Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| e4b230a0ad | |||
| 69e6699e26 | |||
| 30793101df | |||
| a1877e7ddb |
704
Actions.cs
704
Actions.cs
@@ -1,295 +1,557 @@
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|||||||
/*
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public interface IAction
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public interface IAction
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{
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{
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void GetAction(Character character);
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void DoAction(Character character, Action action);
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void DoNothing(Character character);
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void Attack();
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void HealthPotion();
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Item Items();
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}
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}
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*/
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public sealed class Actions //: IAction
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public sealed class Actions
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{
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{
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private static readonly Lazy<Actions> _instance = new Lazy<Actions>(() => new Actions());
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private Actions() { }
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public static readonly Lazy<Actions> _instance = new Lazy<Actions> (() => new Actions());
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private Actions() {}
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public static Actions Instance
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public static Actions Instance
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{
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{
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get { return _instance.Value; }
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get {return _instance.Value;}
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}
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}
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public void GetAction(Character character)
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public int GetAction(Character character)
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{
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{
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/*
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if (GameState.Instance.heros.Contains(character) && GameState.Instance.herosAIControl == false)
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switch (MenuItem.Description)
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{
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{
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int input;
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default:
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while (true)
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}
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*/
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while (true)
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{
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var type = character.GetType().ToString();
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switch (type)
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{
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{
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case "Player": PlayerActions(character); break;
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try
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case "Skeleton": MonsterActions(character); break;
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{
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case "UncodedOne": MonsterActions(character); break;
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input = Int32.Parse(ColoredConsole.Prompt("Select an action"));
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default:
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}
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catch (FormatException)
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{
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ColoredConsole.WriteLine("Sorry. That's not a valid input.", ConsoleColor.Red);
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continue;
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}
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if (input <= 0 || input > character.CharacterEnabledActions.Count)
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{
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ColoredConsole.WriteLine("Sorry. That's not a valid input.", ConsoleColor.Red);
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continue;
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}
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else
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{
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break;
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break;
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}
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}
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}
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break;
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return input - 1;
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}
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}
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}
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else if (GameState.Instance.monsters.Contains(character) && GameState.Instance.monstersAIControl == false)
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public void PlayerActions(Character character)
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{
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string? action;
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while (true)
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{
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{
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Console.Clear();
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int input;
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GameState.Instance.DisplayStatus();
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while (true)
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Console.WriteLine($"Current Round: {GameState.Instance.currentRound}");
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Console.WriteLine("\n1. Do Nothing");
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Console.WriteLine("2. Punch");
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if (GameState.Instance.herosAIControl == true)
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{
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{
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action = AIPickAction();
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input = Int32.Parse(ColoredConsole.Prompt("Select an action"));
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if (input <= 0 || input > character.CharacterEnabledActions.Count)
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{
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ColoredConsole.WriteLine("Sorry. That's not a valid input.", ConsoleColor.Red);
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continue;
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}
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else
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{
