Skip to content
Snippets Groups Projects
Commit e18b774f authored by Peter Kultán's avatar Peter Kultán :slight_smile:
Browse files

hw01

parent fc69c14b
No related branches found
No related tags found
No related merge requests found
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
*.vbp
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
*.dsw
*.dsp
# Visual Studio 6 technical files
*.ncb
*.aps
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# Visual Studio History (VSHistory) files
.vshistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
*.sln.iml

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.32126.317
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "hw01", "hw01\hw01.csproj", "{3BE575A4-9DBB-4412-A23B-B23746CF3607}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3BE575A4-9DBB-4412-A23B-B23746CF3607}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3BE575A4-9DBB-4412-A23B-B23746CF3607}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3BE575A4-9DBB-4412-A23B-B23746CF3607}.Release|Any CPU.ActiveCfg = Release|Any CPU
{3BE575A4-9DBB-4412-A23B-B23746CF3607}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {F2215518-9D71-4C2C-9733-E2D91BF8BA47}
EndGlobalSection
EndGlobal
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
static class ConsoleHandler
{
public static void Write(string text)
{
Console.Write(text);
}
public static void WriteLine(string text)
{
Console.WriteLine(text);
}
public static string Read()
{
Write("Player:> ");
return Console.ReadLine();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
static class Const
{
public const int NumberOfGeneratedHeroes = 6;
public const string StartText = "Welcome to The Quest for Carrefour! Please, choose three adventurers:";
public const string Delimeter = "========================";
public static readonly Dictionary<HeroType, List<HeroType>> EficiencyAttack = new Dictionary<HeroType, List<HeroType>>()
{
{HeroType.red, new List<HeroType>() { HeroType.green} },
{HeroType.blue, new List<HeroType>() {HeroType.red} },
{HeroType.green, new List<HeroType>() {HeroType.blue} }
};
public static List<string> HeroName = new List<string>() {"Rayna", "Dillian", "Oswyn",
"Tamina", "Llana", "Laerdya", "Celethir", "Erunonidan", "Mylaela", "Aranadan",
"Thundruil", "Halrod", "Vallath", "Laeros", "Calothosk", "Deagh"};
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
interface IGame
{
void init();
void run();
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
static class Utils
{
private static Random random = new Random();
public static void GenerateStats(out int health, out int damage, out int speed)
{
health = 5 + random.Next(5);
damage = 2 + random.Next(4);
speed = 2 + random.Next(4);
}
public static string GenerateName()
{
return Const.HeroName[random.Next(Const.HeroName.Count)];
}
public static HeroType GenerateHeroType()
{
var enumList = Enum.GetValues(typeof(HeroType));
return (HeroType)enumList.GetValue(random.Next(enumList.Length));
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
abstract class Entity
{
private string _name;
private int _health;
private int _maxHealth;
private int _damage;
private int _speed;
private int _level;
public string Name
{ get { return _name; } }
public int Health
{
get { return _health; }
set { _health = value; }
}
public int MaxHealth
{
get { return _maxHealth; }
}
public int Damage
{ get { return _damage; } }
public int Speed
{ get { return _speed; } }
public int Level
{ get { return _level; } }
protected Entity(string name, int health, int damage,
int speed, int level)
{
_name = name;
_maxHealth = _health = health;
_damage = damage;
_speed = speed;
_level = level;
}
public abstract void attack(Entity another);
public override abstract string ToString();
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
enum HeroType
{
green, blue, red
}
class Hero : Entity
{
private HeroType _heroType { get; }
public HeroType HeroType
{ get { return _heroType; } }
public Hero(string name, int health, int damage,
int speed, int level, HeroType playerType) : base(name, health, damage, speed, level)
{
_heroType = playerType;
}
public override void attack(Entity another)
{
attackHero((Hero)another);
}
public void attackHero(Hero other)
{
if (Speed < other.Speed)
{
other.attack(this);
if (Health <= 0)
{
return;
}
}
if (Const.EficiencyAttack[HeroType].Contains(other.HeroType))
{
other.Health -= Damage * 2;
}
else
{
other.Health -= Damage;
}
if (other.Health <= 0)
{
return;
}
if (Speed >= other.Speed)
{
other.attack(this);
}
}
public override string ToString()
{
return Name + ": " + Damage + " Attack, " + Health + " HP, " + Speed + " Speed";
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
class Game : IGame
{
State state;
public void init()
{
ConsoleHandler.WriteLine(Const.StartText);
ConsoleHandler.WriteLine(Const.Delimeter);
state = new State();
state.PrintHeroes();
ConsoleHandler.WriteLine(Const.Delimeter);
}
public void run()
{
// select heroes
while (true)
{
var input = ConsoleHandler.Read();
if (input == "exit")
{
break;
}
ConsoleHandler.WriteLine(input);
}
}
}
}
using System;
namespace hw01.src
{
class Program
{
public static int Main()
{
try
{
IGame game = new Game();
game.init();
game.run();
} catch (Exception e)
{
Console.WriteLine(e.ToString());
return -1;
}
return 0;
}
}
}
\ No newline at end of file
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hw01
{
class State
{
List<Hero> Heroes = new List<Hero>();
public State()
{
Init();
}
public void Init()
{
GenerateHeroes();
}
private void GenerateHeroes()
{
for (int i = 0; i < Const.NumberOfGeneratedHeroes; i++)
{
int health, damage, speed;
Utils.GenerateStats(out health, out damage, out speed);
Heroes.Add(new Hero(Utils.GenerateName(), health, damage, speed, 0, Utils.GenerateHeroType()));
}
}
public void PrintHeroes()
{
for (int i = 0;i < Heroes.Count;i++)
{
ConsoleHandler.WriteLine((i + 1) + ". " + Heroes[i].ToString());
}
}
}
}
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment