示例#1
0
        private AreaMap <SubRegion, WorldSubRegion> CreateDarkCastleSubRegionMap(List <SubRegion> subRegions)
        {
            SubRegion introArea = subRegions.First(sr => sr.AreaId == WorldSubRegion.DarkCastleIntro);
            AreaMap <SubRegion, WorldSubRegion> ret = new AreaMap <SubRegion, WorldSubRegion>(introArea, new MapPath <SubRegion, WorldSubRegion>(introArea));

            return(ret);
        }
示例#2
0
        public AreaMap <SubRegion, WorldSubRegion> GetSubRegionalMap(WorldRegion regionEnum, List <SubRegion> subRegions)
        {
            AreaMap <SubRegion, WorldSubRegion> ret = null;

            switch (regionEnum)
            {
            case WorldRegion.Fields:
                SubRegion fieldIntroArea = subRegions.First(sr => sr.AreaId == WorldSubRegion.Fields);
                ret = new AreaMap <SubRegion, WorldSubRegion>(fieldIntroArea, new MapPath <SubRegion, WorldSubRegion>(fieldIntroArea));
                break;

            case WorldRegion.Desert:
                ret = CreateDesertSubRegionMap(subRegions);
                break;

            case WorldRegion.Casino:
                ret = CreateCasinoSubRegionMap(subRegions);
                break;

            case WorldRegion.CrystalCaves:
                ret = CreateCrystalCavesSubRegionMap(subRegions);
                break;

            case WorldRegion.DarkCastle:
                ret = CreateDarkCastleSubRegionMap(subRegions);
                break;
            }

            return(ret);
        }
示例#3
0
        public RegionManager(
            IRegionFactory regionFactory,
            IMapManager mapManager,
            ITeamFactory teamFactory,
            IMenuFactory menuFactory,
            IDecisionManager decisionManager,
            BattlefieldFactory battlefieldFactory,
            IInput input,
            IOutput output,
            IChanceService chanceService)
        {
            _mapManager         = mapManager;
            _teamFactory        = teamFactory;
            _decisionManager    = decisionManager;
            _menuFactory        = menuFactory;
            _battlefieldFactory = battlefieldFactory;

            _input         = input;
            _output        = output;
            _chanceService = chanceService;

            IEnumerable <WorldRegion> allRegionEnums = EnumHelperMethods.GetAllValuesForEnum <WorldRegion>();
            IEnumerable <Region>      allRegions     = regionFactory.GetRegions(allRegionEnums);

            _regionalMap = mapManager.GetRegionalMap(allRegions.ToArray());
        }
示例#4
0
        private AreaMap <SubRegion, WorldSubRegion> CreateDesertSubRegionMap(List <SubRegion> subRegions)
        {
            SubRegion desertIntroArea = subRegions.First(sr => sr.AreaId == WorldSubRegion.DesertIntro);
            SubRegion coliseumArea    = subRegions.First(sr => sr.AreaId == WorldSubRegion.Coliseum);

            int firstDesertGroupingId = _groupingKeys.FirstDesertGroupingId;
            MapGrouping <SubRegion, WorldSubRegion> firstGrouping = new MapGrouping <SubRegion, WorldSubRegion>(firstDesertGroupingId,
                                                                                                                subRegions.First(sr => sr.AreaId == WorldSubRegion.DesertCrypt),
                                                                                                                subRegions.First(sr => sr.AreaId == WorldSubRegion.TavernOfHeroes),
                                                                                                                subRegions.First(sr => sr.AreaId == WorldSubRegion.AncientLibrary),
                                                                                                                subRegions.First(sr => sr.AreaId == WorldSubRegion.Oasis));

            if (!_subRegionGroupingsDictionary.ContainsKey(firstDesertGroupingId))
            {
                _subRegionGroupingsDictionary.Add(firstDesertGroupingId, firstGrouping);
            }

            int secondDesertGroupingId = _groupingKeys.SecondDesertGroupingId;
            MapGrouping <SubRegion, WorldSubRegion> secondGrouping = new MapGrouping <SubRegion, WorldSubRegion>(secondDesertGroupingId,
                                                                                                                 subRegions.First(sr => sr.AreaId == WorldSubRegion.VillageCenter),
                                                                                                                 subRegions.First(sr => sr.AreaId == WorldSubRegion.CliffsOfAThousandPushups),
                                                                                                                 subRegions.First(sr => sr.AreaId == WorldSubRegion.TempleOfDarkness),
                                                                                                                 subRegions.First(sr => sr.AreaId == WorldSubRegion.BeastTemple));

            if (!_subRegionGroupingsDictionary.ContainsKey(secondDesertGroupingId))
            {
                _subRegionGroupingsDictionary.Add(secondDesertGroupingId, secondGrouping);
            }

            int coliseumDesertGroupingId = _groupingKeys.ColiseumDesertGroupingId;
            MapGrouping <SubRegion, WorldSubRegion> coliseumGrouping = new MapGrouping <SubRegion, WorldSubRegion>(coliseumDesertGroupingId, coliseumArea);

            if (!_subRegionGroupingsDictionary.ContainsKey(coliseumDesertGroupingId))
            {
                _subRegionGroupingsDictionary.Add(coliseumDesertGroupingId, coliseumGrouping);
            }

            List <MapPath <SubRegion, WorldSubRegion> > mapPaths = new List <MapPath <SubRegion, WorldSubRegion> >
            {
                new MapPath <SubRegion, WorldSubRegion>(desertIntroArea, firstGrouping),
                new MapPath <SubRegion, WorldSubRegion>(coliseumArea)
            };