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break;
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}
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}
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return input - 1;
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}
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else if (GameState.Instance.heros.Contains(character) && GameState.Instance.herosAIControl == true)
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{
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if (character.currentHP < character.maxHP / 2)
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{
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Random random = new Random();
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int roll = random.Next(1, 5);
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if (roll == 1)
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{
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return 1;
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}
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else
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{
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return 0;
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}
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}
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return 0;
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}
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else if (GameState.Instance.monsters.Contains(character) && GameState.Instance.monstersAIControl == true)
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{
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Random random = new Random();
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if (character.currentHP < character.maxHP / 2)
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{
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int roll = random.Next(1, 5);
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if (roll == 1)
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{
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return roll;
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}
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else
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{
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while (true)
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{
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int notPotionAction = random.Next(0, character.CharacterEnabledActions.Count);
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if (notPotionAction != 1)
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{
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return notPotionAction;
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}
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else
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{
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continue;
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}
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}
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}
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}
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}
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else
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else
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{
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{
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Console.Write($"\n{character.name}, select an action: ");
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while (true)
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action = Console.ReadLine();
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{
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int notPotionAction = random.Next(0, character.CharacterEnabledActions.Count);
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if (notPotionAction != 1)
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{
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return notPotionAction;
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}
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else
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{
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continue;
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}
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}
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}
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}
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switch (action)
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{
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case "1": DoNothing(character); break;
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case "2": Punch(character); break;
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default:
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Console.WriteLine("Sorry, you can't do that...");
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Thread.Sleep(1000);
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continue;
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}
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break;
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}
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}
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else return 0;
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}
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}
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public void MonsterActions(Character character)
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public bool DoAction(Character character, int action)
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{
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{
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while (true)
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string actionToDo = character.CharacterEnabledActions[action];
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if (actionToDo == "Do Nothing")
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{
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{
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string? action;
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DoNothing(character);
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Console.Clear();
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return true;
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GameState.Instance.DisplayStatus();
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Console.WriteLine($"Current Round: {GameState.Instance.currentRound}");
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if (character.name == "Skeleton")
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{
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Console.WriteLine("\n1. Do Nothing");
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Console.WriteLine("2. Bone Crunch");
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if (GameState.Instance.monstersAIControl == true)
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{
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action = AIPickAction();
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}
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else
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{
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Console.Write($"\n{character.name}, select an action: ");
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action = Console.ReadLine();
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}
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switch (action)
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{
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case "1": DoNothing(character); break;
