public BloodMoor(IGameState gameState, IEngineDataManager dataManager) { this.gameState = gameState; this.difficulty = gameState.Difficulty; levelDetail = dataManager.Levels.First(x => x.LevelName == "Blood Moor"); }
public PlayerInfo(string sName, ePlayerType eType, eDifficulty eDifficulty) { nID = PlayerCnt++; this.sName = sName; this.eType = eType; this.eDifficulty = eDifficulty; }
public FormSettings() { m_BoardSize = eBoardSize.FourFour; m_ComputerDifficulty = eDifficulty.Easy; m_BoardRows = k_DefaultBoardRows; m_BoardColumns = k_DefaultBoardColumns; InitializeComponent(); textBoxSecondPlayer.Text = k_ComputerName; }
void Awake() { DontDestroyOnLoad(gameObject); _turn = 0; SetPlayerCount(1); _scores = new int[2]; EventManager.OnGameWon += IncrementScore; _soundOn = true; _difficulty = eDifficulty.impossible; }
//--------------------------------------------------------------------------------------// // Run Game - Constractur // //--------------------------------------------------------------------------------------// public OtheloGameLogic(byte i_BoardSize, string i_Player1Name, string i_Player2Name, bool i_IsPlayer2IsComputer, Player.eTeam i_Turn = Player.eTeam.Black, eDifficulty i_Difficulty = eDifficulty.Empty_AgainstHuman) { const bool v_Player1IsAlwaysNotComputer = false; m_Difficulty = i_Difficulty; m_Turn = i_Turn; m_GamePanel = new GamePanel(i_BoardSize); m_Player1 = new Player(i_Player1Name, v_Player1IsAlwaysNotComputer, Player.eTeam.Black); m_Player2 = new Player(i_Player2Name, i_IsPlayer2IsComputer, Player.eTeam.White); initializeChangeTeamPiecesMember(); }
public static void ChnageToNextDiff() { if (s_Difficulty == eDifficulty.easy) { s_Difficulty = eDifficulty.intermidiate; } else if (s_Difficulty == eDifficulty.intermidiate) { s_Difficulty = eDifficulty.hard; } else { s_Difficulty = eDifficulty.easy; } }
public void Initialize(string characterName, eHero hero, eSessionType sessionType, eDifficulty difficulty) { sessionManager = getSessionManager(sessionType); sessionManager.Initialize(); sessionManager.OnSetSeed += OnSetSeedEvent; sessionManager.OnLocatePlayers += OnLocatePlayers; sessionManager.OnPlayerInfo += OnPlayerInfo; sessionManager.OnFocusOnPlayer += OnFocusOnPlayer; Difficulty = difficulty; mapInfo = new List <IMapInfo>(); sceneManager.ChangeScene(eSceneType.Game); sessionManager.JoinGame(characterName, hero); }
public IEnemyTypeDifficultyConfig GetDifficultyConfig(eDifficulty Difficulty) { switch (Difficulty) { case eDifficulty.HELL: return(HellDifficultyConfig); case eDifficulty.NIGHTMARE: return(NightmareDifficultyConfig); case eDifficulty.NORMAL: return(NormalDifficultyConfig); default: return(NormalDifficultyConfig); } }
private void buttonComputerDifficulty_Click(object sender, EventArgs e) { switch (m_ComputerDifficulty) { case eDifficulty.Easy: buttonComputerDifficulty.Text = "Medium"; m_ComputerDifficulty = eDifficulty.Medium; break; case eDifficulty.Medium: buttonComputerDifficulty.Text = "Hard"; m_ComputerDifficulty = eDifficulty.Hard; break; case eDifficulty.Hard: default: buttonComputerDifficulty.Text = "Easy"; m_ComputerDifficulty = eDifficulty.Easy; break; } }
public override void OnInteraction(InteractableElement ie, Player p) { Lever l = ie as Lever; if (l != null) { if (currentDiff == eDifficulty.Easy) { currentDiff = eDifficulty.Normal; } else // (currentDiff == eDifficulty.Normal) { currentDiff = eDifficulty.Easy; l.SetState(Lever.eLeverState.Left); } //OnDifficultyChanged(currentDiff); UpdateText(); OnDifficultyChanged(currentDiff); } }
