public Func <LiveImplementation.FullCombatCharacter, List <LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List <Interfaces.IEffect> > executeCommand(Interfaces.SelectedCommand command)
        {
            AbilityInfo ai;

            switch (command.commandName)
            {
            case "Magic Dart":
                ai = new AbilityInfo()
                {
                    name             = "Magic Dart",
                    message          = "{Name} has dealt {Damage} to {Target} with a Magic Dart.",
                    ranged           = true,
                    damageMultiplier = 5,
                    maxTargets       = 1,
                    damageType       = AbilityInfo.DamageType.Magical
                };

                return(ai.getCommand());

            case "Magic Missile":
                ai = new AbilityInfo()
                {
                    name               = "Magic Dart",
                    message            = "{Name} has dealt {Damage} to {Target} with a Magic Missile.",
                    ranged             = true,
                    damageMultiplier   = 15,
                    maxTargets         = 1,
                    mpCost             = 1,
                    requiredClassLevel = 3,
                    damageType         = AbilityInfo.DamageType.Magical
                };

                return(ai.getCommand());

            case "Arcane Prison":
                ai = new AbilityInfo()
                {
                    name               = "Arcane Prison",
                    message            = "{Name} has sealed {Target} in an arcane prison.",
                    ranged             = false,
                    maxTargets         = 1,
                    cooldown           = "Arcane Prison",
                    cooldownDuration   = 180,
                    requiredClassLevel = 7,
                    preExecute         = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) =>
                    {
                        foreach (FullCombatCharacter t in target)
                        {
                            if (!BasicModificationsGeneration.hasMod(t, "Disarmed"))
                            {
                                List <PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List <PlayerModels.CombatDataModels.CombatConditionModel>();
                                conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel()
                                {
                                    name = "Time",
                                    state = (source.nextAttackTime + 100).ToString()
                                });
                                t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel()
                                {
                                    name = "Arcane Prison",
                                    conditions = conditions
                                });
                            }
                        }
                        return(AbilityInfo.ProcessResult.Normal);
                    })
                };

                return(ai.getCommand());

            default:
                return((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData) =>
                {
                    List <IEffect> effects = new List <IEffect>();
                    return effects;
                });
            }
        }
Beispiel #2
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        public Func <LiveImplementation.FullCombatCharacter, List <LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List <Interfaces.IEffect> > executeCommand(Interfaces.SelectedCommand command)
        {
            AbilityInfo ai;

            switch (command.commandName)
            {
            case "Disarming Blow":
                ai = new AbilityInfo()
                {
                    name               = "Disarming Blow",
                    message            = "{Name} has dealt {Damage} damage to {Target} with a disarming blow.",
                    requiredClassLevel = 3,
                    damageMultiplier   = 5,
                    damageType         = AbilityInfo.DamageType.Physical,
                    cooldown           = "Disarming Blow",
                    cooldownDuration   = 60,
                    preExecute         = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) =>
                    {
                        foreach (FullCombatCharacter t in target)
                        {
                            if (!BasicModificationsGeneration.hasMod(t, "Disarmed"))
                            {
                                List <PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List <PlayerModels.CombatDataModels.CombatConditionModel>();
                                conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel()
                                {
                                    name = "Time",
                                    state = (source.nextAttackTime + 60).ToString()
                                });
                                t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel()
                                {
                                    name = "Disarmed",
                                    conditions = conditions
                                });
                            }
                        }
                        return(AbilityInfo.ProcessResult.Normal);
                    })
                };

                return(ai.getCommand());

            case "One-Two Punch":
                ai = new AbilityInfo()
                {
                    name               = "One-Two Punch",
                    message            = "{Name} has dealt {HitCount}x{Damage} damage to {Target} with a One-Two Punch.",
                    requiredClassLevel = 7,
                    damageMultiplier   = 5,
                    damageCoefficient  = 0.75f,
                    damageType         = AbilityInfo.DamageType.Physical,
                    cooldown           = "One-Two Punch",
                    cooldownDuration   = 120,
                    hits               = 2
                };

                return(ai.getCommand());

            case "Sweep":
                ai = new AbilityInfo()
                {
                    name                  = "Sweep",
                    message               = "{Name} dealt damage to all enemies with a sweeping blow!",
                    requiredClassLevel    = 9,
                    maxTargets            = 10,
                    damageMultiplier      = 5,
                    damageCoefficient     = 0.5f,
                    attackTimeCoefficient = 1.5f,
                    damageType            = AbilityInfo.DamageType.Physical,
                    cooldown              = "Sweep",
                    cooldownDuration      = 180
                };

                return(ai.getCommand());

            case "Preemptive Strike":
                ai = new AbilityInfo()
                {
                    name               = "Preemptive Strike",
                    message            = "{Name} dealt {Damage} damage to {Target} with a Preemptive Strike!",
                    requiredClassLevel = 13,
                    damageMultiplier   = 5,
                    damageCoefficient  = 1.5f,
                    damageType         = AbilityInfo.DamageType.Physical,
                    cooldown           = "Preemptive Strike",
                    cooldownDuration   = 120,
                    preExecute         = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) =>
                    {
                        FullCombatCharacter currentTarget = target[0];
                        foreach (FullCombatCharacter t in target)
                        {
                            if (currentTarget.nextAttackTime > t.nextAttackTime)
                            {
                                currentTarget = t;
                            }
                        }

                        target.Clear();
                        target.Add(currentTarget);

                        return(AbilityInfo.ProcessResult.Normal);
                    })
                };

                return(ai.getCommand());

            case "Vicious Blow":
                ai = new AbilityInfo()
                {
                    name               = "Vicious Blow",
                    message            = "{Name} dealt {Damage} damage to {Target} with a Vicious Blow!",
                    requiredClassLevel = 15,
                    damageMultiplier   = 5,
                    damageCoefficient  = 1.5f,
                    damageType         = AbilityInfo.DamageType.Physical,
                    cooldown           = "Vicious Blow",
                    cooldownDuration   = 180,
                    preExecute         = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) =>
                    {
                        FullCombatCharacter currentTarget = target[0];

                        if (currentTarget.hp * 2 > currentTarget.maxHP)
                        {
                            abilityInfo.message = "{Name}'s vicious blow missed {Target}!";
                            abilityInfo.damageCoefficient = 0.0f;
                        }

                        return(AbilityInfo.ProcessResult.Normal);
                    })
                };

                return(ai.getCommand());

            case "Adrenaline":
                ai = new AbilityInfo()
                {
                    name               = "Adrenaline",
                    message            = "Adrenaline pumps through {Name}!",
                    requiredClassLevel = 17,
                    oncePerRest        = "Adrenaline",
                    preExecute         = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) =>
                    {
                        source.mods.Add(BasicModificationsGeneration.getAdrenalineModification((source.nextAttackTime + 60).ToString()));

                        return(AbilityInfo.ProcessResult.Normal);
                    })
                };

                return(ai.getCommand());

            default:
                return((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData) =>
                {
                    List <IEffect> effects = new List <IEffect>();
                    return effects;
                });
            }
        }
        public static Func<FullCombatCharacter, List<FullCombatCharacter>, CombatData, List<IEffect>> executeCommand(SelectedCommand command)
        {
            switch (command.commandName)
            {
                case "Attack":
                    AbilityInfo ai = new AbilityInfo()
                    {
                        damageType = AbilityInfo.DamageType.Physical,
                        damageMultiplier = 5,
                        name = "Attack",
                        message = "{Name} has attacked {Target} for {Damage} damage!"
                    };

                    return ai.getCommand();
                case "Guard":
                    ai = new AbilityInfo()
                    {
                        name = "Guard",
                        message = "{Name} is guarding.",
                        ranged = true,
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            source.mods.Add(BasicModificationsGeneration.getGuardModification(source.name));
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Flee":
                    ai = new AbilityInfo()
                    {
                        name = "Flee",
                        message = "",
                        attackTimeCoefficient = 0.8f,
                        ranged = true,
                        postCleanup = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            if (!combatData.canFlee)
                            {
                                return AbilityInfo.ProcessResult.EndTurn;
                            }
                            combatData.currentFleeCount += source.agility;
                            int totalAgi = 0;
                            foreach (FullCombatCharacter fcc in target)
                            {
                                totalAgi += fcc.agility;
                            }
                            if (combatData.currentFleeCount >= totalAgi)
                            {
                                combatData.combatEndType = CombatEndType.Flee;
                                effects.Add(new Effect(EffectTypes.Message, 0, "You were able to run away!", 0));
                                effects.Add(new Effect(EffectTypes.CombatEnded, 0, string.Empty, 0));
                            }
                            else
                            {
                                effects.Add(new Effect(EffectTypes.Message, 0, "You were unable to run away!  (Keep trying, believe in yourself)", 0));
                            }

