diff --git a/.gitignore b/.gitignore index add57be..6aaec0b 100644 --- a/.gitignore +++ b/.gitignore @@ -1,5 +1,423 @@ -bin/ -obj/ -/packages/ +## 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 +*.env + +# 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/ +[Aa][Rr][Mm]64[Ee][Cc]/ +bld/ +[Oo]bj/ +[Oo]ut/ +[Ll]og/ +[Ll]ogs/ + +# Build results on 'Bin' directories +**/[Bb]in/* +# Uncomment if you have tasks that rely on *.refresh files to move binaries +# (https://github.com/github/gitignore/pull/3736) +#!**/[Bb]in/*.refresh + +# 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.* +*.trx + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Approval Tests result files +*.received.* + +# 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 +*.idb +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +# but not Directory.Build.rsp, as it configures directory-level build defaults +!Directory.Build.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_* +.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. 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"").Trim(); + + if (choice == "1") + { + StartNewGame(); + RunGameLoop(); + } + else if (choice == "2") + { + Console.WriteLine("Avslutar..."); + return; + } + else + { + Console.WriteLine("Ogiltigt val."); + } + + Console.WriteLine(); + } + } + + // ======= Meny & Init ======= + + static void ShowMainMenu() + { + Console.WriteLine("=== Text-RPG ==="); + Console.WriteLine("1. Nytt spel"); + Console.WriteLine("2. Avsluta"); + } + + static void StartNewGame() + { + Console.Write("Ange namn: "); + var name = (Console.ReadLine() ?? "").Trim(); + if (string.IsNullOrWhiteSpace(name)) name = "Namnlös"; + + Console.WriteLine("Välj klass: 1) Warrior 2) Mage 3) Rogue"); + Console.Write("Val: "); + var k = (Console.ReadLine() ?? "").Trim(); + + string cls = "Warrior"; + int hp = 0, maxhp = 0, atk = 0, def = 0; + int potions = 0, gold = 0; + + switch (k) + { + case "1": // Warrior: tankig + cls = "Warrior"; + maxhp = 40; hp = 40; atk = 7; def = 5; potions = 2; gold = 15; + break; + case "2": // Mage: hög damage, låg def + cls = "Mage"; + maxhp = 28; hp = 28; atk = 10; def = 2; potions = 2; gold = 15; + break; + case "3": // Rogue: krit-chans + cls = "Rogue"; + maxhp = 32; hp = 32; atk = 8; def = 3; potions = 3; gold = 20; + break; + default: + cls = "Warrior"; + maxhp = 40; hp = 40; atk = 7; def = 5; potions = 2; gold = 15; + break; + } + + // Fyll player-array + Player[0] = name; + Player[1] = cls; + Player[2] = hp.ToString(); + Player[3] = maxhp.ToString(); + Player[4] = atk.ToString(); + Player[5] = def.ToString(); + Player[6] = gold.ToString(); + Player[7] = "0"; // XP + Player[8] = "1"; // LEVEL + Player[9] = potions.ToString(); + Player[10] = "Wooden Sword;Cloth Armor"; // inventory som semicolon-separerad sträng + + // Initiera karta (linjärt äventyr) + Rooms.Clear(); + Rooms.Add(new[] { "battle", "Skogsstig" }); + Rooms.Add(new[] { "treasure", "Gammal kista" }); + Rooms.Add(new[] { "shop", "Vandrande köpman" }); + Rooms.Add(new[] { "battle", "Grottans mynning" }); + Rooms.Add(new[] { "rest", "Lägereld" }); + Rooms.Add(new[] { "battle", "Grottans