Beispiel #1
0
    public override IEnumerator StartMyActivationCoroutine()
    {
        // Get ability data
        Ability strike     = mySpellBook.GetAbilityByName("Strike");
        Ability move       = mySpellBook.GetAbilityByName("Move");
        Ability fortify    = mySpellBook.GetAbilityByName("Fortify");
        Ability testudo    = mySpellBook.GetAbilityByName("Testudo");
        Ability shieldSlam = mySpellBook.GetAbilityByName("Shield Slam");
        Ability provoke    = mySpellBook.GetAbilityByName("Provoke");

ActionStart:

        // Pause if game over event has started
        while (EventManager.Instance.gameOverEventStarted)
        {
            yield return(null);
        }

        // Decide on target
        SetTargetDefender(EntityLogic.GetBestTarget(this, true));

        // End activation if stunned, out of energy, etc
        if (EntityLogic.IsAbleToTakeActions(this) == false)
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }

        // Fortify
        else if (EntityLogic.IsAbilityUseable(this, fortify, EntityLogic.GetBestFortifyTarget(this)) &&
                 EntityLogic.GetBestFortifyTarget(this) != null)
        {
            Action action = AbilityLogic.Instance.PerformFortify(this, EntityLogic.GetBestFortifyTarget(this));
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Testudo
        else if (EntityLogic.IsAbilityUseable(this, testudo))
        {
            Action action = AbilityLogic.Instance.PerformTestudo(this);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Shield Slam
        else if (EntityLogic.IsAbilityUseable(this, shieldSlam, myCurrentTarget) &&
                 EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) &&
                 currentBlock >= 10)
        {
            Action action = AbilityLogic.Instance.PerformShieldSlam(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Provoke
        else if (EntityLogic.IsAbilityUseable(this, provoke, myCurrentTarget) &&
                 EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange))
        {
            Action action = AbilityLogic.Instance.PerformProvoke(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Strike
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) &&
                 EntityLogic.IsAbilityUseable(this, strike, myCurrentTarget))
        {
            Action action = AbilityLogic.Instance.PerformStrike(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            // brief delay between actions
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Move
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) == false &&
                 EntityLogic.IsAbleToMove(this) &&
                 EntityLogic.IsAbilityUseable(this, move) &&
                 EntityLogic.CanPerformAbilityTwoAfterAbilityOne(move, strike, this) &&
                 EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)) != null
                 )
        {
            Tile   destination    = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this));
            Action movementAction = AbilityLogic.Instance.PerformMove(this, destination);
            yield return(new WaitUntil(() => movementAction.ActionResolved() == true));

            // small delay here in order to seperate the two actions a bit.
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Can't do anything more, end activation
        else
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }
    }
Beispiel #2
0
    public override IEnumerator StartMyActivationCoroutine()
    {
        Ability strike  = mySpellBook.GetAbilityByName("Strike");
        Ability move    = mySpellBook.GetAbilityByName("Move");
        Ability inspire = mySpellBook.GetAbilityByName("Inspire");
        Ability fortify = mySpellBook.GetAbilityByName("Fortify");
        Ability provoke = mySpellBook.GetAbilityByName("Provoke");

ActionStart:

        SetTargetDefender(EntityLogic.GetBestTarget(this, true));

        while (EventManager.Instance.gameOverEventStarted)
        {
            yield return(null);
        }

        if (EntityLogic.IsAbleToTakeActions(this) == false)
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }

        // Fortify
        else if (EntityLogic.IsAbilityUseable(this, fortify, EntityLogic.GetBestFortifyTarget(this)) &&
                 EntityLogic.GetBestFortifyTarget(this) != null)
        {
            Action action = AbilityLogic.Instance.PerformFortify(this, EntityLogic.GetBestFortifyTarget(this));
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Inspire best target if they are in range
        else if (EntityLogic.IsTargetInRange(this, GetBestInspireTarget(), inspire.abilityRange) &&
                 EntityLogic.IsAbilityUseable(this, inspire, GetBestInspireTarget()))
        {
            Action action = AbilityLogic.Instance.PerformInspire(this, GetBestInspireTarget());
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Inspire something else if the best target is not in range
        else if (GetBestInspireTargetInRange(inspire.abilityRange) != null &&
                 EntityLogic.IsAbilityUseable(this, inspire, GetBestInspireTargetInRange(inspire.abilityRange)))
        {
            Action action = AbilityLogic.Instance.PerformInspire(this, GetBestInspireTargetInRange(inspire.abilityRange));
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Provoke
        else if (EntityLogic.IsAbilityUseable(this, provoke, myCurrentTarget) &&
                 EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange))
        {
            Action action = AbilityLogic.Instance.PerformProvoke(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Strike closest target
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) &&
                 EntityLogic.IsAbilityUseable(this, strike, myCurrentTarget))
        {
            Action action = AbilityLogic.Instance.PerformStrike(this, myCurrentTarget);
            yield return(new WaitUntil(() => action.ActionResolved() == true));

            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Move
        else if (EntityLogic.IsTargetInRange(this, myCurrentTarget, currentMeleeRange) == false &&
                 EntityLogic.IsAbleToMove(this) &&
                 EntityLogic.IsAbilityUseable(this, move) &&
                 EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this)) != null
                 )
        {
            Tile   destination    = EntityLogic.GetBestValidMoveLocationBetweenMeAndTarget(this, myCurrentTarget, currentMeleeRange, EntityLogic.GetTotalMobility(this));
            Action movementAction = AbilityLogic.Instance.PerformMove(this, destination);
            yield return(new WaitUntil(() => movementAction.ActionResolved() == true));

            // small delay here in order to seperate the two actions a bit.
            yield return(new WaitForSeconds(1f));

            goto ActionStart;
        }

        // Can't do anything more, end activation
        else
        {
            LivingEntityManager.Instance.EndEntityActivation(this);
        }
    }