f.Kills++; f.Level++; Console.WriteLine("You have offed {0} enemy gladiators.", f.Kills); f.CurrentHitPoints = f.MaxHitPoints; enemyPick++; Console.WriteLine("You head back to the Gladiator quarters for some much-needed rest"); Console.WriteLine("Press any key to continue"); Console.ReadLine(); MainMenu.LevelUp(ref f); MainMenu mm = new MainMenu(ref f, enemyPick); } //end enemyDie
}//end ctor public string ChooseOption(string input, Fighter f) { try { switch (input) { case "p": //goes to Practice Fight vs. Pip (TO-DO) break; //in case the user has Caps Lock engaged case "P": break; //goes to the Combat Menu case "f": EnemyGladiator enemy1 = new EnemyGladiator(enemyPick); enemyPick++; CombatMenu cm = new CombatMenu(f, enemy1); break; //same deal, user CAPS case "F": EnemyGladiator enemy2 = new EnemyGladiator(enemyPick); enemyPick++; CombatMenu cM = new CombatMenu(f, enemy2); break; //goes to Choose Weapon Menu case "c": break; //user CAPS case "C": break; //goes to Character View Page (TO-DO) case "g": MainMenu mm = new MainMenu(f); break; //user CAPS case "G": MainMenu mn = new MainMenu(f); break; //throws exception if format is screwy default: throw new FormatException("Incorrect input, please try again."); } //end switch } //end try catch (FormatException) { ArenaMenu arenaMenu = new ArenaMenu(f); } //end catch return(input); } //end MainMenu ChooseOption method
} //end ctor public void Die(Fighter f, EnemyGladiator e, int enemyPick) { Console.WriteLine("You have felled the notorious gladiator, {0}", e.Name); Console.WriteLine("You collect your reward and hear the crowd cheer as you exit the arena"); f.Fame += e.Notoriety; f.Money += (e.Notoriety * 500); f.MoneyEarned += f.Money; f.Fury = 0; f.Spirit = 0; f.Notoriety++; f.Kills++; f.CurrentHitPoints = f.MaxHitPoints; enemyPick++; Console.WriteLine("You head back to the Gladiator quarters for some much-needed rest"); Console.WriteLine("Press any key to continue"); Console.ReadKey(); MainMenu mm = new MainMenu(f, enemyPick); } //end enemyDie
}//end ctor public string ChooseOption(string input, Fighter f, int enemyPick) { try { switch (input) { case "p": //goes to Practice Fight vs. Pip (TO-DO) break; //goes to the Combat Menu case "f": EnemyGladiator enemy1 = new EnemyGladiator(enemyPick, f); Console.WriteLine("You will be fighting {0} in the arena!", enemy1.Name); CombatMenu cm = new CombatMenu(f, enemy1, enemyPick); break; //goes to Gladiator Store (TO-DO) case "c": break; //goes to Character View Page (TO-DO) case "g": MainMenu mm = new MainMenu(f, enemyPick); break; //throws exception if format is screwy default: //throw new FormatException("Incorrect input, please try again."); break; } //end switch } //end try catch (FormatException) { Console.WriteLine("Invalid input, try again."); ArenaMenu arenaMenu = new ArenaMenu(f, enemyPick); } //end catch return(input); } //end MainMenu ChooseOption method
public CombatMenu(Fighter f, EnemyGladiator e, int enemyPick) { while (CombatActive) { int f20Roll = Roller.rollXSidedDice(20, 1, 1); int e20Roll = Roller.rollXSidedDice(20, 1, 1); if (salve == 0 && turn == 0) { Console.WriteLine("As you walk through the narrow pathway to the arena,\n" + "a fair maiden hands you a satchel. She says, \"Good luck, warrior. Take this\n" + "magic salve to heal your wounds during your fight.