public void SetBattle(Player player, Monster monster, Floor floor) { _player = player; _monster = monster; _floor = floor; _counter = 0; _enemyAttackTime = 0; _playerAttackTime = 0; _playerTurn = true; }
private int ComputeApproximateDamage(Player player, Monster monster) { int ret; int dealDamageToMonster; int dealDamageToPlayer; dealDamageToMonster = player.Atk - monster.Def; if (dealDamageToMonster <= 0) { return 99999999; } if (monster.Ability.Contains(Monster.MonsterFeature.Penetrate)) { dealDamageToPlayer = monster.Atk; } else { dealDamageToPlayer = monster.Atk - player.Def; } if (dealDamageToPlayer <= 0) { return 0; } dealDamageToPlayer *= monster.AttackTime; dealDamageToMonster *= player.AttackTime; ret = (int)(Math.Ceiling((double)monster.Hp / dealDamageToMonster) - 1) * dealDamageToPlayer; return ret; }