<commit_before>﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace GladiatorsGame
{
    class Player
    {
        private string Name;
        private int Level, Strength, Agility, Vitality, Health, MaxHealth, Energy, MaxEnergy;
        private int Stun, Bleed, Daze;
        private bool FinishedTurn, FinishedLevelUp, FinishedGame;
        private bool[] UnlockedSkill = new bool[5];

        public void Initialize()
        {
            Name = "Maximus";

            Level = 1;

            Strength = 10;
            Agility = 10;
            Vitality = 10;

            MaxHealth = Vitality * 10;
            Health = MaxHealth;
            MaxEnergy = Agility * 10;
            Energy = MaxEnergy;

            Stun = 0;
            Bleed = 0;
            Daze = 0;

            FinishedTurn = false;
            FinishedLevelUp = true;
            FinishedGame = false;

            UnlockedSkill[0] = true;
            UnlockedSkill[1] = true;
            UnlockedSkill[2] = false;
            UnlockedSkill[3] = false;
            UnlockedSkill[4] = false;
        }

        public void UpdateStats()
        {
            MaxHealth = Vitality * 10;
            Health = MaxHealth;
            MaxEnergy = Agility * 10;
            Energy = MaxEnergy;
        }

        public string Skill_HeroicAssault(Enemy Target)
        {
            Random RNGesus = new Random();
            int Damage;
            string LogText;

            Damage = RNGesus.Next(8, 13) + (Strength - 10);
            Target.SetHealth(Target.GetHealth() - Damage);

            LogText = "Your Heroic Assault dealt " + Damage.ToString() + " damage to " + Target.GetName() + "!";
            return LogText;
        }

        public string Skill_DesperateStrike(Enemy Target)
        {
            Random RNGesus = new Random();
            int Damage;
            string LogText;

            Damage = RNGesus.Next(1, 21) + (Strength - 10);
            Target.SetHealth(Target.GetHealth() - Damage);

            LogText = "Your Desperate Strike dealt " + Damage.ToString() + " damage to " + Target.GetName() + "!";
            return LogText;
        }

        public string Skill_Bash(Enemy Target)
        {
            //NYI
            return null;
        }

        public string Skill_DirtThrow(Enemy Target)<commit_msg>implemented skill - Bash<commit_after>﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace GladiatorsGame
{
    class Player
    {
        private string Name;
        private int Level, Strength, Agility, Vitality, Health, MaxHealth, Energy, MaxEnergy;
        private int Stun, Bleed, Daze;
        private bool FinishedTurn, FinishedLevelUp, FinishedGame;
        private bool[] UnlockedSkill = new bool[5];

        public void Initialize()
        {
            Name = "Maximus";

            Level = 1;

            Strength = 10;
            Agility = 10;
            Vitality = 10;

            MaxHealth = Vitality * 10;
            Health = MaxHealth;
            MaxEnergy = Agility * 10;
            Energy = MaxEnergy;

            Stun = 0;
            Bleed = 0;
            Daze = 0;

            FinishedTurn = false;
            FinishedLevelUp = true;
            FinishedGame = false;

            UnlockedSkill[0] = true;
            UnlockedSkill[1] = true;
            UnlockedSkill[2] = false;
            UnlockedSkill[3] = false;
            UnlockedSkill[4] = false;
        }

        public void UpdateStats()
        {
            MaxHealth = Vitality * 10;
            Health = MaxHealth;
            MaxEnergy = Agility * 10;
            Energy = MaxEnergy;
        }

        public string Skill_HeroicAssault(Enemy Target)
        {
            Random RNGesus = new Random();
            int Damage;
            string LogText;

            Damage = RNGesus.Next(8, 13) + (Strength - 10);
            Target.SetHealth(Target.GetHealth() - Damage);

            LogText = "Your Heroic Assault dealt " + Damage.ToString() + " damage to " + Target.GetName() + "!";
            return LogText;
        }

        public string Skill_DesperateStrike(Enemy Target)
        {
            Random RNGesus = new Random();
            int Damage;
            string LogText;

            Damage = RNGesus.Next(1, 21) + (Strength - 10);
            Target.SetHealth(Target.GetHealth() - Damage);

            LogText = "Your Desperate Strike dealt " + Damage.ToString() + " damage to " + Target.GetName() + "!";
            return LogText;
        }

        public string Skill_Bash(Enemy target)
        {
            Random RNGesus = new Random();
            int damage;
            string logText;
            bool effect;

            damage = RNGesus.Next(4, 9) + (Strength - 10);
            effect = GameLogic.CheckChance(50);
            logText = "Your Bash dealt " + damage.ToString() + " damage to " + target.GetName() + "! ";

            target.SetHealth(target.GetHealth() - damage);

            if (effect == true)
            {
                target.SetStun(1);
                logText = logText + target.GetName() + " got stunned for 1 turn.";
            }
            else
            {
                logText = logText + target.GetName() + " resisted stun.";
            }
            
            return logText;
        }

        public string Skill_DirtThrow(Enemy Target)
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