public static bool AdditionalResourcesNeeded(this Batallion batallion) { if (batallion.AdditionalNeededResources == 0) { return(true); } return(false); }
public void Attack(MonsterEnemy monstergroup, Batallion battle) { monstergroup.monster = new string[] { "oni", "cursed ninja", "blade panda", "trickster" }; Console.WriteLine("Which weapon do you have? A Bow or Sword?"); battle.Weapon = Console.ReadLine(); if (battle.Weapon == "Sword") { Console.WriteLine("You rush up to one range of your enemy"); } else if (battle.Weapon == "Bow") { Console.WriteLine("You move in to five range of your enemy"); } else { Console.WriteLine("You have nowhere to move"); } for (int i = 0; i < battle.GroupNumber; i++) { Console.WriteLine("You gained one man"); battle.Damage += 5; } switch (monstergroup.Name) { case "oni": battle.Health -= 5; Console.WriteLine("The oni lowers your health by 5"); break; case "cursed ninja": battle.Luck -= 5; Console.WriteLine("The cursed ninja lowers your luck"); break; case "blade panda": battle.Damage -= 5; Console.WriteLine("The blade panda lowers your damage"); break; case "trickster": battle.Speed -= 5; Console.WriteLine("The trickster lowers your speed"); break; default: battle.Health -= 10; Console.WriteLine("What just happened?"); break; } }
private void AttackBatallion(Batallion enemyBatallion, Batallion myBatallion) { int extraUnits = enemyBatallion.Units - (myBatallion.Units * _army.ArmyPower); if (extraUnits < 0) { myBatallion.RemainingUnits = (-(extraUnits).RoundNumbertotheRight()) / 2; } else { myBatallion.AdditionalNeededResources = (extraUnits.RoundNumbertotheRight()) / 2; } myBatallion.UsedUnits = myBatallion.Units - myBatallion.RemainingUnits; }
private void ResolveAdditionalResourcesNeeded(Batallion myBatallion, Army myArmy) { if (myBatallion.AdditionalNeededResources == 0) { return; } ResolveAdditionalResourcesWithWithAjacentBatallions(myArmy, myBatallion, myBatallion.Rank - 1); if (myBatallion.AdditionalNeededResources == 0) { return; } ResolveAdditionalResourcesWithWithAjacentBatallions(myArmy, myBatallion, myBatallion.Rank + 1); myBatallion.UsedUnits = myBatallion.Units - myBatallion.RemainingUnits; }
private void ResolveAdditionalResourcesWithWithAjacentBatallions(Army myArmy, Batallion myBatallion, int adjacentBatallionRank) { var adjacentRankedBatallion = myArmy.GetBatallionByRank(adjacentBatallionRank); if (adjacentRankedBatallion != null && adjacentRankedBatallion.RemainingUnits > 0) { int availableWeightedUnitsFromAdjacentBatallion = adjacentRankedBatallion.ReturnWeightage(myBatallion.Rank, adjacentRankedBatallion.RemainingUnits); int neededEquivalentUnits = availableWeightedUnitsFromAdjacentBatallion - myBatallion.AdditionalNeededResources; if (neededEquivalentUnits > 0) { adjacentRankedBatallion.RemainingUnits -= myBatallion.ReturnWeightage(adjacentBatallionRank, myBatallion.AdditionalNeededResources); myBatallion.AdditionalNeededResources = 0; } else { myBatallion.AdditionalNeededResources -= availableWeightedUnitsFromAdjacentBatallion; adjacentRankedBatallion.RemainingUnits = 0; } adjacentRankedBatallion.UsedUnits += (adjacentRankedBatallion.Units - (adjacentRankedBatallion.UsedUnits + adjacentRankedBatallion.RemainingUnits)); } }
public int GroupByFive(Batallion battle) { return(battle.GroupNumber * 5); }
public int LuckByTen(Batallion battle) { return(battle.Luck * 10); }
public int HealthByTen(Batallion battle) { return(battle.Health * 10); }