这个是当年自己在学校里面写的小游戏,现在看看好弱智啊!
第一代的代码:
public struct Heros
{
public string name;
public double hp;
public double mp;
public double attack;
public double defence;
public string state;
public int delay;
public int swore;//诅咒计数器
public Skill selfskill;
}
public struct Skill
{
public string name;
public double mp;
public string info;
public double punch;
public int delay;
public int swore;//诅咒能力
}
static void Main(string[] args)
{
Console.WriteLine("红色警戒争霸赛现在开始!");
Random rnd = new Random();
Skill[] skills = new Skill[7];
skills[0].name = "【末日审判粉碎机】";
skills[0].mp = 50;
skills[0].info = "【使敌人遭到难以抗拒的粉碎性打击】";
skills[0].punch = 1.8;
skills[0].delay = 1;
skills[1].name = "【中子炮死亡射线】";
skills[1].mp = 75;
skills[1].info = "【使敌人见光死】";
skills[1].punch = 1.6;
skills[2].name = "【核心巨变】";
skills[2].mp = 500;
skills[2].info = "【使自己战斗力大为提升】";
skills[3].name = "【心灵震爆】";
skills[3].mp = 100;
skills[3].info = "【使敌人丧失战斗意志力】";
skills[3].swore = 40;
skills[4].name = "【氢元素混合爆炸】";
skills[4].mp = 100;
skills[4].info = "【自爆】";
skills[5].name = "【汲取光束】";
skills[5].mp = 40;
skills[5].info = "【获得了敌人的部分生命值和攻击值】";
skills[6].name = "【贿赂】";
skills[6].mp = 100;
skills[6].info = "【用金钱和美女收买敌人】";
skills[6].swore = 20;
skills[6].delay = 2;
Heros[] heros=new Heros[7];
heros[0].name = "【天启坦克】";
heros[0].hp = 3000;
heros[0].mp = 250;
heros[0].attack = 800;
heros[0].defence = 500;
heros[0].state = "【苏维埃共产主义】";
heros[0].selfskill = skills[0];
heros[0].delay = 0;
heros[0].swore = 0;
heros[1].name = "【未来坦克】";
heros[1].hp = 2500;
heros[1].mp = 500;
heros[1].attack = 600;
heros[1].defence = 300;
heros[1].state = "【民主自由世界】";
heros[1].selfskill = skills[1];
heros[1].delay = 0;
heros[1].swore = 0;
heros[2].name = "【帝国核心要塞】";
heros[2].hp = 6000;
heros[2].mp = 1500;
heros[2].attack = 1000;
heros[2].defence = 600;
heros[2].state = "【升日帝国】";
heros[2].selfskill = skills[2];
heros[2].delay = 3;
heros[2].swore = 0;
heros[3].name = "【尤里X】";
heros[3].hp = 150;
heros[3].mp = 1200;
heros[3].attack = 100;
heros[3].defence = 100;
heros[3].state = "【尤里恶普希龙王朝】";
heros[3].selfskill = skills[3];
heros[3].delay = 0;
heros[3].swore = -50;
heros[4].name = "【基洛夫飞艇】";
heros[4].hp = 5000;
heros[4].mp = 200;
heros[4].attack = 800;
heros[4].defence = 600;
heros[4].state = "【苏维埃共产主义】";
heros[4].selfskill = skills[4];
heros[4].delay = 3;
heros[4].swore = 10;
heros[5].name = "【铁锤坦克】";
heros[5].hp = 2000;
heros[5].mp = 150;
heros[5].attack = 400;
heros[5].defence = 250;
heros[5].state = "【苏维埃共产主义】";
heros[5].selfskill = skills[5];
heros[5].delay = 0;
heros[5].swore = 0;
heros[6].name = "【间谍】";
heros[6].hp = 100;
heros[6].mp = 600;
heros[6].attack = 10;
heros[6].defence = 50;
heros[6].state = "【民主自由世界】";
heros[6].selfskill = skills[6];
heros[6].delay = 0;
heros[6].swore = -20;
for (int i=0; i<=heros.Length-1;i++ )
{
Console.WriteLine("如果您想选择英雄{0},请输入数字{1}",heros[i].name,i);
}
int selecthero = Convert.ToInt32( Console.ReadLine());
Heros player = new Heros();
player = heros[selecthero]; //玩家选择的英雄赋值给电脑,然后就是电脑选择英雄
Heros PC = new Heros();
int selecthero2;
for (; ; )
{
selecthero2 = rnd.Next(0,heros.Length);
PC = heros[selecthero2];
if (player.state != PC.state)
{ break; }
}
Console.WriteLine("您选择了英雄{0},电脑选择英雄{1}",player.name,PC.name);
//开始PK
for (int i=1; ;i++ )
{
Console.WriteLine("第{0}回合",i);
//玩家回合
if (player.delay != 0)
{
//停止一个回合
Console.WriteLine("您要停止一个回合!");
player.delay--;
}
else
{
Console.WriteLine("请问是否发动技能?Y(y)或者N(n)");
char skilltouch = Console.ReadKey().KeyChar;//主动发动技能的触发变量
int playerskilltouch = rnd.Next(50, 151);//决定发动这次技能成功的概率
if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【天启坦克】" & playerskilltouch > 30)
{ Heroskillattack0(ref player, ref PC); }
else if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【未来坦克】" & playerskilltouch > 50)
{ Heroskillattack1(ref player, ref PC); }
else if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【帝国核心要塞】" & playerskilltouch > 80)
{ Heroskillattack2(ref player, ref PC); }
else if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【尤里X】" & playerskilltouch > 90)
{ Heroskillattack3(ref player, ref PC); }
else if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【基洛夫飞艇】" & playerskilltouch > 70)
{ Heroskillattack4(ref player, ref PC); }
else if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【铁锤坦克】" & playerskilltouch > 60)
{ Heroskillattack5(ref player, ref PC); }
else if ((skilltouch == 'y' | skilltouch == 'Y') & player.name == "【间谍】" & playerskilltouch > 60)
{ Heroskillattack6(ref player, ref PC); }
else
{ Commonattack(ref player, ref PC); }
}
//判定电脑
if(Gameover(ref PC)||PC.swore>=100)
{
Console.WriteLine("{0}击败了{1},打倒{2},{3}万岁!",
player.name,PC.name,PC.state,player.state);
PC.swore -= 10;
break;
}
//电脑回合
if (PC.delay != 0)
{
//停止一个回合
Console.WriteLine("电脑要停止一个回合!");
PC.delay--;
}
else
{
int pcskilltouch = rnd.Next(1, 101);
if (pcskilltouch > 30 & PC.name == "【天启坦克】") //分别表示计算机发动技能的概率
{ Heroskillattack0(ref PC, ref player); }
else if (pcskilltouch > 40 & PC.name == "【未来坦克】")
{ Heroskillattack1(ref PC, ref player); }
else if (pcskilltouch > 80 & PC.name == "【帝国核心要塞】")//建议playskilltouch和pcskilltouch相同
{ Heroskillattack2(ref PC, ref player); }
else if (pcskilltouch > 90 & PC.name == "【尤里X】")
{ Heroskillattack3(ref PC, ref player); }
else if (pcskilltouch > 90 & PC.name == "【基洛夫飞艇】")
{ Heroskillattack4(ref PC, ref player); }
else if (pcskilltouch > 90 & PC.name == "【铁锤坦克】")
{ Heroskillattack5(ref PC, ref player); }
else if (pcskilltouch > 60 & PC.name == "【间谍】")
{ Heroskillattack6(ref PC, ref player); }
else
{ Commonattack(ref PC, ref player); }
}
//判定玩家
if(Gameover(ref player)||player.swore>=100)
{
Console.WriteLine("{0}击败了{1},打倒{2},{3}万岁!",
PC.name, player.name, player.state, PC.state);
player.swore -= 10;
break;
}
//游戏菜单,随机事件
Console.WriteLine("您是否要打开随机箱子?Y(y)或者N(n)");
char rndbox = Console.ReadKey().KeyChar;
if(rndbox=='Y'||rndbox=='y')
{
double rndboxopen1 = rnd.Next(50,151);
double rndboxopen2 = rnd.Next(50, 151);
double rndboxopen3 = rnd.Next(10, 16);
player.hp = player.hp * 0.01 * rndboxopen1;
player.mp = player.mp * 0.01 * rndboxopen1;
player.swore -= rndbox;
Console.WriteLine("你打开箱子后,生命值翻{0}倍,技能值翻{1}倍",rndboxopen1*0.01,rndboxopen2*0.01);
}
}
}
/// <summary>
/// 普通攻击
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Commonattack(ref Heros attacker, ref Heros defencer)
{
double damage = attacker.attack - defencer.defence;
if(damage<10)
{
damage = 10;
}
defencer.hp = defencer.hp - damage;
if(defencer.hp<0)
{
defencer.hp = 0;
}
Console.WriteLine("{0}对{1}发动了【普通攻击】,造成了{2}点伤害,{1}生命值还剩下{3}"
,attacker.name,defencer.name,damage,defencer.hp);
}
/// <summary>
/// 游戏结束
/// </summary>
/// <param name="victim"></param>
/// <returns></returns>
public static bool Gameover(ref Heros victim)
{
if(victim.hp==0)
{
return true;
}
else
{ return false; }
}
//一个技能写一个函数,避免因为属性过多造成的变成混乱
/// <summary>
/// 天启坦克的末日审判技能,暴击效果,还有使得敌方停止一回合
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack0(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
double damage = attacker.attack*attacker.selfskill.punch - defencer.defence;//暴击
if (damage < 10)
{
damage = 10;
}
defencer.hp = defencer.hp - damage;
if (defencer.hp < 0)
{
defencer.hp = 0;
}
defencer.delay = defencer.delay + attacker.selfskill.delay;
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
,attacker.name,defencer.name,attacker.selfskill.name,attacker.selfskill.info,damage,defencer.hp);
}
/// <summary>
/// 中子炮死亡射线,暴击效果
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack1(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
double damage = attacker.attack * attacker.selfskill.punch - defencer.defence;//暴击
if (damage < 10)
{
damage = 10;
}
defencer.hp = defencer.hp - damage;
if (defencer.hp < 0)
{
defencer.hp = 0;
}
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
, attacker.name, defencer.name, attacker.selfskill.name, attacker.selfskill.info, damage, defencer.hp);
}
/// <summary>
/// 核心巨变,攻击力永远提升到1.1倍数
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack2(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
double damage=0;
if (defencer.hp < 0)
{
defencer.hp = 0;
}
attacker.attack *= 1.1;// 核心巨变,攻击力永远提升到1.1倍数
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
, attacker.name, defencer.name, attacker.selfskill.name, attacker.selfskill.info, damage, defencer.hp);
}
/// <summary>
/// 【心灵震爆】,一旦有三次技能发动成功,则完全获得胜利
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack3(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
double damage= defencer.hp*0.3+ defencer.attack-defencer.defence;
attacker.hp += damage;
if (defencer.hp < 0)
{
defencer.hp = 0;
}
defencer.swore = defencer.swore + attacker.selfskill.swore;
damage = 0;
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
, attacker.name, defencer.name, attacker.selfskill.name, attacker.selfskill.info, damage, defencer.hp);
}
/// <summary>
/// 自爆(伤害值为自身血量的1.5倍数)
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack4(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
double damage = 1.5 * (attacker.hp - 100);
attacker.hp = 100;
defencer.hp -= damage;
if (defencer.hp < 0)
{
defencer.hp = 0;
}
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
, attacker.name, defencer.name, attacker.selfskill.name, attacker.selfskill.info, damage, defencer.hp);
}
/// <summary>
/// 汲取光束,吸血技能
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack5(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
double damage = attacker.attack-defencer.defence;
if(damage<=10)
{
return;
}
attacker.hp += damage;
defencer.hp -= damage*0.9;
damage *= 0.1;//汲取光束还会吸取攻击力和防守力
attacker.attack += damage;
attacker.defence += damage;
if (defencer.hp < 0)
{
defencer.hp = 0;
}
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
, attacker.name, defencer.name, attacker.selfskill.name, attacker.selfskill.info, damage, defencer.hp);
}
/// <summary>
/// 收买敌人
/// </summary>
/// <param name="attacker"></param>
/// <param name="defencer"></param>
public static void Heroskillattack6(ref Heros attacker, ref Heros defencer)
{
if (attacker.mp < attacker.selfskill.mp)
{
Console.WriteLine("您的技能值不足,行动失败");
return;
}
double damage = 0;
attacker.mp = attacker.mp - attacker.selfskill.mp;//减少技能值
defencer.delay = defencer.delay + attacker.selfskill.swore;
defencer.swore += attacker.selfskill.delay;
if (defencer.delay >= 3 || defencer.swore >= 50)
{ attacker.defence *= 100; }
if (defencer.hp < 0)
{
defencer.hp = 0;
}
Console.WriteLine("{0}对{1}发动了{2},{3},造成了{4}点伤害,{1}生命值还剩下{5}"
, attacker.name, defencer.name, attacker.selfskill.name, attacker.selfskill.info, damage, defencer.hp);
}
第二代的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{ //这是关于红色警戒的游戏
class Program
{
static void Main(string[] args)
{
Console.WriteLine("欢迎进入红色警戒争霸战");
double damage;
Console.WriteLine("--------------------------");
state basicstate = new state();
sovietgeneration1 state11 = new sovietgeneration1();
state11.statearmy();
Console.WriteLine("--------------------------");
soveitgeneration2 state12 = new soveitgeneration2();
state12.statearmy();
Console.WriteLine("--------------------------");
soveitgeneration3 state13 = new soveitgeneration3();
state13.statearmy();
Console.WriteLine("--------------------------");
USAgeneration1 state21 = new USAgeneration1();
state21.statearmy();
Console.WriteLine("--------------------------");
USAgeneration2 state22 = new USAgeneration2();
state22.statearmy();
Console.WriteLine("--------------------------");
USAgeneration3 state23 = new USAgeneration3();
state23.statearmy();
Console.WriteLine("--------------------------");
randomincident incidents = new randomincident();
Console.WriteLine("请选择您的阵营:1苏维埃社会主义共和国联盟2美利坚合众国");
player youplayer = new player();
pc opposite = new pc();
int selectstate = Convert.ToInt32(Console.ReadLine()) ;
//表示玩家已经升级到的代数
int generationplayer=0;
int generationpc=0;
//开始初始值设定
if(selectstate==1)
{
Console.Clear();
Console.WriteLine("您选择了【苏维埃社会主义共和国联盟】");
youplayer.Attack = state11.Attack;
youplayer.Defence = state11.Defence;
youplayer.Hp = state11.Hp;
youplayer.Mp = state11.Mp;
opposite.Attack = state21.Attack;
opposite.Defence = state21.Defence;
opposite.Hp = state21.Hp;
opposite.Mp = state21.Mp;
generationplayer++;
generationpc++;
Console.WriteLine("请按任意键继续");
Console.ReadKey();
}
else if (selectstate == 2)
{
Console.Clear();
Console.WriteLine("您选择了【美利坚合众国】");
youplayer.Attack = state21.Attack;
youplayer.Defence = state21.Defence;
youplayer.Hp = state21.Hp;
youplayer.Mp = state21.Mp;
opposite.Attack = state11.Attack;
opposite.Defence = state11.Defence;
opposite.Hp = state11.Hp;
opposite.Mp = state11.Mp;
generationplayer++;
generationpc++;
Console.WriteLine("请按任意键继续");
Console.ReadKey();
}
else
{
Console.WriteLine("操作异常,退出游戏");
return;
}
Random rnd = new Random();
int round1;
int round2;
int round3;
int skillrnd;
int incidentsrnd;
int nuclearrnd=100;
int ironcurtonrnd = 100;
int playerdelay = 0;
int pcdelay = 0;
//开始游戏,回合制
for (int i=1; ;i++ )
{
Console.Clear();
Console.WriteLine("第{0}回合",i);
//玩家攻击电脑(分为普通攻击和技能攻击)
round1 = rnd.Next(0, 101);
round2 = rnd.Next(0, 101);
round3 = rnd.Next(0, 101);
if(round3>round1&&round3<round2||round3>round2&&round3<round1||playerdelay>0)
{
if (generationplayer == 1 && selectstate==1)
{
Console.WriteLine("请选择技能,如果选0就是普通行动:");
selectsovietskill1(state11);
skillrnd=rnd.Next(0,2);
if(skillrnd==0)
{
youplayer.Attack = state11.Attack;
youplayer.Defence = state11.Defence;
}
}
else if (generationplayer == 2 && selectstate == 1)
{
Console.WriteLine("请选择技能,如果选0就是普通行动:");
selectsovietskill2(state12);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
youplayer.Attack = state12.Attack;
youplayer.Defence = state12.Defence;
}
}
else if (generationplayer == 3 && selectstate == 1)
{
Console.WriteLine("请选择技能,如果选0就是普通行动:");
selectsovietskill3(state13);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
youplayer.Attack = state13.Attack;
youplayer.Defence = state13.Defence;
}
}
else if(generationplayer == 1 && selectstate==2)
{
Console.WriteLine("请选择技能,如果选0就是普通行动:");
selectusaskill1(state21);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
youplayer.Attack = state21.Attack;
youplayer.Defence = state21.Defence;
}
}
else if(generationplayer == 2 && selectstate==2)
{
Console.WriteLine("请选择技能,如果选0就是普通行动:");
selectusaskill2(state22);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
youplayer.Attack = state22.Attack;
youplayer.Defence = state22.Defence;
}
}
else if (generationplayer == 3 && selectstate == 2)
{
Console.WriteLine("请选择技能,如果选0就是普通行动:");
selectusaskill3(state23);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
youplayer.Attack = state23.Attack;
youplayer.Defence = state23.Defence;
}
}
string selectskill = Console.ReadLine();
if (selectskill == "0")
{
Console.WriteLine("请选择您的行动:");
basicskill(basicstate);
string commonskill = Console.ReadLine();
switch (commonskill)
{
case "1":
basicstate.loveconutry();