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case "2": BoneCrunch(character); break;
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default:
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Console.WriteLine("Sorry, you can't do that...");
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Thread.Sleep(1000);
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continue;
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}
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}
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if (character.name == "The Uncoded One")
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{
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Console.WriteLine("\n1. Do Nothing");
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Console.WriteLine("2. Unraveling");
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if (GameState.Instance.monstersAIControl == true)
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{
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action = AIPickAction();
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}
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else
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{
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Console.Write($"\n{character.name}, select and action: ");
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action = Console.ReadLine();
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}
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switch (action)
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{
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case "1": DoNothing(character); break;
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case "2": Unraveling(character); break;
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default: Console.WriteLine("Sorry, you can't do that...");
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Thread.Sleep(1000);
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continue;
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}
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}
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break;
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}
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}
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}
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if (actionToDo == "Punch")
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public Character SelectTarget(Character character)
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{
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int target;
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|
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while (true)
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{
|
{
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if (GameState.Instance.heros.Contains(character))
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Punch(character);
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{
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return true;
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Console.WriteLine();
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}
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int number = 1;
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if (actionToDo == "Sword Attack")
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foreach (var monster in GameState.Instance.monsters)
|
{
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{
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SwordAttack(character);
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Console.WriteLine($"{number}. {monster.name}");
|
return true;
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number++;
|
}
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}
|
if (actionToDo == "Health Potion")
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}
|
{
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else if (GameState.Instance.monsters.Contains(character))
|
HealthPotion(character);
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{
|
return true;
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int number = 1;
|
}
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Console.WriteLine();
|
if (actionToDo == "Items")
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foreach (var hero in GameState.Instance.heros)
|
{
|
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{
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bool useItem = Items(character);
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Console.WriteLine($"{number}. {hero.name}");
|
return useItem;
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number++;
|
}
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}
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if (actionToDo == "Bone Crunch")
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}
|
{
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Console.Write("\nSelect a target: ");
|
BoneCrunch(character);
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try
|
return true;
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{
|
}
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target = Int32.Parse(Console.ReadLine());
|
if (actionToDo == "Unraveling")
|
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}
|
{
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catch (System.FormatException)
|
Unraveling(character);
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{
|
return true;
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Console.WriteLine("\nSorry, that's not a valid target...");
|
}
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continue;
|
if (actionToDo == "Bow Shot")
|
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}
|
{
|
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try
|
BowShot(character);
|
||||||
{
|
return true;
|
||||||
if (GameState.Instance.heros.Contains(character))
|
}
|
||||||
{
|
if (actionToDo == "Quick Shot")
|
||||||
return GameState.Instance.monsters[target - 1];
|
{
|
||||||
}
|
QuickShot(character);
|
||||||
else if (GameState.Instance.monsters.Contains(character))
|
return true;
|
||||||
{
|
}
|
||||||
return GameState.Instance.heros[target - 1];
|
if (actionToDo == "Hero's Sword")
|
||||||
}
|
{
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||||||
}
|
HerosSword(character);
|
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catch (System.ArgumentOutOfRangeException)
|
return true;
|
||||||
{
|
}
|
||||||
Console.WriteLine("\nSorry, that's not a valid target...");
|
if (actionToDo == "Bite")
|
||||||
continue;
|
{
|
||||||
}
|
Bite(character);
|
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|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DoNothing(Character character)
|
public void DoNothing(Character character)
|
||||||
{
|
{
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} does NOTHING.", ConsoleColor.Yellow);
|
||||||
Console.WriteLine($"\n{character.name} does nothing...");
|
Thread.Sleep(1500);
|
||||||
Thread.Sleep(1000);
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Punch(Character character)
|
public void Punch(Character character)
|
||||||
{
|
{
|
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Character target = null;
|
var target = GetTarget(character);
|
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if (GameState.Instance.herosAIControl == true)
|
int damage = character.damageModifier + 1 - target.damageReduction;
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses PUNCH!", ConsoleColor.Yellow);
|
||||||
|
if (target.name == "Amarok")
|
||||||
{
|
{
|
||||||
target = AIPickTarget(character);
|
ColoredConsole.WriteLine("STONE ARMOR reduced damage to Amarok by 1.", ConsoleColor.Red);
|
||||||
|
}
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write("HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SwordAttack(Character character)
