Reputation: 91
I am currently learning Object Orientated Programming in C#, and as such, am just playing around with classes trying to create a game.
In the game I am making currently, I have a Warrior class, that has a method, Attack(), that has two overloads, public void Attack(Warrior enemy)
as well as public void Attack(params Warrior[] enemies)
.
Using the first overload is fine, I instantiate two Warrior objects in Program.cs, and use a while loop that continues until one of the warriors is dead, choosing who attacks at each time based on a random number generator.
Random random = new Random();
Warrior warrior1 = new Warrior("Ben", Faction.GoodGuy);
Warrior warrior2 = new Warrior("Alfie", Faction.BadGuy);
while (warrior1.IsAlive && warrior2.IsAlive)
{
if (random.Next(9) < 5)
{
warrior1.Attack(warrior2);
}
else
{
warrior2.Attack(warrior1);
}
}
However, my problem arises when I try to use the second overload, with mulitiple enemies.
I create four enemies, and start the while loop, as shown below.
Random random = new Random();
Warrior warrior1 = new Warrior("Ben", Faction.GoodGuy);
Warrior warrior2 = new Warrior("Alfie", Faction.BadGuy);
Warrior warrior3 = new Warrior("Joel", Faction.BadGuy);
Warrior warrior4 = new Warrior("Ruben", Faction.GoodGuy);
while(warrior1.IsAlive || warrior2.IsAlive || warrior3.IsAlive || warrior4.IsAlive)
{
Warrior[] warriors = new Warrior[] { warrior1, warrior2, warrior3, warrior4 };
switch (random.Next(4))
{
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
default:
break;
}
}
On each case, I want a warrior to attack every other warrior that is currently alive.
So on case 0: warrior 1 attacks all other alive warriors
on case 1: warrior 2 attacks all other warriors
on case 2: warrior 3 attacks all other warriors
on case 3: warrior 4 attacks all other warriors
I could quite easily do this with a foreach loop, but I was wondering, in the interest of cleaner code and writing less code, if there was a way to do this inline. I have seen people use the ? operator for this sort of thing, but I am not sure exactly how to use it, or if it even applies here.
I would appreciate it if you could help me with the inline operator, if there is indeed one.
Thanks, Ben
My code if you should need it:
Program.Cs
using System;
namespace Game
{
class Program
{
static void Main(string[] args)
{
Random random = new Random();
Warrior warrior1 = new Warrior("Ben", Faction.GoodGuy);
Warrior warrior2 = new Warrior("Alfie", Faction.BadGuy);
/*while (warrior1.IsAlive && warrior2.IsAlive)
{
if (random.Next(9) < 5)
{
warrior1.Attack(warrior2);
}
else
{
warrior2.Attack(warrior1);
}
}*/
Warrior warrior3 = new Warrior("Joel", Faction.BadGuy);
Warrior warrior4 = new Warrior("Ruben", Faction.GoodGuy);
while(warrior1.IsAlive || warrior2.IsAlive || warrior3.IsAlive || warrior4.IsAlive)
{
Warrior[] warriors = new Warrior[] { warrior1, warrior2, warrior3, warrior4 };
switch (random.Next(4))
{
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
default:
break;
}
}
Console.WriteLine("End of Code");
}
}
}
Warrior.cs
namespace Game
{
class Warrior
{
private const double GOOD_GUY_HEALTH = 100;
private const double BAD_GUY_HEALTH = 100;
public double Health { get; set; }
public bool IsAlive { get; set; } = true;
private string name;
private Faction faction;
private Weapon weapon;
private Armour armour;
public Warrior(string name, Faction faction)
{
this.name = name;
this.faction = faction;
switch (faction)
{
case Faction.GoodGuy:
Health = GOOD_GUY_HEALTH;
weapon = new Weapon(faction);
armour = new Armour(faction);
break;
case Faction.BadGuy:
Health = BAD_GUY_HEALTH;
weapon = new Weapon(faction);
armour = new Armour(faction);
break;
default:
break;
}
}
public void Attack(Warrior enemy)
{
System.Random random = new System.Random();
double attackDamage = random.Next((int)System.Math.Ceiling(weapon.Damage)) - random.Next((int)System.Math.Ceiling(enemy.armour.ArmourPoints));
if (attackDamage < 0)
{
attackDamage = 0;
}
enemy.Health -= attackDamage;
if (enemy.Health <= 0)
{
enemy.Health = 0;
enemy.IsAlive = false;
}
System.Console.WriteLine("{0} deals {1} damage. {2} is on {3} health", this.name, attackDamage, enemy.name, enemy.Health);
if (enemy.IsAlive == false)
{
System.Console.WriteLine("{0} is dead, {1} is victorious!", enemy.name, this.name);
}
}
public void Attack(params Warrior[] enemies)
{
System.Random random = new System.Random();
double damageLeft = weapon.Damage;
for (int i = 0; i < enemies.Length; i++)
{
if (damageLeft <= 0)
{
return;
}
double damageBeforeShield = random.NextDouble() * System.Math.Ceiling(damageLeft / enemies.Length);
double attackDamage = damageBeforeShield - (random.NextDouble() * enemies[i].armour.ArmourPoints);
damageLeft -= attackDamage;
if (enemies[i].Health < 0)
{
enemies[i].Health = 0;
enemies[i].IsAlive = false;
}
System.Console.WriteLine("{0} deals {1} damage. {2} is on {3} helath", this.name, attackDamage, enemies[i].name, enemies[i].Health);
if (enemies[i].IsAlive == false)
{
System.Console.WriteLine("{0} is dead, {1} is victorious!", enemies[i].name, this.name);
}
}
}
}
}
Faction.cs
namespace Game
{
enum Faction
{
GoodGuy, BadGuy
}
}
Weapon.cs
namespace Game
{
class Weapon
{
private double damage;
public double Damage
{
get
{
return damage;
}
}
public Weapon(Faction faction)
{
switch (faction)
{
case Faction.GoodGuy:
damage = 20;
break;
case Faction.BadGuy:
damage = 20;
break;
default:
break;
}
}
}
}
Armour.cs
namespace Game
{
class Armour
{
private readonly double armourPoints;
public double ArmourPoints
{
get
{
return armourPoints;
}
}
public Armour(Faction faction)
{
switch (faction)
{
case Faction.GoodGuy:
armourPoints = 20;
break;
case Faction.BadGuy:
armourPoints = 20;
break;
default:
break;
}
}
}
}
Upvotes: 3
Views: 150
Reputation: 1665
Very nice application for studying purpose, you are doing great!
You can use RemoveAt method of List. I don't see a reason in switch there, so it will be quite simple:
while(warrior1.IsAlive || warrior2.IsAlive || warrior3.IsAlive || warrior4.IsAlive)
{
var warriors = new List<Warrior> { warrior1, warrior2, warrior3, warrior4 };
ProcessAttacks(warriors, random.Next(4));
}
And here is ProcessAttacks function:
private void ProcessAttacks(List<Warrior> warriors, int currentWarrior)
{
var warrior = warriors[currentWarrior];
warriors.RemoveAt(currentWarrior);
warrior.Attack(warriors);
}
Also it will require changing signature of you public void Attack(params Warrior[] enemies)
to public void Attack(List<Warrior> enemies)
Upvotes: 3