youplayer.Hp += 100 * rnd.Next(0, 101) * 0.01;
break;
case "2":
basicstate.powerfularmy();
youplayer.Mp += 100 * rnd.Next(0, 101) * 0.01;
break;
case "3":
basicstate.constitution();
youplayer.Attack += 100 * rnd.Next(0, 101) * 0.01;
break;
case "4":
basicstate.financial();
youplayer.Defence += 100 * rnd.Next(0, 101) * 0.01;
break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
else
{
if (generationplayer == 1 && selectstate == 1)
{
switch (selectskill)
{
case "1": state11.constript(); youplayer.Attack += 10 * rnd.Next(90, 110) * 0.01; break;
case "2": state11.telse(); youplayer.Attack += 150 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case "3": state11.aptank(); youplayer.Attack += 175 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 175 * rnd.Next(90, 110) * 0.01; break;
case "4": state11.mig(); youplayer.Attack += 120 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 120 * rnd.Next(90, 110) * 0.01; break;
case "5": state11.akula(); youplayer.Attack += 100 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 100 * rnd.Next(90, 110) * 0.01; break;
case "6": state11.atomicbomb(); youplayer.Attack *= 2 * rnd.Next(90, 110) * 0.01*nuclearrnd*0.01; youplayer.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
case "7":
state11.ironcurton();
youplayer.Defence *= 2 * rnd.Next(90, 110) * 0.01*ironcurtonrnd*0.01; youplayer.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
else if(generationplayer == 2 && selectstate == 1)
{
switch (selectskill)
{
case "1": state12.constript(); youplayer.Attack += 20 * rnd.Next(90, 110) * 0.01; break;
case "2": state12.telse(); youplayer.Attack += 200 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 110 * rnd.Next(90, 110) * 0.01; break;
case "3": state12.aptank(); youplayer.Attack += 350 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 165 * rnd.Next(90, 110) * 0.01; break;
case "4": state12.mig(); youplayer.Attack += 150 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 100 * rnd.Next(90, 110) * 0.01; break;
case "5": state12.akula(); youplayer.Attack += 150 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 80 * rnd.Next(90, 110) * 0.01; break;
case "6": state12.atomicbomb(); youplayer.Attack *= 2.5 * rnd.Next(90, 110) * 0.01 * nuclearrnd * 0.01; youplayer.Mp -= 800 * rnd.Next(90, 110) * 0.01; break;
case "7":
state12.ironcurton();
youplayer.Defence *= 2 * rnd.Next(90, 110) * 0.01*ironcurtonrnd*0.01; youplayer.Mp -= 250 * rnd.Next(90, 110) * 0.01; break;
case "8":
state12.youri();
youplayer.Hp += opposite.Hp * 0.1 * rnd.Next(90, 110) * 0.01 + opposite.Mp * 0.1 * rnd.Next(90, 110) * 0.01;
youplayer.Mp -= 120 * rnd.Next(90, 110) * 0.01;
opposite.Hp *= 0.9 * rnd.Next(90, 110) * 0.01;
opposite.Mp *= 0.9 * rnd.Next(90, 110) * 0.01;
opposite.Swore += 10;
break;
case "9": state12.kirov(); youplayer.Attack = youplayer.Attack * 1.5 * rnd.Next(90, 110) * 0.01 + youplayer.Hp * 0.1 * rnd.Next(90, 110) * 0.01; youplayer.Hp *= 0.9 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case "10": state12.nofair(); youplayer.Attack *= 1.4 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
else if(generationplayer == 3 && selectstate == 1)
{
switch (selectskill)
{
case "1": state13.constript(); youplayer.Attack += 30 * rnd.Next(90, 110) * 0.01; break;
case "2": state13.telse(); youplayer.Attack += 220 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 90 * rnd.Next(90, 110) * 0.01; break;
case "3": state13.aptank(); youplayer.Defence += 175 * rnd.Next(90, 110) * 0.01; youplayer.Hp *= 1.05 * rnd.Next(90, 110) * 0.01; youplayer.Attack += 380 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case "4": state13.mig(); youplayer.Attack += 160 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 90 * rnd.Next(90, 110) * 0.01; break;
case "5": state13.akula(); youplayer.Attack += 160 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 70 * rnd.Next(90, 110) * 0.01; break;
case "6": state13.atomicbomb(); youplayer.Attack *= 2.8 * rnd.Next(90, 110) * 0.01 * nuclearrnd * 0.01; youplayer.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case "7":
state13.ironcurton();
youplayer.Defence *= 2 * rnd.Next(90, 110) * 0.01*ironcurtonrnd*0.01;
break;
case "8":
state13.youri();
youplayer.Hp += opposite.Hp * 0.2 * rnd.Next(90, 110) * 0.01 + opposite.Mp * 0.2 * rnd.Next(90, 110) * 0.01;
youplayer.Mp -= 140 * rnd.Next(90, 110) * 0.01;
opposite.Hp *= 0.8 * rnd.Next(90, 110) * 0.01;
opposite.Hp *= 0.8 * rnd.Next(90, 110) * 0.01;
opposite.Swore += 15;
break;
case "9": state13.kirov(); youplayer.Attack = youplayer.Attack * 1.8 * rnd.Next(90, 110) * 0.01 + youplayer.Hp * 0.2 * rnd.Next(90, 110) * 0.01; youplayer.Hp *= 0.8 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 250 * rnd.Next(90, 110) * 0.01; break;
case "10": state13.nofair(); youplayer.Attack *= 1.4 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case "11":
state13.hammer();
youplayer.Attack += 90 * rnd.Next(90, 110) * 0.01;
youplayer.Mp -= 90 * rnd.Next(90, 110) * 0.01;
youplayer.Hp += 90 * rnd.Next(90, 110) * 0.01;
break;
case "12": state13.cutmachine(); youplayer.Attack -= 150 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case "13": state13.spacearmy(); youplayer.Hp += 500 * rnd.Next(90, 110) * 0.01; youplayer.Mp += 500 * rnd.Next(90, 110) * 0.01; break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
else if(generationplayer == 1 && selectstate == 2)
{
switch (selectskill)
{
case "1": state21.peacekeeper(); youplayer.Attack += 20 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 20 * rnd.Next(90, 110) * 0.01; break;
case "2": state21.lightlight(); youplayer.Attack += 150 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case "3": state21.virtualtech(); youplayer.Attack += 50 * rnd.Next(90, 110) * 0.01; youplayer.Defence += 25 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 120 * rnd.Next(90, 110) * 0.01; break;
case "4": state21.Aairplane(); youplayer.Attack += 120 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 120 * rnd.Next(90, 110) * 0.01; break;
case "5": state21.Zues(); youplayer.Attack += 120 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 120 * rnd.Next(90, 110) * 0.01; youplayer.Defence *= 1.05 * rnd.Next(90, 110) * 0.01; break;
case "6": state21.lightenstorm(); youplayer.Attack *= 1.5 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
case "7": state21.chromesphere(); youplayer.Attack *= 0.9 * rnd.Next(90, 110) * 0.01; youplayer.Defence *= 0.9 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
else if(generationplayer == 2 && selectstate == 2)
{
switch (selectskill)
{
case "1": state22.peacekeeper(); youplayer.Attack += 30 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 30 * rnd.Next(90, 110) * 0.01; break;
case "2": state22.lightlight(); youplayer.Attack += 250 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case "3": state22.virtualtech(); youplayer.Attack += 75 * rnd.Next(90, 110) * 0.01; youplayer.Defence += 25 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case "4": state22.Aairplane(); youplayer.Attack += 140 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 140 * rnd.Next(90, 110) * 0.01; break;
case "5": state22.Zues(); youplayer.Attack += 140 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 140 * rnd.Next(90, 110) * 0.01; youplayer.Defence *= 1.15 * rnd.Next(90, 110) * 0.01; break;
case "6": state22.lightenstorm(); youplayer.Attack *= 2 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case "7": state22.chromesphere(); youplayer.Attack *= 0.85 * rnd.Next(90, 110) * 0.01; youplayer.Defence *= 0.85 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case "8":
state22.spy();
opposite.Attack = 0; opposite.Defence = 0;
youplayer.Mp -= 100 * rnd.Next(90, 110) * 0.01;
pcdelay += 3;
opposite.Swore += 3;
break;
case "9": state22.carrier(); youplayer.Attack += 200 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case "10": state22.frozen(); youplayer.Attack *= 1.1 * rnd.Next(90, 110) * 0.01; opposite.Attack = 0; opposite.Defence = 0; youplayer.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
else if (generationplayer == 3 && selectstate == 2)
{
switch (selectskill)
{
case "1": state23.peacekeeper(); youplayer.Attack += 30 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 30 * rnd.Next(90, 110) * 0.01; break;
case "2": state23.lightlight(); youplayer.Attack += 250 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case "3": state23.virtualtech(); youplayer.Attack += 75 * rnd.Next(90, 110) * 0.01; youplayer.Defence += 25 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case "4": state23.Aairplane(); youplayer.Attack += 140 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 140 * rnd.Next(90, 110) * 0.01; break;
case "5": state23.Zues(); youplayer.Attack += 140 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 140 * rnd.Next(90, 110) * 0.01; youplayer.Defence *= 1.15 * rnd.Next(90, 110) * 0.01; break;
case "6": state23.lightenstorm(); youplayer.Attack *= 2 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case "7": state23.chromesphere(); youplayer.Attack *= 0.85 * rnd.Next(90, 110) * 0.01; youplayer.Defence *= 0.85 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case "8":
state23.spy();
opposite.Attack = 0; opposite.Defence = 0;
youplayer.Mp -= 100 * rnd.Next(90, 110) * 0.01;
pcdelay += 5;
opposite.Swore += 5;
break;
case "9": state23.carrier(); youplayer.Attack += 200 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case "10": state23.frozen(); youplayer.Attack *= 1.1 * rnd.Next(90, 110) * 0.01; opposite.Attack = 0; opposite.Defence = 0; youplayer.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case "11": state23.enigineer(); youplayer.Hp *= 1.1; youplayer.Mp *= 1.01 * rnd.Next(90, 110) * 0.01; break;
case "12": state23.futuretank(); youplayer.Attack += 300 * rnd.Next(90, 110) * 0.01; youplayer.Mp -= 300 * rnd.Next(90, 110) * 0.01; break;
default: Console.WriteLine("您没有发动任何技能!"); break;
}
}
}
damage = youplayer.Attack - opposite.Defence;
if (damage < 0)
{ damage = 0; }
if (youplayer.Mp < 0)
{ youplayer.Mp = 0; }
opposite.Hp = opposite.Hp - damage;
if (opposite.Hp <= 0)
{ opposite.Hp = 0; }
Console.WriteLine("【玩家】对【电脑】造成了{0}点【伤害】,【玩家】还剩下{1}点【硬实力】和{2}点【软实力】,【电脑】还剩下{3}点【硬实力】和{4}点【软实力】",(int)damage,(int)youplayer.Hp ,(int)youplayer.Mp , (int)opposite.Hp,(int)opposite.Mp);
}
else
{
Console.WriteLine("玩家停止一个回合");
playerdelay--;
}
Console.WriteLine("请按任何键继续!");
Console.ReadKey();
//裁判电脑死亡或者升级
if(opposite.Hp<=0||opposite.Mp<=0||opposite.Swore>=100)
{
generationpc++;//先升级后判断升级到了4级就是死亡
//分三种情况判断游戏
if (generationpc == 2)
{
Console.WriteLine("*****敌人被迫升到2级,来找你复仇,开启红色警戒!***");
if (selectstate == 1)
{
opposite.Attack = state22.Attack;
opposite.Defence = state22.Defence;
opposite.Hp= state22.Hp;
opposite.Mp = state22.Mp;
opposite.Swore = 0;
pcdelay = 0;
}
else
{
opposite.Attack = state12.Attack;
opposite.Defence = state12.Defence;
opposite.Hp = state12.Hp;
opposite.Mp = state12.Mp;
opposite.Swore = 0;
pcdelay = 0;
}
}
else if(generationpc==3)
{
Console.WriteLine("*****敌人被迫升到3级,来找你复仇,开启红色警戒*****!");
if (selectstate == 1)
{
opposite.Attack = state23.Attack;
opposite.Defence = state23.Defence;
opposite.Hp = state23.Hp;
opposite.Mp = state23.Mp;
opposite.Swore = 0;
pcdelay = 0;
}
else
{
opposite.Attack = state13.Attack;
opposite.Defence = state13.Defence;
opposite.Hp = state13.Hp;
opposite.Mp = state13.Mp;
opposite.Swore = 0;
pcdelay = 0;
}
}
else if(generationpc==4)
{
if (selectstate == 1)
{ Console.WriteLine("恭喜您获胜了!打倒【民主自由世界】,【苏维埃共产主义】万岁!"); break; }
else if(selectstate==2)
{ Console.WriteLine("恭喜您获胜了!打倒【苏维埃共产主义】,【民主自由世界】万岁!"); break; }
}
}
//随机事件增加变数
Console.WriteLine("【历史事件】");
incidentsrnd = rnd.Next(1, 8);
switch(incidentsrnd)
{
case 1: incidents.redrevolution(); youplayer.Hp -= 197.6; youplayer.Mp -= 196.6; opposite.Hp -= 197.6; opposite.Mp -= 196.6; break;
case 2: incidents.cubecrisis(); nuclearrnd =rnd.Next(121, 151) ; break;
case 3: incidents.yurirevenge();
if (selectstate == 1)
{
youplayer.Hp += opposite.Mp * 0.09;
opposite.Mp *= 0.9; }
else
{
opposite.Hp += youplayer.Mp * 0.09;
youplayer.Mp*= 0.9; }
break;
case 4: incidents.berlinwall();
if (selectstate == 1)
{ youplayer.Defence *= 1.2 * rnd.Next(90, 110) * 0.01;
ironcurtonrnd +=5;
}
else
{ opposite.Defence *= 1.2 * rnd.Next(90, 110) * 0.01;
ironcurtonrnd += 5;
}
break;
case 5: incidents.chao819();
if (selectstate == 1)
{
youplayer.Attack *= 0.819*rnd.Next(90,110)*0.01;
youplayer.Defence *= 0.819 * rnd.Next(90, 110) * 0.01;
}
else
{
opposite.Attack *= 0.819 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 0.819 * rnd.Next(90, 110) * 0.01;
}
break;
case 6: incidents.connectunion();
if(selectstate==1)
{
youplayer.Attack *= 1.1;
youplayer.Defence*= 1.1;
opposite.Hp *= 1.05;
opposite.Mp *= 1.05;
}
else
{
opposite.Attack *= 1.1;
opposite.Defence *= 1.1;
youplayer.Hp *= 1.05;
youplayer.Mp *= 1.05;
}
break;
case 7: incidents.spacewar();
if (selectstate == 2)
{
youplayer.Attack = state23.Attack;
youplayer.Defence = state23.Defence;
youplayer.Hp += (state21.Hp+state22.Hp+state23.Hp-youplayer.Hp)*0.04;
youplayer.Mp += (state21.Mp + state22.Mp + state23.Mp - youplayer.Mp) * 0.04;
}
else
{
opposite.Attack = state23.Attack;
opposite.Defence = state23.Defence;
opposite.Hp += (state21.Hp + state22.Hp + state23.Hp - opposite.Hp) * 0.04;
opposite.Mp += (state21.Mp + state22.Mp + state23.Mp - opposite.Mp) * 0.04;
}
break;
}
Console.WriteLine("玩家还剩下{0}点【硬实力】和{1}点【软实力】,电脑还剩下{2}点【硬实力】和{3}点【软实力】", (int)youplayer.Hp, (int)youplayer.Mp, (int)opposite.Hp, (int)opposite.Mp);
Console.WriteLine("请按任意键继续!");
Console.ReadKey();
Console.Clear();
Console.WriteLine("第{0}回合", i);
//玩家攻击电脑(只有技能攻击)
round1 = rnd.Next(0, 101);
round2 = rnd.Next(0, 101);
round3 = rnd.Next(0, 101);
if (round3 > round1 && round3 < round2 || round3 > round2 && round3 < round1||pcdelay>0)
{
//玩家选择【苏联】,就是电脑选择【美国】
//玩家选择【美国】,就是电脑选择【苏联】
if (generationpc == 1 && selectstate == 2)
{
Console.WriteLine("电脑选择技能:");
selectsovietskill1(state11);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
opposite.Attack = state11.Attack;
opposite.Defence = state11.Defence;
}
Console.WriteLine("请按任意键结束");
Console.ReadKey();
}
else if (generationpc == 2 && selectstate == 2)
{
Console.WriteLine("电脑选择技能:");
selectsovietskill2(state12);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
opposite.Attack = state12.Attack;
opposite.Defence = state12.Defence;
}
Console.WriteLine("请按任意键结束");
Console.ReadKey();
}
else if (generationpc == 3 && selectstate == 2)
{
Console.WriteLine("电脑选择技能:");
selectsovietskill3(state13);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
opposite.Attack = state13.Attack;
opposite.Defence = state13.Defence;
}
Console.WriteLine("请按任意键结束");
Console.ReadKey();
}
else if (generationpc == 1 && selectstate == 1)
{
Console.WriteLine("电脑选择技能:");
selectusaskill1(state21);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
opposite.Attack = state21.Attack;
opposite.Defence = state21.Defence;
}
Console.WriteLine("电脑选择技能:");
Console.ReadKey();
}
else if (generationpc == 2 && selectstate == 1)
{
Console.WriteLine("电脑选择技能:");
selectusaskill2(state22);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
opposite.Attack = state22.Attack;
opposite.Defence = state22.Defence;
}
Console.WriteLine("请按任意键结束");
Console.ReadKey();
}
else if (generationpc == 3 && selectstate == 1)
{
Console.WriteLine("电脑选择技能:");
selectusaskill3(state23);
skillrnd = rnd.Next(0, 2);
if (skillrnd == 0)
{
opposite.Attack = state23.Attack;
opposite.Defence = state23.Defence;
}
Console.WriteLine("请按任意键结束");
Console.ReadKey();
}
int pcselectskill;
if (generationpc == 1 && selectstate == 2)
{
pcselectskill = rnd.Next(1,8);
switch (pcselectskill)
{
case 1:
state11.constript();
opposite.Attack += 10 * rnd.Next(90, 110) * 0.01;
break;
case 2: state11.telse(); opposite.Attack += 150 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case 3: state11.aptank(); opposite.Attack += 175 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 175 * rnd.Next(90, 110) * 0.01; break;
case 4: state11.mig(); opposite.Attack += 120 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 120 * rnd.Next(90, 110) * 0.01; break;
case 5: state11.akula(); opposite.Attack += 100 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 100 * rnd.Next(90, 110) * 0.01; break;
case 6: state11.atomicbomb(); opposite.Attack *= 2 * rnd.Next(90, 110) * 0.01 * nuclearrnd * 0.01; opposite.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
case 7:
state11.ironcurton();
opposite.Defence *= 2 * rnd.Next(90, 110) * 0.01 * ironcurtonrnd * 0.01;
opposite.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
}
}
else if (generationpc == 2 && selectstate == 2)
{
pcselectskill = rnd.Next(1, 11);
switch (pcselectskill)
{
case 1:
state12.constript();
opposite.Attack += 20 * rnd.Next(90, 110) * 0.01;
break;
case 2: state12.telse(); opposite.Attack += 200 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 110 * rnd.Next(90, 110) * 0.01; break;
case 3: state12.aptank(); opposite.Attack += 350 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 165 * rnd.Next(90, 110) * 0.01; break;
case 4: state12.mig(); opposite.Attack += 150 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 100 * rnd.Next(90, 110) * 0.01; break;
case 5: state12.akula(); opposite.Attack += 150 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 80 * rnd.Next(90, 110) * 0.01; break;
case 6: state12.atomicbomb(); opposite.Attack *= 2.5 * rnd.Next(90, 110) * 0.01 * nuclearrnd * 0.01; opposite.Mp -= 800 * rnd.Next(90, 110) * 0.01; break;
case 7:
state12.ironcurton();
opposite.Defence *= 2 * rnd.Next(90, 110) * 0.01*ironcurtonrnd*0.01;
opposite.Mp -= 250 * rnd.Next(90, 110) * 0.01; break;
case 8:
state12.youri();
opposite.Hp += youplayer.Hp * 0.1 * rnd.Next(90, 110) * 0.01 + youplayer.Mp * 0.1 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 120 * rnd.Next(90, 110) * 0.01;
youplayer.Hp *= 0.9 * rnd.Next(90, 110) * 0.01;
youplayer.Mp *= 0.9 * rnd.Next(90, 110) * 0.01;
youplayer.Swore += 10;
break;
case 9: state12.kirov(); opposite.Attack = opposite.Attack * 1.5 * rnd.Next(90, 110) * 0.01 + opposite.Hp * 0.1 * rnd.Next(90, 110) * 0.01; opposite.Hp *= 0.9 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case 10: state12.nofair(); opposite.Attack *= 1.4 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
}
}
else if (generationpc == 3 && selectstate == 2)
{
pcselectskill = rnd.Next(1, 14);
switch (pcselectskill)
{
case 1:
state13.constript();
opposite.Attack += 30 * rnd.Next(90, 110) * 0.01;
break;
case 2: state13.telse(); opposite.Attack += 220 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 90 * rnd.Next(90, 110) * 0.01; break;
case 3: state13.aptank(); opposite.Defence += 175 * rnd.Next(90, 110) * 0.01; opposite.Hp *= 1.05 * rnd.Next(90, 110) * 0.01; opposite.Attack += 380 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case 4: state13.mig(); opposite.Attack += 160 * rnd.Next(90, 110) * 0.01; opposite.Mp -= 90 * rnd.Next(90, 110) * 0.01; break;
case 5: state13.akula();
opposite.Attack += 160 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 70 * rnd.Next(90, 110) * 0.01; break;
case 6: state13.atomicbomb();
opposite.Attack *= 2.8 * rnd.Next(90, 110) * 0.01 * nuclearrnd * 0.01;
opposite.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case 7: state13.ironcurton();
opposite.Defence *= 2 * rnd.Next(90, 110) * 0.01 * ironcurtonrnd * 0.01;
break;
case 8: state13.youri();
opposite.Hp += youplayer.Hp * 0.2 * rnd.Next(90, 110) * 0.01 + youplayer.Mp * 0.2 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 140 * rnd.Next(90, 110) * 0.01;
youplayer.Hp *= 0.8 * rnd.Next(90, 110) * 0.01;
youplayer.Mp *= 0.8 * rnd.Next(90, 110) * 0.01;
youplayer.Swore += 15;
break;
case 9: state13.kirov();
opposite.Attack = opposite.Attack * 1.8 * rnd.Next(90, 110) * 0.01 + opposite.Hp * 0.2 * rnd.Next(90, 110) * 0.01;
opposite.Hp *= 0.8 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 250 * rnd.Next(90, 110) * 0.01; break;
case 10: state13.nofair();
opposite.Attack *= 1.4 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case 11: state13.hammer();
opposite.Attack += 90 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 90 * rnd.Next(90, 110) * 0.01;
opposite.Hp += 90 * rnd.Next(90, 110) * 0.01; break;
case 12: state13.cutmachine();
opposite.Attack -= 150 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case 13: state13.spacearmy();
opposite.Hp += 500 * rnd.Next(90, 110) * 0.01;
opposite.Mp += 500 * rnd.Next(90, 110) * 0.01; break;
}
}
else if (generationpc == 1 && selectstate == 1)
{
pcselectskill = rnd.Next(1, 8);
switch (pcselectskill)
{
case 1: state21.peacekeeper();
opposite.Attack += 20 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 20 * rnd.Next(90, 110) * 0.01; break;
case 2: state21.lightlight();
opposite.Attack += 150 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case 3: state21.virtualtech();
opposite.Attack += 50 * rnd.Next(90, 110) * 0.01;
opposite.Defence += 25 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 120 * rnd.Next(90, 110) * 0.01; break;
case 4: state21.Aairplane();
opposite.Attack += 120 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 120 * rnd.Next(90, 110) * 0.01; break;
case 5: state21.Zues();
opposite.Attack += 120 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 120 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 1.05 * rnd.Next(90, 110) * 0.01; break;
case 6: state21.lightenstorm();
opposite.Attack *= 1.5 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
case 7: state21.chromesphere();
opposite.Attack *= 0.9 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 0.9 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 500 * rnd.Next(90, 110) * 0.01; break;
}
}
else if (generationpc == 2 && selectstate == 1)
{
pcselectskill = rnd.Next(1, 11);
switch (pcselectskill)
{
case 1: state22.peacekeeper();
opposite.Attack += 30 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 30 * rnd.Next(90, 110) * 0.01; break;
case 2: state22.lightlight();
opposite.Attack += 250 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case 3: state22.virtualtech();
opposite.Attack += 75 * rnd.Next(90, 110) * 0.01;
opposite.Defence += 25 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case 4: state22.Aairplane();