|
||||||
|
{
|
||||||
|
var target = GetTarget(character);
|
||||||
|
int damage;
|
||||||
|
Random random = new Random();
|
||||||
|
|
||||||
|
if (character.equipedItems.Any())
|
||||||
|
{
|
||||||
|
damage = character.damageModifier + character.equipedItems[0].ItemDamageModifier - target.damageReduction;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
target = SelectTarget(character);
|
damage = character.damageModifier - target.damageReduction;
|
||||||
}
|
}
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses SWORD ATTACK!", ConsoleColor.Yellow);
|
||||||
Console.WriteLine($"\n{character.name} uses PUNCH on {target.name}!");
|
if (target.name == "Amarok")
|
||||||
Console.WriteLine($"{target.name} took 1 damage!");
|
{
|
||||||
target.currentHP -= 1;
|
ColoredConsole.WriteLine("STONE ARMOR reduced damage to Amarok by 1.", ConsoleColor.Red);
|
||||||
Thread.Sleep(1000);
|
}
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write("HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void HerosSword(Character character)
|
||||||
|
{
|
||||||
|
var target = GetTarget(character);
|
||||||
|
int damage;
|
||||||
|
Random random = new Random();
|
||||||
|
|
||||||
|
damage = random.Next(1, 4) + character.equipedItems[0].ItemDamageModifier - target.damageReduction;
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses HERO'S SWORD!", ConsoleColor.Yellow);
|
||||||
|
if (target.name == "Amarok")
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("STONE ARMOR reduced damage to Amarok by 1.", ConsoleColor.Red);
|
||||||
|
}
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write("HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
public void BoneCrunch(Character character)
|
public void BoneCrunch(Character character)
|
||||||
{
|
{
|
||||||
Character target = null;
|
var target = GetTarget(character);
|
||||||
if (GameState.Instance.monstersAIControl == true)
|
int damage;
|
||||||
{
|
|
||||||
target = AIPickTarget(character);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
target = SelectTarget(character);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses BONE CRUNCH!", ConsoleColor.Yellow);
|
||||||
Random random = new Random();
|
Random random = new Random();
|
||||||
int coin = random.Next(1, 101);
|
if (character.equipedItems.Any())
|
||||||
Console.WriteLine($"\n{character.name} used Bone Crunch on {target.name}!");
|
|
||||||
if (coin > 50)
|
|
||||||
{
|
{
|
||||||
Console.WriteLine($"{target.name} took 1 damage!");
|
damage = random.Next(0, 2) + character.damageModifier + character.equipedItems[0].ItemDamageModifier - target.damageReduction;
|
||||||
target.currentHP -= 1;
|
|
||||||
Thread.Sleep(1000);
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Console.WriteLine("Nothing happened!");
|
damage = random.Next(0, 2) - target.damageReduction;
|
||||||
Thread.Sleep(1000);
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write("HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void HealthPotion(Character character)
|
||||||
|
{
|
||||||
|
if (GameState.Instance.heros.Contains(character))
|
||||||
|
{
|
||||||
|
if (GameState.Instance.heroPotionsAvailable > 0)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses a HEALTH POTION!", ConsoleColor.Yellow);
|
||||||
|
GameState.Instance.heroPotionsAvailable -= 1;
|
||||||
|
if (character.currentHP + 5 > character.maxHP)
|
||||||
|
{
|
||||||
|
character.currentHP = character.maxHP;
|
||||||
|
ColoredConsole.WriteLine($"{character.name}'s HP is now {character.maxHP}.", ConsoleColor.Green);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
character.currentHP += 5;
|
||||||
|
ColoredConsole.WriteLine($"{character.name}'s HP is now {character.currentHP}.", ConsoleColor.Green);
|
||||||
|
}
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("There are no more potions!", ConsoleColor.Red);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (GameState.Instance.monsterPotionsAvailable > 0)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses a HEALTH POTION!", ConsoleColor.Yellow);
|
||||||
|
GameState.Instance.monsterPotionsAvailable -= 1;
|
||||||
|
if (character.currentHP + 5 > character.maxHP)
|
||||||
|
{
|
||||||
|
character.currentHP = character.maxHP;
|
||||||
|
ColoredConsole.WriteLine($"{character.name}'s HP is now {character.maxHP}.", ConsoleColor.Green);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
character.currentHP += 5;
|
||||||
|
ColoredConsole.WriteLine($"{character.name}'s HP is now {character.currentHP}.", ConsoleColor.Green);
|
||||||
|
}
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("There are no more potions!", ConsoleColor.Red);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool Items(Character character)
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
Console.Clear();
|
||||||
|
GameState.Instance.DisplayStatus();
|
||||||
|
Menu.BuildItemsMenu(character);
|
||||||
|
Item item = GetItem(character);
|
||||||
|
if (item is null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
//Console.WriteLine(ItemDamageModifier);
|
||||||
|
if (item != null)
|
||||||
|
{
|
||||||
|
Item.EquipItem(character, item);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Item? GetItem(Character character)
|
||||||
|
{
|
||||||
|
int selection;
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
selection = Int32.Parse(ColoredConsole.Prompt("Select an item")) - 1;
|
||||||
|
if (character.equipedItems.Any() && selection == 0)
|
||||||
|
{
|
||||||
|
Item.UnequipItem(character, character.equipedItems[selection]);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
if (!character.equipedItems.Any() && selection >= 0 && selection < GameState.Instance.heroInventory.Count)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (selection == GameState.Instance.heroInventory.Count)
|
||||||
|
{
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("Sorry. That's not a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Item item = GameState.Instance.heroInventory[selection];
|
||||||
|
return item;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Unraveling(Character character)
|
public void Unraveling(Character character)
|
||||||
{
|
{
|
||||||
Character target = null;
|
var target = GetTarget(character);
|
||||||
if (GameState.Instance.monstersAIControl == true)
|
int damage;
|
||||||
|
Random random = new Random();
|
||||||
|
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses UNRAVELING!", ConsoleColor.Yellow);
|
||||||
|
damage = random.Next(0, 6) - target.damageReduction;
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write("HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Bite(Character character)
|
||||||
|
{
|
||||||
|
var target = GetTarget(character);
|
||||||
|
int damage;
|
||||||
|
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses BITE!", ConsoleColor.Yellow);
|
||||||
|
damage = character.damageModifier + 1 - target.damageReduction;
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write("HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void BowShot(Character character)
|
||||||
|
{
|
||||||
|
var target = GetTarget(character);
|
||||||
|
int damage;
|
||||||
|
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses BOW SHOT!", ConsoleColor.Yellow);
|
||||||
|
if (target.name == "Amarok")
|
||||||
{
|
{
|
||||||
target = AIPickTarget(character);
|
ColoredConsole.WriteLine("STONE ARMOR reduced damage to Amarok by 1.", ConsoleColor.Red);
|
||||||
|
}
|
||||||
|
damage = character.equipedItems[0].ItemDamageModifier - target.damageReduction;
|
||||||
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
|
ColoredConsole.Write($"HP.", ConsoleColor.Cyan);
|
||||||
|
target.currentHP -= damage;
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void QuickShot(Character character)
|
||||||
|
{
|
||||||
|
var target = GetTarget(character);
|
||||||
|
int damage;
|
||||||
|
Random random = new Random();
|
||||||
|
|
||||||
|
ColoredConsole.WriteLine($"\n{character.name} uses QUICK SHOT!", ConsoleColor.Yellow);