private void button_Play_Click(object sender, EventArgs e) { //User input player name: m_Player1Name = Player1Name_TextBox.Text; //User input board size: if (radioButton_6X6.Checked) { m_BoardSize = eBoardSize.Small; } else if (radioButton_8X8.Checked) { m_BoardSize = eBoardSize.Medium; } else if (radioButton_10X10.Checked) { m_BoardSize = eBoardSize.Large; } //User input difficulty if (Easy_RadioButton.Checked) { m_Difficulty = eDifficulty.Easy; } else if (Medium_RadioButton.Checked) { m_Difficulty = eDifficulty.Medium; } else if (Hard_RadioButton.Checked) { m_Difficulty = eDifficulty.Hard; } FormClosing -= FormSinglePlayer_FormClosing; Close(); }
public void ToggleDifficulty() { _difficulty = _difficulty == eDifficulty.impossible ? eDifficulty.possible : eDifficulty.impossible; }
public EnemyState MakeEnemyState(int id, eDifficulty difficulty, Random rand) { // does not correspond to any particular enemy in the actual data, just for testing EnemyTypeConfig config = new EnemyTypeConfig( InternalName: "TestEnemy", Name: "TestEnemy1", Type: "Skeleton", Descriptor: "", BaseId: 1, PopulateId: 1, Spawned: true, Beta: false, Code: "SK", ClientOnly: false, NoMap: false, SizeX: 2, SizeY: 2, Height: 3, NoOverlays: false, OverlayHeight: 2, Velocity: 3, RunVelocity: 6, CanStealFrom: false, ColdEffect: 50, Rarity: true, MinimumGrouping: 2, MaximumGrouping: 5, BaseWeapon: "1hs", AIParams: new int[] { 75, 85, 9, 50, 0 }, Allied: false, IsNPC: false, IsCritter: false, CanEnterTown: false, HealthRegen: 80, IsDemon: false, IsLarge: false, IsSmall: false, IsFlying: false, CanOpenDoors: false, SpawningColumn: 0, IsBoss: false, IsInteractable: false, IsKillable: true, CanBeConverted: true, HitClass: 3, HasSpecialEndDeath: false, DeadCollision: false, CanBeRevivedByOtherMonsters: true, AppearanceConfig: new EnemyTypeAppearanceConfig( HasDeathAnimation: true, HasNeutralAnimation: true, HasWalkAnimation: true, HasGetHitAnimation: true, HasAttack1Animation: true, HasAttack2Animation: false, HasBlockAnimation: true, HasCastAnimation: false, HasSkillAnimation: new bool[] { false, false, false, false }, HasCorpseAnimation: false, HasKnockbackAnimation: true, HasRunAnimation: true, HasLifeBar: true, HasNameBar: false, CannotBeSelected: false, CanCorpseBeSelected: false, BleedType: 0, HasShadow: true, LightRadius: 0, HasUniqueBossColors: false, CompositeDeath: true, LightRGB: new byte[] { 255, 255, 255 } ), CombatConfig: new EnemyTypeCombatConfig( ElementalAttackMode: 4, ElementalAttackType: eDamageTypes.PHYSICAL, ElementalOverlayId: 0, ElementalChance: 0, ElementalMinDamage: 0, ElementalMaxDamage: 0, ElementalDuration: 0, MissileForAttack: new int[] { 0, 0 }, MissileForSkill: new int[] { 0, 0, 0, 0, }, MissileForCase: 0, MissileForSequence: 0, CanMoveAttack: new bool[] { false, false }, CanMoveSkill: new bool[] { false, false, false, false }, CanMoveCast: false, IsMelee: true, IsAttackable: true, MeleeRange: 0, SkillType: new int[] { 0, 0, 0, 0 }, SkillSequence: new int[] { 0, 0, 0, 0 }, SkillLevel: new int[] { 0, 0, 0, 0 }, IsUndeadWithPhysicalAttacks: true, IsUndeadWithMagicAttacks: false, UsesMagicAttacks: false, ChanceToBlock: 20, DoesDeathDamage: false, IgnoredBySummons: false ), NormalDifficultyConfig: new EnemyTypeDifficultyConfig( Level: 5, DamageResist: 0, MagicResist: 0, FireResist: 0.5, LightResist: 0, ColdResist: 0, PoisonResist: 0, MinHP: 10, MaxHP: 15, AC: 3, Exp: 100, AttackMinDamage: new int[] { 5, 0 }, AttackMaxDamage: new int[] { 10, 0 }, AttackChanceToHit: new int[] { 35, 0 }, Skill1MinDamage: 0, Skill1MaxDamage: 0, Skill1ChanceToHit: 0, TreasureClass: new string[] { "Swarm 1", "Act 2 Champ A", "Act 2 Unique A", "" } ), NightmareDifficultyConfig: new EnemyTypeDifficultyConfig( Level: 10, DamageResist: 0, MagicResist: 0, FireResist: 0.5, LightResist: 0.5, ColdResist: 0, PoisonResist: 0, MinHP: 20, MaxHP: 25, AC: 3, Exp: 1000, AttackMinDamage: new int[] { 5, 0 }, AttackMaxDamage: new int[] { 10, 0 }, AttackChanceToHit: new int[] { 35, 0 }, Skill1MinDamage: 0, Skill1MaxDamage: 0, Skill1ChanceToHit: 0, TreasureClass: new string[] { "Swarm 1", "Act 3 Champ A", "Act 3 Unique A", "" } ), HellDifficultyConfig: new EnemyTypeDifficultyConfig( Level: 15, DamageResist: 0, MagicResist: 0, FireResist: 0.5, LightResist: 0.5, ColdResist: 0.5, PoisonResist: 0, MinHP: 30, MaxHP: 45, AC: 3, Exp: 10000, AttackMinDamage: new int[] { 5, 0 }, AttackMaxDamage: new int[] { 10, 0 }, AttackChanceToHit: new int[] { 35, 0 }, Skill1MinDamage: 0, Skill1MaxDamage: 0, Skill1ChanceToHit: 0, TreasureClass: new string[] { "Swarm 2", "Act 4 Champ A", "Act 4 Unique A", "" } ) ); EnemyState en = new EnemyState("Fallen", id, 0, 0, config, difficulty, rand); return(en); }
public void ToggleDifficulty() { _difficulty = _difficulty == eDifficulty.impossible ? eDifficulty.possible : eDifficulty.impossible; }
void Awake() { DontDestroyOnLoad(gameObject); _turn = 0; SetPlayerCount(1); _scores = new int[2]; EventManager.OnGameWon += IncrementScore; _soundOn = true; _difficulty = eDifficulty.impossible; }
private void DifficultyChanged(eDifficulty newDiff) { currentPage = 0; currentDifficulty = newDiff; UpdateEnigmas(); }
public EnemyState(string name, int id, float x, float y, IEnemyTypeConfig EnemyConfig, eDifficulty Difficulty, Random Rand) : base(name, id, 0, 0, x, y) { this.EnemyConfig = EnemyConfig; IEnemyTypeDifficultyConfig difficultyConfig = EnemyConfig.GetDifficultyConfig(Difficulty); CreatedDifficulty = Difficulty; int maxhp = Rand.Next(difficultyConfig.MinHP, difficultyConfig.MaxHP + 1); Health = new Stat(0, maxhp, maxhp, true); ExperienceGiven = difficultyConfig.Exp; Level = difficultyConfig.Level; // stats AttackRating = new Stat[2]; AttackRating[0] = new Stat(0, difficultyConfig.AttackChanceToHit[0], difficultyConfig.AttackChanceToHit[0], false); AttackRating[1] = new Stat(0, difficultyConfig.AttackChanceToHit[1], difficultyConfig.AttackChanceToHit[1], false); DefenseRating = new Stat(0, EnemyConfig.CombatConfig.ChanceToBlock, EnemyConfig.CombatConfig.ChanceToBlock, false); HealthRegen = new Stat(0, EnemyConfig.HealthRegen, EnemyConfig.HealthRegen, true); // handle immunities / resistances SetResistance(eDamageTypes.COLD, difficultyConfig.ColdResist); SetResistance(eDamageTypes.FIRE, difficultyConfig.FireResist); SetResistance(eDamageTypes.MAGIC, difficultyConfig.MagicResist); SetResistance(eDamageTypes.PHYSICAL, difficultyConfig.DamageResist); SetResistance(eDamageTypes.POISON, difficultyConfig.PoisonResist); SetResistance(eDamageTypes.LIGHTNING, difficultyConfig.LightningResist); // interestingly, monsters don't actually have immunity flags // TODO: should we treat a resistance of 1 differently? // should a resistance of 1 be an immunity (e.g. the main difference is that // effects / debuffs couldn't reduce the resistance below 100%) // handle flags if (EnemyConfig.IsBoss) { AddFlag(eMobFlags.BOSS); } if (EnemyConfig.IsCritter) { AddFlag(eMobFlags.CRITTER); } if (EnemyConfig.IsNPC) { AddFlag(eMobFlags.NPC); } if (EnemyConfig.IsLarge) { AddFlag(eMobFlags.LARGE); } if (EnemyConfig.IsSmall) { AddFlag(eMobFlags.SMALL); } if (EnemyConfig.IsInteractable) { AddFlag(eMobFlags.INTERACTABLE); } if (!EnemyConfig.IsKillable) { AddFlag(eMobFlags.INVULNERABLE); } if (EnemyConfig.IsDemon) { AddFlag(eMobFlags.DEMON); } if (EnemyConfig.CombatConfig.IgnoredBySummons) { AddFlag(eMobFlags.IGNORED_BY_SUMMONS); } AddFlag(eMobFlags.ENEMY); }