Exemplo n.º 1
0
        private static void Main(string[] args)
        {
            TRPG_core core = new TRPG_core();

            Console.WriteLine("What is your name?\n");
            core.player.Name = Console.ReadLine();

            Random RNG = new Random();
            Buff newStats = new Buff(10, 10, 10, 10, 10, 10);

            bool statsPicked = false;
            while (!statsPicked)
            {
                Console.Clear();
                newStats = new Buff(10, 10, 10, 10, 10, 10);
                newStats.Scramble(RNG.Next(), 5 + RNG.Next(10));
                newStats.Clamp();
                Console.WriteLine("Are these stats acceptable? (y/n)");
                Console.WriteLine(newStats.ToString());
                string response = Console.ReadLine();
                if (response.ToLower() == "y")
                {
                    statsPicked = true;
                }
            }

            core.Update("");
            while (true)
            {
                core.Update(Console.ReadLine());
            }
        }
Exemplo n.º 2
0
        public static string MonsterAttacksPlayer(TRPG_core _gameState, Buff _buffs, Monster _monster, int _seed)
        {
            Random RNG       = new Random(_seed);
            Buff   finalBuff = _buffs;

            finalBuff.Clamp();
            Buff monsterBuffs = _monster.Buffs;

            monsterBuffs.Clamp();

            string result = "";

            result += "The " + _monster.GetFullName() + " attacks you.\n";

            //Check to see if the monster actually hit
            if (RNG.Next(100) <= (_monster.Accuracy + monsterBuffs.Dexterity))
            {
                int dmgDone = (_monster.Damage + monsterBuffs.Strength) - (RNG.Next(Math.Max(1, _buffs.Intelligence)) + RNG.Next(Math.Max(1, _buffs.Wisdom)));
                if (dmgDone < 0)
                {
                    dmgDone = 0;
                }
                _gameState.player.Health -= dmgDone;

                result += "The " + _monster.Name + " hits you and deals " + dmgDone + " damage.\n";
                result += "Your health is now " + _gameState.player.Health + ".\n";
            }
            else
            {
                result += "Fortunately, it misses and does no damage.\n";
            }

            return(result);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Carries out a player's attack with a specified weapon against a specified monster
        /// </summary>
        /// <param name="_gameState">Main TRPG_core instance containing entire game state</param>
        /// <param name="_weapon">Weapon object to be used in the attack</param>
        /// <param name="_buffs">Sum of all buffs currently effecting the player</param>
        /// <param name="_monster">Monster object to be attacked</param>
        /// <returns>Returns a string describing the event</returns>
        public static string PlayerAttacksMonster(TRPG_core _gameState, Weapon _weapon, Buff _buffs, Monster _monster, int _seed)
        {
            Random RNG       = new Random(_seed);
            Buff   finalBuff = _buffs + _weapon.Buffs;

            finalBuff.Clamp();
            string result = "";

            result += "You attack the " + _monster.Name + " with your " + _weapon.Name + ".\n";

            //Check to see if the player actually hit
            if (RNG.Next(100) <= (_weapon.Accuracy + finalBuff.Dexterity))
            {
                int dmgDone = (_weapon.Damage + finalBuff.Strength) - (RNG.Next(Math.Max(1, _monster.Defense + _monster.Buffs.Intelligence)) + RNG.Next(Math.Max(1, _monster.Defense + _monster.Buffs.Wisdom)));
                if (dmgDone < 0)
                {
                    dmgDone = 0;
                }
                _monster.Health -= dmgDone;

                if (dmgDone > (_weapon.Damage / 2))//If it is a good hit
                {
                    result += "You hit the " + _monster.Name + " and deal " + dmgDone + " damage.\n";
                }
                else
                {
                    result += "You hit the " + _monster.Name + ", but only deal " + dmgDone + " damage.\n";
                }

                result += "The " + _monster.Name + "'s health is now " + _monster.Health + ". ";
            }
            else
            {
                result += "Unfortunately, you miss and do no damage. ";
                if (finalBuff.Intelligence < finalBuff.Strength && RNG.Next(100) < 25)
                {
                    result += "Worse yet, you lose your footing and hit yourself instead.\n";
                    int dmgDone = RNG.Next(Math.Max(1, _weapon.Damage / 2));
                    _gameState.player.Health -= dmgDone;
                    result += "You lose " + dmgDone + " health! ";
                }
            }

            if (_monster.Health <= 0)
            {
                result += "The " + _monster.Name + " is killed! ";
                for (int i = 0; i < _gameState.dungeon.CurrentRoom.Contents.Count; i++)
                {
                    if (_gameState.dungeon.CurrentRoom.Contents[i] is Monster)
                    {
                        if (_gameState.dungeon.CurrentRoom.Contents[i] == _monster)
                        {
                            _gameState.dungeon.CurrentRoom.Contents.RemoveAt(i);
                        }
                    }
                }
            }

            return(result + "\n");
        }
Exemplo n.º 4
0
        public static string MonsterAttacksPlayer(TRPG_core _gameState, Buff _buffs, Monster _monster, int _seed)
        {
            Random RNG = new Random(_seed);
            Buff finalBuff = _buffs;
            finalBuff.Clamp();
            Buff monsterBuffs = _monster.Buffs;
            monsterBuffs.Clamp();

            string result = "";
            result += "The " + _monster.GetFullName() + " attacks you.\n";

