示例#1
0
 public Pokemon(int life, int damage, Poketype poketype)
 {
     this.damage   = damage;
     this.life     = life;
     this.poketype = poketype;
     isKO          = false;
 }
示例#2
0
 public Attack(string name, string description, Poketype attackType, int damage)
 {
     _name        = name;
     _description = description;
     _attackType  = attackType;
     _damage      = damage;
 }
示例#3
0
 public Pokemon(string name, int attack, int life, int defence, int speed, Poketype poketype, int level = 1) : base(name, attack, life, defence, speed, level)
 {
     this.poketype = poketype;
 }
示例#4
0
        public float GetMultiplier(Poketype enemyType)
        {
            switch (_attackType) // Attack Type
            {
            case Poketype.NORMAL:
                switch (enemyType)
                {
                case Poketype.ROCHE:
                    return(0.5f);

                case Poketype.SPECTRE:
                    return(0);

                default:
                    return(1);
                }

            case Poketype.FEU:
                switch (enemyType)
                {
                case Poketype.FEU:
                    return(0.5f);        // Pour une raison obscure, il n'accepte pas que le feu soit avec les autres...

                case Poketype.EAU:
                case Poketype.ROCHE:
                case Poketype.DRAGON:
                    return(0.5f);

                case Poketype.PLANTE:
                case Poketype.GLACE:
                case Poketype.INSCECTE:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.EAU:
                switch (enemyType)
                {
                case Poketype.EAU:
                case Poketype.PLANTE:
                case Poketype.DRAGON:
                    return(0.5f);

                case Poketype.FEU:
                case Poketype.SOL:
                case Poketype.ROCHE:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.PLANTE:
                switch (enemyType)
                {
                case Poketype.FEU:
                case Poketype.PLANTE:
                case Poketype.DRAGON:
                    return(0.5f);

                case Poketype.EAU:
                case Poketype.SOL:
                case Poketype.ROCHE:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.ELECTICK:
                switch (enemyType)
                {
                case Poketype.PLANTE:
                case Poketype.ELECTICK:
                case Poketype.DRAGON:
                    return(0.5f);

                case Poketype.EAU:
                case Poketype.VOL:
                    return(2);

                case Poketype.SOL:
                    return(0);

                default:
                    return(1);
                }

            case Poketype.GLACE:
                switch (enemyType)
                {
                case Poketype.EAU:
                case Poketype.GLACE:
                    return(0.5f);

                case Poketype.PLANTE:
                case Poketype.SOL:
                case Poketype.VOL:
                case Poketype.DRAGON:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.COMBAT:
                switch (enemyType)
                {
                case Poketype.POISON:
                case Poketype.VOL:
                case Poketype.PSY:
                case Poketype.INSCECTE:
                    return(0.5f);

                case Poketype.NORMAL:
                case Poketype.GLACE:
                    return(2);

                case Poketype.ROCHE:
                    return(2);

                case Poketype.SPECTRE:
                    return(0);

                default:
                    return(1);
                }

            case Poketype.POISON:
                switch (enemyType)
                {
                case Poketype.POISON:
                case Poketype.SOL:
                case Poketype.ROCHE:
                case Poketype.SPECTRE:
                    return(0.5f);

                case Poketype.PLANTE:
                case Poketype.INSCECTE:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.SOL:
                switch (enemyType)
                {
                case Poketype.PLANTE:
                case Poketype.INSCECTE:
                    return(0.5f);

                case Poketype.FEU:
                case Poketype.ELECTICK:
                case Poketype.POISON:
                case Poketype.ROCHE:
                    return(2);

                case Poketype.VOL:
                    return(0);

                default:
                    return(1);
                }

            case Poketype.VOL:
                switch (enemyType)
                {
                case Poketype.ELECTICK:
                case Poketype.ROCHE:
                    return(0.5f);

                case Poketype.PLANTE:
                case Poketype.COMBAT:
                case Poketype.INSCECTE:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.PSY:
                switch (enemyType)
                {
                case Poketype.PSY:
                    return(0.5f);

                case Poketype.COMBAT:
                case Poketype.POISON:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.INSCECTE:
                switch (enemyType)
                {
                case Poketype.COMBAT:
                    return(0.5f);

                case Poketype.FEU:
                case Poketype.VOL:
                case Poketype.SPECTRE:
                    return(0.5f);

                case Poketype.PLANTE:
                case Poketype.POISON:
                case Poketype.PSY:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.ROCHE:
                switch (enemyType)
                {
                case Poketype.COMBAT:
                case Poketype.SOL:
                    return(0.5f);

                case Poketype.FEU:
                case Poketype.GLACE:
                case Poketype.VOL:
                case Poketype.INSCECTE:
                    return(2);

                default:
                    return(1);
                }

            case Poketype.SPECTRE:
                switch (enemyType)
                {
                case Poketype.SPECTRE:
                    return(2);

                case Poketype.NORMAL:
                case Poketype.PSY:
                    return(0);

                default:
                    return(1);
                }

            case Poketype.DRAGON:
                switch (enemyType)
                {
                case Poketype.DRAGON:
                    return(2);

                default:
                    return(1);
                }

            default:
                throw new Exception("Poketype non implemented");
            }
        }