djup" }); + Rooms.Add(new[] { "boss", "Urdraken" }); + + CurrentRoomIndex = 0; + + Console.WriteLine($"Välkommen, {name} the {cls}!"); + ShowStatus(); + } + + static void RunGameLoop() + { + while (true) + { + var room = Rooms[CurrentRoomIndex]; + Console.WriteLine($"--- Rum {CurrentRoomIndex + 1}/{Rooms.Count}: {room[1]} ({room[0]}) ---"); + + bool continueAdventure = EnterRoom(room[0]); + + if (IsPlayerDead()) + { + Console.WriteLine("Du har stupat... Spelet över."); + break; + } + + if (!continueAdventure) + { + Console.WriteLine("Du lämnar äventyret för nu."); + break; + } + + CurrentRoomIndex++; + + if (CurrentRoomIndex >= Rooms.Count) + { + Console.WriteLine(); + Console.WriteLine("Du har klarat äventyret!"); + break; + } + + Console.WriteLine(); + Console.WriteLine("[C] Fortsätt [Q] Avsluta till huvudmeny"); + Console.Write("Val: "); + var post = (Console.ReadLine() ?? "").Trim().ToUpperInvariant(); + + if (post == "Q") + { + Console.WriteLine("Tillbaka till huvudmenyn."); + break; + } + + Console.WriteLine(); + } + } + + // ======= Rumshantering ======= + + static bool EnterRoom(string type) + { + switch ((type ?? "battle").Trim()) + { + case "battle": + return DoBattle(isBoss: false); + case "boss": + return DoBattle(isBoss: true); + case "treasure": + return DoTreasure(); + case "shop": + return DoShop(); + case "rest": + return DoRest(); + default: + Console.WriteLine("Du vandrar vidare..."); + return true; + } + } + + // ======= Strid ======= + + static bool DoBattle(bool isBoss) + { + var enemy = GenerateEnemy(isBoss); + Console.WriteLine($"En {enemy[1]} dyker upp! (HP {enemy[2]}, ATK {enemy[3]}, DEF {enemy[4]})"); + + int enemyHp = ParseInt(enemy[2], 10); + int enemyAtk = ParseInt(enemy[3], 3); + int enemyDef = ParseInt(enemy[4], 0); + + while (enemyHp > 0 && !IsPlayerDead()) + { + Console.WriteLine(); + ShowStatus(); + Console.WriteLine($"Fiende: {enemy[1]} HP={enemyHp}"); + Console.WriteLine("[A] Attack [X] Special [P] Dryck [R] Fly"); + if (isBoss) Console.WriteLine("(Du kan inte fly från en boss!)"); + Console.Write("Val: "); + + var cmd = (Console.ReadLine() ?? "").Trim().ToUpperInvariant(); + + if (cmd == "A") + { + int damage = CalculatePlayerDamage(enemyDef); + enemyHp -= damage; + Console.WriteLine($"Du slog {enemy[1]} för {damage} skada."); + } + else if (cmd == "X") + { + int special = UseClassSpecial(enemyDef, isBoss); + enemyHp -= special; + Console.WriteLine($"Special! {enemy[1]} tar {special} skada."); + } + else if (cmd == "P") + { + UsePotion(); + } + else if (cmd == "R" && !isBoss) + { + if (TryRunAway()) + { + Console.WriteLine("Du flydde!"); + return true; // fortsätt äventyr + } + else + { + Console.WriteLine("Misslyckad flykt!"); + } + } + else + { + Console.WriteLine("Du tvekar..."); + } + + if (enemyHp <= 0) break; + + // Fiendens tur + int enemyDamage = CalculateEnemyDamage(enemyAtk); + ApplyDamageToPlayer(enemyDamage); + Console.WriteLine($"{enemy[1]} anfaller och gör {enemyDamage} skada!"); + } + + if (IsPlayerDead()) + { + return false; // avsluta äventyr + } + + // Vinstrapporter, XP, guld, loot + int xpReward = ParseInt(enemy[5], 5); + int goldReward = ParseInt(enemy[6], 3); + + AddPlayerXp(xpReward); + AddPlayerGold(goldReward); + + Console.WriteLine($"Seger! +{xpReward} XP, +{goldReward} guld."); + MaybeDropLoot(enemy[1]); + + return true; + } + + static string[] GenerateEnemy(bool isBoss) + { + if (isBoss) + { + // Boss-mall + return new[] { "boss", "Urdraken", "55", "9", "4", "30", "50" }; + } + else + { + // Slumpa bland templates + var template = EnemyTemplates[Rng.Next(EnemyTemplates.Count)]; + + // Slmumpmässig justering av stats + int hp = ParseInt(template[2], 10) + Rng.Next(-1, 3); + int atk = ParseInt(template[3], 3) + Rng.Next(0, 2); + int def = ParseInt(template[4], 0) + Rng.Next(0, 2); + int xp = ParseInt(template[5], 4) + Rng.Next(0, 3); + int gold = ParseInt(template[6], 2) + Rng.Next(0, 3); + return new[] { template[0], template[1], hp.ToString(), atk.ToString(), def.ToString(), xp.ToString(), gold.ToString() }; + } + } + + static void InitEnemyTemplates() + { + EnemyTemplates.Clear(); + EnemyTemplates.Add(new[] { "beast", "Vildsvin", "18", "4", "1", "6", "4" }); + EnemyTemplates.Add(new[] { "undead", "Skelett", "20", "5", "2", "7", "5" }); + EnemyTemplates.Add(new[] { "bandit", "Bandit", "16", "6", "1", "8", "6" }); + EnemyTemplates.Add(new[] { "slime", "Geléslem", "14", "3", "0", "5", "3" }); + } + + static int CalculatePlayerDamage(int enemyDef) + { + int atk = ParseInt(Player[4], 5); + string cls = Player[1] ?? "Warrior"; + + // Beräkna grundskada + int baseDmg = Math.Max(1, atk - (enemyDef / 2)); + int roll = Rng.Next(0, 3); // liten variation + + switch (cls.Trim()) + { + case "Warrior": + baseDmg += 1; // warrior buff + break; + case "Mage": + baseDmg += 2; // mage buff + break; + case "Rogue": + baseDmg += (Rng.NextDouble() < 0.2) ? 4 : 0; // rogue crit-chans + break; + default: + baseDmg += 0; + break; + } + + return Math.Max(1, baseDmg + roll); + } + + static int UseClassSpecial(int enemyDef, bool vsBoss) + { + string cls = Player[1] ?? "Warrior"; + int specialDmg = 0; + + // Hantering av specialförmågor + if (cls == "Warrior") + { + // Heavy Strike: hög skada men självskada + Console.WriteLine("Warrior använder Heavy Strike!"); + int atk = ParseInt(Player[4], 5); + specialDmg = Math.Max(2, atk + 3 - enemyDef); + ApplyDamageToPlayer(2); // självskada + } + else if (cls == "Mage") + { + // Fireball: stor skada, kostar guld + int gold = ParseInt(Player[6], 0); + if (gold >= 3) + { + Console.WriteLine("Mage kastar Fireball!"); + Player[6] = (gold - 3).ToString(); + int atk = ParseInt(Player[4], 5); + specialDmg = Math.Max(3, atk + 5 - (enemyDef / 2)); + } + else + { + Console.WriteLine("Inte tillräckligt med guld för att kasta Fireball (kostar 3)."); + specialDmg = 0; + } + } + else if (cls == "Rogue") + { + // Backstab: chans att ignorera försvar, hög risk/hög belöning + if (Rng.NextDouble() < 0.5) + { + Console.WriteLine("Rogue utför en lyckad Backstab!"); + int atk = ParseInt(Player[4], 5); + specialDmg = Math.Max(4, atk + 6); + } + else + { + Console.WriteLine("Backstab misslyckades!"); + specialDmg = 1; + } + } + else + { + specialDmg = 0; + } + + // Dämpa skada mot bossen + if (vsBoss) + { + specialDmg = (int)Math.Round(specialDmg * 0.8); + } + + return Math.Max(0, specialDmg); + } + + static