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ClassCards.cs
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ClassCards.cs
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using System.Text;
namespace FightMasters
{
//STORAGE FOR ALL CLASS SPECIFIC CARDS
internal class VikingCards
{
//Class cards for the Viking Class
internal class HeavySwing : ICard
{
//Properties
public string Name { get; } = "Heavy Swing";
public string Description { get; } = "Perform an overhead strike with your axe, dealing 8 physical damage." +
"This damage ignores 20% physical resistance.";
public int StaminaCost { get; } = 4;
public Damage[]? DamageDealt { get; } = { new Damage("Physical", 8) };
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = null;
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = null;
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = false;
//Constructor
public HeavySwing() { }
//Methods
public string Play(Player p1, Player p2)
{
p1.CurrentStamina -= this.StaminaCost;
p2.Resistances["Physical"] -= 20;
(string PlaySummary, _) = PlayHelper.DamagePlayer(this, p1, p2);
p2.Resistances["Physical"] += 20;
return PlaySummary;
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
internal class IceArmour : ICard
{
//Properties
public string Name { get; } = "Ice Armour";
public string Description { get; } = "Gain 2 block tokens. Apply 2 chill tokens to your opponent the next time they attack you.";
public int StaminaCost { get; } = 5;
public Damage[]? DamageDealt { get; } = null;
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = new() {
{ "<+>", new List<IToken>() { new BlockToken(), new BlockToken() } }
};
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = null;
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = false;
//Constructor
public IceArmour() { }
//Methods
public string Play(Player p1, Player p2)
{
p1.CurrentStamina -= this.StaminaCost;
string TokenSummary = PlayHelper.AddCasterTokens(this.TokensAppliedCaster!, p1);
p2.OnDealDamageCardEffects += OnOpponentDamage;
return TokenSummary;
}
//Method that triggers when the opponent does damage next
private static Damage OnOpponentDamage((Player p2, Damage d) input)
{
//Must create a seperate dictionary here for this as this method is static
Dictionary<string, List<IToken>> ChillTokens = new() {
{ "<+>", new List<IToken>() { new ChillToken(), new ChillToken() } }
};
PlayHelper.AddOpponentTokens(ChillTokens, input.p2);
return input.d;
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
internal class Repurpice : ICard
{
//Properties
public string Name { get; } = "Repurpice";
public string Description { get; } = "Convert each chill token on your opponent into block tokens for yourself.";
public int StaminaCost { get; } = 2;
public Damage[]? DamageDealt { get; } = null;
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = new() {
{ "<+>", new List<IToken>() { new BlockToken() } }
};
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = null;
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = false;
//Constructor
public Repurpice() { }
//Methods
public string Play(Player p1, Player p2)
{
p1.CurrentStamina -= this.StaminaCost;
StringBuilder PlaySummary = new();
if (p2.TokensActive.ContainsKey("<C>"))
{
for (int i = p2.TokensActive["<C>"].Count; i >= 0; i--)
{
PlaySummary.AppendLine(PlayHelper.AddCasterTokens(this.TokensAppliedCaster!, p1));
}
p2.TokensActive.Remove("<C>");
}
return PlaySummary.ToString();
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
internal class SnowstormProtection : ICard
{
//Properties
public string Name { get; } = "Snowstorm Protection";
public string Description { get; } = "Increase all your resistances by 20% until your next turn and gain 2 block tokens.";
public int StaminaCost { get; } = 7;
public Damage[]? DamageDealt { get; } = null;
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = new() {
{ "<+>", new List<IToken>() { new BlockToken(), new BlockToken() } }
};
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = null;
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = true;
//Constructor
public SnowstormProtection() { }
//Methods
public string Play(Player p1, Player p2)
{
StringBuilder PlaySummary = new();
p1.CurrentStamina -= this.StaminaCost;
//Increase resistances
foreach (string resistance in p1.Resistances.Keys)
{
p1.Resistances[resistance] += 20;
PlaySummary.Append($"{p1.PlayerName}'s {resistance} resistance increases by 20%.");
}
//Add block tokens
string TokenSummary = PlayHelper.AddCasterTokens(this.TokensAppliedCaster!, p2);
return PlaySummary.AppendLine(TokenSummary).ToString();
}
public string DeactivateEffects(Player p1, Player p2)
{
StringBuilder DeactivateSummary = new("Snowstorm protection's effect wears off.\n");
//Resistances return to normal
foreach (string resistance in p1.Resistances.Keys)
{
p1.Resistances[resistance] += 20;
DeactivateSummary.AppendLine($"{p1.PlayerName}'s {resistance} resistance decreases by 20%.");
}
return DeactivateSummary.ToString();
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
}
internal class HeraldCards
{
//Class specific cards for the Herald class
internal class SwiftInferno: ICard
{
//Properties
public string Name { get; } = "Swift Inferno";
public string Description { get; } = "Quickly swing twice at your opponent with your emblazoned katana, dealing 2 physical damage on the first hit and 3 fire damage on the second, and gain a dodge token.";
