示例#1
0
        //resolve collision if enemy deal damage to both characters
        private static void ResolveCollision(MapCoordinates mc1, MapCoordinates mc2, Map map, List <Action> results)
        {
            if (!(map.GetAt(mc1) is Character) || !(map.GetAt(mc2) is Character))
            {
                throw new Exception("Colliding not two characters");
            }
            var char1 = map.GetAt(mc1) as Character;
            var char2 = map.GetAt(mc2) as Character;

            if (char1.Team == char2.Team)
            {
                results.Add(new CollisionWithAllyAction(char1.ActualPosition, char2.ActualPosition));
                return;
            }
            results.Add(new CollisionWithEnemyAction(char1.ActualPosition, char2.ActualPosition));
            AttackMethods.DealDamageTo(mc1, char2.CollisionStrength, map, results);
            AttackMethods.DealDamageTo(mc2, char1.CollisionStrength, map, results);
        }
示例#2
0
        //calculate turn return turnresults
        public static TurnResults ResolveTurn(PlayerTurn player1, PlayerTurn player2, Map map)
        {
            var results = new List <Action>(50);

            while (player1.Moves.Count > 0 && player2.Moves.Count > 0)
            {
                Character char1 = null;
                Character char2 = null;
                if (player1.Moves.Count > 0)
                {
                    char1 = player1.Moves[0];
                    player1.Moves.RemoveAt(0);
                }
                if (player2.Moves.Count > 0)
                {
                    char2 = player2.Moves[0];
                    player2.Moves.RemoveAt(0);
                }
                if (char1?.PlannedMove != null && char2?.PlannedMove != null)
                {
                    MovementMethods.TwoPlayerMovement(char1, char2, map, results);
                    AttackMethods.TwoPlayerAttack(char1, char2, map, results);
                }
                if (char1 == null && char2?.PlannedMove != null)
                {
                    MovementMethods.OnePlayerMovement(char2, map, results);
                    AttackMethods.OnePlayerAttack(char2, map, results);
                }
                if (char1?.PlannedMove != null && char2 == null)
                {
                    MovementMethods.OnePlayerMovement(char1, map, results);
                    AttackMethods.OnePlayerAttack(char1, map, results);
                }
            }

            var res = new TurnResults
            {
                Results   = results,
                GameEnded = player1.Moves.Any(x => !x.Isdead()) || player2.Moves.Any(x => !x.Isdead())
            };

            return(res);
        }