Introduction

This is the solution file for the challenge called ChallengeHeroMonsterClassesPart2. This challenge begins where part 1 left off, and you can either use your completed part 1 file or the provided challenge code file to follow along with this solution. In this part, we’re going to add a dice mechanic which will randomly determine the damage of each character’s attack. In addition, we’re going to change from one round of attacks to a continuous battle until one or both of the opponents are defeated.

Step 1: Creating the Dice Class

The first requirement for this challenge is to create a new Dice class. It will have one integer property called Sides, and contain one method: Roll(). To begin, create the Dice class in Default.aspx.cs below the Default and Character class definitions, but still within the Project namespace, then give it an int Sides property:

Next, let’s focus on creating the Dice class’ Roll() method. Roll() is going to be responsible for determining the damage of each character’s attack, and we’re told that it needs to return a random integer. Create a new method definition for Roll() within the Dice class, making sure it returns an integer value:

Because Roll() needs to return a random value, we’ll need to make use of the Random class. However, as we’ve seen before, creating the instance of Random from within the method creates an issue: It’s not a truly random number being generated, because each time the method is called it’s dealing with a brand new instance of that Random class. To fix this, we’ll create a new instance of Random outside the Roll() method, but still within the Dice class:

Now that we can generate our random number, we need to know what upper and lower-bounds to assign the the calculation. We’re told that the maximum number to pass in to the random calculation is the Sides property on Dice. This property will be set to the DamageMaximum property of the character calling the method, but for now we can simply pass in ‘this.Sides’ as the upper bound:

Tip:

This call of random.Next() follows the pattern we’ve used thus far in this series; using an overloaded version of the method to pass in both the lower and upper bounds of the calculation. There is an alternative implementation that would work in this scenario, however. Another overloaded version of this Next() method simply takes in the upper bound value, meaning that the only number to supply would be ‘this.Sides’:

This makes no functional difference from the previous implementation, but is simply one more option for use in the future.

Step 2: Modifying the Attack() Method

The next requirement of this challenge is to change the Character’s Attack() method so that, as an input parameter, it takes in an instance of Dice. This is done so that the damage returned from the Attack() method is decided by the Roll() method of the Dice.

To begin, navigate to the Character’s Attack() method and add the Dice input parameter:

Next, remove the reference to the Random class, as this is no longer needed. In place of the random.Next() method, make a call to dice.Roll():

Finally, above the call to the Roll() method, set the dice’s Sides property to the value of DamageMaximum for the Character calling the Attack() method:

Because we’ve modified the Attack() method, all the calls in Page_Load to that method will produce errors, as seen here:

This is because Attack() now has expects a dice object to be given to it. In order to do this, let’s create a new instance of the Dice class directly above these statements, then pass that value in to each method call:

Next, let’s perform the conditional check to determine if a character should get a bonus attack. This will be determined by evaluating if the AttackBonus property is true or not. Create to if() statements directly beneath the creation of the dice object, one evaluating hero, and one evaluating monster:

Tip:

Notice that instead of using if()… else if(), two separate if() statements are employed for this task. The reason for this is because AttackBonus has potential to evaluate as true for both characters. If that happens, then an if()… else if() will not evaluate both, only the first one to evaluate as true, then it will drop out of the conditional check. Using two if() statements ensures that no matter what, both conditions will be evaluated.

Now, within the if() statements, call the Defend() method of the other character. For hero.AttackBonus evaluating true, call monster.Defend(), passing in the hero.Attack() for the damage inflicted:

This structure saves a few lines of code by calling the hero’s Attack() method inside the monster’s Defend(), directly using the returned damage value as the input parameter for the Defend() method. Repeat this process for the monster’s AttackBonus, calling hero.Defend():

Step 4: Creating the Battle Loop

The next step in this challenge is to modify the battle logic. Instead of performing only one round of attacking and defending, this should keep going until at least one character has no remaining health. To do this, we’ll need to create a while() loop directly underneath the bonus attack checks, checking to make sure that both the hero and monster Health property is greater than zero:

The battle will be fought with the monster attacking first, then the hero attacking back. What we can do is copy and paste the battle code used in the bonus attack checks, as it uses the exact same logic for a battle:

Step 5: Displaying the Battle Results

The final requirement for this challenge is to create a helper method that will display the combatants, which won and which lost. In addition to this, in the event that both combatants have been defeated, print out a different message telling the user that both opponents died. To do this, we’ll create a new method in the Default class called displayResult(), passing in both characters:

Inside this method, we’ll create several checks to determine which case this falls into, whether opponent1 or opponent2 won, or if both have been defeated. We’ll begin by checking to see if both opponents have been defeated and print out an appropriate message:

Then, create an else if() statement to check if opponent1 was defeated and print out another message:

Finally, create an else statement for the case that opponent1 is the winner:

Step 6: Finalizing the Output Format

Finally, we need to call the displayResult() method directly after the while() loop exits. Delete the previous battle code from beneath, but copy and paste the calls to printStats() inside the end of the while() loop. This will allow us to see what the hero and monster’s health were at the end of each round:

Then, beneath the while() loop, call the displayResult() method, passing in the hero and monster:

Save and run your code to see the results:

Conclusion

This concludes the solution for ChallengeHeroMonsterClassesPart2. Hopefully you were able to follow along as this task was broken down into multiple small chunks to tackle individually. If you weren’t able to solve it on your own, as always come back to this challenge later and try again. Change it up a little, try displaying the damage each character did every round, or randomize the AttackBonus property. Continue to toy around with this until the concepts of this challenge are firmly cemented in your mind.