opposite.Attack += 140 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 140 * rnd.Next(90, 110) * 0.01; break;
case 5: state22.Zues();
opposite.Attack += 140 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 140 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 1.15 * rnd.Next(90, 110) * 0.01; break;
case 6: state22.lightenstorm();
opposite.Attack *= 2 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case 7: state22.chromesphere();
opposite.Attack *= 0.85 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 0.85 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case 8: state22.spy();
youplayer.Attack = 0;
youplayer.Defence = 0;
opposite.Mp -= 100 * rnd.Next(90, 110) * 0.01;
playerdelay += 3;
youplayer.Swore += 3;
break;
case 9: state22.carrier();
opposite.Attack += 200 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case 10: state22.frozen();
opposite.Attack *= 1.1 * rnd.Next(90, 110) * 0.01;
youplayer.Attack = 0;
youplayer.Defence = 0;
opposite.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
}
}
else if (generationpc == 3 && selectstate == 1)
{
pcselectskill = rnd.Next(1, 13);
switch (pcselectskill)
{
case 1: state23.peacekeeper();
opposite.Attack += 30 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 30 * rnd.Next(90, 110) * 0.01; break;
case 2: state23.lightlight();
opposite.Attack += 250 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case 3: state23.virtualtech();
opposite.Attack += 75 * rnd.Next(90, 110) * 0.01;
opposite.Defence += 25 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 180 * rnd.Next(90, 110) * 0.01; break;
case 4: state23.Aairplane();
opposite.Attack += 140 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 140 * rnd.Next(90, 110) * 0.01; break;
case 5: state23.Zues();
opposite.Attack += 140 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 140 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 1.15 * rnd.Next(90, 110) * 0.01; break;
case 6: state23.lightenstorm();
opposite.Attack *= 2 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case 7: state23.chromesphere();
opposite.Attack *= 0.85 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 0.85 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 1000 * rnd.Next(90, 110) * 0.01; break;
case 8: state23.spy();
youplayer.Attack = 0;
youplayer.Defence = 0;
opposite.Mp -= 100 * rnd.Next(90, 110) * 0.01;
playerdelay += 5;
youplayer.Swore += 5;
break;
case 9: state23.carrier();
opposite.Attack += 200 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 200 * rnd.Next(90, 110) * 0.01; break;
case 10: state23.frozen();
opposite.Attack *= 1.1 * rnd.Next(90, 110) * 0.01;
youplayer.Attack = 0;
youplayer.Defence = 0;
opposite.Mp -= 150 * rnd.Next(90, 110) * 0.01; break;
case 11: state23.enigineer();
opposite.Hp *= 1.1;
opposite.Mp *= 1.01 * rnd.Next(90, 110) * 0.01; break;
case 12: state23.futuretank();
opposite.Attack += 300 * rnd.Next(90, 110) * 0.01;
opposite.Mp -= 300 * rnd.Next(90, 110) * 0.01; break;
}
}
damage = opposite.Attack - youplayer.Defence;
if (damage < 0)
{ damage = 0; }
if ( opposite.Mp < 0)
{ opposite.Mp = 0; }
youplayer.Hp = youplayer.Hp - damage;
if (youplayer.Hp <= 0)
{ youplayer.Hp = 0; }
Console.WriteLine("【电脑】对【玩家】造成了{0}点【伤害】,【玩家】还剩下{1}点【硬实力】和{2}点【软实力】,【电脑】还剩下{3}点【硬实力】和{4}点【软实力】", (int)damage, (int)youplayer.Hp, (int)youplayer.Mp, (int)opposite.Hp, (int)opposite.Mp);
}
else
{
Console.WriteLine("电脑停止一个回合");
pcdelay--;
}
Console.WriteLine("请按任何键继续!");
Console.ReadKey();
//裁判电脑死亡或者升级
if (youplayer.Hp<=0||youplayer.Mp<=0||youplayer.Swore>=100)
{
generationplayer++;//先升级后判断升级到了4级就是死亡
//分三种情况判断游戏
if (generationplayer == 2)
{
Console.WriteLine("*****玩家被迫升到2级!*****");
if (selectstate == 1)
{
youplayer.Attack = state12.Attack;
youplayer.Defence = state12.Defence;
youplayer.Hp = state12.Hp;
youplayer.Mp = state12.Mp;
youplayer.Swore = 0;
playerdelay = 0;
}
else
{
youplayer.Attack = state22.Attack;
youplayer.Defence = state22.Defence;
youplayer.Hp = state22.Hp;
youplayer.Mp = state22.Mp;
youplayer.Swore = 0;
playerdelay = 0;
}
}
else if (generationplayer == 3)
{
Console.WriteLine("*****玩家被迫升到3级!*****");
if (selectstate == 1)
{
youplayer.Attack = state13.Attack;
youplayer.Defence = state13.Defence;
youplayer.Hp = state13.Hp;
youplayer.Mp = state13.Mp;
youplayer.Swore = 0;
playerdelay = 0;
}
else
{
youplayer.Attack = state23.Attack;
youplayer.Defence = state23.Defence;
youplayer.Hp = state23.Hp;
youplayer.Mp = state23.Mp;
youplayer.Swore = 0;
playerdelay = 0;
}
}
else if (generationplayer == 4)
{
if (selectstate == 2)
{ Console.WriteLine("您战败了!【民主自由世界】不复存在!"); break; }
else if (selectstate == 1)
{ Console.WriteLine("您战败了!【苏维埃共产主义】不复存在 !"); break; }
}
}
//随机事件增加变数
Console.WriteLine("【历史事件】");
incidentsrnd = rnd.Next(1, 8);
switch (incidentsrnd)
{
case 1: incidents.redrevolution(); youplayer.Hp -= 197.6; youplayer.Mp -= 196.6; opposite.Hp -= 197.6; opposite.Mp -= 196.6; break;
case 2: incidents.cubecrisis(); nuclearrnd = rnd.Next(121, 151); break;
case 3: incidents.yurirevenge();
if (selectstate == 1)
{
youplayer.Hp += opposite.Mp * 0.09;
opposite.Mp *= 0.9; }
else
{
opposite.Hp += youplayer.Mp * 0.09;
youplayer.Mp*= 0.9; }
break;
case 4: incidents.berlinwall();
if (selectstate == 1)
{
youplayer.Defence *= 1.2 * rnd.Next(90, 110) * 0.01;
ironcurtonrnd += 5;
}
else
{
opposite.Defence *= 1.2 * rnd.Next(90, 110) * 0.01;
ironcurtonrnd += 5;
}
break;
case 5: incidents.chao819();
if (selectstate == 2)
{
opposite.Attack *= 0.819 * rnd.Next(90, 110) * 0.01;
opposite.Defence *= 0.819 * rnd.Next(90, 110) * 0.01;
}
else
{
youplayer.Attack *= 0.819 * rnd.Next(90, 110) * 0.01;
youplayer.Defence *= 0.819 * rnd.Next(90, 110) * 0.01;
}
break;
case 6: incidents.connectunion();
if (selectstate == 1)
{
youplayer.Attack *= 1.1;
youplayer.Defence *= 1.1;
opposite.Hp *= 1.05;
opposite.Mp *= 1.05;
}
else
{
opposite.Attack *= 1.1;
opposite.Defence *= 1.1;
youplayer.Hp *= 1.05;
youplayer.Mp *= 1.05;
}
break;
case 7: incidents.spacewar();
if (selectstate == 2)
{
youplayer.Attack = state23.Attack;
youplayer.Defence = state23.Defence;
youplayer.Hp += (state21.Hp+state22.Hp+state23.Hp-youplayer.Hp)*0.04;
youplayer.Mp += (state21.Mp + state22.Mp + state23.Mp - youplayer.Mp) * 0.04;
}
else
{
opposite.Attack = state23.Attack;
opposite.Defence = state23.Defence;
opposite.Hp += (state21.Hp + state22.Hp + state23.Hp - opposite.Hp) * 0.04;
opposite.Mp += (state21.Mp + state22.Mp + state23.Mp - opposite.Mp) * 0.04;
}
break;
}
Console.WriteLine("玩家还剩下{0}点【硬实力】和{1}点【软实力】,电脑还剩下{2}点【硬实力】和{3}点【软实力】", (int)youplayer.Hp, (int)youplayer.Mp, (int)opposite.Hp, (int)opposite.Mp);
Console.WriteLine("请按任意键继续!");
Console.ReadKey();
}
}
/// <summary>
/// 这里有一个选择技能的函数(苏联第一代)
/// </summary>
public static void selectsovietskill1(sovietgeneration1 state11)
{
Console.Write("技能1:");
state11.constript();
Console.Write("技能2:");
state11.telse();
Console.Write("技能3:");
state11.aptank();
Console.Write("技能4:");
state11.mig();
Console.Write("技能5:");
state11.akula();
Console.Write("技能6:");
state11.atomicbomb();
Console.Write("技能7:");
state11.ironcurton();
}
/// <summary>
/// 这里有一个选择技能的函数(苏联第二代)
/// </summary>
public static void selectsovietskill2(soveitgeneration2 state12)
{
Console.Write("技能1:");
state12.constript();
Console.Write("技能2:");
state12.telse();
Console.Write("技能3:");
state12.aptank();
Console.Write("技能4:");
state12.mig();
Console.Write("技能5:");
state12.akula();
Console.Write("技能6:");
