Exemplo n.º 1
0
        public void PrintPlayerStats(PlayerCharacter player)
        {
            PlayerAttackCalculator.CalculatePlayerAttack(player);
            Console.WriteLine($"NAME:...............{player.Name}");
            Console.WriteLine($"GENDER:.............{player.Gender}");
            Console.WriteLine($"RACE:...............{player.Race}");
            Console.WriteLine($"JOB:................{player.Job}");
            Console.WriteLine("");

            Console.WriteLine($"CREDITS:............{player.Credits}");
            Console.WriteLine($"EXPERIENCE:.........{player.Experience}");
            Console.WriteLine($"LEVEL:..............{player.Level}");
            Console.WriteLine("");

            Console.WriteLine($"CURRENT HIT POINTS..{player.CurrentHitPoints}");
            Console.WriteLine($"TOTAL HIT POINTS....{player.TotalHitPoints}");
            Console.WriteLine("");

            Console.WriteLine($"ATTACK:.............{player.Attack}");
            Console.WriteLine($"WEAPON SKILL:.......{player.WeaponSkill}");
            Console.WriteLine($"WEAPON DAMAGE.......{player.CurrentWeaponDamage}");
            Console.WriteLine("");

            Console.WriteLine($"ARMOR SKILL:........{player.ArmorSkill}");
            Console.WriteLine($"NAVIGATION SKILL:...{player.NavigationSkill}");
            Console.WriteLine($"TIME SKILL:.........{player.TimeSkill}");
        }
Exemplo n.º 2
0
        public void ChooseWeaponToAttackWith(Character attacker, Character player, Inventory playerInventory)
        {
            if (attacker == player)
            {
                Console.WriteLine("Choose which weapon to attack with (enter the number) ");
                playerInventory.EunumerateWeapons();
                var TempChosenWeaponToAttackWith = Console.ReadLine();

                // Need to check if the input is an int or else it throws exeption when I type wrong.


                int ChosenWeaponToAttackWith = Convert.ToInt32(TempChosenWeaponToAttackWith);

                player.CurrentWeaponDamage = playerInventory.WeaponList[ChosenWeaponToAttackWith].Attack;

                PlayerAttackCalculator.CalculatePlayerAttack((PlayerCharacter)player);

                playerInventory.WeaponList[ChosenWeaponToAttackWith].Durability -= 1;
            }
        }
Exemplo n.º 3
0
        public static void Main(string[] args)
        {
            // Fighting things Creation

            var fight = new Fight();
            var playerAttackCalculator = new PlayerAttackCalculator();
            var roller = new Roller();

            // Player Creation

            var player = new PlayerCharacter();

            player.Name             = "Player01";
            player.CurrentHitPoints = 100;
            player.TotalHitPoints   = 100;
            player.WeaponSkill      = 1;

            var stats           = new PlayerStats();
            var playerCreater   = new PlayerCreator();
            var playerInventory = new Inventory();
            var diamondDrive    = new DiamondDrive();


            // Story Creation

            var story = new Story();



            // Factory Creation

            var monsterMaker = new MonsterMaker();
            var weaponMaker  = new WeaponMaker();



            // Solar System Creation

            var alpha = new SolarSystem("Alpha", "Universe");
            ////alpha.Name = "Alpha";
            ////alpha.Location = "Universe";

            // not a constructor but initialization syntax
            var beta = new SolarSystem
            {
                Name     = "Beta",
                Location = "Universe",
            };
            ////alpha.Name = "Beta";
            ////alpha.Location = "Universe";

            var gamma = new SolarSystem();

            alpha.Name     = "Gamma";
            alpha.Location = "Universe";



            // JumpGate Creation

            var jumpGateAlpha = new JumpGate();

            jumpGateAlpha.Name     = "Jump Gate Alpha";
            jumpGateAlpha.Location = "Alpha";

            var jumpGateBeta = new JumpGate();

            jumpGateAlpha.Name     = "Jump Gate Beta";
            jumpGateAlpha.Location = "Beta";

            var jumpGateGamma = new JumpGate();

            jumpGateAlpha.Name     = "Jump Gate Gamma";
            jumpGateAlpha.Location = "Gamma";



            // Planet Creation

            var brettopia = new Planet();

            brettopia.Name     = "Brettopia";
            brettopia.Location = "Alpha";

            var kathaven = new Planet();

            brettopia.Name     = "Kathaven";
            brettopia.Location = "Alpha";

            var libraria = new Planet();

            brettopia.Name     = "Libraria";
            brettopia.Location = "Alpha";