|
||||||
|
int roll = random.Next(1, 101);
|
||||||
|
if (roll < 50)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("Nothing happened!", ConsoleColor.Yellow);
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
target = SelectTarget(character);
|
if (target.name == "Amarok")
|
||||||
}
|
{
|
||||||
Random random = new Random();
|
ColoredConsole.WriteLine("STONE ARMOR reduced damage to Amarok by 1.", ConsoleColor.Red);
|
||||||
Console.WriteLine($"\n{character.name} used Unraveling on {target.name}!");
|
}
|
||||||
int damage = random.Next(3);
|
damage = random.Next(2,6) - target.damageReduction;
|
||||||
if (damage > 0)
|
ColoredConsole.Write($"{target.name} loses ", ConsoleColor.Cyan);
|
||||||
{
|
ColoredConsole.Write($"{damage} ", ConsoleColor.Red);
|
||||||
Console.WriteLine($"{target.name} took {damage} damage!");
|
ColoredConsole.Write($"HP.", ConsoleColor.Cyan);
|
||||||
target.currentHP -= damage;
|
target.currentHP -= damage;
|
||||||
Thread.Sleep(1000);
|
Thread.Sleep(1500);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Character AIPickTarget(Character character)
|
public Character GetTarget(Character character)
|
||||||
{
|
{
|
||||||
Random random = new Random();
|
if (GameState.Instance.heros.Contains(character) && GameState.Instance.herosAIControl == false)
|
||||||
if (GameState.Instance.heros.Contains(character))
|
|
||||||
{
|
{
|
||||||
var lastItem = GameState.Instance.monsters.Count();
|
while (true)
|
||||||
var target = random.Next(1, lastItem + 1);
|
{
|
||||||
return GameState.Instance.monsters[target - 1];
|
foreach (Character monster in GameState.Instance.monsters)
|
||||||
|
{
|
||||||
|
int index = GameState.Instance.monsters.IndexOf(monster) + 1;
|
||||||
|
int indexOf = GameState.Instance.monsters.IndexOf(monster);
|
||||||
|
int indexLast = GameState.Instance.monsters.IndexOf(GameState.Instance.monsters[^1]);
|
||||||
|
Console.Write($"{index}. {monster.name}");
|
||||||
|
if (indexOf != indexLast && index != GameState.Instance.monsters.Count())
|
||||||
|
{
|
||||||
|
Console.Write("\n");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
try
|
||||||
|
{
|
||||||
|
int target = Int32.Parse(ColoredConsole.Prompt("\nSelect a target"));
|
||||||
|
return GameState.Instance.monsters[target - 1];
|
||||||
|
}
|
||||||
|
catch (ArgumentOutOfRangeException)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("\nSorry. That's not a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
catch (FormatException)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("\nSorry. That's not a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else if (GameState.Instance.monsters.Contains(character) && GameState.Instance.monstersAIControl == false)
|
||||||
{
|
{
|
||||||
var lastItem = GameState.Instance.heros.Count();
|
while (true)
|
||||||
var target = random.Next(1, lastItem + 1);
|
{
|
||||||
return GameState.Instance.heros[target - 1];
|
foreach (Character hero in GameState.Instance.heros)
|
||||||
|
{
|
||||||
|
int index = GameState.Instance.heros.IndexOf(hero) + 1;
|
||||||
|
Console.Write($"{index}. {hero.name}");
|
||||||
|
}
|
||||||
|
try
|
||||||
|
{
|
||||||
|
int target = Int32.Parse(ColoredConsole.Prompt("\nSelect a target"));
|
||||||
|
return GameState.Instance.heros[target - 1];
|
||||||
|
}
|
||||||
|
catch (ArgumentOutOfRangeException)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("\nSorry. That's not a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
catch (FormatException)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("\nSorry. That's not a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
else if (GameState.Instance.heros.Contains(character) && GameState.Instance.herosAIControl == true)
|
||||||
|
{
|
||||||
public string AIPickAction()
|
while (true)
|
||||||
{
|
{
|
||||||
Random random = new Random();
|
Random random = new Random();
|
||||||
Thread.Sleep(1000);
|
int index = random.Next(0, GameState.Instance.monsters.Count);
|
||||||
return random.Next(1, 3).ToString();
|
if (GameState.Instance.monsters.Contains(GameState.Instance.monsters[index]))
|
||||||
|
{
|
||||||
|
return GameState.Instance.monsters[index];
|
||||||
|
}
|
||||||
|
else continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (GameState.Instance.monsters.Contains(character) && GameState.Instance.monstersAIControl == true)
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
Random random = new Random();
|
||||||
|
int index = random.Next(0, GameState.Instance.heros.Count);
|
||||||
|
if (GameState.Instance.heros.Contains(GameState.Instance.heros[index]))
|
||||||
|
{
|
||||||
|
return GameState.Instance.heros[index];
|
||||||
|
}
|
||||||
|
else continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else return GameState.Instance.heros[0];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
11
Amarok.cs
Normal file
11
Amarok.cs
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
public class Amarok : Character
|
||||||
|
{
|
||||||
|
public Amarok()
|
||||||
|
{
|
||||||
|
maxHP = 4;
|
||||||
|
currentHP = maxHP;
|
||||||
|
name = "Amarok";
|
||||||
|
damageReduction = 1;
|
||||||
|
CharacterEnabledActions.AddRange("Bite", "Health Potion", "Do Nothing");
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -4,7 +4,10 @@ public abstract class Character
|
|||||||
public int maxHP {get; set;}
|
public int maxHP {get; set;}
|
||||||
public int currentHP {get; set;}
|
public int currentHP {get; set;}
|
||||||
public bool dead {get; set;} = false;
|
public bool dead {get; set;} = false;
|
||||||
public string turnMarker = "*";
|
public bool isTurn {get; set;}
|
||||||
public bool isTurn {get; set;} = false;
|
public List<string>? CharacterEnabledActions = new List<string>();
|
||||||
//public List<Actions>CharacterEnabledActions = new List<Actions>();
|
public int damageReduction {get; set;} = 0;
|
||||||
|
public int damageModifier {get; set;} = 0;
|
||||||
|
public List<Item>? equipedItems = new List<Item>();
|
||||||
|
public List<string>? CharacterDisabledActions = new List<string>();
|
||||||
}
|
}
|
||||||
|
|||||||
36
ColoredConsole.cs
Normal file
36
ColoredConsole.cs
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
public static class ColoredConsole
|
||||||
|
{
|
||||||
|
public static void WriteLine(string text, ConsoleColor color)
|
||||||
|
{
|
||||||
|
ConsoleColor previousColor = Console.ForegroundColor;
|
||||||
|
Console.ForegroundColor = color;
|
||||||
|
Console.WriteLine(text);
|
||||||
|
Console.ForegroundColor = previousColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void Write(string text, ConsoleColor color)
|
||||||
|
{
|
||||||
|
ConsoleColor previousColor = Console.ForegroundColor;
|
||||||
|
Console.ForegroundColor = color;
|
||||||
|
Console.Write(text);
|
||||||
|
Console.ForegroundColor = previousColor;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static string Prompt(string text)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
ConsoleColor previousColor = Console.ForegroundColor;
|
||||||
|
Console.ForegroundColor = ConsoleColor.Green;
|
||||||
|
Console.Write($"{text}: ");
|
||||||
|
Console.ForegroundColor = ConsoleColor.Cyan;
|
||||||
|
string input = Console.ReadLine() ?? "";
|
||||||
|
Console.ForegroundColor = previousColor;
|
||||||
|
return input;
|
||||||
|
}
|
||||||
|
catch (FormatException)
|
||||||
|
{
|
||||||
|
throw;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
118
GameState.cs
118
GameState.cs
@@ -11,32 +11,31 @@ public sealed class GameState
|
|||||||
public List<Character> monsters = new List<Character>();
|
public List<Character> monsters = new List<Character>();
|
||||||
public List<Character> heroRemove = new List<Character>();
|
public List<Character> heroRemove = new List<Character>();
|
||||||
public List<Character> monsterRemove = new List<Character>();
|
public List<Character> monsterRemove = new List<Character>();
|
||||||
|
public List<Item> heroInventory = new List<Item>();
|
||||||
public int currentRound = 1;
|
public int currentRound = 1;
|
||||||