                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Range":
                    ai = new AbilityInfo()
                    {
                        name = "Range",
                        message = "{Name} has moved a distance from combat.",
                        ranged = true,
                        postCleanup = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            source.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel()
                            {
                                name = "Ranged",
                                conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>()
                            });
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Abilities":
                    foreach (string key in processors.Keys)
                    {
                        if (processors[key].isType(command.subCommand.commandName))
                        {
                            return processors[key].executeCommand(command.subCommand);
                        }
                    }
                    return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) =>
                        {
                            List<IEffect> effects = new List<IEffect>();
                            return effects;
                        });

                default:
                    return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) =>
                    {
                        List<IEffect> effects = new List<IEffect>();
                        return effects;
                    });
            }
        }
        public Func<LiveImplementation.FullCombatCharacter, List<LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List<Interfaces.IEffect>> executeCommand(Interfaces.SelectedCommand command)
        {
            AbilityInfo ai;
            switch (command.commandName)
            {
                case "Magic Dart":
                    ai = new AbilityInfo()
                    {
                        name = "Magic Dart",
                        message = "{Name} has dealt {Damage} to {Target} with a Magic Dart.",
                        ranged = true,
                        damageMultiplier = 5,
                        maxTargets = 1,
                        damageType = AbilityInfo.DamageType.Magical
                    };

                    return ai.getCommand();
                case "Magic Missile":
                    ai = new AbilityInfo()
                    {
                        name = "Magic Dart",
                        message = "{Name} has dealt {Damage} to {Target} with a Magic Missile.",
                        ranged = true,
                        damageMultiplier = 15,
                        maxTargets = 1,
                        mpCost = 1,
                        requiredClassLevel = 3,
                        damageType = AbilityInfo.DamageType.Magical
                    };

                    return ai.getCommand();
                case "Arcane Prison":
                    ai = new AbilityInfo()
                    {
                        name = "Arcane Prison",
                        message = "{Name} has sealed {Target} in an arcane prison.",
                        ranged = false,
                        maxTargets = 1,
                        cooldown = "Arcane Prison",
                        cooldownDuration = 180,
                        requiredClassLevel = 7,
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            foreach (FullCombatCharacter t in target)
                            {
                                if (!BasicModificationsGeneration.hasMod(t, "Disarmed"))
                                {
                                    List<PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>();
                                    conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel()
                                    {
                                        name = "Time",
                                        state = (source.nextAttackTime + 100).ToString()
                                    });
                                    t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel()
                                    {
                                        name = "Arcane Prison",
                                        conditions = conditions
                                    });
                                }
                            }
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                default:
                    return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) =>
                    {
                        List<IEffect> effects = new List<IEffect>();
                        return effects;
                    });
            }
        }
        public Func<LiveImplementation.FullCombatCharacter, List<LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List<Interfaces.IEffect>> executeCommand(Interfaces.SelectedCommand command)
        {
            AbilityInfo ai;
            switch (command.commandName)
            {
                case "Disarming Blow":
                    ai = new AbilityInfo()
                    {
                        name = "Disarming Blow",
                        message = "{Name} has dealt {Damage} damage to {Target} with a disarming blow.",
                        requiredClassLevel = 3,
                        damageMultiplier = 5,
                        damageType = AbilityInfo.DamageType.Physical,
                        cooldown = "Disarming Blow",
                        cooldownDuration = 60,
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            foreach (FullCombatCharacter t in target)
                            {
                                if (!BasicModificationsGeneration.hasMod(t, "Disarmed"))
                                {
                                    List<PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>();
                                    conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel()
                                    {
                                        name = "Time",
                                        state = (source.nextAttackTime + 60).ToString()
                                    });
                                    t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel()
                                    {
                                        name = "Disarmed",
                                        conditions = conditions
                                    });
                                }
                            }
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "One-Two Punch":
                    ai = new AbilityInfo()
                    {
                        name = "One-Two Punch",
                        message = "{Name} has dealt {HitCount}x{Damage} damage to {Target} with a One-Two Punch.",
                        requiredClassLevel = 7,
                        damageMultiplier = 5,
                        damageCoefficient = 0.75f,
                        damageType = AbilityInfo.DamageType.Physical,
                        cooldown = "One-Two Punch",
                        cooldownDuration = 120,
                        hits = 2
                    };

