예제 #1
0
        public static string MonsterAttacksPlayer(TRPG_core _gameState, Buff _buffs, Monster _monster, int _seed)
        {
            Random RNG = new Random(_seed);
            Buff finalBuff = _buffs;
            finalBuff.Clamp();
            Buff monsterBuffs = _monster.Buffs;
            monsterBuffs.Clamp();

            string result = "";
            result += "The " + _monster.GetFullName() + " attacks you.\n";

            //Check to see if the monster actually hit
            if (RNG.Next(100) <= (_monster.Accuracy + monsterBuffs.Dexterity))
            {
                int dmgDone = (_monster.Damage + monsterBuffs.Strength) - (RNG.Next(Math.Max(1, _buffs.Intelligence)) + RNG.Next(Math.Max(1, _buffs.Wisdom)));
                if (dmgDone < 0) { dmgDone = 0; }
                _gameState.player.Health -= dmgDone;

                result += "The " + _monster.Name + " hits you and deals " + dmgDone + " damage.\n";
                result += "Your health is now " + _gameState.player.Health + ".\n";
            }
            else
            {
                result += "Fortunately, it misses and does no damage.\n";
            }

            return result;
        }
예제 #2
0
        /// <summary>
        /// Carries out a player's attack with a specified weapon against a specified monster
        /// </summary>
        /// <param name="_gameState">Main TRPG_core instance containing entire game state</param>
        /// <param name="_weapon">Weapon object to be used in the attack</param>
        /// <param name="_buffs">Sum of all buffs currently effecting the player</param>
        /// <param name="_monster">Monster object to be attacked</param>
        /// <returns>Returns a string describing the event</returns>
        public static string PlayerAttacksMonster(TRPG_core _gameState, Weapon _weapon, Buff _buffs, Monster _monster, int _seed)
        {
            Random RNG = new Random(_seed);
            Buff finalBuff = _buffs + _weapon.Buffs;
            finalBuff.Clamp();
            string result = "";
            result += "You attack the " + _monster.Name + " with your " + _weapon.Name + ".\n";

            //Check to see if the player actually hit
            if (RNG.Next(100) <= (_weapon.Accuracy + finalBuff.Dexterity))
            {
                int dmgDone = (_weapon.Damage + finalBuff.Strength) - (RNG.Next(Math.Max(1, _monster.Defense + _monster.Buffs.Intelligence)) + RNG.Next(Math.Max(1, _monster.Defense + _monster.Buffs.Wisdom)));
                if (dmgDone < 0) { dmgDone = 0; }
                _monster.Health -= dmgDone;

                if (dmgDone > (_weapon.Damage / 2))//If it is a good hit
                {
                    result += "You hit the " + _monster.Name + " and deal " + dmgDone + " damage.\n";
                }
                else
                {
                    result += "You hit the " + _monster.Name + ", but only deal " + dmgDone + " damage.\n";
                }

                result += "The " + _monster.Name + "'s health is now " + _monster.Health + ". ";
            }
            else
            {
                result += "Unfortunately, you miss and do no damage. ";
                if (finalBuff.Intelligence < finalBuff.Strength && RNG.Next(100) < 25)
                {
                    result += "Worse yet, you lose your footing and hit yourself instead.\n";
                    int dmgDone = RNG.Next(Math.Max(1, _weapon.Damage / 2));
                    _gameState.player.Health -= dmgDone;
                    result += "You lose " + dmgDone + " health! ";
                }
            }

            if (_monster.Health <= 0)
            {
                result += "The " + _monster.Name + " is killed! ";
                for (int i = 0; i < _gameState.dungeon.CurrentRoom.Contents.Count; i++)
                {
                    if (_gameState.dungeon.CurrentRoom.Contents[i] is Monster)
                    {
                        if (_gameState.dungeon.CurrentRoom.Contents[i] == _monster)
                        {
                            _gameState.dungeon.CurrentRoom.Contents.RemoveAt(i);
                        }
                    }
                }
            }

            return result + "\n";
        }
예제 #3
0
파일: TRPG.cs 프로젝트: StevenGann/TRPG
        /// <summary>
        /// Load all the items from file.
        /// Hardcoded items until file loading is added.
        /// </summary>
        private void LoadItems()
        {
            ItemsMaster = new List<Item>();
            WeaponsMaster = new List<Weapon>();
            MonstersMaster = new List<Monster>();

            List<Adjective> Adjectives = new List<Adjective>();
            Adjectives.Add(new Adjective("large", 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.5f, 1.75f, 1.5f, 1.0f, 1.1f, 0.9f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("small", 1.0f, 1.5f, 1.0f, 1.0f, 1.0f, 0.75f, 0.75f, 0.75f, 1.0f, 0.9f, 1.25f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("sharp", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.5f, 1.0f, 1.75f, 2.0f, 1.0f, 1.5f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("dull", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.75f, 1.0f, 0.9f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("polished", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 3.0f, 1.1f, 2.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("dirty", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f));
            Random RNG = new Random();