            // SpacePort creation

            var spacePortBrettopia = new SpacePort();

            spacePortBrettopia.Name     = "Space Port Brettopia";
            spacePortBrettopia.Location = "Brettopia";

            var spacePortKathaven = new SpacePort();

            spacePortBrettopia.Name     = "Space Port Kathaven";
            spacePortBrettopia.Location = "Brettopia";

            var spacePortLibraria = new SpacePort();

            spacePortBrettopia.Name     = "Space Port Libraria";
            spacePortBrettopia.Location = "Brettopia";



            // Instance Creation



            // Travel/Map Creation

            var travel         = new Travel();
            var universeMap    = new UniverseMap();
            var playerMap      = new PlayerMap();
            var optionSelector = new OptionSelector();

            // Alpha Maps
            var alphaMap = new Map();

            alphaMap.Name = "Alpha";               // this is the null exception right here
            alphaMap.SolarSystem.Add(alpha);       // this probably, name should be fine.  Did you new up a list before adding a solarsystem?
            alphaMap.JumpGates.Add(jumpGateAlpha); // shit that is probably it.  Forgot I had to new up those damn lists
            alphaMap.Planets.Add(brettopia);       // as a matter of practice I generally just new up a list whenever I make the property.  There is very rarely ever a good reason to have a null list.  A collection is generally empty or not.  I wish they built it into the language actually.
            alphaMap.Planets.Add(kathaven);
            alphaMap.Planets.Add(libraria);
            alphaMap.SpacePorts.Add(spacePortBrettopia);
            alphaMap.SpacePorts.Add(spacePortKathaven);
            alphaMap.SpacePorts.Add(spacePortLibraria);



            // Beta Maps
            var betaMap = new Map();

            betaMap.Name = "Beta";
            betaMap.SolarSystem.Add(beta);
            betaMap.JumpGates.Add(jumpGateBeta);

            // Gamma Maps
            var gammaMap = new Map();

            gammaMap.Name = "Gamma";
            gammaMap.SolarSystem.Add(gamma);
            gammaMap.JumpGates.Add(jumpGateGamma);

            // Universe Map filled out
            universeMap.UniverseMaps.Add(alphaMap);
            universeMap.UniverseMaps.Add(betaMap);
            universeMap.UniverseMaps.Add(gammaMap);

            var selector      = new OptionSelector();
            var selectedMapId = selector.GetOption <Map>(universeMap.UniverseMaps);



            // Monster Creation

            var whiteMonster01 = monsterMaker.CreateWhiteMonster(player);
            var whiteMonster02 = monsterMaker.CreateWhiteMonster(player);
            var whiteMonster03 = monsterMaker.CreateWhiteMonster(player);
            var greenMonster01 = monsterMaker.CreateGreenMonster(player);
            var greenMonster02 = monsterMaker.CreateGreenMonster(player);
            var greenMonster03 = monsterMaker.CreateGreenMonster(player);
            var redMonster01   = monsterMaker.CreateRedMonster(player);
            var redMonster02   = monsterMaker.CreateRedMonster(player);
            var redMonster03   = monsterMaker.CreateRedMonster(player);


            whiteMonster01.Attack = 10;


            // This is the Quality Assurance section for temporary testing

            //Console.WriteLine("monster health" + whiteMonster01.CurrentHitPoints);
            //Console.WriteLine("monster attack" + whiteMonster01.Attack);
            //Console.ReadLine();
            //stats.PrintPlayerStats(player);
            //Console.WriteLine(roller.GetRandomNumber(1, 100));
            //Console.WriteLine(whiteMonster01.CurrentHitPoints);
            //fight.DoFight(player, whiteMonster01, stats);
            //weaponMaker.CreateWeaponBlaster(playerInventory);
            //weaponMaker.CreateWeaponDoubleBlaster(playerInventory);
            //weaponMaker.CreateWeaponPhotonSword(playerInventory);
            //fight.DoFight(player, whiteMonster01, stats, playerInventory);
            //playerInventory.WeaponEnumerator();

            universeMap.EnumerateJumpGates();
            //spacePortBrettopia.SpacePortOptions(player, brettopia, travel, alpha, spacePortBrettopia);



            //Player creation part.
            playerCreater.CreatePlayer(player, stats);



            // The story begins
            story.TheBegining01(player, playerInventory, weaponMaker, playerMap, alphaMap, travel, spacePortBrettopia, alpha, brettopia, jumpGateAlpha);


            Console.WriteLine("Time for your first battle! \n");
            fight.DoFight(player, whiteMonster01, stats, playerInventory);
        }