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using System; using System.Collections.Generic; namespace C_Sharp_Junior { class Program { static void Main(string[] args) { bool isExit = false; Arena arena = new Arena(); while (isExit == false) { Console.Write("1 - Выбрать бойцов и начать бой\n2 - Информация о бойцах\n3 - Выход из игры\nКоманда:"); bool successfulConversion = int.TryParse(Console.ReadLine(), out int userInput); if (successfulConversion == true) { switch (userInput) { case 1: arena.ChooseFighter(); break; case 2: arena.PersonInfo(); break; case 3: isExit = true; break; } } Console.ReadKey(); Console.Clear(); } } } class Arena { private List<Warrior> _warriors; private List<Warrior> _warriorsUserInpyt; public Arena() { _warriors = new List<Warrior> { new Knight("Воин-Солдат", 100, 20, 70), new Magician("Маг-Черадей", 80, 50, 20, 100), new Engineer("Инжинер", 80, 30, 50, 15), new Archer("Лучник", 60, 15, 35, 20), new Healer("Медик", 150, 12, 20, 25) }; _warriorsUserInpyt = new List<Warrior>(); } public void PersonInfo() { for (int i = 0; i < _warriors.Count; i++) { _warriors[i].ShowInfo(); } } public void ChooseFighter() { Console.WriteLine("Выберите бойцов:\n1- Воин-Солдат\n2- Маг-Черадей\n3- Инжинер\n4- Лучник\n5- Медик\n"); Console.Write("Боец №1: "); int userInpyt1 = ChoiceWar(); _warriorsUserInpyt.Add(_warriors[userInpyt1]); int userInpyt2; do { Console.Write("Боуц №2: "); userInpyt2 = ChoiceWar(); } while (userInpyt1 == userInpyt2); _warriorsUserInpyt.Add(_warriors[userInpyt2]); Console.Clear(); for (int i = 0; i < _warriorsUserInpyt.Count; i++) { _warriorsUserInpyt[i].ShowInfo(); } Console.Write("\nНажмите кнопку для начала боя"); Console.ReadKey(); Console.Clear(); Battle(); } private int ChoiceWar() { int userInput = 0; bool warriorChosenCorrectly = false; while (warriorChosenCorrectly == false) { bool successfulConversion = int.TryParse(Console.ReadLine(), out userInput); if (successfulConversion == true && userInput <= _warriors.Count && userInput > 0) { warriorChosenCorrectly = true; } else { Console.WriteLine("Бойца с таким номером нет. Выберите другова бойца."); } } return userInput - 1; } private void Battle() { int round = 0; while (_warriorsUserInpyt[0].Health > 0 && _warriorsUserInpyt[1].Health > 0) { Console.WriteLine($"Жизни {_warriorsUserInpyt[0].NameWarrior} - {_warriorsUserInpyt[0].Health}"); Console.WriteLine($"Жизни {_warriorsUserInpyt[1].NameWarrior} - {_warriorsUserInpyt[1].Health}"); _warriorsUserInpyt[0].TakingDamage(_warriorsUserInpyt[1].Damage); _warriorsUserInpyt[1].TakingDamage(_warriorsUserInpyt[0].Damage); if (round == 2) { _warriorsUserInpyt[0].AbilityStrike(); _warriorsUserInpyt[1].AbilityStrike(); round = 0; } round++; } if (_warriorsUserInpyt[0].Health <= 0) { Console.WriteLine("Победил " + _warriorsUserInpyt[1].NameWarrior); } else if (_warriorsUserInpyt[1].Health <= 0) { Console.WriteLine("Победил " + _warriorsUserInpyt[0].NameWarrior); } _warriorsUserInpyt.Clear(); } } class Warrior { public string NameWarrior { get; private set; } public int Armor { get; private set; } public int Health { get; private set; } public int Damage { get; private set; } public Warrior(string nameWarrior, int health, int damage, int armor) { NameWarrior = nameWarrior; Health = health; Damage = damage; Armor = armor; } public virtual void ShowInfo() { Console.WriteLine($"Тип: {NameWarrior}\nЗдоровье: {Health}\nБроня: {Armor}\nУрон: {Damage}"); } public void TakingDamage(int damage) { Health -= Armor - damage; } public void ChangeHealthAbilityStrike() { int valueRestoringHealth = 200; Health = valueRestoringHealth; } public void ChangeDamageAbilityStrike() { int valueDamageEntrainment = 2; Damage *= valueDamageEntrainment; } public virtual void AbilityStrike() { } } class Knight : Warrior { public Knight(string nameWarrior, int health, int damage, int armor) : base(nameWarrior, health, damage, armor) { } public override void ShowInfo() { base.ShowInfo(); Console.WriteLine("Способность: Режим ярости"); Console.WriteLine(new string('-', 70)); } public override void AbilityStrike() { ChangeDamageAbilityStrike(); } } class Magician : Warrior { private int _mana; public Magician(string nameWarrior, int health, int damage, int armor, int mana) : base(nameWarrior, health, damage, armor) { _mana = mana; } public override void ShowInfo() { base.ShowInfo(); Console.WriteLine($"Мана: {_mana}\nСпособность: Выстрел магическими шарами"); Console.WriteLine(new string('-', 70)); } public override void AbilityStrike() { int consumptionMana = 40; if (_mana > consumptionMana) { ChangeDamageAbilityStrike(); _mana -= consumptionMana; } } } class Engineer : Warrior { private int _mechanisms; public Engineer(string nameWarrior, int health, int damage, int armor, int mechanisms) : base(nameWarrior, health, damage, armor) { _mechanisms = mechanisms; } public override void ShowInfo() { base.ShowInfo(); Console.WriteLine($"Механизмы: {_mechanisms}\nСпособность: Постройка царь-пушки"); Console.WriteLine(new string('-', 70)); } public override void AbilityStrike() { int consumptionMechanisms = 50; if (_mechanisms >= consumptionMechanisms) { ChangeDamageAbilityStrike(); _mechanisms -= consumptionMechanisms; } } } class Archer : Warrior { private int _arrows; public Archer(string nameWarrior, int health, int damage, int armor, int arrows) : base(nameWarrior, health, damage, armor) { _arrows = arrows; } public override void ShowInfo() { base.ShowInfo(); Console.WriteLine($"Стрелы: {_arrows}\nСпособность: Шквал стрел"); Console.WriteLine(new string('-', 70)); } public override void AbilityStrike() { int ConsumptionArrows = 25; if (_arrows >= ConsumptionArrows) { ChangeDamageAbilityStrike(); _arrows -= ConsumptionArrows; } } } class Healer : Warrior { private int _potions; public Healer(string nameWarrior, int health, int damage, int armor, int potions) : base(nameWarrior, health, damage, armor) { _potions = potions; } public override void ShowInfo() { base.ShowInfo(); Console.WriteLine($"Зелья: {_potions}\nСпособность: Полное восстановление здоровье + баф"); Console.Write(new string('-', 70)); } public override void AbilityStrike() { int consumptionPotions = 10; if (_potions >= consumptionPotions) { ChangeHealthAbilityStrike(); _potions -= consumptionPotions; } } } }
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