int CalculateEnemyDamage(int enemyAtk) + { + int def = ParseInt(Player[5], 0); + int roll = Rng.Next(0, 3); + + int dmg = Math.Max(1, enemyAtk - (def / 2)) + roll; + + // Liten chans till "glancing blow" (minskad skada) + if (Rng.NextDouble() < 0.1) dmg = Math.Max(1, dmg - 2); + + return dmg; + } + + static void ApplyDamageToPlayer(int dmg) + { + int hp = ParseInt(Player[2], 0); + hp -= Math.Max(0, dmg); + Player[2] = Math.Max(0, hp).ToString(); + } + + static void UsePotion() + { + int pot = ParseInt(Player[9], 0); + if (pot <= 0) + { + Console.WriteLine("Du har inga drycker kvar."); + return; + } + int hp = ParseInt(Player[2], 0); + int maxhp = ParseInt(Player[3], 1); + + // Helning av spelaren + int heal = 12; + int newHp = Math.Min(maxhp, hp + heal); + Player[2] = newHp.ToString(); + Player[9] = (pot - 1).ToString(); + + Console.WriteLine($"Du dricker en dryck och återfår {newHp - hp} HP."); + } + + static bool TryRunAway() + { + // Flyktschans baserad på karaktärsklass + string cls = Player[1] ?? "Warrior"; + double chance = 0.25; + if (cls == "Rogue") chance = 0.5; + if (cls == "Mage") chance = 0.35; + return Rng.NextDouble() < chance; + } + + static bool IsPlayerDead() + { + return ParseInt(Player[2], 0) <= 0; + } + + static void AddPlayerXp(int amount) + { + int xp = ParseInt(Player[7], 0) + Math.Max(0, amount); + Player[7] = xp.ToString(); + MaybeLevelUp(); + } + + static void AddPlayerGold(int amount) + { + int gold = ParseInt(Player[6], 0) + Math.Max(0, amount); + Player[6] = gold.ToString(); + } + + static void MaybeLevelUp() + { + // Nivåtrösklar + int xp = ParseInt(Player[7], 0); + int lvl = ParseInt(Player[8], 1); + int nextThreshold = lvl == 1 ? 10 : (lvl == 2 ? 25 : (lvl == 3 ? 45 : lvl * 20)); + + if (xp >= nextThreshold) + { + Player[8] = (lvl + 1).ToString(); + + // Uppgradering baserad på karaktärsklass + string cls = Player[1] ?? "Warrior"; + int maxhp = ParseInt(Player[3], 1); + int atk = ParseInt(Player[4], 1); + int def = ParseInt(Player[5], 0); + + switch (cls) + { + case "Warrior": + maxhp += 6; atk += 2; def += 2; + break; + case "Mage": + maxhp += 4; atk += 4; def += 1; + break; + case "Rogue": + maxhp += 5; atk += 3; def += 1; + break; + default: + maxhp += 4; atk += 3; def += 1; + break; + } + + Player[3] = maxhp.ToString(); + Player[4] = atk.ToString(); + Player[5] = def.ToString(); + Player[2] = maxhp.ToString(); // full heal vid level up + + Console.WriteLine($"Du når nivå {lvl + 1}! Värden ökade och HP återställd."); + } + } + + static void MaybeDropLoot(string enemyName) + { + // Enkel loot-regel + if (Rng.NextDouble() < 0.35) + { + string item = "Minor Gem"; + if (enemyName.Contains("Urdraken")) item = "Dragon Scale"; + + var inv = (Player[10] ?? "").Trim(); + if (string.IsNullOrEmpty(inv)) Player[10] = item; + else Player[10] = inv + ";" + item; + + Console.WriteLine($"Föremål hittat: {item} (lagt i din väska)"); + } + } + + // ======= Rumshändelser ======= + + static bool DoTreasure() + { + Console.WriteLine("Du hittar en gammal kista..."); + if (Rng.NextDouble() < 0.5) + { + int gold = Rng.Next(8, 15); + AddPlayerGold(gold); + Console.WriteLine($"Kistan innehåller {gold} guld!"); + } + else + { + var items = new[] { "Iron Dagger", "Oak Staff", "Leather Vest", "Healing Herb" }; + string found = items[Rng.Next(items.Length)]; + var inv = (Player[10] ?? "").Trim(); + Player[10] = string.IsNullOrEmpty(inv) ? found : (inv + ";" + found); + Console.WriteLine($"Du plockar upp: {found}"); + } + return true; + } + + static bool DoShop() + { + Console.WriteLine("En vandrande köpman erbjuder sina varor:"); + while (true) + { + Console.WriteLine($"Guld: {Player[6]} | Drycker: {Player[9]}"); + Console.WriteLine("1) Köp dryck (10 guld)"); + Console.WriteLine("2) Köp vapen (+2 ATK) (25 guld)"); + Console.WriteLine("3) Köp rustning (+2 DEF) (25 guld)"); + Console.WriteLine("4) Sälj alla 'Minor Gem' (+5 guld/st)"); + Console.WriteLine("5) Lämna butiken"); + Console.Write("Val: "); + var val = (Console.ReadLine() ?? "").Trim(); + + if (val == "1") + { + TryBuy(10, () => Player[9] = (ParseInt(Player[9], 0) + 1).ToString(), "Du köper en dryck."); + } + else if (val == "2") + { + TryBuy(25, () => Player[4] = (ParseInt(Player[4], 0) + 2).ToString(), "Du köper ett bättre vapen."); + } + else if (val == "3") + { + TryBuy(25, () => Player[5] = (ParseInt(Player[5], 0) + 2).ToString(), "Du köper bättre rustning."); + } + else if (val == "4") + { + SellMinorGems(); + } + else if (val == "5") + { + Console.WriteLine("Du säger adjö till köpmannen."); + break; + } + else + { + Console.WriteLine("Köpmannen förstår inte ditt val."); + } + } + return true; + } + + static void TryBuy(int cost, Action apply, string successMsg) + { + int gold = ParseInt(Player[6], 0); + if (gold >= cost) + { + Player[6] = (gold - cost).ToString(); + apply(); + Console.WriteLine(successMsg); + } + else + { + Console.WriteLine("Du har inte råd."); + } + } + + static void SellMinorGems() + { + var inv = (Player[10] ?? ""); + if (string.IsNullOrWhiteSpace(inv)) + { + Console.WriteLine("Du har inga föremål att sälja."); + return; + } + + var items = inv.Split(';').Where(s => !string.IsNullOrWhiteSpace(s)).ToList(); + int count = items.Count(x => x == "Minor Gem"); + if (count == 0) + { + Console.WriteLine("Inga 'Minor Gem' i väskan."); + return; + } + + items = items.Where(x => x != "Minor Gem").ToList(); + Player[10] = items.Count == 0 ? "" : string.Join(";", items); + + AddPlayerGold(count * 5); + Console.WriteLine($"Du säljer {count} st Minor Gem för {count * 5} guld."); + } + + static bool DoRest() + { + Console.WriteLine("Du slår läger och vilar."); + int maxhp = ParseInt(Player[3], 1); + Player[2] = maxhp.ToString(); + Console.WriteLine("HP återställt till max."); + return true; + } + + // ======= Status ======= + + static void ShowStatus() + { + Console.WriteLine($"[{Player[0]} | {Player[1]}] HP {Player[2]}/{Player[3]} ATK {Player[4]} DEF {Player[5]} LVL {Player[8]} XP {Player[7]} Guld {Player[6]} Drycker {Player[9]}"); + var inv = (Player[10] ?? ""); + if (!string.IsNullOrWhiteSpace(inv)) + { + Console.WriteLine($"Väska: {inv}"); + } + } + + // ======= Hjälpmetoder ======= + + static int ParseInt(string s, int fallback) + { + try + { + int value = Convert.ToInt32(s); + return value; + } + catch (Exception e) + { + return fallback; + } } }