\"\n"); Console.WriteLine("Your coach, Leonardo tells you a little something about your opponent that you might not have known: "); Console.WriteLine("{0}\n", e.description); salve += 1; } else { Console.WriteLine("{0} is {1} passus away ('passus' is Roman for paces)", e.Name, range); Console.WriteLine("The enemy has {0} hit points left", e.CurrentHitPoints); Console.WriteLine("You have {0} hit points left", f.CurrentHitPoints); Console.WriteLine("You have fought {0} round(s)", turn - 1); Console.WriteLine(); //Display Menu - perform menu actions Console.WriteLine("1) Melee Attack"); Console.WriteLine("2) Ranged Attack"); Console.WriteLine("3) Close with Enemy"); Console.WriteLine("4) Use salve"); Console.WriteLine("5) Yield"); //conduct special attack if fury or spirit is at appropriate level if (f.Fury > 3 || f.Spirit > 3) { Console.WriteLine("6) Special Attack"); } int yourMove = Convert.ToInt32(Console.ReadLine()); //start switch switch (yourMove) { //attempt to attack enemy if close enough case 1: if (range < 2) { Console.WriteLine("You swing your sword at the enemy, thoroughly expecting to lop his ugly head off."); Console.WriteLine(); Console.WriteLine("\nYou catch him on his heels and swing for the fences.", f.Name); if (f.AttackEnemy() > e.Avoid()) { int damage1 = f.CalculateDamage(); e.ReceiveDamage(damage1); Console.WriteLine("\nyou hit {0} for {1} damage", e.Name, damage1); f.Spirit++; e.Fury++; if (e.CurrentHitPoints <= 0) { e.Die(f, e, enemyPick); break; } } else { Console.WriteLine("\nYou miss"); f.Spirit--; } #region Obsolete counter-attack code /*{ * Console.WriteLine("\n Your attack whiffs, {0} attacks you, instead!", e.Name); * if (e.AttackEnemy() > f.Avoid()) * { * int damage2 = e.CalculateDamage(); * f.ReceiveDamage(damage2); * Console.WriteLine("he hit you for {0} damage", damage2); * f.Fury++; * e.Spirit++; * * if (f.CurrentHitPoints <= 0) * { * CombatActive = false; * break; * } * } * else * { * Console.WriteLine("The enemy misses"); * e.Spirit--; * * } * * * * }//end if*/ #endregion } //end range if else { Console.WriteLine("You're not close enough to perform that action."); } break; //ranged attack if range > 1 case 2: if (range > 1) { Console.WriteLine("You don't have a ranged weapon yet!"); break; } else { Console.WriteLine("You cannot hit with ranged weapons in your current proximity to the enemy.\n" + "You shoot your imaginary arrow and it does nothing. Your opponent laughs."); break; } //close range to enemy case 3: if (range > 1) { Console.WriteLine("You sprint towards the enemy and make the craziest, most bloodthirsty face you can muster\n"); range--; break; } else { Console.WriteLine("You ram into the enemy by running full speed into him, say, \"mi Scusi\", and... "); break; } //apply salve to heal case 4: if (salve > 0) { Console.WriteLine("\nYou use the magic salve on your wounds, and feel better immediately"); f.CurrentHitPoints += (f.MaxHitPoints - f.CurrentHitPoints); salve--; break; } else { Console.WriteLine("\nYou don't have any magic salve left."); break; } //case 5: // case 6: Console.WriteLine("You focus all of your energy into a mighty finishing blow that staggers the enemy."); e.ReceiveDamage(35); if (e.CurrentHitPoints <= 0) { e.Die(f, e, enemyPick); break; } break; }//end switch //enemyTurn int enemyTurn = Roller.rollXSidedDice(6, 1, 1); if (range == 1 && e.Fury >= 6 || e.Spirit >= 6) { Console.WriteLine(e.specialMove); f.ReceiveDamage(30); if (f.CurrentHitPoints <= 0) { f.Die(); CombatActive = false; break; } } if (range > 1 && e.CurrentHitPoints > 