Exemplo n.º 1
0
        // Initializes the Battle to begin
        public bool StartBattle(bool isAutoBattle)
        {
            if (!isAutoBattle)
            {
                BattleEngineClearData();
                BattleScore.AutoBattle = false;
            }
            else
            {
                BattleScore            = new Score();
                BattleScore.AutoBattle = true;
                BattleMessages         = new BattleMessages();

                ItemPool.Clear();
                MonsterList.Clear();
                //do not clear char list bc this has already been populated
            }



            isBattleRunning = true;

            // Characters not Initialized, so false start...
            if (CharacterList.Count < 1)
            {
                return(false);
            }


            return(true);
        }
Exemplo n.º 2
0
 /// <summary>
 /// Clear the List between Rounds
 /// </summary>
 /// <returns></returns>
 private bool ClearLists()
 {
     GameBoardModel.Wipe();
     ItemPool.Clear();
     MonsterList.Clear();
     return(true);
 }
Exemplo n.º 3
0
        // Sets the new state for the variables for Battle
        private void BattleEngineClearData()
        {
            //BattleScore = new Score();
            // BattleMessages = new BattleMessages();

            ItemPool.Clear();
            MonsterList.Clear();
            CharacterList.Clear();

            // Reset current player
            PlayerCurrent = null;
        }
Exemplo n.º 4
0
        // Sets the new state for the variables for Battle
        public void BattleEngineClearData()
        {
            BattleScore    = new Score();
            BattleMessages = new BattleMessages();
            RoundStateEnum = RoundEnum.NewRound;

            ItemPool.Clear();
            MonsterList.Clear();
            CharacterList.Clear();

            // Reset current player
            PlayerCurrent = null;
        }
Exemplo n.º 5
0
        /// <summary>
        /// Clear the List between Rounds
        /// will only clear potions and monster
        /// </summary>
        /// <returns></returns>
        private bool ClearLists()
        {
            MonsterList.Clear();
            potionPool.Clear();

            if (MonsterList.Count == 0 && potionPool.Count == 0)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Exemplo n.º 6
0
        // Sets the new state for the variables for Battle
        public void BattleEngineClearData()
        {
            // Create a score object
            BattleScore = new Score();

            // Create a BattleMessages object
            BattleMessage = new BattleMessages();

            // Clear the lists
            ItemPool.Clear();
            MonsterList.Clear();
            CharacterList.Clear();

            // Reset current player
            PlayerCurrent = null;
        }
Exemplo n.º 7
0
        /// <summary>
        /// Add Monsters to the Round
        ///
        /// Because Monsters can be duplicated, will add 1, 2, 3 to their name
        ///

        /*
         * Hint:
         * I don't have crudi monsters yet so will add 6 new ones...
         * If you have crudi monsters, then pick from the list
         *
         * Consdier how you will scale the monsters up to be appropriate for the characters to fight
         *
         */
        /// </summary>
        /// <returns></returns>
        public int AddMonstersToRound()
        {
            // TODO: Teams, You need to implement your own Logic can not use mine.



            int TargetLevel = 1;

            if (CharacterList.Count() > 0)
            {
                // Get the Min Character Level (linq is soo cool....)
                TargetLevel = Convert.ToInt32(CharacterList.Min(m => m.Level));
            }

            for (var i = 0; i < MaxNumberPartyMonsters; i++)
            {
                var data = Helpers.RandomPlayerHelper.GetRandomMonster(TargetLevel);

                // Help identify which Monster it is
                data.Name += " " + MonsterList.Count() + 1;

                //Scenario 31
                if (BattleScore.RoundCount >= 100)
                {
                    data.Attack     *= 10;
                    data.Speed      *= 10;
                    data.Defense    *= 10;
                    data.CurrHealth *= 10;
                    data.MaxHealth  *= 10;
                }


                MonsterList.Add(new PlayerInfoModel(data));
            }


            if ((BossBattleFunctionality && DiceHelper.RollDice(1, 100) > 90) || testBossHack)
            {
                Debug.WriteLine("BOSS MONSTER APPROACHING!!!!!");
                MonsterList.Clear();
                int scaleFactor = 0;
                for (int i = 0; i < CharacterList.Count; i++)
                {
                    scaleFactor += CharacterList[i].Level;
                }
                if (scaleFactor > 20)
                {
                    scaleFactor = 20;
                }



                var data = new BaseMonster();
                data.LevelUpToValue(scaleFactor);

                data.Attack    = 5000;
                data.Defense   = 5000;
                data.Speed     = 10000;
                data.MaxHealth = data.CurrHealth = 1000;

                MonsterList.Add(new PlayerInfoModel(data));
            }


            return(MonsterList.Count());
        }
Exemplo n.º 8
0
 /// <summary>
 /// Clear the monster and item lists between Rounds
 /// </summary>
 /// <returns></returns>
 private bool ClearLists()
 {
     ItemPool.Clear();
     MonsterList.Clear();
     return(true);
 }
Exemplo n.º 9
0
 //do not clear char list
 private void ClearLists()
 {
     ItemPool = new List <Item>();
     MonsterList.Clear();
     MonsterList = new ObservableCollection <Monster>();
 }
Exemplo n.º 10
0
 // don't clear characters here because eventually they all get defeated by monsters
 private void ClearLists()
 {
     ItemPool = new List <Item>();
     MonsterList.Clear();
     MonsterList = new List <Monster>();
 }