/// <summary> /// Rolls a die to determine npc's response /// </summary> private BattleModeName NPCBattleResponse() { BattleModeName npcBattleResponse = BattleModeName.RETREAT; switch (DieRoll(6)) { case 1: npcBattleResponse = BattleModeName.ATTACK; break; case 2: npcBattleResponse = BattleModeName.RETREAT; break; case 3: npcBattleResponse = BattleModeName.ATTACK; break; case 4: npcBattleResponse = BattleModeName.RETREAT; break; case 5: npcBattleResponse = BattleModeName.ATTACK; break; case 6: npcBattleResponse = BattleModeName.ATTACK; break; } return(npcBattleResponse); }
private BattleModeName NpcBattleResponse() { BattleModeName npcBattleResponse = BattleModeName.RETREAT; switch (DieRoll(3)) { case 1: npcBattleResponse = BattleModeName.ATTACK; break; case 2: npcBattleResponse = BattleModeName.DEFEND; break; case 3: npcBattleResponse = BattleModeName.RETREAT; break; } return(npcBattleResponse); }
private BattleModeName NpcBattleResponse() { BattleModeName npcBattleResponse = BattleModeName.Retreat; switch (DieRoll(3)) { case 1: npcBattleResponse = BattleModeName.Attack; break; case 2: npcBattleResponse = BattleModeName.Defence; break; case 3: npcBattleResponse = BattleModeName.Retreat; break; } return(npcBattleResponse); }