Beispiel #1
0
        public void ExecuteAbility(IGameUnit user, IAbility ability, MapPoint targetPoint)
        {
            var targetPoints = ability.AreaPoints.Select(x => x.ApplyOffset(targetPoint.X, targetPoint.Y));

            var foundTargets = _gameMap.FindAllMapObjectsInBounds(out var targets, targetPoints);
            var validTargets = AbilityTargetCalculator.FilterTargets(user, ability, targets);

            // Get a queue of abilities and their execution
            _executionQueue = CreateAbiltyQueue(user, ability, validTargets, targetPoint, _gameMap);

            // Now execute each entry in our queue
            while (_executionQueue.Any())
            {
                var executionParams  = _executionQueue.Dequeue();
                var executionResults = new List <AbilityResultContainer>();

                // If the params doesn't have a target assigned we'll create dupes and populate the targets
                if (executionParams.Target == null)
                {
                    var newParams        = executionParams.AllTargets.Select(x => new AbilityExecuteParameters(executionParams.UnitExecuting, executionParams.AbilityExecuting, x, executionParams.AllTargets, executionParams.TargetPoint, executionParams.GameMap));
                    var newParamsResults = newParams.SelectMany(x => ExecuteAbilityParameters(x)).ToList();
                    executionResults.AddRange(newParamsResults);
                }
                // Otherwise we'll just execute the ability
                else
                {
                    var paramsResults = ExecuteAbilityParameters(executionParams);
                    executionResults.AddRange(paramsResults);
                }

                // DO SOME ANIMATION HERE?

                // ALSO IF A COUNTER HAS A COST IT ISN"T DEDUCTED EVER
            }

            // Now that we executed the ability we need to consume the cost of the ability
            ConsumeAbilityForUnit(user, ability);

            // Check for defeated units
            validTargets.OfType <IGameUnit>().Where(x => x.IsDead()).ForEach(x => RemoveUnit(x));
            if (user.IsDead())
            {
                RemoveUnit(user);
            }
        }