Beispiel #1
0
        private void MoveOverride(List <HexCell> moveCells)
        {
//			bool isLost = UnityEngine.Random.Range(0, 2) == 0;
            bool isLost = NKMRandom.Get(Name, 0, 2) == 0;

            if (!isLost)
            {
                ParentCharacter.DefaultBasicMove(moveCells);
            }
            else
            {
                Active.RemoveMoveCells();
                int movementPoints = ParentCharacter.Speed.Value;
                Active.MoveCells.Add(ParentCharacter.ParentCell);
                HexCell        lastCell    = ParentCharacter.ParentCell;
                List <HexCell> moveTargets = ParentCharacter.GetBasicMoveCells();
                while (movementPoints-- > 0 || !lastCell.IsFreeToStand)
                {
//					List<HexCell> neighborMoveCells = lastCell.GetNeighbors(1,
//						SearchFlags.StopAtEnemyCharacters | SearchFlags.StopAtFriendlyCharacters | SearchFlags.StopAtWalls);
                    List <HexCell> neighborMoveCells = lastCell.GetNeighbors(1).Intersect(moveTargets).ToList();
//					int r = UnityEngine.Random.Range(0, neighborMoveCells.Count);
//					lastCell = neighborMoveCells[r];
                    lastCell = neighborMoveCells.GetRandom();
                    Active.AddMoveCell(lastCell);
                }
                ParentCharacter.DefaultBasicMove(Active.MoveCells);
                Console.Log($"{ParentCharacter.FormattedFirstName()}: Cholera, znowu się zgubili?");
//				int rand = UnityEngine.Random.Range(1, 4);
                int soundID = NKMRandom.Get($"{Name} - ID", 1, 4);
                Active.PlayAudio("op wtf " + soundID);
            }
        }
Beispiel #2
0
        public override void Awake()
        {
            ParentCharacter.BeforeBeingBasicAttacked += (attackingCharacter, damage) =>
            {
                if (!IsEnabled)
                {
                    return;
                }

                MessageLogger.Log(string.Format("{0} blokuje atak {1}!", ParentCharacter.FormattedFirstName(), attackingCharacter.FormattedFirstName()));
                _attacksToBlock--;
                _currentBonusAttack += AbilityBonusAttackGain;
                if (_attacksToBlock == 0)
                {
                    Disable();
                }
            };
            ParentCharacter.BeforeAttack += (character, damage) => damage.Value += _currentBonusAttack;
        }
Beispiel #3
0
        public SwordDance() : base(AbilityType.Ultimatum, "Sword Dance", 4)
        {
            OnAwake += () =>
            {
                Validator.ToCheck.Add(() => !IsEnabled);
                ParentCharacter.BeforeBeingBasicAttacked += (attackingCharacter, damage) =>
                {
                    if (!IsEnabled)
                    {
                        return;
                    }

                    Console.Log(
                        $"{ParentCharacter.FormattedFirstName()} blokuje atak {attackingCharacter.FormattedFirstName()}!");
                    _attacksToBlock--;
                    damage.Value         = 0;
                    _currentBonusAttack += AbilityBonusAttackGain;
                    if (_attacksToBlock == 0)
                    {
                        Disable();
                    }
                };
                ParentCharacter.BeforeAttack += (character, damage) => damage.Value += _currentBonusAttack;
                Active.Phase.PhaseFinished   += () =>
                {
                    if (!IsEnabled)
                    {
                        return;
                    }
                    _phasesRemain--;
                    if (_phasesRemain == 0)
                    {
                        Disable();
                    }
                };
            };
        }
Beispiel #4
0
 private void MoveOverride(List <HexCell> moveCells)
 {
     if (UnityEngine.Random.Range(0, 2) == 0)
     {
         ParentCharacter.DefaultBasicMove(moveCells);
     }
     else
     {
         Active.RemoveMoveCells();
         var movementPoints = ParentCharacter.Speed.Value;
         Active.MoveCells.Add(ParentCharacter.ParentCell);
         HexCell lastCell = ParentCharacter.ParentCell;
         while (movementPoints-- != 0)
         {
             List <HexCell> neighborMoveCells = lastCell.GetNeighbors(1, true, true);
             neighborMoveCells.RemoveAll(cell => cell.CharacterOnCell != null); //we don't want to allow stepping into our characters!
             var r = UnityEngine.Random.Range(0, neighborMoveCells.Count);
             lastCell = neighborMoveCells[r];
             Active.AddMoveCell(lastCell);
         }
         ParentCharacter.DefaultBasicMove(Active.MoveCells);
         MessageLogger.Log($"{ParentCharacter.FormattedFirstName()}: Cholera, znowu się zgubili?");
     }
 }