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MobManager.cs
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using System.Collections.Generic;
using System.Linq;
namespace simpleRPG
{
internal sealed class MobManager
{
// samma princip som i FighterManager
public Mob SelectedMob { get; private set; }
private readonly List<Mob> _mobs = new List<Mob>();
private Mob Create(string name, int hp, int cp, int level)
{
Mob m = new Mob(name, hp, cp, level);
_mobs.Add(m);
return m;
}
// funktion för att kalkylera hur många monster/onda de ska finnas i ett rum/dungeon/whatever
private int CalculateMobAmount()
{
//implement
return 2;
}
// funktion för att konstrurera de onda/monsterna baserat på den mediana leveln, cp och hp i det goda laget
public void ConstructMobs(FighterManager f)
{
int mobAmount = CalculateMobAmount();
int highestFighterLevel = f.GetHighestLevelFighter();
int highestFighterCP = f.GetFighterAverageCP();
int highestFighterHP = f.GetFighterAverageHP();
for (int i = 0; i < mobAmount; i++)
{
string[] namePool = { "yes", "no" };
string name = namePool[Program.Rnd.Next(0, namePool.Length - 1)];
//scale const 20
int hp = Program.Rnd.Next(highestFighterHP - 20, highestFighterHP + 20);
if (hp < 0)
hp = 1;
int cp = Program.Rnd.Next(highestFighterCP - 20, highestFighterCP + 20);
if (cp < 0)
cp = 1;
int level = Program.Rnd.Next(highestFighterLevel - 3, highestFighterLevel + 2);
if (level < 0)
level = 1;
if (i == 0)
Select(Create(name, hp, cp, level));
else
Create(name, hp, cp, level);
}
}
// väljer ett main monster
private void Select(Mob m) => SelectedMob = m;
// checkar ifall alla lever
public bool MobsAlive() => _mobs.All(x => x.IsAlive());
public int GetAverageLevel()
{
int avg = 0;
_mobs.ForEach(x => avg += x.HP);
return avg;
}
}
}