state12.atomicbomb();
Console.Write("技能7:");
state12.ironcurton();
Console.Write("技能8:");
state12.youri();
Console.Write("技能9:");
state12.kirov();
Console.Write("技能10:");
state12.nofair();
}
/// <summary>
/// 这里有一个选择技能的函数(苏联第三代)
/// </summary>
public static void selectsovietskill3(soveitgeneration3 state13)
{
Console.Write("技能1:");
state13.constript();
Console.Write("技能2:");
state13.telse();
Console.Write("技能3:");
state13.aptank();
Console.Write("技能4:");
state13.mig();
Console.Write("技能5:");
state13.akula();
Console.Write("技能6:");
state13.atomicbomb();
Console.Write("技能7:");
state13.ironcurton();
Console.Write("技能8:");
state13.youri();
Console.Write("技能9:");
state13.kirov();
Console.Write("技能10:");
state13.nofair();
Console.Write("技能11:");
state13.hammer();
Console.Write("技能12:");
state13.cutmachine();
Console.Write("技能13:");
state13.spacearmy();
}
/// <summary>
/// 这里有一个选择技能的函数(美国第一代)
/// </summary>
public static void selectusaskill1(USAgeneration1 state21)
{
Console.Write("技能1:");
state21.peacekeeper();
Console.Write("技能2:");
state21.lightlight();
Console.Write("技能3:");
state21.virtualtech();
Console.Write("技能4:");
state21.Aairplane();
Console.Write("技能5:");
state21.Zues();
Console.Write("技能6:");
state21.lightenstorm();
Console.Write("技能7:");
state21.chromesphere();
}
/// <summary>
/// 这里有一个选择技能的函数(美国第二代)
/// </summary>
public static void selectusaskill2(USAgeneration2 state22)
{
Console.Write("技能1:");
state22.peacekeeper();
Console.Write("技能2:");
state22.lightlight();
Console.Write("技能3:");
state22.virtualtech();
Console.Write("技能4:");
state22.Aairplane();
Console.Write("技能5:");
state22.Zues();
Console.Write("技能6:");
state22.lightenstorm();
Console.Write("技能7:");
state22.chromesphere();
Console.Write("技能8:");
state22.spy();
Console.Write("技能9:");
state22.carrier();
Console.Write("技能10:");
state22.frozen();
}
/// <summary>
/// 这里有一个选择技能的函数(美国第三代)
/// </summary>
public static void selectusaskill3(USAgeneration3 state23)
{
Console.Write("技能1:");
state23.peacekeeper();
Console.Write("技能2:");
state23.lightlight();
Console.Write("技能3:");
state23.virtualtech();
Console.Write("技能4:");
state23.Aairplane();
Console.Write("技能5:");
state23.Zues();
Console.Write("技能6:");
state23.lightenstorm();
Console.Write("技能7:");
state23.chromesphere();
Console.Write("技能8:");
state23.spy();
Console.Write("技能9:");
state23.carrier();
Console.Write("技能10:");
state23.frozen();
Console.Write("技能11:");
state23.enigineer();
Console.Write("技能12:");
state23.futuretank();
}
/// <summary>
/// 这里是选择基本技能
/// </summary>
/// <param name="basicstate"></param>
public static void basicskill (state basicstate)
{
Console.WriteLine("技能1:");
basicstate.loveconutry();
Console.WriteLine("技能2:");
basicstate.powerfularmy();
Console.WriteLine("技能3:");
basicstate.constitution();
Console.WriteLine("技能4:");
basicstate.financial();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
//关于国家的类
class state
{
public state()
{
}
static Random rnd = new Random();
private string _name;
public string Name
{
get { return _name; }
set { _name = value; }
}
private string _introduction;
public string Introduction
{
get { return _introduction; }
set { _introduction = value; }
}
private double _attack=100*rnd.Next(95,105)*0.01;
public double Attack
{
get { return _attack; }
set { _attack = value; }
}
private double _defence=50*rnd.Next(95,105)*0.01;
public double Defence
{
get { return _defence; }
set { _defence = value; }
}
private double _hp=1000*rnd.Next(95,105)*0.01;
public double Hp
{
get { return _hp; }
set { _hp = value; }
}
private double _mp=1000*rnd.Next(95,105)*0.01;
public double Mp
{
get { return _mp; }
set { _mp = value; }
}
/// <summary>
/// 爱国精神
/// </summary>
public void loveconutry()
{
Console.WriteLine("【爱国精神】可以提升军队和人民支持度");
}
/// <summary>
/// 宪法
/// </summary>
public void constitution()
{
Console.WriteLine("【国家宪法】是保障国家长治久安的精神内涵");
}
/// <summary>
/// 经济动员
/// </summary>
public void financial()
{
Console.WriteLine("【经济动员】是国家物质力量的保障");
}
/// <summary>
/// 扩军备战
/// </summary>
public void powerfularmy()
{
Console.WriteLine("【军事力量】是国家的免于暴力的反制力量,也叫做国防力量");
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class sovietgeneration1:state
{
public sovietgeneration1()
{
Random rnd = new Random();
base.Name="苏维埃社会主义共和国联盟(第一代)";
base.Introduction="苏联是人类历史第一个按照马克思主义建立的社会主义国家。它的缔造者是苏联共产党领袖列宁,但是他的继承者斯大林领导苏联走向强大和集权,终于在红色警戒的时空里宣布红色革命的侵略行为开始";
base.Hp += 1200*rnd.Next(95,105)*0.01;
base.Mp += 1000 * rnd.Next(95, 105) * 0.01;
base.Attack += 100 * rnd.Next(95, 105) * 0.01;
base.Defence+= 10 * rnd.Next(95, 105) * 0.01;
}
public virtual void atomicbomb()
{
Console.WriteLine("【核武器】是苏联首先发明出来的,也是苏联人军事力量的象征和骄傲!");
}
public virtual void ironcurton()
{
Console.WriteLine("【铁幕装置】利用相位技术使得载具具有短时间内无敌的效果");
}
public double ironcurton1(double attackerattack)
{
attackerattack = attackerattack + 10;
return attackerattack;
}
public double ironcurton2(double attackermp)
{
attackermp = attackermp - 10;
return attackermp;
}
public virtual void aptank()
{
Console.WriteLine("【天启坦克】是乌拉尔国家实验室和库尔斯克兵工厂研发的拥有口径为127mm的双管巨炮的超级坦克");
}
public virtual void telse()
{
Console.WriteLine("【特斯拉技术】产生了磁暴步兵磁暴坦克还有磁暴塔");
}
public virtual void mig()
{
Console.WriteLine("【米格战斗机】是强力的空中武器");
}
public virtual void akula()
{
Console.WriteLine("【台风级阿库拉核动力潜艇】是海中的恐怖的杀手");
}
public virtual void constript()
{
Console.WriteLine("【动员兵】就是当炮灰也要拿着莫洛托夫鸡尾酒的爱国士兵");
}
/// <summary>
/// 国家军事力量的显示
/// </summary>
public virtual void statearmy()
{
Console.WriteLine("国家名称:"+this.Name);
Console.WriteLine("国家介绍:" +this.Introduction);
Console.WriteLine("攻击力:" + this.Attack);
Console.WriteLine("防御力:" + this.Defence);
Console.WriteLine("硬实力:" + this.Hp);
Console.WriteLine("软实力:" + this.Mp);
Console.WriteLine("国家技能介绍:");
base.loveconutry();
base.constitution();
base.financial();
base.powerfularmy();
this.constript();
this.telse();
this.aptank();
this.mig();
this.akula();
this.atomicbomb();
this.ironcurton();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class soveitgeneration2:sovietgeneration1
{
public soveitgeneration2():base()
{
Random rnd = new Random();
base.Name = "苏维埃社会主义共和国联盟(第二代)";
base.Introduction = "苏联在第一次红色战争战败后,逐渐走向衰败。美国扶植诺玛罗夫作为他们的傀儡,但是这个英雄般的人物又重新将苏联戴上了富强之路,仅仅在他开启复仇之战并取得胜利的后几年中,国内外的局势变化也深刻改变着历史";
base.Hp += 2000 * rnd.Next(95, 105) * 0.01;
base.Mp += 1500 * rnd.Next(95, 105) * 0.01;
base.Attack += 200 * rnd.Next(95, 105) * 0.01;
base.Defence += 80 * rnd.Next(95, 105) * 0.01;
}
public override void atomicbomb()
{
Console.WriteLine("【核武器】分为了战术性的核子加农炮和战略性洲际导弹!");
}
public override void ironcurton()
{
Console.WriteLine("【铁幕装置】作用范围更广作用时间更长");
}
public override void aptank()
{
Console.WriteLine("【天启坦克】增加了防空的功能");
}
public override void telse()
{
Console.WriteLine("【特斯拉技术】有所提升。攻击性提升,可以充能磁力发电站");
}
public override void mig()
{
Console.WriteLine("【米格战斗机】是强力的空中武器,并且可以被鲍里斯呼叫");
}
public override void akula()
{
Console.WriteLine("【台风级阿库拉核动力潜艇】可以隐形了");
}
public override void constript()
{
Console.WriteLine("【动员兵】可以驻扎碉堡");
}
//新的内容
public virtual void youri()
{
Console.WriteLine("【心灵部队】可以控制人的心灵,造成敌人反戈");
}
public virtual void kirov()
{
Console.WriteLine("【基洛夫飞艇】可以投下毁灭性极强的炸弹");
}
public virtual void nofair()
{
Console.WriteLine("【无畏级战舰】是海面上强劲的战略意义上的舰艇");
}
//显示
public override void statearmy()
{
base.statearmy();
this.youri();
this.kirov();
this.nofair();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class soveitgeneration3:soveitgeneration2
{
/// <summary>
/// 在这里苏联已经升级到最高一级,属性提升了!
