Solution - Challenge Hero Monster Classes Part 2

Tutorial Series: Free C# Fundamentals via ASP.NET Web Apps

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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:



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:


Step 3: Modifying the Page_Load

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:



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:

Both Died


Monster Wins


Hero Wins



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.

Related Articles in this Tutorial:

Lesson 1 - Series Introduction

Lesson 2 - Installing Visual Studio 2015

Lesson 3 - Building Your First Web App

Lesson 4 - Understanding What You Just Did

Lesson 5 - Working with Projects in Visual Studio

Lesson 6 - Simple Web Page Formatting in Visual Studio

Challenge 1

Solution 1

Lesson 7 - Variables and Data Types

Lesson 8 - Data Type Conversion

Lesson 9 - Arithmetic Operators

Lesson 10 - C# Syntax Basics

Challenge 2 - ChallengeSimpleCalculator

Solution - ChallengeSimpleCalculator

Lesson 11 - Conditional If Statements

Lesson 12 - The Conditional Ternary Operator

Challenge 3 - ChallengeConditionalRadioButton

Solution - Challenge Conditional RadioButton

Lesson 13 - Comparison and Logical Operators

Lesson 13 Challenge - First Papa Bob's Website

Solution - Challenge First Papa Bob's Website

Lesson 14 - Working with Dates and Times

Lesson 15 - Working With Spans of Time

Lesson 16 - Working with the Calendar Server Control

Challenge 4 - Challenge Days Between Dates

Solution - Challenge Days Between Dates

Lesson 17 - Page_Load and Page.IsPostBack

Lesson 18 - Setting a Break Point and Debugging

Lesson 19 - Formatting Strings

Challenge 5 - Challenge Epic Spies Assignment

Solution - Challenge Epic Spies Assignment

Lesson 20 - Maintaining State with ViewState

Lesson 21 - Storing Values in Arrays

Lesson 22 - Understanding Multidimensional Arrays

Lesson 23 - Changing the Length of an Array

Challenge 6 - Challenge Epic Spies Asset Tracker

Solution - Challenge Epic Spies Asset Tracker

Lesson 24 - Understanding Variable Scope

Lesson 25 - Code Blocks and Nested If Statements

Lesson 26 - Looping with the For Iteration Statement

Challenge 7 - Challenge For Xmen Battle Count

Solution - Challenge For Xmen Battle Count

Lesson 27 - Looping with the while() & do...while() Iteration Statements

Lesson 28 - Creating and Calling Simple Helper Methods

Lesson 29 - Creating Methods with Input Parameters

Lesson 30 - Returning Values from Methods

Lesson 31 - Creating Overloaded Methods

Lesson 32 - Creating Optional Parameters

Lesson 33 - Creating Names Parameters

Lesson 34 - Creating Methods with Output Parameters

Challenge 8 - Challenge Postal Calculator Helper Methods

Solution - Challenge Postal Calculator Helper Methods

Mega Challenge Casino

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Lesson 35 - Manipulating Strings

Challenge 9 - Phun With Strings

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Lesson 36 - Introduction to Classes and Objects

Challenge - Hero Monster Classes Part 1

Solution - Hero Monster Classes Part 1

Challenge - Hero Monster Classes Part 2

Solution - Challenge Hero Monster Classes Part 2

Lesson 37 - Creating Class Files Creating Cohesive Classes and Code Navigation

Lesson 38 - Understanding Object References and Object Lifetime

Lesson 39 - Understanding the .NET Framework and Compilation

Lesson 40 - Namespaces and Using Directives

Lesson 41 - Creating Class Libraries and Adding References to Assemblies

Lesson 42 - Accessibility Modifiers, Fields and Properties

Lesson 43 - Creating Constructor Methods

Lesson 44 - Naming Conventions for Identifiers

Lesson 45 - Static vs Instance Members

Challenge 10 - Challenge Simple Darts

Solution - Challenge Simple Darts

Lesson 46 - Working with the List Collection

Lesson 47 - Object Initializers

Lesson 48 - Collection Initializers

Lesson 49 - Working with the Dictionary Collection

Lesson 50 - Looping with the foreach Iteration Statement

Lesson 51 - Implicitly-Typed Variables with the var Keyword

Challenge 11 - Challenge Student Courses

Solution - Challenge Student Courses

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Lesson 52 - Creating GUIDs

Lesson 53 - Working with Enumerations

Lesson 54 - Understanding the switch() Statement

Lesson 55 - First Pass at the Separation of Concerns Principle

Lesson 56 - Understanding Exception Handling

Lesson 57 - Understanding Global Exception Handling

Lesson 58 - Understanding Custom Exceptions

Lesson 59 - Creating a Database in Visual Studio

Lesson 60 - Creating an Entity Data Model

Lesson 61 - Displaying the DbSet Result in an ASP.NET GridView

Lesson 62 - Implementing a Button Command in a GridView

Lesson 63 - Using a Tools-Centric Approach to Building a Database Application

Lesson 64 - Using a Maintenance-Driven Approach to Building a Database Application

Lesson 65 - Creating a New Instance of an Entity and Persisting it to the Database

Lesson 66 - Package Management with NuGet

Lesson 67 - NuGet No-Commit Workflow

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Lesson 69 - Mapping Enum Types to Entity Properties in the Framework Designer

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Papa Bob's Mega Solution Part 3 - Passing an Order from the Presentation Layer

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