            Monster tempMonster;
            tempMonster = new Monster("Grue", "M_00", 10, 75);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Wraith", "M_01", 5, 150);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Wendigo", "M_02", 20, 50);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Vampire", "M_03", 10, 50);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Horta", "M_04", 15, 35);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Zombie", "M_05", 5, 25);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Skeleton", "M_06", 50, 50);
            MonstersMaster.Add(tempMonster);

            for (int i = 0; i < 10; i++)
            {
                Weapon tempWeapon;
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "sword", "W_00", 10, 10);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "knife", "W_01", 20, 2);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "club", "W_02", 7, 25);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "dagger", "W_03", 25, 5);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "saber", "W_04", 15, 7);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "stick", "W_05", 7, 1);
                WeaponsMaster.Add(tempWeapon);
            }

            Item tempItem;
            tempItem = new Item("Gold", "I_00", 1, 0);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Amulet", "I_01", 200, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Rock", "I_02", 0, 5);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Bone", "I_03", 0, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Skull", "I_04", 5, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Potion", "I_05", 10, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Poison", "I_06", 10, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Gem", "I_07", 100, 1);
            ItemsMaster.Add(tempItem);

            DataPack datapack = new DataPack(Directory.GetCurrentDirectory());
            datapack.AdjectivesMaster = Adjectives;
            datapack.ItemsMaster = ItemsMaster;
            datapack.MonstersMaster = MonstersMaster;
            datapack.WeaponsMaster = WeaponsMaster;
            datapack.Save();
        }
예제 #4
0
파일: Item.cs 프로젝트: StevenGann/TRPG
 public new Monster Copy()
 {
     Monster result = new Monster();
     result.Name = Name;
     result.Lore = Lore;
     result.Weight = Weight;
     result.Value = Value;
     result.Adjectives = Adjectives;
     result.Buffs = Buffs;
     result.Damage = Damage;
     result.Defense = Defense;
     result.Accuracy = Accuracy;
     result.Health = Health;
     result.Uses = Uses;
     result.Experience = Experience;
     result.Contents = Contents;
     result.ID = ID + "_1";
     return result;
 }
예제 #5
0
        /// <summary>
        /// Load all the items from file.
        /// Hardcoded items until file loading is added.
        /// </summary>
        private void LoadItems()
        {
            ItemsMaster    = new List <Item>();
            WeaponsMaster  = new List <Weapon>();
            MonstersMaster = new List <Monster>();

            List <Adjective> Adjectives = new List <Adjective>();

            Adjectives.Add(new Adjective("large", 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.5f, 1.75f, 1.5f, 1.0f, 1.1f, 0.9f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("small", 1.0f, 1.5f, 1.0f, 1.0f, 1.0f, 0.75f, 0.75f, 0.75f, 1.0f, 0.9f, 1.25f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("sharp", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.5f, 1.0f, 1.75f, 2.0f, 1.0f, 1.5f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("dull", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 0.75f, 1.0f, 0.9f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("polished", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 3.0f, 1.1f, 2.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f));
            Adjectives.Add(new Adjective("dirty", 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f, 1.0f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f));
            Random RNG = new Random();

            Monster tempMonster;

            tempMonster = new Monster("Grue", "M_00", 10, 75);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Wraith", "M_01", 5, 150);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Wendigo", "M_02", 20, 50);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Vampire", "M_03", 10, 50);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Horta", "M_04", 15, 35);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Zombie", "M_05", 5, 25);
            MonstersMaster.Add(tempMonster);
            tempMonster = new Monster("Skeleton", "M_06", 50, 50);
            MonstersMaster.Add(tempMonster);

            for (int i = 0; i < 10; i++)
            {
                Weapon tempWeapon;
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "sword", "W_00", 10, 10);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "knife", "W_01", 20, 2);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "club", "W_02", 7, 25);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "dagger", "W_03", 25, 5);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "saber", "W_04", 15, 7);
                WeaponsMaster.Add(tempWeapon);
                tempWeapon = new Weapon(Adjectives[RNG.Next(Adjectives.Count)], "stick", "W_05", 7, 1);
                WeaponsMaster.Add(tempWeapon);
            }

            Item tempItem;

            tempItem = new Item("Gold", "I_00", 1, 0);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Amulet", "I_01", 200, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Rock", "I_02", 0, 5);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Bone", "I_03", 0, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Skull", "I_04", 5, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Potion", "I_05", 10, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Poison", "I_06", 10, 1);
            ItemsMaster.Add(tempItem);
            tempItem = new Item("Gem", "I_07", 100, 1);
            ItemsMaster.Add(tempItem);

            DataPack datapack = new DataPack(Directory.GetCurrentDirectory());

            datapack.AdjectivesMaster = Adjectives;
            datapack.ItemsMaster      = ItemsMaster;
            datapack.MonstersMaster   = MonstersMaster;
            datapack.WeaponsMaster    = WeaponsMaster;
            datapack.Save();
        }