public bool gameOver = false;
|
public bool gameOver = false;
|
||||||
public bool herosAIControl = false;
|
public bool herosAIControl = false;
|
||||||
public bool monstersAIControl = true;
|
public bool monstersAIControl = true;
|
||||||
public bool lastRound = false;
|
public bool lastRound = false;
|
||||||
|
public int heroPotionsAvailable = 5;
|
||||||
/*
|
public int monsterPotionsAvailable = 2;
|
||||||
public record MenuItem
|
public bool BowIsEquippedBy = false;
|
||||||
{
|
public bool SwordIsEquippedBy = false;
|
||||||
string? Description;
|
|
||||||
bool IsEnabled;
|
//Menu menu = new Menu();
|
||||||
IAction? ActionToPerform;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void BuildMenu()
|
|
||||||
{
|
|
||||||
foreach (action in Character.EnabledActions)
|
|
||||||
int number = 1;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
public void Run()
|
public void Run()
|
||||||
{
|
{
|
||||||
|
Sword heroSword = new Sword();
|
||||||
|
Bow bow = new Bow();
|
||||||
|
VinFletcher vin = new VinFletcher();
|
||||||
|
heroInventory.Add(heroSword);
|
||||||
|
heroInventory.Add(bow);
|
||||||
|
heros.Add(vin);
|
||||||
Rounds(currentRound);
|
Rounds(currentRound);
|
||||||
while (gameOver == false)
|
while (gameOver == false)
|
||||||
{
|
{
|
||||||
|
int action;
|
||||||
GameOver();
|
GameOver();
|
||||||
if (gameOver == true)
|
if (gameOver == true)
|
||||||
{
|
{
|
||||||
@@ -46,22 +45,52 @@ public sealed class GameState
|
|||||||
{
|
{
|
||||||
foreach (Character hero in heros)
|
foreach (Character hero in heros)
|
||||||
{
|
{
|
||||||
|
BeginHeroTurn:
|
||||||
hero.isTurn = true;
|
hero.isTurn = true;
|
||||||
Actions.Instance.GetAction(hero);
|
Console.Clear();
|
||||||
CheckDead();
|
DisplayStatus();
|
||||||
hero.isTurn = false;
|
if (GameState.Instance.herosAIControl == false)
|
||||||
|
{
|
||||||
|
Menu.BuildMenu(hero);
|
||||||
|
}
|
||||||
|
action = Actions.Instance.GetAction(hero);
|
||||||
|
bool actionPerformed = Actions.Instance.DoAction(hero, action);
|
||||||
|
if (actionPerformed == true)
|
||||||
|
{
|
||||||
|
Console.Clear();
|
||||||
|
DisplayStatus();
|
||||||
|
CheckDead();
|
||||||
|
foreach (Character monster in monsterRemove)
|
||||||
|
{
|
||||||
|
monsters.Remove(monster);
|
||||||
|
}
|
||||||
|
hero.isTurn = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
goto BeginHeroTurn;
|
||||||
|
}
|
||||||
|
if (!monsters.Any())
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
foreach (Character monster in monsterRemove)
|
|
||||||
{
|
|
||||||
monsters.Remove(monster);
|
|
||||||
}
|
|
||||||
if (monsters.Any() && heros.Any())
|
if (monsters.Any() && heros.Any())
|
||||||
{
|
{
|
||||||
foreach (Character monster in monsters)
|
foreach (Character monster in monsters)
|
||||||
{
|
{
|
||||||
monster.isTurn = true;
|
monster.isTurn = true;
|
||||||
Actions.Instance.GetAction(monster);
|
Console.Clear();
|
||||||
|
DisplayStatus();
|
||||||
|
if (GameState.Instance.monstersAIControl == false)
|
||||||
|
{
|
||||||
|
Menu.BuildMenu(monster);
|
||||||
|
}
|
||||||
|
action = Actions.Instance.GetAction(monster);
|
||||||
|
Actions.Instance.DoAction(monster, action);
|
||||||
|
Console.Clear();
|
||||||
|
DisplayStatus();
|
||||||
CheckDead();
|
CheckDead();
|
||||||
foreach (Character hero in heroRemove)
|
foreach (Character hero in heroRemove)
|
||||||
{
|
{
|
||||||
@@ -167,47 +196,52 @@ public sealed class GameState
|
|||||||
if (currentRound == 2)
|
if (currentRound == 2)
|
||||||
{
|
{
|
||||||
Console.Clear();
|
Console.Clear();
|
||||||
Console.WriteLine("You are victorious in your first battle!");
|
ColoredConsole.WriteLine("You are victorious in your first battle!", ConsoleColor.Green);
|
||||||
Thread.Sleep(2000);
|
Thread.Sleep(1500);
|
||||||
Console.WriteLine("\nAs you make your way deeper into the Uncoded One's fortress"
|
ColoredConsole.WriteLine("\nAs you make your way deeper into the Uncoded One's fortress"
|
||||||
+ "\nmore enemies appear to block your way to defeat their master...");
|
+ "\nmore enemies appear to block your way to defeat their master...", ConsoleColor.Cyan);
|
||||||
Console.WriteLine("\n\nPress Enter to continue...");
|
Console.WriteLine("\n\nPress Enter to continue...");
|
||||||
Console.ReadLine();
|
Console.ReadLine();
|
||||||
Skeleton skeleton1 = new Skeleton();
|
Skeleton skeleton1 = new Skeleton();
|
||||||
Skeleton skeleton2 = new Skeleton();
|
Skeleton skeleton2 = new Skeleton();
|
||||||
monsters.AddRange(skeleton1, skeleton2);
|
Amarok amarok1 = new Amarok();
|
||||||
|
monsters.AddRange(skeleton1, skeleton2, amarok1);
|
||||||
}
|
}
|
||||||
if (currentRound == 3)
|
if (currentRound == 3)
|
||||||
{
|
{
|
||||||
Console.Clear();
|
Console.Clear();
|
||||||
Console.WriteLine("You have completed the second battle in your assualt on the"
|
ColoredConsole.WriteLine("You have completed the second battle in your assualt on the"
|
||||||
+ " Uncoded One's fortress!");
|
+ " Uncoded One's fortress!", ConsoleColor.Green);
|
||||||
Thread.Sleep(2000);
|
Thread.Sleep(1500);
|
||||||
Console.WriteLine("\nAs you move deeper into the fortress, you come upon two great"
|
ColoredConsole.WriteLine("\nAs you move deeper into the fortress, you come upon two great"
|
||||||
+ "\nsteel doors set into a wall of stone. You push open the doors, and"
|
+ "\nsteel doors set into a wall of stone. You push open the doors, and"
|
||||||
+ "\nfind yourself in the Uncoded One's throne room. The Uncoded One stands"
|
+ "\nfind yourself in the Uncoded One's throne room. The Uncoded One stands"
|
||||||
+ "\nfrom his throne of blackened steel and hisses, \"You have finally"
|
+ "\nfrom his throne of blackened steel and hisses, \"You have finally"
|
||||||
+ "\nappeared before me True Programmer. Now you will die, and the world"
|
+ "\nappeared before me True Programmer. Now you will die, and the world"
|
||||||
+ "\nwill be mine!\"");
|
+ "\nwill be mine!\"", ConsoleColor.Cyan);
|
||||||
Console.WriteLine("\n\nPress Enter to continue...");
|
Console.WriteLine("\n\nPress Enter to continue...");
|
||||||
Console.ReadLine();
|
Console.ReadLine();
|
||||||
|
Amarok amarok1 = new Amarok();
|
||||||
|
Amarok amarok2 = new Amarok();
|
||||||
Skeleton skeleton1 = new Skeleton();
|
Skeleton skeleton1 = new Skeleton();
|
||||||
Skeleton skeleton2 = new Skeleton();
|
Skeleton skeleton2 = new Skeleton();
|
||||||
Skeleton skeleton3 = new Skeleton();
|
Skeleton skeleton3 = new Skeleton();
|
||||||
UncodedOne uncodedOne = new UncodedOne();
|
UncodedOne uncodedOne = new UncodedOne();
|
||||||
monsters.AddRange(skeleton1, skeleton2, skeleton3, uncodedOne);
|
monsters.AddRange(skeleton1, skeleton2, skeleton3, amarok1, amarok2, uncodedOne);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void HerosWin()
|
public void HerosWin()
|
||||||
{
|
{
|
||||||
Console.Clear();
|
Console.Clear();
|
||||||
Thread.Sleep(2000);
|
Thread.Sleep(1500);
|
||||||
Console.WriteLine("As you strike the Uncoded One down, the sky brightens and the"
|
ColoredConsole.WriteLine("As you strike the Uncoded One down, the sky brightens and the"
|
||||||
+ " miasma\nsurrounding his dark fortress begins to lift...\n\n"
|
+ " miasma\nsurrounding his dark fortress begins to lift...\n\n", ConsoleColor.Cyan);
|
||||||
+ "You are victorious!\n\nTrue Programming has been restored to the lands, and"
|
ColoredConsole.Write("You are ", ConsoleColor.Cyan);
|
||||||
|
ColoredConsole.WriteLine("VICTORIOUS!\n\n", ConsoleColor.Green);
|
||||||
|
ColoredConsole.WriteLine("True Programming has been brough back to the lands, and"
|
||||||
+ " the people\ncan now improve their lives through the various arts of code you\n"
|
+ " the people\ncan now improve their lives through the various arts of code you\n"
|
||||||
+ "have helped restore...");
|
+ "have helped restore...", ConsoleColor.Cyan);
|
||||||
Console.WriteLine("\nPress Enter to exit your final challenge, True Programmer!");
|
Console.WriteLine("\nPress Enter to exit your final challenge, True Programmer!");
|
||||||
Console.ReadLine();
|
Console.ReadLine();
