private List<int> TurnOrder = new List<int>(); //List of InstanceIDs #endregion Fields #region Constructors public BattleV2(Party playerParty, Party foeParty) { this.friend = playerParty.getActiveParty()[0]; this.friend.setInstanceID(nextID); nextID++; //this.TurnOrder.Add(this.friend.getInstanceID()); foreach (Entity tmpFoe in foeParty.getActiveParty()) { tmpFoe.setInstanceID(nextID); //this.TurnOrder.Add(tmpFoe.getInstanceID()); foes.Add(tmpFoe.getInstanceID(), tmpFoe); nextID++; } this.foe = foeParty.getActiveParty()[0]; this.dataOut = "You, " + this.friend.name + ", have encountered a level " + this.foe.getLevel() + " " + this.foe.name + "\r\n"; OrderParicipents(); }
public Battle(Party tmpPlayerParty, Party tmpFoeParty) { int nextInstanceID = 0; foreach (Entity tmpEnt in tmpPlayerParty.getActiveParty()) { tmpEnt.setInstanceID(nextInstanceID); AllyInstanceIDs.Add(tmpEnt.getInstanceID()); nextInstanceID++; orderedParticipents.Add(tmpEnt); } foreach (Entity tmpEnt in tmpFoeParty.getActiveParty()) { tmpEnt.setInstanceID(nextInstanceID); foesInstanceIDs.Add(tmpEnt.getInstanceID()); nextInstanceID++; orderedParticipents.Add(tmpEnt); } this.playerParty = tmpPlayerParty; this.foeParty = tmpFoeParty; this.currentEntity = this.playerParty.getActiveParty()[0]; }
private bool generatePlayers() { bool generated = true; if (this.dgvEntities.SelectedRows.Count == 0) { generated = false; MessageBox.Show("Please Select your player"); } else { int tmpID = Int32.Parse(this.dgvEntities.SelectedRows[0].Cells[0].Value.ToString()); Entity selectedEntity = (Entity)this._entityBossWrapper.getEntity(tmpID); List<Entity> playerPartyList = new List<Entity>(); playerPartyList.Add(selectedEntity); this._playerParty = new Party(playerPartyList, this.playerPartySize); } return generated; }
/*private bool generatePlayers() { bool generated = true; List<Entity> player = new List<Entity>(); int i = 0; while (i < this.playerPartySize) { List<EntityAbstract> entityAbstracts = this._entityBossWrapper.getEntities(); List<Entity> potentialEntities = new List<Entity>(); foreach (EntityAbstract tmpEntity in entityAbstracts) { if (((Entity)tmpEntity).getLevel() >= this.minLevel) { potentialEntities.Add((Entity)tmpEntity); } } if (potentialEntities.Count > 0) { int selected = TurnBasedPractice.RandomInt.r.Next(0, potentialEntities.Count); Entity newEntity = potentialEntities[selected]; player.Add(newEntity); } else { MessageBox.Show("Not enough potential Player Characters"); generated = false; } i++; } if (generated) { this._playerParty = new Party(player, this.playerPartySize); generatePlayerInventory(); } return generated; }*/ private bool generateFoes() { bool generated = true; List<Entity> foes = new List<Entity>(); if (this.cBosses.Checked) { List<EntityAbstract> entityAbstracts = this._entityBossWrapper.getEntities(); List<Entity> potentialEntities = new List<Entity>(); foreach (EntityAbstract tmpEntity in entityAbstracts) { if (((Entity)tmpEntity).getLevel() > this.minLevel) { potentialEntities.Add((Entity)tmpEntity); } } if (potentialEntities.Count > 0) { int selected = TurnBasedPractice.RandomInt.r.Next(0, potentialEntities.Count); Entity newEntity = potentialEntities[selected]; foes.Add(newEntity); } else { MessageBox.Show("Not enough Potential Bosses"); generated = false; } } List<EntityAbstract> entityAbstractsTemplates = this._entityTemplateWrapper.getEntities(); List<EntityTemplate> potentialEntityTemplate = new List<EntityTemplate>(); foreach (EntityAbstract tmpEntity in entityAbstractsTemplates) { EntityTemplate tmpTemplate = (EntityTemplate)tmpEntity; if (tmpTemplate.getMinLevel() <= this.minLevel) { potentialEntityTemplate.Add((EntityTemplate)tmpEntity); } } if (potentialEntityTemplate.Count > 0 && foes.Count != foePartySize) { int i = foes.Count(); while (i < foePartySize) { int selected = TurnBasedPractice.RandomInt.r.Next(0, potentialEntityTemplate.Count); int level = TurnBasedPractice.RandomInt.r.Next(this.minLevel, this.maxLevel); Entity tmpNewEntity = new Entity(potentialEntityTemplate[selected], level); foes.Add(tmpNewEntity); i++; } this._foeParty = new Party(foes, this.foePartySize); } else { generated = false; } return generated; }