static void Main(string[] args) { IOutputService message = new ConsoleOutput(); message.WelcomeMessage(); IPlayer playerOne = new Player(); IPlayer playerTwo = new Player(); IRegistrationService reg = new CharacterRegistration(); reg.Register(playerOne); Console.Clear(); reg.Register(playerTwo); Console.Clear(); message.GetPlayerInfo(playerOne); message.GetPlayerInfo(playerTwo); Console.ReadLine(); Console.Clear(); /*ICombatService combat = new CombatLogic(); combat.Battle(playerOne, playerTwo);*/ Console.ReadLine(); }
public void Register(IPlayer character) { IOutputService message = new ConsoleOutput(); character.CharacterName = message.NamePrompt(); character.Health = 100; character.SelectAction = ActionSelection.Attack; IEquipmentFactory weaponFactory = new WeaponFactory(); IEquipment weapon = null; weapon = weaponFactory.CreateEquipment(); if (weapon != null) { character.WeaponName = weapon.EquipmentName; character.WeaponValue = message.AddEnchantment(weapon) .EquipmentValue; } IEquipmentFactory armorFactory = new ArmorFactory(); IEquipment armor = null; armor = armorFactory.CreateEquipment(); if (armor != null) { character.ArmorName = armor.EquipmentName; character.ArmorValue = message.AddEnchantment(armor) .EquipmentValue; } }
public void Battle(IPlayer player1, IPlayer player2) { Random ran = new Random(); ConsoleOutput message = new ConsoleOutput(); bool turn = message.CoinTossInfo(); while (player1.Health > 0 && player2.Health > 0) { if (turn) { Console.Write(String.Format(ApplicationSettings.ActionChoose, player1.CharacterName)); if ((ActionSelection)Enum.Parse(typeof(ActionSelection), Console.ReadLine(), true) == ActionSelection.Attack) { player1.SelectAction = ActionSelection.Attack; } else { player1.SelectAction = ActionSelection.Defend; } ActionRound(player1, player2); } else { Console.Write(String.Format(ApplicationSettings.ActionChoose, player2.CharacterName)); if ((ActionSelection)Enum.Parse(typeof(ActionSelection), Console.ReadLine(), true) == ActionSelection.Attack) { player2.SelectAction = ActionSelection.Attack; } else { player2.SelectAction = ActionSelection.Defend; } ActionRound(player2, player1); } turn = !turn; if (player1.Health < 0) { player1.Health = 0; } if (player2.Health < 0) { player2.Health = 0; } message.BattleInfo(player1, player2); } message.CheckWinner(player1, player2); }
public IEquipment CreateEquipment() { IOutputService message = new ConsoleOutput(); IEquipment weapon = null; string optionWeap = message.WeaponPrompt(); Selection selectWeap = (Selection)Enum.Parse(typeof(Selection), optionWeap, true); switch (selectWeap) { case Selection.A: { weapon = new Knife(); break; } case Selection.B: { weapon = new Sword(); break; } case Selection.C: { weapon = new Blade(); break; } case Selection.D: { weapon = new Katana(); break; } } return weapon; }
public void Register(IPlayer character) { IOutputService message = new ConsoleOutput(); character.CharacterName = message.NamePrompt(); character.Health = 100; character.SelectAction = ActionSelection.Attack; IEquipment weapon = null; string optionWeap = message.WeaponPrompt(); Selection selectWeap = (Selection)Enum.Parse(typeof(Selection), optionWeap, true); switch (selectWeap) { case Selection.A: { weapon = new Knife(); break; } case Selection.B: { weapon = new Sword(); break; } case Selection.C: { weapon = new Blade(); break; } case Selection.D: { weapon = new Katana(); break; } } if (weapon != null) { character.WeaponName = weapon.EquipmentName; character.WeaponValue = message.AddEnchantment(weapon).EquipmentValue; } string optionArm = message.ArmorPrompt(); Selection selectArm = (Selection)Enum.Parse(typeof(Selection), optionArm, true); IEquipment armor = null; switch (selectArm) { case Selection.A: { armor = new Guard(); break; } case Selection.B: { armor = new Buckler(); break; } case Selection.C: { armor = new Shield(); break; } case Selection.D: { armor = new ThornShield(); break; } } if (armor != null) { character.ArmorName = armor.EquipmentName; character.ArmorValue = message.AddEnchantment(armor).EquipmentValue; } }