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1 | using System; | |
2 | using System.Collections.Generic; | |
3 | ||
4 | namespace C_sharp_Light | |
5 | { | |
6 | class Program | |
7 | - | static void Main(string[] args) |
7 | + | |
8 | public static void Main() | |
9 | - | |
9 | + | |
10 | new Battlefield(new Platoon("Взвод 1"), new Platoon("Взвод 2")).Work(); | |
11 | } | |
12 | } | |
13 | ||
14 | public static class RandomStatic | |
15 | { | |
16 | static private Random _rand = new Random(); | |
17 | static public int GetNext(int min, int max) | |
18 | { | |
19 | return _rand.Next(min, max); | |
20 | } | |
21 | } | |
22 | public static class Messager | |
23 | { | |
24 | static public void ShowMessageWithColor(string message, ConsoleColor color, bool delay) | |
25 | { | |
26 | ConsoleColor defaultColor = Console.ForegroundColor; | |
27 | Console.ForegroundColor = color; | |
28 | Console.WriteLine(message); | |
29 | Console.ForegroundColor = defaultColor; | |
30 | if (delay) | |
31 | Console.ReadKey(); | |
32 | } | |
33 | } | |
34 | ||
35 | class Battlefield | |
36 | { | |
37 | private Platoon _side1; | |
38 | private Platoon _side2; | |
39 | public Battlefield(Platoon platoon1, Platoon platoon2) | |
40 | { | |
41 | _side1 = platoon1; | |
42 | _side2 = platoon2; | |
43 | } | |
44 | public void Work() | |
45 | { | |
46 | while (_side1.CheckCombatСapability() && _side2.CheckCombatСapability()) | |
47 | { | |
48 | Console.Clear(); | |
49 | ||
50 | _side1.Attack(_side2); | |
51 | if (!(_side1.CheckCombatСapability() && _side2.CheckCombatСapability())) | |
52 | break; | |
53 | _side2.Attack(_side1); | |
54 | ||
55 | _side1.ShowInfo(); | |
56 | _side2.ShowInfo(); | |
57 | ||
58 | Console.ReadKey(); | |
59 | } | |
60 | Console.Clear(); | |
61 | ||
62 | if (!_side1.CheckCombatСapability() && _side2.CheckCombatСapability()) | |
63 | { | |
64 | Messager.ShowMessageWithColor($"{_side2.Name} - Выиграл", ConsoleColor.Green, false); | |
65 | Messager.ShowMessageWithColor($"{_side1.Name} - Проиграл", ConsoleColor.Red, false); | |
66 | } | |
67 | else if (_side1.CheckCombatСapability() && !_side2.CheckCombatСapability()) | |
68 | { | |
69 | Messager.ShowMessageWithColor($"{_side1.Name} - Выиграл", ConsoleColor.Green, false); | |
70 | Messager.ShowMessageWithColor($"{_side2.Name} - Проиграл", ConsoleColor.Red, false); | |
71 | } | |
72 | ||
73 | _side1.ShowInfo(); | |
74 | _side2.ShowInfo(); | |
75 | Console.ReadKey(); | |
76 | } | |
77 | } | |
78 | class Platoon | |
79 | { | |
80 | private List<Soldier> _soldiers = new List<Soldier>(); | |
81 | private List<Soldier> _deadSoldiers = new List<Soldier>(); | |
82 | public string Name { get; private set; } | |
83 | public Platoon(string name) | |
84 | { | |
85 | Name = name; | |
86 | for (int i = 0; i < 20; i++) | |
87 | { | |
88 | int chance = RandomStatic.GetNext(0, 101); | |
89 | if (chance <= 35) | |
90 | _soldiers.Add(new Guner(i, Name)); | |
91 | else if (chance <= 65) | |
92 | _soldiers.Add(new Autoguner(i, Name)); | |
93 | else if (chance <= 85) | |
94 | _soldiers.Add(new Sniper(i, Name)); | |
95 | else | |
96 | _soldiers.Add(new RPG(i, Name)); | |
97 | } | |
98 | } | |
99 | public Soldier GetRandomSoldier() | |
100 | { | |
101 | if (_soldiers.Count > 0) | |
102 | return _soldiers[RandomStatic.GetNext(0, _soldiers.Count)]; | |
103 | else | |
104 | return null; | |
105 | } | |
106 | public void ShowInfo() | |
107 | { | |
108 | ConsoleColor colorOfHp; | |
109 | ConsoleColor defaultColor = ConsoleColor.White; | |
110 | Console.WriteLine("\nВзвод: " + Name); | |
111 | for (int i = 0; i < _soldiers.Count; i++) | |
112 | { | |
113 | char symbolSoldier = _soldiers[i].GetCharInfo(out colorOfHp); | |
114 | Console.ForegroundColor = colorOfHp; | |
115 | Console.Write($"{_soldiers[i].Id}:{symbolSoldier} | "); | |
116 | Console.ForegroundColor = defaultColor; | |
117 | } | |
118 | for (int i = 0; i < _deadSoldiers.Count; i++) | |
119 | { | |
120 | char symbolSoldier = _deadSoldiers[i].GetCharInfo(out colorOfHp); | |
121 | Console.ForegroundColor = colorOfHp; | |
122 | Console.Write($"{_deadSoldiers[i].Id}:{symbolSoldier} | "); | |
123 | Console.ForegroundColor = defaultColor; | |
124 | } | |
125 | Console.WriteLine(); | |
126 | } | |
127 | public void Attack(Platoon enemyPlatoon) | |
128 | { | |
129 | MoveDeadBody(); | |
130 | GetRandomSoldier()?.Atack(enemyPlatoon); | |
131 | } | |
132 | public bool CheckCombatСapability() | |
