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oop-2-labs/L4/LD_24/Code/TaskUtils.cs

151 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Web;
namespace LD_24.Code
{
/// <summary>
/// Utility class for storing unrelated methods
/// </summary>
public static class TaskUtils
{
/// <summary>
/// Find the actors which have the most health by class
/// </summary>
/// <param name="actors"></param>
/// <returns></returns>
public static Dictionary<string, int> FindMostHealthByClass(List<Actor> actors)
{
Dictionary<string, int> mostHealth = new Dictionary<string, int>();
foreach (var actor in actors)
{
if (mostHealth.ContainsKey(actor.Class))
{
mostHealth[actor.Class] = Math.Max(mostHealth[actor.Class], actor.Health);
} else
{
mostHealth.Add(actor.Class, actor.Health);
}
}
return mostHealth;
}
/// <summary>
/// Find all unique classes from a list of actors
/// </summary>
/// <param name="actors"></param>
/// <returns></returns>
public static List<string> FindAllClasses(List<Actor> actors)
{
List<string> result = new List<string>();
foreach (var actor in actors)
{
if (!result.Contains(actor.Class))
{
result.Add(actor.Class);
}
}
return result;
}
/// <summary>
/// Find all unique races from a list of actors
/// </summary>
/// <param name="actors"></param>
/// <returns></returns>
public static List<string> FindAllRaces(List<Actor> actors)
{
List<string> races = new List<string>();
foreach (var actor in actors)
{
if (!races.Contains(actor.Race))
{
races.Add(actor.Race);
}
}
return races;
}
/// <summary>
/// Finds which races are missing an NPC or Hero
/// </summary>
/// <param name="actors"></param>
/// <returns>A tuple where Item1 is missing Heros, and Item2 is missing NPCs</returns>
public static Tuple<List<string>, List<string>> FindMissingActors(List<Actor> actors)
{
var races = FindAllRaces(actors);
var missingHeroes = races;
var missingNPCs = new List<string>(races);
foreach (var actor in actors)
{
if (actor is Hero)
{
missingHeroes.Remove(actor.Race);
} else if (actor is NPC)
{
missingNPCs.Remove(actor.Race);
}
}
return Tuple.Create(missingHeroes, missingNPCs);
}
/// <summary>
/// Find the actors which have the most health in their respective classes
/// </summary>
/// <param name="actors"></param>
/// <returns></returns>
public static List<Actor> FilterMostHealthByClass(List<Actor> actors)
{
List<Actor> filtered = new List<Actor>();
var mostHealths = FindMostHealthByClass(actors);
foreach (var actor in actors)
{
if (mostHealths[actor.Class] == actor.Health)
{
filtered.Add(actor);
}
}
return filtered;
}
/// <summary>
/// Filter out heros which, don't meet the min intellect (exclusively)
/// </summary>
/// <param name="actors"></param>
/// <param name="minIntellect"></param>
/// <returns></returns>
public static List<Hero> FilterHeroesByIntellect(List<Actor> actors, int minIntellect)
{
List<Hero> filtered = new List<Hero>();
foreach (var actor in actors)
{
if (actor is Hero && (actor as Hero).Intellect > minIntellect)
{
filtered.Add(actor as Hero);
}
}
return filtered;
}
/// <summary>
/// Filter out NPC which, don't meet the max attack (exclusively)
/// </summary>
/// <param name="actors"></param>
/// <param name="maxAttack"></param>
/// <returns></returns>
public static List<NPC> FilterNPCsByAttack(List<Actor> actors, int maxAttack)
{
List<NPC> filtered = new List<NPC>();
foreach (var actor in actors)
{
if (actor is NPC && actor.Attack < maxAttack)
{
filtered.Add(actor as NPC);
}
}
return filtered;
}
}
}