            //Check to see if the monster actually hit
            if (RNG.Next(100) <= (_monster.Accuracy + monsterBuffs.Dexterity))
            {
                int dmgDone = (_monster.Damage + monsterBuffs.Strength) - (RNG.Next(Math.Max(1, _buffs.Intelligence)) + RNG.Next(Math.Max(1, _buffs.Wisdom)));
                if (dmgDone < 0) { dmgDone = 0; }
                _gameState.player.Health -= dmgDone;

                result += "The " + _monster.Name + " hits you and deals " + dmgDone + " damage.\n";
                result += "Your health is now " + _gameState.player.Health + ".\n";
            }
            else
            {
                result += "Fortunately, it misses and does no damage.\n";
            }

            return result;
        }
Exemplo n.º 5
0
        /// <summary>
        /// Carries out a player's attack with a specified weapon against a specified monster
        /// </summary>
        /// <param name="_gameState">Main TRPG_core instance containing entire game state</param>
        /// <param name="_weapon">Weapon object to be used in the attack</param>
        /// <param name="_buffs">Sum of all buffs currently effecting the player</param>
        /// <param name="_monster">Monster object to be attacked</param>
        /// <returns>Returns a string describing the event</returns>
        public static string PlayerAttacksMonster(TRPG_core _gameState, Weapon _weapon, Buff _buffs, Monster _monster, int _seed)
        {
            Random RNG = new Random(_seed);
            Buff finalBuff = _buffs + _weapon.Buffs;
            finalBuff.Clamp();
            string result = "";
            result += "You attack the " + _monster.Name + " with your " + _weapon.Name + ".\n";

            //Check to see if the player actually hit
            if (RNG.Next(100) <= (_weapon.Accuracy + finalBuff.Dexterity))
            {
                int dmgDone = (_weapon.Damage + finalBuff.Strength) - (RNG.Next(Math.Max(1, _monster.Defense + _monster.Buffs.Intelligence)) + RNG.Next(Math.Max(1, _monster.Defense + _monster.Buffs.Wisdom)));
                if (dmgDone < 0) { dmgDone = 0; }
                _monster.Health -= dmgDone;

                if (dmgDone > (_weapon.Damage / 2))//If it is a good hit
                {
                    result += "You hit the " + _monster.Name + " and deal " + dmgDone + " damage.\n";
                }
                else
                {
                    result += "You hit the " + _monster.Name + ", but only deal " + dmgDone + " damage.\n";
                }

                result += "The " + _monster.Name + "'s health is now " + _monster.Health + ". ";
            }
            else
            {
                result += "Unfortunately, you miss and do no damage. ";
                if (finalBuff.Intelligence < finalBuff.Strength && RNG.Next(100) < 25)
                {
                    result += "Worse yet, you lose your footing and hit yourself instead.\n";
                    int dmgDone = RNG.Next(Math.Max(1, _weapon.Damage / 2));
                    _gameState.player.Health -= dmgDone;
                    result += "You lose " + dmgDone + " health! ";
                }
            }

            if (_monster.Health <= 0)
            {
                result += "The " + _monster.Name + " is killed! ";
                for (int i = 0; i < _gameState.dungeon.CurrentRoom.Contents.Count; i++)
                {
                    if (_gameState.dungeon.CurrentRoom.Contents[i] is Monster)
                    {
                        if (_gameState.dungeon.CurrentRoom.Contents[i] == _monster)
                        {
                            _gameState.dungeon.CurrentRoom.Contents.RemoveAt(i);
                        }
                    }
                }
            }

            return result + "\n";
        }
Exemplo n.º 6
0
        public void Render(TRPG_core _gamestate)
        {
            //Wipe the console
            Console.Clear();

            //Scale for window (or scale the window) and draw frame
            if (DynamicSize)
            {
                Width  = Console.WindowWidth;
                Height = Console.WindowHeight;
                while (DrawBox(0, 0, Width, Height, "", true) != 0)
                {
                    Width  = Console.WindowWidth;
                    Height = Console.WindowHeight;
                }
            }
            else
            {
                Console.WindowWidth  = Width;
                Console.WindowHeight = Height;
                DrawBox(0, 0, Width, Height, "", true);
            }

            //Draw Inventory
            DrawInventory(_gamestate.player.Contents, InventorySize);

            //Draw the message log
            DrawMessagebox(_gamestate.messages, 3);

            //Draw the Command Box
            DrawBox(1, Height - 4, Width - 2, 3, "COMMAND", true);

            //Draw center text region
            DrawBox(1, 3 + InventorySize, Width - 2, Height - (12 + InventorySize), MainTitle, false);
            DrawBigText(2, 4 + InventorySize, Width - 2, Height - (5 + InventorySize), MainText, MainScroll);

            //Place the cursor
            Console.SetCursorPosition(3, Height - 3);
        }
Exemplo n.º 7
0
        public void Render(TRPG_core _gamestate)
        {
            //Wipe the console
            Console.Clear();

            //Scale for window (or scale the window) and draw frame
            if (DynamicSize)
            {
                Width = Console.WindowWidth;
                Height = Console.WindowHeight;
                while (DrawBox(0, 0, Width, Height, "", true) != 0)
                {
                    Width = Console.WindowWidth;
                    Height = Console.WindowHeight;
                }
            }
            else
            {
                Console.WindowWidth = Width;
                Console.WindowHeight = Height;
                DrawBox(0, 0, Width, Height, "", true);
            }

            //Draw Inventory
            DrawInventory(_gamestate.player.Contents, InventorySize);

            //Draw the message log
            DrawMessagebox(_gamestate.messages, 3);

            //Draw the Command Box
            DrawBox(1, Height - 4, Width - 2, 3, "COMMAND", true);

            //Draw center text region
            DrawBox(1, 3 + InventorySize, Width - 2, Height - (12 + InventorySize), MainTitle, false);
            DrawBigText(2, 4 + InventorySize, Width - 2, Height - (5 + InventorySize), MainText, MainScroll);

            //Place the cursor
            Console.SetCursorPosition(3, Height - 3);
        }