15) { Console.WriteLine("\n{0} moves closer to you.", e.Name); Console.WriteLine("{0}", e.tagLineTough); range--; } else if (e.CurrentHitPoints <= 15 && eSalve > 0) { Console.WriteLine("{0}", e.tagLineSoft); Console.WriteLine("\n{0}, injured and wobbly, applies the magic salve", e.Name); eSalve--; e.CurrentHitPoints += 25; } else if (e.CurrentHitPoints <= 15 && eSalve == 0) { Console.WriteLine("\n{0} winds up and swings his sword with all of his remaining strength.", e.Name); Console.WriteLine("{0}", e.tagLineSoft); if (e.AttackEnemy() > f.Avoid()) { int damage2 = e.CalculateDamage(); f.ReceiveDamage(damage2); Console.WriteLine("he hit you for {0} damage\n", damage2); f.Fury++; e.Spirit++; if (f.CurrentHitPoints <= 0) { f.Die(); CombatActive = false; break; } } else { Console.WriteLine("\nThe enemy misses"); e.Spirit--; f.Spirit++; } } else { Console.WriteLine("\n{0} winds up and swings his sword with all of his might!", e.Name); Console.WriteLine("{0}", e.tagLineTough); if (e.AttackEnemy() > f.Avoid()) { int damage2 = e.CalculateDamage(); f.ReceiveDamage(damage2); Console.WriteLine("he hit you for {0} damage\n", damage2); f.Fury++; e.Spirit++; if (f.CurrentHitPoints <= 0) { f.Die(); CombatActive = false; break; } } else { Console.WriteLine("\nThe enemy misses"); e.Spirit--; f.Spirit++; } } //end enemyTurn } //end if turn++; } //end while } //end method
public CombatMenu(Fighter f, EnemyGladiator e, int enemyPick) { //Boolean check in while loop keeps character in combat when actively fighting while (CombatActive) { int f20Roll = Roller.rollXSidedDice(20, 1, 1); int e20Roll = Roller.rollXSidedDice(20, 1, 1); //conditional that prevents getting a new magic salve every round if (salve == 0 && turn == 0) {//get magic salve for healing during combat Console.WriteLine("As you walk through the narrow pathway to the arena,\n" + "a fair maiden hands you a satchel. She says, \"Good luck, warrior. Take this\n" + "magic salve to heal your wounds during your fight.\"\n"); //adds a little bit of flavor, humor, and character development Console.WriteLine("Your coach, Leonardo Turtle, tells you a little something about your opponent that you may not have known: "); //TO-DO: add randomizer for different "fun facts" with the description Console.WriteLine("{0}\n", e.description); salve += 1; } else {//displays character status during combat Console.WriteLine("{0} is {1} passus away ('passus' is Roman for paces)", e.Name, range); Console.WriteLine("You have {0} arrows left", arrows); if (salve == 1) { Console.WriteLine("You have a salve handy"); } else { Console.WriteLine("You are out of salve"); } Console.WriteLine("The enemy has {0} hit points left", e.CurrentHitPoints); Console.WriteLine("You have {0} hit points left", f.CurrentHitPoints); Console.WriteLine("You have fought {0} round(s)", turn - 1); Console.WriteLine(); //Display Menu - perform menu actions Console.WriteLine("1) Melee Attack"); if (arrows > 0) { Console.WriteLine("2) Ranged Attack"); } Console.WriteLine("3) Close with Enemy"); Console.WriteLine("4) Use salve"); Console.WriteLine("5) Yield"); //conduct special attack if fighter's Fury or Spirit level is at 5 or greater if (f.Fury > 4 || f.Spirit > 4) { Console.WriteLine("6) Special Attack"); } Console.WriteLine(); //alerts user as to why the special attack is available. if (f.Fury > 4) { Console.WriteLine("Your fury is past the boiling point and {0} cringes from the look on your