            //each subregion in the first grouping should have a path that leads to the second grouping
            mapPaths.AddRange(firstGrouping.Values.Select(sr => new MapPath <SubRegion, WorldSubRegion>(sr.Item, secondGrouping)));
            //each subregion in the second grouping should have a path that leads to the coliseum
            mapPaths.AddRange(secondGrouping.Values.Select(sr => new MapPath <SubRegion, WorldSubRegion>(sr.Item, coliseumGrouping)));

            AreaMap <SubRegion, WorldSubRegion> ret = new AreaMap <SubRegion, WorldSubRegion>(desertIntroArea,
                                                                                              mapPaths.ToArray());

            firstGrouping.SetParent(ret);
            secondGrouping.SetParent(ret);
            coliseumGrouping.SetParent(ret);

            return(ret);
        }
示例#5
0
        public void SetParent(AreaMap <TArea, TAreaId> parent)
        {
            if (Parent != null)
            {
                throw new InvalidOperationException("A mapGrouping's parent should only be set once!");
            }

            Parent = parent;
        }
示例#6
0
        public AreaMap <Region, WorldRegion> GetRegionalMap(params Region[] regions)
        {
            List <Region> regionList             = regions.ToList();
            int           mainRegionalGroupingId = _groupingKeys.MainRegionalMapGroupingId;

            Region fieldsRegion  = regionList.First(r => r.AreaId == WorldRegion.Fields);
            Region desertRegion  = regionList.First(r => r.AreaId == WorldRegion.Desert);
            Region crystalRegion = regionList.First(r => r.AreaId == WorldRegion.CrystalCaves);
            Region casinoRegion  = regionList.First(r => r.AreaId == WorldRegion.Casino);
            Region castleRegion  = regionList.First(r => r.AreaId == WorldRegion.DarkCastle);

            //note: if there may ever come a time to lock these regions or a reason GetRegionalMap() is called more than once,
            //it could mess with the logic, perhaps
            desertRegion.RegionCompleted  += LogRegionCompleted;
            crystalRegion.RegionCompleted += LogRegionCompleted;
            casinoRegion.RegionCompleted  += LogRegionCompleted;

            MapGrouping <Region, WorldRegion> mainGrouping = new MapGrouping <Region, WorldRegion>(mainRegionalGroupingId,
                                                                                                   desertRegion,
                                                                                                   crystalRegion,
                                                                                                   casinoRegion,
                                                                                                   castleRegion);

            mainGrouping.Lock(m => m.AreaId == WorldRegion.DarkCastle);

            if (!_regionGroupingsDictionary.ContainsKey(mainRegionalGroupingId))
            {
                _regionGroupingsDictionary.Add(mainRegionalGroupingId, mainGrouping);
            }

            List <MapPath <Region, WorldRegion> > mapPaths = new List <MapPath <Region, WorldRegion> >();

            foreach (Region region in regions)
            {
                MapPath <Region, WorldRegion> pathToAdd;
                if (region.AreaId == WorldRegion.DarkCastle)
                {
                    pathToAdd = new MapPath <Region, WorldRegion>(region);
                }
                else
                {
                    pathToAdd = new MapPath <Region, WorldRegion>(region, mainGrouping);
                }

                mapPaths.Add(pathToAdd);
            }

            AreaMap <Region, WorldRegion> ret = new AreaMap <Region, WorldRegion>(fieldsRegion,
                                                                                  mapPaths.ToArray()
                                                                                  );

            mainGrouping.SetParent(ret);

            return(ret);
        }
示例#7
0
        private BattleEndStatus BattleThroughRegion(Region region, BattleManager manager, Team playerTeam)
        {
            bool            continuer       = true;
            BattleEndStatus battleEndStatus = BattleEndStatus.None;

            foreach (HumanFighter fighter in playerTeam.Fighters.OfType <HumanFighter>())
            {
                foreach (BattleMove regionMove in region.MovesUnlockedUponEnteringRegion)
                {
                    fighter.AddMove(regionMove);
                }
            }

            AreaMap <SubRegion, WorldSubRegion> subRegionalMap = _mapManager.GetSubRegionalMap(region.AreaId, region.SubRegions);

            while (continuer)
            {
                SubRegion subRegion = subRegionalMap.CurrentArea;
                subRegion.Fooed += PleaseDeleteMeIAmTerribleCode;
                _playerTeam      = playerTeam;

                ColorString introString = new ColorString($"You have entered the {subRegion.AreaId} sub region");

                if (!string.IsNullOrWhiteSpace(subRegion.RegionIntro?.GetFullString()))
                {
                    introString = subRegion.RegionIntro;
                }

                _output.WriteLine(introString);

                battleEndStatus = BattleThroughSubRegion(subRegion, manager, playerTeam);

                if (battleEndStatus != BattleEndStatus.Victory)
                {
                    continuer        = false;
                    subRegion.Fooed += PleaseDeleteMeIAmTerribleCode;
                }
                else
                {
                    List <HumanFighter> fighters = playerTeam.GetHumanFighters().ToList();
                    subRegion.ExecuteCutscene(_input, _output, fighters[0], fighters[1]);

                    subRegion.Fooed += PleaseDeleteMeIAmTerribleCode;

                    subRegion = subRegionalMap.Advance(_decisionManager, playerTeam);

                    if (subRegion == null)
                    {
                        continuer = false;
                    }
                }
            }

            return(battleEndStatus);
        }