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Battle.cs
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using System.Text;
namespace FinalProject
{
internal class Battle
{
public Hero Hero { get; set; }
public int RecommendedLevel { get; }
public string Name { get; }
private List<Enemy> _enemies { get; set; } = new List<Enemy>();
private List<List<Enemy>> _enemyWave { get; set; } = new List<List<Enemy>>();
private List<Enemy> _killedEnemies { get; set; } = new List<Enemy>();
private List<int> _waveEnemyCount { get; set; } = new List<int>();
private int _wave = 0;
private int _goldEarned = 0;
private int _experienceEarned = 0;
public Battle(List<Enemy> enemies, List<int> _enemyCount, int recommendedLevel, string name)
{
_enemies = enemies;
_waveEnemyCount = _enemyCount;
RecommendedLevel = recommendedLevel;
Name = name;
}
private void GenerateWave()
{
int waveMarker = 0;
for (int i = 0; i < _waveEnemyCount.Count; i++)
{
List<Enemy> enemies = new List<Enemy>();
for (int j = 0; j < _waveEnemyCount[i]; j++)
{
Enemy enemy = _enemies[waveMarker];
enemy.Assign();
enemies.Add(enemy);
waveMarker++;
}
_enemyWave.Add(enemies);
}
NumberEnemies();
}
private void NumberEnemies()
{
Dictionary<string, int> enemyTypeCounter = new Dictionary<string, int>();
foreach (Enemy enemy in _enemies)
{
if (!char.IsDigit(enemy.Name[enemy.Name.Length - 1]))
{
enemyTypeCounter.TryAdd(enemy.Name, 0);
enemyTypeCounter[enemy.Name]++;
enemy.Name += $" {enemyTypeCounter[enemy.Name]}";
}
}
}
public void Fight()
{
StartFight();
bool isLooping = true;
do
{
foreach (Enemy enemy in _enemyWave[_wave])
{
enemy.Target = Hero;
}
Hero.Targets = _enemyWave[_wave];
Hero.TakeAction(GetBattleInfo());
foreach (Enemy enemy in _enemyWave[_wave])
{
if (enemy.Alive)
{
enemy.TakeAction();
}
}
IncrementTimer(Hero);
foreach (Enemy enemy in _enemyWave[_wave])
{
IncrementTimer(enemy);
enemy.Target = Hero;
}
if (CheckIfWaveCleared(_wave))
{
_wave++;
}
if (!Hero.Alive || Hero.Retreated)
{
WriteLine("You failed to achieve victory.");
Hero.Losses++;
Hero.Retreated = false;
Hero.Assign();
isLooping = false;
}
if (_wave >= _waveEnemyCount.Count)
{
Hero.Wins++;
if ((Hero.Gold + _goldEarned) > int.MaxValue)
{
Hero.Gold = int.MaxValue;
}
else
{
Hero.Gold += _goldEarned;
}
WriteLine("You won!");
WriteLine($"You earned {_goldEarned}G and {_experienceEarned} XP.");
Hero.AwardExperience(_experienceEarned);
Hero.Assign();
Hero.Effects.Clear();
isLooping = false;
}
WriteLine("Press any key to advance.");
ReadKey();
} while (isLooping);
}
public override string ToString()
{
StringBuilder builder = new StringBuilder();
builder.AppendLine($"Name: {Name}");
builder.AppendLine($"Waves: {_waveEnemyCount.Count}");
builder.AppendLine($"Recommended Level: {RecommendedLevel}");
return builder.ToString();
}
private void StartFight()
{
_wave = 0;
_goldEarned = 0;
_experienceEarned = 0;
_killedEnemies = new List<Enemy>();
GenerateWave();
}
private void IncrementTimer(Combatant combatant)
{
if (combatant.Effects.Count > 0)
{
List<StatusEffect> expiredEffects = new();
foreach (StatusEffect effect in combatant.Effects)
{
effect.Timer++;
if (effect.Timer == effect.Duration)
{
effect.Timer = 0;
expiredEffects.Add(effect);
}
}
foreach (StatusEffect expiredEffect in expiredEffects)
{
expiredEffect.Reversal(combatant);
combatant.Effects.Remove(expiredEffect);
}
}
foreach ((_, CombatAction action) in combatant.Actions)
{
if (action.CooldownTimer > 0)
{
action.CooldownTimer--;
}
}
}
private string GetBattleInfo()
{
StringBuilder builder = new StringBuilder();
builder.AppendLine($"{Name} - Wave {_wave + 1}\n");
for (int i = 0; i < _enemyWave[_wave].Count; i++)
{
if (_enemyWave[_wave][i].Alive)
{
builder.Append($"{_enemyWave[_wave][i]}");
}
}
builder.AppendLine($"{Hero.Name} - {Hero.CurrentHealth}/{Hero.FinalizedStats["HP"]}");
if (Hero.Effects.Count > 0)
{
builder.AppendLine("Active effects:");
foreach (StatusEffect effect in Hero.Effects)
{
builder.AppendLine($"{effect.Name}");
}
}
return builder.ToString();
}
private bool CheckIfWaveCleared(int wave)
{
bool isCleared = true;
List<Enemy> livingEnemies = new List<Enemy>();
foreach (Enemy enemy in _enemyWave[wave])
{
if (enemy.Alive)
{
isCleared = false;
}
else if (!enemy.Alive && !_killedEnemies.Contains(enemy))
{
_killedEnemies.Add(enemy);
_goldEarned += enemy.GoldDropped;
_experienceEarned += enemy.ExperienceDropped;
}
}
return isCleared;
}
}
}