public int StaminaCost { get; } = 5;
public Damage[]? DamageDealt { get; } = { new Damage("Physical", 2), new Damage("Fire", 3) };
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = new() {
{ "</>", new List<IToken>() { new DodgeToken() } }
};
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = null;
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = false;
//Constructor
public SwiftInferno() { }
//Methods
public string Play(Player p1, Player p2)
{
p1.CurrentStamina -= this.StaminaCost;
(string PlaySummary, _) = PlayHelper.DamagePlayer(this, p1, p2);
PlaySummary += PlayHelper.AddOpponentTokens(this.TokensAppliedCaster!, p2);
return PlaySummary;
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
internal class FromTheirAshes : ICard
{
//Properties
public string Name { get; } = "From their Ashes...";
public string Description { get; } = "Regain 2 health for every burn token on your opponent. If they have none, apply 3 burn tokens onto them and gain a dodge token.";
public int StaminaCost { get; } = 5;
public Damage[]? DamageDealt { get; } = null;
public int Heal { get; } = 2;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = new() {
{ "</>", new List<IToken>() { new DodgeToken() } }
};
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = new()
{
{"<B>", new List<IToken>{new BurnToken(), new BurnToken(), new BurnToken(), new BurnToken(), new BurnToken() } }
};
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = false;
//Constructor
public FromTheirAshes() { }
//Methods
public string Play(Player p1, Player p2)
{
p1.CurrentStamina -= this.StaminaCost;
StringBuilder PlaySummary = new();
//If opponent has burn tokens, heal caster per token
if (p2.TokensActive.ContainsKey("<B>")) {
for (int i = 0; i < p2.TokensActive["<B>"].Count; i++)
{
PlaySummary.AppendLine(PlayHelper.HealPlayer(this.Heal, p1));
}
return PlaySummary.ToString();
}
//If not:
//1) apply burn tokens to them
PlayHelper.AddOpponentTokens(this.TokensAppliedOpponent!, p2);
//2) add dodge tokens to caster
PlayHelper.AddCasterTokens(this.TokensAppliedCaster!, p1);
return PlaySummary.ToString();
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
}
internal class RotcherCards
{
//Class cards for the rotcher class
internal class MudArrows : ICard
{
//Properties
public string Name { get; } = "Mud Arrows";
public string Description { get; } = "Shoot 3 'mud' covered arrows at your opponent each dealing 2 physical damage and applying a poison token if they hit.";
public int StaminaCost { get; } = 4;
public Damage[]? DamageDealt { get; } = { new Damage("Physical", 2), new Damage("Physical", 2), new Damage("Physical", 2) };
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = null;
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = new() {
{ "<P>", new List<IToken>() { new PoisonToken() } }
};
public IMinion[]? Summons { get; } = null;
public bool HasDeactivate { get; } = false;
//Constructor
public MudArrows() { }
//Methods
public string Play(Player p1, Player p2)
{
p1.CurrentStamina -= this.StaminaCost;
StringBuilder PlaySummary = new();
//Deal damage
(string DamageSummary, bool[] hit) = PlayHelper.DamagePlayer(this, p1, p2);
PlaySummary.AppendLine(DamageSummary);
//Per arrow hit, add a poison token
for (int i = 0; i < hit.Length; i++)
{
if (hit[i])
{
PlaySummary.AppendLine(PlayHelper.AddOpponentTokens(this.TokensAppliedOpponent!, p2));
}
}
return PlaySummary.ToString();
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
internal class PlagueSeekers : ICard
{
//Properties
public string Name { get; } = "Plague Seekers";
public string Description { get; } = "Conjure a force of pure rot and send it towards your opponent, weakening their nerves and destroying all of their dodge and block tokens, and applying a posion token. Then, summon a horde of 3 zombies to fight by your side for 2 turns. A zombie deals 1 poison damage and has a 50% chance to apply a poison token on hit. If its target already has a poison token on them, it deals double damage.";
public int StaminaCost { get; } = 8;
public Damage[]? DamageDealt { get; } = null;
public int Heal { get; } = 0;
public Dictionary<string, List<IToken>>? TokensAppliedCaster { get; } = null;
public Dictionary<string, List<IToken>>? TokensAppliedOpponent { get; } = new() {
{ "<P>", new List<IToken>() { new PoisonToken() } }
};
public IMinion[]? Summons { get; } = { new NeutralMinions.Zombie(), new NeutralMinions.Zombie(), new NeutralMinions.Zombie() };
public bool HasDeactivate { get; } = false;
//Constructor
public PlagueSeekers() { }
//Methods
public string Play(Player p1, Player p2)
{
//Remove tokens
if (p2.TokensActive.ContainsKey("</>")) { p2.TokensActive.Remove("</>"); }
if (p2.TokensActive.ContainsKey("<+>")) { p2.TokensActive.Remove("<+>"); }
IEnumerable<char> PlaySummary = $"All of {p2.PlayerName}'s dodge and block tokens are destroyed!";
//Add posion token, summon zombies and return the total string
return (string) PlaySummary.Concat(PlayHelper.AddOpponentTokens(this.TokensAppliedOpponent!, p2).Concat(PlayHelper.SummonMinions(this, p1))); ;
}
public string DeactivateEffects(Player p1, Player p2)
{
//Has no effects to deactivate
return string.Empty;
}
public override string ToString()
{
return CardPrinter.PrintCard(this);
}
}
}
internal class DruidCards { }
}