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Player.cs
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291 lines (185 loc) · 8.05 KB
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using System.Text;
using static FightMasters.NeutralCards;
using static FightMasters.PlayHelper;
namespace FightMasters
{
public class Player
{
//PROPERTIES
public ICharClass ActiveCharClass { get; private set; }
public string PlayerName { get; set; }
public Queue<ICard> Deck { get; set; }
public ICard[] Hand = new ICard[5];
public int ActiveHp { get; set; }
public int CurrentStamina { get; set; }
public IMinion?[] CurrentSummons { get; set; }
public Dictionary<string, int> Resistances { get; set; } = new(4);
public Dictionary<string, List<IToken>> TokensActive { get; set; } = new(4);
//A player can have a max of 4 types of tokens active on them at any time
internal int DodgeCounter { get; set; } = 0;
//Stamina is reduced next turn equal to the number of times a player has dodged this turn
public event Func<(Player, Damage), Damage>? OnDealDamageCardEffects;
//params: opponent, damage value / returns: final damage value
//List of cards that have a persistent effect that deactivate after some rounds/turns
public List<ICard> PersistentCards { get; set; } = new();
//CONSTRUCTORS
public Player(ICharClass charClass, string playerName, Queue<ICard> deck)
{
this.PlayerName = playerName;
this.ActiveHp = charClass.HealthPoints;
this.CurrentStamina = charClass.MaxStamina;
this.ActiveCharClass = charClass;
this.Resistances.Add("Physical", charClass.PhysicalResistance);
this.Resistances.Add("Fire", charClass.FireResistance);
this.Resistances.Add("Frost", charClass.FrostResistance);
this.Resistances.Add("Lightning", charClass.LightningResistance);
this.Resistances.Add("Poison", charClass.PoisonResistance);
this.CurrentSummons = new IMinion[charClass.SummonSlots];
this.Deck = deck;
}
public Player()
{
this.PlayerName = "null";
this.ActiveHp = 1;
this.CurrentStamina = 1;
this.ActiveCharClass = new Viking();
this.Resistances.Add("Physical", 0);
this.Resistances.Add("Fire", 0);
this.Resistances.Add("Frost", 0);
this.Resistances.Add("Lightning", 0);
this.Resistances.Add("Poison", 0);
this.CurrentSummons = Array.Empty<IMinion>();
this.Deck = new Queue<ICard>();
}
//Method for player to draw 5 cards from their deck - their "hand"
public void GetNewHand()
{
//Take 5 cards from deck
for (int i = 0; i < 5; i++)
{
bool deckcheck = this.Deck.TryDequeue(out ICard? DequeuedCard);
if (deckcheck)
{
this.Hand[i] = DequeuedCard!; //DequeuedCard will only be null if deckcheck is false
}
else
{
//If the deck is empty, fill the rest of the hand with dummy cards
for (int j = i; j < this.Hand.Length; j++)
{
this.Hand[j] = new Dummy();
}
break;
}
}
return;
}
//DAMAGE METHODS
//Take Damage
public void TakeDamage(Damage d)
{
//Calculate new hp
int FinalDamageDealt = (int)d.DamageValue;
this.ActiveHp -= FinalDamageDealt;
return;
}
//Event Call Before Dealing Damage
public Damage BeforeDealingDamage(Damage IncomingDamage, Player opponent)
{
//Calculate incoming damage after accounting for resistances
IncomingDamage = CalculateDamage(IncomingDamage, opponent);
//Invoke OnDealDamageCardEffects event to call any methods that might trigger before final
//damage is dealt
Damage? EventResult = this.OnDealDamageCardEffects?.Invoke((this, IncomingDamage));
if (EventResult != null)
{
IncomingDamage = EventResult;
}
this.OnDealDamageCardEffects = null;
return IncomingDamage;
}
//VOICELINES
public string PlayDamageVoiceLines(Player opponent, Span<Damage> DamageDone, bool DealingDamage)
{
string statement = string.Empty;
//20% chance whenever a player deals or takes damage to trigger a voiceline
if (new Random().Next(0, 5) == 1)
{
//Calculating the amount of damage done
double TotalDamageDone = DamageDone.ToArray().Sum(x => x.DamageValue);
string DamageLevel = string.Empty;
if (TotalDamageDone <= 5)
{
DamageLevel = "LOW DAMAGE";
}
else if (TotalDamageDone <= 10)
{
DamageLevel = "MEDIUM DAMAGE";
}
else if (TotalDamageDone > 10)
{
DamageLevel = "HIGH DAMAGE";
}
//Getting voiceline from charclass
string[] VoiceLines = Array.Empty<string>();
if (DealingDamage)
{
switch (opponent.ActiveCharClass)
{
case Viking:
VoiceLines = this.ActiveCharClass.OnDealDamageVoiceLines["Viking"][DamageLevel];
break;
case Herald:
VoiceLines = this.ActiveCharClass.OnDealDamageVoiceLines["Herald"][DamageLevel];
break;
case Rotcher:
VoiceLines = this.ActiveCharClass.OnDealDamageVoiceLines["Rotcher"][DamageLevel];
break;
case Druid:
VoiceLines = this.ActiveCharClass.OnDealDamageVoiceLines["Druid"][DamageLevel];
break;
}
}
else
{
switch (opponent.ActiveCharClass)
{
case Viking:
VoiceLines = this.ActiveCharClass.OnTakeDamageVoiceLines["Viking"][DamageLevel];
break;
case Herald:
VoiceLines = this.ActiveCharClass.OnTakeDamageVoiceLines["Herald"][DamageLevel];
break;
case Rotcher:
VoiceLines = this.ActiveCharClass.OnTakeDamageVoiceLines["Viking"][DamageLevel];
break;
case Druid:
VoiceLines = this.ActiveCharClass.OnTakeDamageVoiceLines["Viking"][DamageLevel];
break;
}
}
//Choosing a random voiceline from array of voicelines
int RandomIndex = new Random().Next(0, VoiceLines.Length);
statement = VoiceLines[RandomIndex] + "\n";
}
return statement;
}
//ToString
public override string? ToString()
{
StringBuilder tokens = new();
foreach (string token in TokensActive.Keys) {
for (int i = 0; i < TokensActive[token].Count; i++)
{
tokens.Append(token);
}
}
StringBuilder summons = new();
for (int i = 0; i < this.CurrentSummons.Length; i++)
{
summons.Append(CurrentSummons[i]!.ToString());
}
return $"{this.PlayerName} HP[{this.ActiveHp}] STAMINA[{this.CurrentStamina}] TOKENS[{tokens}] SUMMONS[{summons}]";
}
}
}