face", e.Name); } else if (f.Spirit > 4) { Console.WriteLine("You're in the zone, gladiator. The crowd marvels at your majestic skill."); } //takes menu input int yourMove = Convert.ToInt32(Console.ReadLine()); //start switch statement that corresponds to menu items switch (yourMove) { //attempt to attack enemy if close enough case 1: if (range < 2) { Console.WriteLine("You swing your sword at the enemy, thoroughly expecting to lop his ugly head off."); Console.WriteLine(); Console.WriteLine("\nYou catch him on his heels and swing for the fences.", f.Name); if (f.AttackEnemy() > e.Avoid()) { int damage1 = f.CalculateDamage(); e.ReceiveDamage(damage1); Console.WriteLine("\nyou hit {0} for {1} damage", e.Name, damage1); f.Spirit++; e.Fury++; if (e.CurrentHitPoints <= 0) { //ends combat when enemy dies from regular attack CombatActive = false; e.WinFight(ref f, e, enemyPick); continue; } } else { Console.WriteLine("\nYou miss"); f.Spirit--; } #region Obsolete counter-attack code /*{ * Console.WriteLine("\n Your attack whiffs, {0} attacks you, instead!", e.Name); * if (e.AttackEnemy() > f.Avoid()) * { * int damage2 = e.CalculateDamage(); * f.ReceiveDamage(damage2); * Console.WriteLine("he hit you for {0} damage", damage2); * f.Fury++; * e.Spirit++; * * if (f.CurrentHitPoints <= 0) * { * CombatActive = false; * break; * } * } * else * { * Console.WriteLine("The enemy misses"); * e.Spirit--; * * } * * * * }//end if*/ #endregion } //end range if else { Console.WriteLine("You're not close enough to perform that action."); } break; //ranged attack if range > 1 case 2: //if range > 1 and selected the fighter shoots an arrow at the enemy if (range > 1) { Console.WriteLine("You loose one of your {0} arrows towards the enemy", arrows); //if the fighter has an arrow, rolls and calculations are made to see if you hit //it takes a perfect roll of 20 to hit at default range unless super skilled(1 in 20 shot) if (arrows > 0) { if (f.RangedAttack(range) > range) { Console.WriteLine("Bullseye! {0} grunts, clearly pissed off, and sprints at you angrily", e.Name); range--; e.CurrentHitPoints -= f.CalculateRanged(); arrows--; if (e.CurrentHitPoints <= 0) { //ends combat when enemy dies from ranged attack CombatActive = false; e.WinFight(ref f, e, enemyPick); continue; } } else { Console.WriteLine("You miss the enemy."); arrows--; } } else { Console.WriteLine("You have no arrows"); } break; } else { Console.WriteLine("You are too close to hit with your bow. Duh."); arrows--; break; } //close range to enemy case 3: if (range > 1) { Console.WriteLine("You sprint towards the enemy and make the craziest, most bloodthirsty face you can muster\n"); range--; break; } else { Console.WriteLine("You ram into the enemy by running full speed into him, say, \"mi Scusi\", and... "); break; } //apply salve to heal case 4: if (salve > 0) { Console.WriteLine("\nYou use the magic salve on your wounds, and feel better immediately"); f.CurrentHitPoints += (f.MaxHitPoints - f.CurrentHitPoints); salve--; break; } else { Console.WriteLine("\nYou don't have any magic salve left."); break; } //case 5: yield (exit combat without dying; will have penalties) //special attack; resets Fury and Spirit levels to zero case 6: Console.WriteLine("You focus all of your energy into a mighty finishing blow that staggers the enemy."); e.ReceiveDamage(Roller.rollXSidedDice(12, 5, 3) * 2); //30 - 72 hit points of damage dealt on Special Attack // f.Fury = 0; f.Spirit = 0; if (e.CurrentHitPoints <= 0) { //ends fight when enemy dies from special attack CombatActive = false; e.WinFight(ref f, e, enemyPick); continue; } break; }//end switch //enemyTurn conditionals - logic that governs enemy behavior in combat if (range > 1 && range < 8 && eArrows > 0) { Console.WriteLine("{0} looses an arrow in your general direction...", e.Name); if (e.RangedAttack(range) > range) { Console.WriteLine("Bullseye! You grunt, pissed off, and sprint at the enemy angrily", e.Name); range--; f.CurrentHitPoints -= e.CalculateRanged(); eArrows--; if (f.CurrentHitPoints <= 0) { //ends combat when you die from ranged attack CombatActive = false; f.Die(); continue; } } else { Console.WriteLine("He misses you."); eArrows--; } } //if he is furious or uber-motivated, WATCH OUT! else if (range == 1 && e.Fury >= 5 || e.Spirit >= 5) { Console.WriteLine(e.specialMove); e.Fury = 0; e.Spirit = 0; f.ReceiveDamage(Roller.rollXSidedDice(12, 5, 3) * 2);//30 - 72 hit points of damage dealt on Special Attack; //conditional that checks if you have been killed by this special attack if (f.CurrentHitPoints <= 0) { f.Die(); CombatActive = false; break; } }//end special attack if else if (range > 1 && e.CurrentHitPoints > 15) {//moves to opponent to attempt an attack, if healthy. THIS LOGIC WILL CHANGE WITH IMPLEMENTATION OF RANGED WEAPONS Console.WriteLine("\n{0} moves closer to you.", e.Name); Console.WriteLine("{0}", e.tagLineTough); range--; } //if enemy is hurt, he will use his lone magic salve to heal up else if (e.CurrentHitPoints <= 15 && eSalve > 0) { Console.WriteLine("{0}", e.tagLineSoft); Console.WriteLine("\n{0}, injured and wobbly, applies the magic salve", e.Name); eSalve--; //this magic salve works great! but it will only give you your maximum HP and no more e.CurrentHitPoints += (e.MaxHitPoints - e.CurrentHitPoints); } //if he's close and has no salve left, he will attempt to hack you into little pieces else if (e.CurrentHitPoints <= 15 && eSalve == 0) { Console.WriteLine("\n{0} winds up and swings his sword with all of his remaining strength.", e.Name); Console.WriteLine("{0}", e.tagLineSoft); //checks enemy attack roll vs. fighters avoid roll and determines a miss or hit according to formulas in Fighter class if (e.AttackEnemy() > f.Avoid()) { int damage2 = e.CalculateDamage(); f.ReceiveDamage(damage2); Console.WriteLine("he hit you for {0} damage\n", damage2); //if enemy hits successfully, fighter gets angry, enemy gets motivated f.Fury++; e.Spirit++; //if fighter's hp goes below zero, it's Valhalla-time! if (f.CurrentHitPoints <= 0) { f.Die(); CombatActive = false; break; } } else { Console.WriteLine("\nThe enemy misses"); //when the enemy whiffs, his motivation suffers and the fighter's motivation increases e.Spirit--; f.Spirit++; } } else {//this code will run if the range is 1 and the enemy is healthy; just basic melee attack Console.WriteLine("\n{0} winds up and swings his sword with all of his might!", e.Name); Console.WriteLine("{0}", e.tagLineTough); if (e.AttackEnemy() > f.Avoid()) { int damage2 = e.CalculateDamage(); f.ReceiveDamage(damage2); Console.WriteLine("he hit you for {0} damage\n", damage2); f.Fury++; e.Spirit++; if (f.CurrentHitPoints <= 0) { f.Die(); CombatActive = false; break; } } else { Console.WriteLine("\nThe enemy misses"); e.Spirit--; f.Spirit++; } } //end enemyTurn } //end if //increments turn counter turn++; } //end while }//end method