|
||||||
}
|
}
|
||||||
@@ -215,11 +249,11 @@ public sealed class GameState
|
|||||||
public void MonstersWin()
|
public void MonstersWin()
|
||||||
{
|
{
|
||||||
Console.Clear();
|
Console.Clear();
|
||||||
Thread.Sleep(2000);
|
Thread.Sleep(1500);
|
||||||
Console.WriteLine("You have been brutally struck down by the Uncoded One and his evil\n"
|
ColoredConsole.WriteLine("You have been brutally struck down by the Uncoded One and his evil\n"
|
||||||
+ "minions. This is a devastating loss for the all the people whom you have helped...\n"
|
+ "minions. This is a devastating loss for the all the people whom you have helped...\n"
|
||||||
+ "The Uncoded One will now reign supreme in unchecked war against the entire land, and\n"
|
+ "The Uncoded One will now reign supreme in unchecked war against the entire land, and\n"
|
||||||
+ "\nTrue Programming may forever be lost...");
|
+ "\nTrue Programming may forever be lost...", ConsoleColor.Red);
|
||||||
Console.ReadLine();
|
Console.ReadLine();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
107
Item.cs
Normal file
107
Item.cs
Normal file
@@ -0,0 +1,107 @@
|
|||||||
|
public abstract class Item
|
||||||
|
{
|
||||||
|
public string? Description {get; set;}
|
||||||
|
public int ItemDamageModifier {get; set;} = 0;
|
||||||
|
public int ItemDamageReduction {get; set;} = 0;
|
||||||
|
public string? ActionEnable {get; set;}
|
||||||
|
public string? IsEquippedBy {get; set;}
|
||||||
|
|
||||||
|
public static void EquipItem(Character character, Item item)
|
||||||
|
{
|
||||||
|
if (character.equipedItems.Count == 0)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine($"{character.name} has equipped {item.Description}", ConsoleColor.Yellow);
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
item.IsEquippedBy = character.name;
|
||||||
|
character.equipedItems.Insert(0, item);
|
||||||
|
GameState.Instance.heroInventory.Remove(item);
|
||||||
|
character.CharacterEnabledActions[0] = Convert.ToString(item.ActionEnable);
|
||||||
|
CheckEquipped(character, item);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine($"{character.name} has unequipped {character.equipedItems[0].Description}.", ConsoleColor.Yellow);
|
||||||
|
ColoredConsole.WriteLine($"{character.name} has equipped {item.Description}", ConsoleColor.Yellow);
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
item.IsEquippedBy = character.name;
|
||||||
|
foreach (Item equipped in character.equipedItems)
|
||||||
|
{
|
||||||
|
GameState.Instance.heroInventory.Add(equipped);
|
||||||
|
}
|
||||||
|
character.equipedItems.Clear();
|
||||||
|
character.equipedItems.Insert(0, item);
|
||||||
|
GameState.Instance.heroInventory.Remove(item);
|
||||||
|
character.CharacterEnabledActions[0] = Convert.ToString(item.ActionEnable);
|
||||||
|
CheckEquipped(character, item);
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void UnequipItem(Character character, Item item)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine($"{character.name} has unequipped {item.Description}.", ConsoleColor.Yellow);
|
||||||
|
Thread.Sleep(1500);
|
||||||
|
GameState.Instance.heroInventory.Insert(0, item);
|
||||||
|
character.equipedItems.Clear();
|
||||||
|
character.CharacterEnabledActions.Insert(0, "Punch");
|
||||||
|
character.CharacterEnabledActions.Remove(item.ActionEnable);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void CheckEquipped(Character character, Item item)
|
||||||
|
{
|
||||||
|
if (character.name == "Vin Fletcher")
|
||||||
|
{
|
||||||
|
if (item.Description == "Vin's Bow")
|
||||||
|
{
|
||||||
|
character.CharacterEnabledActions[0] = "Quick Shot";
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else return;
|
||||||
|
}
|
||||||
|
if (character.name != "Vin Fletcher")
|
||||||
|
{
|
||||||
|
if (item.Description == "Hero's Sword")
|
||||||
|
{
|
||||||
|
character.CharacterEnabledActions[0] = "Hero's Sword";
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else return;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public class Sword : Item
|
||||||
|
{
|
||||||
|
public Sword()
|
||||||
|
{
|
||||||
|
Description = "Hero's Sword";
|
||||||
|
ItemDamageModifier = 2;
|
||||||
|
ActionEnable = "Sword Attack";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class Armor : Item
|
||||||
|
{
|
||||||
|
public Armor()
|
||||||
|
{
|
||||||
|
Description = "Armor";
|
||||||
|
ItemDamageReduction = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class Bow : Item
|
||||||
|
{
|
||||||
|
public Bow()
|
||||||
|
{
|
||||||
|
Description = "Vin's Bow";
|
||||||
|
ItemDamageModifier = 2;
|
||||||
|
ActionEnable = "Bow Shot";
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
35
Menu.cs
Normal file
35
Menu.cs
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
public struct Menu
|
||||||
|
{
|
||||||
|
public static void BuildMenu(Character character)
|
||||||
|
{
|
||||||
|
int index = 1;
|
||||||
|
foreach (string action in character.CharacterEnabledActions)
|
||||||
|
{
|
||||||
|
if (action == "Health Potion")
|
||||||
|
{
|
||||||
|
Console.WriteLine($"{index}. {action} ({GameState.Instance.heroPotionsAvailable})");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Console.WriteLine($"{index}. {action}");
|
||||||
|
}
|
||||||
|
index++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void BuildItemsMenu(Character character)
|
||||||
|
{
|
||||||
|
int index = 1;
|
||||||
|
if (character.equipedItems.Any())
|
||||||
|
{
|
||||||
|
Console.WriteLine($"{index}. Unequip {character.equipedItems[0].Description}");
|
||||||
|
index++;
|
||||||
|
}
|
||||||
|
foreach (Item item in GameState.Instance.heroInventory)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"{index}. {item.Description}");
|
||||||
|
index++;
|
||||||
|
}
|
||||||
|
Console.WriteLine($"{index}. Go back");
|
||||||
|
}
|
||||||
|
}
|
||||||
43
Player.cs
43
Player.cs
@@ -2,20 +2,43 @@ public class Player : Character
|
|||||||
{
|
{
|
||||||
public Player()
|
public Player()
|
||||||
{
|
{
|
||||||
maxHP = 10;
|
|
||||||
currentHP = maxHP;
|
|
||||||
name = GetName();
|
name = GetName();
|
||||||
//List<IherosAction>CharacterEnabledActions = new List<IAction>();
|
maxHP = 25;
|
||||||
//CharacterEnabledActions.Add(Actions.Instance.DoNothing()
|
currentHP = maxHP;
|
||||||
|
dead = false;
|
||||||
|
CharacterEnabledActions.AddRange("Punch", "Health Potion", "Items", "Do Nothing");
|
||||||
}
|
}
|
||||||
|
|
||||||
public string GetName()
|
public string GetName()
|
||||||
{
|
{
|
||||||
string? input;
|
string input = null;
|
||||||
Console.Write("Enter your player's name: ");
|
if (GameState.Instance.herosAIControl == false)
|
||||||
input = Console.ReadLine();
|
{
|
||||||
return input;
|
while (true)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
input = ColoredConsole.Prompt("Enter your name");
|
||||||
|
if (input.Length < 1)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("Sorry, that isn't a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return input;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (FormatException)
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("Sorry, that isn't a valid input.", ConsoleColor.Red);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return "The True Programmer";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
70
Program.cs
70
Program.cs
@@ -1,62 +1,56 @@
|
|||||||
string? input;
|
string? input;
|
||||||
|
|
||||||
Console.Clear();
|
Console.Clear();
|
||||||
Console.WriteLine("Welcome True Programmer, to the final battle for the realms of C#.");
|
ColoredConsole.WriteLine("------------------------------------------------------------------", ConsoleColor.Cyan);
|
||||||
Console.WriteLine("------------------------------------------------------------------");
|
ColoredConsole.WriteLine("Welcome True Programmer, to the final battle for the realms of C#.", ConsoleColor.Cyan);
|
||||||
Thread.Sleep(1000);
|
Thread.Sleep(1000);
|
||||||
Console.WriteLine("\nThis will be the final battle against the Uncoded One..."
|
ColoredConsole.WriteLine("\nThis will be the final battle against the Uncoded One..."
|
||||||
+ "\nAre you ready?");
|
+ "\nAre you ready?", ConsoleColor.Cyan);
|
||||||
Console.WriteLine("--------------------------------------------------------"
|
ColoredConsole.WriteLine("--------------------------------------------------------"
|
||||||
+ "--------------");
|
+ "----------", ConsoleColor.Cyan);
|
||||||
Console.ReadLine();
|
Console.ReadLine();
|
||||||
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
Console.Clear();
|
try
|
||||||
Console.Write("\nWould you like the heroes party to be controlled by AI? (yes/no): ");
|
|
||||||
input = Console.ReadLine().ToLower();
|
|
||||||
if (input == "yes" || input == "no")
|
|
||||||
{
|
{
|
||||||
if (input == "yes")
|
Console.Clear();
|
||||||
{
|
ColoredConsole.WriteLine("Game mode:", ConsoleColor.Green);
|
||||||
GameState.Instance.herosAIControl = true;
|
Console.WriteLine("\n1. Player vs Computer\n2. Player vs Player\n3. Computer vs Computer");
|
||||||
}
|
ColoredConsole.WriteLine("-----------------------", ConsoleColor.Cyan);
|
||||||
if (input == "no")
|
input = ColoredConsole.Prompt("Enter a game mode");
|
||||||
|
if (input == "1")
|
||||||
{
|
{
|
||||||
GameState.Instance.herosAIControl = false;
|
GameState.Instance.herosAIControl = false;
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Console.WriteLine("Please answer yes or no.");
|
|
||||||
Thread.Sleep(1000);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
Console.Clear();
|
|
||||||
Console.Write("\nWould you like the monsters party to be controlled by AI? (yes/no): ");
|
|
||||||
input = Console.ReadLine().ToLower();
|
|
||||||
if (input == "yes" || input == "no")
|
|
||||||
{
|
|
||||||
if (input == "yes")
|
|
||||||
{
|
|
||||||
GameState.Instance.monstersAIControl = true;
|
GameState.Instance.monstersAIControl = true;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
if (input == "no")
|
if (input == "2")
|
||||||
{
|
{
|
||||||
|
GameState.Instance.herosAIControl = false;
|
||||||
GameState.Instance.monstersAIControl = false;
|
GameState.Instance.monstersAIControl = false;
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
if (input == "3")
|
||||||
|
{
|
||||||
|
GameState.Instance.herosAIControl = true;
|
||||||
|
GameState.Instance.monstersAIControl = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ColoredConsole.WriteLine("Sorry. That isn't a valid input...", ConsoleColor.Red);
|
||||||
|
Thread.Sleep(1000);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
catch (FormatException)
|
||||||
{
|
{
|
||||||
Console.WriteLine("Please answer yes or no.");
|
ColoredConsole.WriteLine("Sorry. That isn't a valid input...", ConsoleColor.Red);
|
||||||
Thread.Sleep(1000);
|
Thread.Sleep(1000);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Player player = new Player();
|
Player player = new Player();
|
||||||
|
|||||||
@@ -5,5 +5,6 @@ public class Skeleton : Character
|
|||||||
maxHP = 5;
|
maxHP = 5;
|
||||||
currentHP = maxHP;
|
currentHP = maxHP;
|
||||||
name = "Skeleton";
|
name = "Skeleton";
|
||||||
|
CharacterEnabledActions.AddRange("Bone Crunch", "Health Potion", "Do Nothing");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,5 +5,6 @@ public class UncodedOne : Character
|
|||||||
maxHP = 15;
|
maxHP = 15;
|
||||||
currentHP = maxHP;
|
currentHP = maxHP;
|
||||||
name = "The Uncoded One";
|
name = "The Uncoded One";
|
||||||
|
CharacterEnabledActions.AddRange("Unraveling", "Health Potion", "Do Nothing");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
10
VinFletcher.cs
Normal file
10
VinFletcher.cs
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
class VinFletcher : Character
|
||||||
|
{
|
||||||
|
public VinFletcher()
|
||||||
|
{
|
||||||
|
maxHP = 15;
|
||||||
|
currentHP = maxHP;
|
||||||
|
name = "Vin Fletcher";
|
||||||
|
CharacterEnabledActions.AddRange("Punch", "Health Potion", "Items", "Do Nothing");
|
||||||
|
}
|
||||||
|
}
|
||||||
Binary file not shown.
Binary file not shown.
@@ -13,7 +13,7 @@ using System.Reflection;
|
|||||||
[assembly: System.Reflection.AssemblyCompanyAttribute("FinalBattle")]
|
[assembly: System.Reflection.AssemblyCompanyAttribute("FinalBattle")]
|
||||||
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
|
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
|
||||||
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
|
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
|
||||||
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
|
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+69e6699e26437733347c699bdfce91e200b6319c")]
|
||||||
[assembly: System.Reflection.AssemblyProductAttribute("FinalBattle")]
|
[assembly: System.Reflection.AssemblyProductAttribute("FinalBattle")]
|
||||||
[assembly: System.Reflection.AssemblyTitleAttribute("FinalBattle")]
|
[assembly: System.Reflection.AssemblyTitleAttribute("FinalBattle")]
|
||||||
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
|
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
15175f65f6f63f0c4c3ae8d13187889e73fe451b685fbc2643b44dd8e1084a87
|
e00ffe98b8c56894d814e7bb3259dda6570fc0986ec9409909259c374f9f4a7c
|
||||||
|
|||||||
@@ -1 +1 @@
|
|||||||
3235bef0a15147595cd9d8b95c54ad6a8e17ed84b619b5a0ff9feb9b9eb6f2e3
|
fc5e7a79401482b5116e4f706afeb0a9e24e4ee24b315420ef0280d76b87f3ac
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user