133 | { | |
134 | return _soldiers.Count > 0; | |
135 | } | |
136 | private void MoveDeadBody() | |
137 | { | |
138 | for (int i = _soldiers.Count-1; i >= 0; i--) | |
139 | { | |
140 | if (_soldiers[i].Hp <= 0) | |
141 | { | |
142 | _deadSoldiers.Add(_soldiers[i]); | |
143 | _soldiers.RemoveAt(i); | |
144 | } | |
145 | } | |
146 | } | |
147 | } | |
148 | abstract class Soldier | |
149 | { | |
150 | public int Hp { get; protected set; } | |
151 | public int Armor { get; protected set; } | |
152 | public int Id { get; private set; } | |
153 | public bool Stealth { get; protected set; } = false; | |
154 | public char Symbol { get; protected set; } | |
155 | protected string NameMyPlatoon { get; private set; } | |
156 | public Soldier(int id, string namePlatoon) | |
157 | { | |
158 | Id = id; | |
159 | NameMyPlatoon = namePlatoon; | |
160 | Hp = 100; | |
161 | } | |
162 | abstract public void Atack(Platoon enemyPlatoon); | |
163 | public void TakeDamage(int damage) | |
164 | { | |
165 | Hp -= GetRealTakeDamage(damage); | |
166 | } | |
167 | public int GetRealTakeDamage(int damage) | |
168 | { | |
169 | int realDamage = damage - Armor * 5; | |
170 | if (Stealth) | |
171 | realDamage = (int)(realDamage * 0.75f); | |
172 | if (realDamage < 0) | |
173 | realDamage = 1; | |
174 | return realDamage; | |
175 | } | |
176 | public char GetCharInfo(out ConsoleColor color) | |
177 | { | |
178 | if (Hp <= 0) | |
179 | color = ConsoleColor.DarkMagenta; | |
180 | else if (Hp < 25) | |
181 | color = ConsoleColor.Red; | |
182 | else if (Hp < 60) | |
183 | color = ConsoleColor.Yellow; | |
184 | else | |
185 | color = ConsoleColor.Green; | |
186 | return Symbol; | |
187 | } | |
188 | protected void ShowResultAttack(string typeSoldier, int damage, Soldier enemy) | |
189 | { | |
190 | Console.WriteLine($"{typeSoldier} {Id}-{Symbol} от {NameMyPlatoon} Аттаковал - {enemy.Id}-{enemy.Symbol} на {enemy.GetRealTakeDamage(damage)}"); | |
191 | } | |
192 | } | |
193 | class RPG : Soldier | |
194 | { | |
195 | public RPG(int id, string name) : base(id, name) | |
196 | { | |
197 | Armor = 1; | |
198 | Stealth = false; | |
199 | Symbol = 'R'; | |
200 | } | |
201 | public override void Atack(Platoon enemyPlatoon) | |
202 | { | |
203 | int amountTarget = RandomStatic.GetNext(3, 7); | |
204 | int damage = RandomStatic.GetNext(50, 80); | |
205 | for (int i = 0; i < amountTarget; i++) | |
206 | { | |
207 | Soldier enemy = enemyPlatoon.GetRandomSoldier(); | |
208 | if (enemy != null) | |
209 | { | |
210 | enemy.TakeDamage(damage); | |
211 | ShowResultAttack("Ракетчик", damage, enemy); | |
212 | } | |
213 | } | |
214 | } | |
215 | } | |
216 | class Autoguner : Soldier | |
217 | { | |
218 | public Autoguner(int id, string name) : base(id, name) | |
219 | { | |
220 | Armor = 2; | |
221 | Stealth = false; | |
222 | Symbol = 'A'; | |
223 | } | |
224 | public override void Atack(Platoon enemyPlatoon) | |
225 | { | |
226 | int amountTarger = RandomStatic.GetNext(0, 5); | |
227 | for (int i = 0; i < amountTarger; i++) | |
228 | { | |
229 | Soldier enemy = enemyPlatoon.GetRandomSoldier(); | |
230 | int damage = RandomStatic.GetNext(40, 45); | |
231 | if (enemy != null) | |
232 | { | |
233 | enemy.TakeDamage(damage); | |
234 | ShowResultAttack("Автоматчик", damage, enemy); | |
235 | } | |
236 | } | |
237 | } | |
238 | } | |
239 | class Guner : Soldier | |
240 | { | |
241 | public Guner(int id, string name) : base(id, name) | |
242 | { | |
243 | Armor = 3; | |
244 | Stealth = false; | |
245 | Symbol = 'G'; | |
246 | } | |
247 | public override void Atack(Platoon enemyPlatoon) | |
248 | { | |
249 | Soldier enemy = enemyPlatoon.GetRandomSoldier(); | |
250 | int damage = RandomStatic.GetNext(50, 55); | |
251 | if (enemy != null) | |
252 | { | |
253 | enemy.TakeDamage(damage); | |
254 | ShowResultAttack("Стрелок", damage, enemy); | |
255 | } | |
256 | } | |
257 | } | |
258 | class Sniper : Soldier | |
259 | { | |
260 | public Sniper(int id, string name) : base(id, name) | |
261 | { | |
262 | Armor = 0; | |
263 | Stealth = true; | |
264 | Symbol = 'S'; | |
265 | } | |
266 | public override void Atack(Platoon enemyPlatoon) | |
267 | { | |
268 | Soldier enemy = enemyPlatoon.GetRandomSoldier(); | |
269 | int damage = 150; | |
270 | if (enemy != null) | |
271 | { | |
272 | enemy.TakeDamage(damage); | |
273 | ShowResultAttack("Снайпер", damage, enemy); | |
274 | } | |
275 | } | |
276 | } | |
277 | ||
278 | } |