/// </summary>
public soveitgeneration3():base()
{
Random rnd = new Random();
base.Name = "苏维埃社会主义共和国联盟(第三代)";
base.Introduction = "苏联在第二次红色战争末期,进行了一项关于时间机器的秘密实验,这场实验的主导者科学家塞林斯基通过抹除爱因斯坦,使得苏联再度回光返照。查丹科总理领导苏联重新回到荣耀的战场!";
base.Hp += 2300 * rnd.Next(95, 105) * 0.01;
base.Mp += 1800 * rnd.Next(95, 105) * 0.01;
base.Attack += 300 * rnd.Next(95, 105) * 0.01;
base.Defence += 150 * rnd.Next(95, 105) * 0.01;
}
public override void atomicbomb()
{
Console.WriteLine("【核武器】安装了真空内爆弹,威力更加强大!");
}
public override void ironcurton()
{
Console.WriteLine("【铁幕装置】可以批量设置");
}
public override void aptank()
{
Console.WriteLine("【天启坦克】增加了磁暴刀叉吸收和粉碎功能");
}
public override void telse()
{
Console.WriteLine("【特斯拉技术】有所提升。攻击性磁暴部队安装EMP干扰设备");
}
public override void mig()
{
Console.WriteLine("【米格战斗机】是强力的空中武器,并且可以被娜塔莎呼叫");
}
public override void akula()
{
Console.WriteLine("【台风级阿库拉核动力潜艇】增加了射程和炮弹数量");
}
public override void constript()
{
Console.WriteLine("【动员兵】可以驻扎碉堡,额外增加冲锋功能");
}
public override void youri()
{
Console.WriteLine("【心灵部队】也可以控制载具和建筑了");
}
/// <summary>
/// 这里讲述的是苏联的超级武器基洛夫飞艇
/// </summary>
public override void kirov()
{
Console.WriteLine("【基洛夫飞艇】可以通过氢和氦合并,提升了移动速度和爆炸强度");
}
public override void nofair()
{
Console.WriteLine("【无畏级战舰】是海面上强劲的战略意义上的舰艇,多增加的弹头和威力,并且可以派遣米24双刃直升机");
}
//新的内容
public void hammer()
{
Console.WriteLine("【铁锤坦克】和【镰刀机甲】因为产量惊人在战场成名!");
}
public void cutmachine()
{
Console.WriteLine("【收割机甲】是优秀的、多功能的、攻防兼备的武器");
}
public void spacearmy()
{
Console.WriteLine("自从苏联第一次代表人类踏上月球表面后,然后高速发展出来的【太空军队】的存在让苏联在战场又有了多一个维度的优势");
}
//显示
public override void statearmy()
{
base.statearmy();
this.hammer();
this.cutmachine();
this.spacearmy();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class USAgeneration1:state
{
public USAgeneration1()
{
Random rnd = new Random();
base.Name="美利坚合众国(第一代)";
base.Introduction="美帝国主义是一个老牌的资本主义国家,她虽然对外疯狂扩张对内镇压人民但总是打着民主自由的旗号到处犯下罪行,这个国家的杜鲁门总统首次将国家带入红色警戒世界争霸的时代";
base.Hp += 1600 * rnd.Next(95, 105) * 0.01;
base.Mp += 2800 * rnd.Next(95, 105) * 0.01;
base.Attack += 90 * rnd.Next(95, 105) * 0.01;
base.Defence -= 10 * rnd.Next(95, 105) * 0.01;
}
public virtual void lightenstorm()
{
Console.WriteLine("【天气控制仪】的闪电风暴让美国人获得了做上帝的快感!");
}
public virtual void chromesphere()
{
Console.WriteLine("【超时空传送仪】可以将部队传送到任何位置,发动突袭效果");
}
public virtual void lightlight()
{
Console.WriteLine("【光棱技术】产生了光棱塔光棱步兵和光棱坦克");
}
public virtual void virtualtech()
{
Console.WriteLine("【幻影技术】中的幻影坦克等等的偷袭能力是毋庸置疑的");
}
public virtual void Aairplane()
{
Console.WriteLine("【海耀战斗机】是强力的空中武器");
}
public virtual void Zues()
{
Console.WriteLine("【宙斯盾巡洋舰】是海中的恐怖的杀手");
}
public virtual void peacekeeper()
{
Console.WriteLine("【维和步兵】是美国的基本力量,并且可以拥有护盾");
}
/// <summary>
/// 国家军事力量的显示
/// </summary>
public virtual void statearmy()
{
Console.WriteLine("国家名称:"+this.Name);
Console.WriteLine("国家介绍:" +this.Introduction);
Console.WriteLine("攻击力:" + this.Attack);
Console.WriteLine("防御力:" + this.Defence);
Console.WriteLine("硬实力:" + this.Hp);
Console.WriteLine("软实力:" + this.Mp);
Console.WriteLine("国家技能介绍:");
base.loveconutry();
base.constitution();
base.financial();
base.powerfularmy();
this.peacekeeper();
this.lightlight();
this.virtualtech();
this.Aairplane();
this.Zues();
this.lightenstorm();
this.chromesphere();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class USAgeneration2:USAgeneration1
{
public USAgeneration2()
: base()
{
Random rnd = new Random();
base.Name = "美利坚合众国(第二代)";
base.Introduction = "美国面对苏联还有尤里的复仇,强力的打击依然能够坚守国土,表现出了惊人的实力,总统迈克尔杜根统领这个国家";
base.Hp += 2000 * rnd.Next(95, 105) * 0.01;
base.Mp +=2250 * rnd.Next(95, 105) * 0.01;
base.Attack += 110 * rnd.Next(95, 105) * 0.01;
base.Defence += 30 * rnd.Next(95, 105) * 0.01;
}
public override void lightenstorm()
{
Console.WriteLine("【天气控制仪】的可以改变任何天气的种类,不在限制于打雷!");
}
public override void chromesphere()
{
Console.WriteLine("【超时空传送仪】可以将大量部队传送到任何位置");
}
public override void lightlight()
{
Console.WriteLine("【光棱技术】产生了叠加效果");
}
public override void virtualtech()
{
Console.WriteLine("【幻影技术】中发展出了虚实转换功能,假物体可以转化为真物体");
}
public override void Aairplane()
{
Console.WriteLine("【海耀战斗机】是装备进了航空母舰");
}
public override void Zues()
{
Console.WriteLine("【宙斯盾巡洋舰】是海中的恐怖的杀手,弹头更多");
}
public override void peacekeeper()
{
Console.WriteLine("【维和步兵】是美国的基本力量,并且又拥有了闪光弹和烟雾弹");
}
//新的内容
public virtual void spy()
{
Console.WriteLine("【间谍】利用金钱和美女贿赂敌人,购买忠诚");
}
public virtual void carrier()
{
Console.WriteLine("【航空母舰】,可以发动飞机群,并且可以发射EMP干扰");
}
public virtual void frozen()
{
Console.WriteLine("【冰冻科技】和【火焰科技】让敌人陷入两重天的困苦境界");
}
//显示
public override void statearmy()
{
base.statearmy();
this.spy();
this.carrier();
this.frozen();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class USAgeneration3:USAgeneration2
{
public USAgeneration3():base()
{
Random rnd = new Random();
base.Name = "美利坚合众国(第三代)";
base.Introduction = "美国经受住两次红色战争的打击,自由女神像依然挺立着,这次美国反共产主义的立场更鲜明了,科技水平也更先进了,总统阿克曼就是一个重意识形态的领导人";
base.Hp += 2200 * rnd.Next(95, 105) * 0.01;
base.Mp += 1400 * rnd.Next(95, 105) * 0.01;
base.Attack += 120 * rnd.Next(95, 105) * 0.01;
base.Defence += 120 * rnd.Next(95, 105) * 0.01;
}
public override void lightenstorm()
{
Console.WriteLine("【质子对撞机】隆重登场");
}
public override void chromesphere()
{
Console.WriteLine("【超时空传送仪】可以同时多地点多部队传送");
}
public override void lightlight()
{
Console.WriteLine("【光棱技术】产生了定位囚禁功能");
}
public override void virtualtech()
{
Console.WriteLine("【幻影技术】中发展出了吸收火力的临时黑洞");
}
public override void Aairplane()
{
Console.WriteLine("【海耀战斗机】是不可能被任何防空力量阻击");
}
public override void Zues()
{
Console.WriteLine("【宙斯盾巡洋舰】实现数控化操作,也可以生产电子干扰");
}
public override void peacekeeper()
{
Console.WriteLine("【维和步兵】射速和移动速度更快");
}
public override void spy()
{
Console.WriteLine("【间谍】可以使敌人的建筑永久失效");
}
public override void carrier()
{
Console.WriteLine("【航空母舰】可以升级为战略巡航舰");
}
public override void frozen()
{
Console.WriteLine("【冰冻科技】和【火焰科技】可以装配到任何部队");
}
//新的内容
public void enigineer()
{
Console.WriteLine("【工程学】和【多功能化】");
}
public void futuretank()
{
Console.WriteLine("【未来坦克】和毁灭性中子炮");
}
//显示
public override void statearmy()
{
base.statearmy();
this.enigineer();
this.futuretank();
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class pc
{
private double _hp;
public double Hp
{
get { return _hp; }
set { _hp = value; }
}
private double _mp;
public double Mp
{
get { return _mp; }
set { _mp = value; }
}
private double _attack;
public double Attack
{
get { return _attack; }
set { _attack = value; }
}
private double _defence;
public double Defence
{
get { return _defence; }
set { _defence = value; }
}
private int _swore = 0;
public int Swore
{
get { return _swore; }
set { _swore = value; }
}
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace redalert
{
class player
{
private double _hp;
public double Hp
{
get { return _hp; }
set { _hp = value; }
}
private double _mp;
public double Mp
{
get { return _mp; }
set { _mp = value; }
}
private double _attack;
public double Attack
{
get { return _attack; }
set { _attack = value; }
}
private double _defence;
public double Defence
{
get { return _defence; }
set { _defence = value; }
}
private int _swore = 0;
public int Swore
{
get { return _swore; }
set { _swore = value; }
}
}
}