                    return ai.getCommand();
                case "Sweep":
                    ai = new AbilityInfo()
                    {
                        name = "Sweep",
                        message = "{Name} dealt damage to all enemies with a sweeping blow!",
                        requiredClassLevel = 9,
                        maxTargets = 10,
                        damageMultiplier = 5,
                        damageCoefficient = 0.5f,
                        attackTimeCoefficient = 1.5f,
                        damageType = AbilityInfo.DamageType.Physical,
                        cooldown = "Sweep",
                        cooldownDuration = 180
                    };

                    return ai.getCommand();
                case "Preemptive Strike":
                    ai = new AbilityInfo()
                    {
                        name = "Preemptive Strike",
                        message = "{Name} dealt {Damage} damage to {Target} with a Preemptive Strike!",
                        requiredClassLevel = 13,
                        damageMultiplier = 5,
                        damageCoefficient = 1.5f,
                        damageType = AbilityInfo.DamageType.Physical,
                        cooldown = "Preemptive Strike",
                        cooldownDuration = 120,
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            FullCombatCharacter currentTarget = target[0];
                            foreach (FullCombatCharacter t in target)
                            {
                                if (currentTarget.nextAttackTime > t.nextAttackTime)
                                {
                                    currentTarget = t;
                                }
                            }

                            target.Clear();
                            target.Add(currentTarget);

                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Vicious Blow":
                    ai = new AbilityInfo()
                    {
                        name = "Vicious Blow",
                        message = "{Name} dealt {Damage} damage to {Target} with a Vicious Blow!",
                        requiredClassLevel = 15,
                        damageMultiplier = 5,
                        damageCoefficient = 1.5f,
                        damageType = AbilityInfo.DamageType.Physical,
                        cooldown = "Vicious Blow",
                        cooldownDuration = 180,
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            FullCombatCharacter currentTarget = target[0];

                            if (currentTarget.hp * 2 > currentTarget.maxHP)
                            {
                                abilityInfo.message = "{Name}'s vicious blow missed {Target}!";
                                abilityInfo.damageCoefficient = 0.0f;
                            }

                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Adrenaline":
                    ai = new AbilityInfo()
                    {
                        name = "Adrenaline",
                        message = "Adrenaline pumps through {Name}!",
                        requiredClassLevel = 17,
                        oncePerRest = "Adrenaline",
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            source.mods.Add(BasicModificationsGeneration.getAdrenalineModification((source.nextAttackTime + 60).ToString()));

                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                default:
                    return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) =>
                    {
                        List<IEffect> effects = new List<IEffect>();
                        return effects;
                    });
            }
        }
        public Func<FullCombatCharacter, List<FullCombatCharacter>, CombatData, List<IEffect>> executeCommand(SelectedCommand command)
        {
            AbilityInfo ai;
            switch (command.commandName)
            {
                case "Glance":
                    ai = new AbilityInfo()
                    {
                        attackTimeCoefficient = .5f,
                        name = "Glance",
                        message = "{Target} has been glanced!",
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            foreach (FullCombatCharacter t in target)
                            {
                                if (!BasicModificationsGeneration.hasMod(t, "Glance"))
                                {
                                    t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel()
                                    {
                                        name = "Glance",
                                        conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>()
                                    });
                                }
                            }
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Guarded Strike":
                    ai = new AbilityInfo()
                    {
                        name = "Guarded Strike",
                        damageType = AbilityInfo.DamageType.Physical,
                        requiredClassLevel = 3,
                        message = "{Name} has dealt {Damage} damage to {Target}.",
                        damageMultiplier = 5,
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            if (BasicModificationsGeneration.hasMod(source, "Guard"))
                            {
                                abilityInfo.attackTimeCoefficient = .75f;
                                abilityInfo.message = "{Name} attacks quicker due to guarding!  " + abilityInfo.message;
                            }
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Reckless Hit":
                    ai = new AbilityInfo()
                    {
                        name = "Reckless Hit",
                        damageType = AbilityInfo.DamageType.Physical,
                        requiredClassLevel = 5,
                        attackTimeCoefficient = 1.2f,
                        damageMultiplier = 8,
                        message = "{Name} has dealt {Damage} damage to {Target} with a reckless attack.",
                        postExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            source.mods.Add(BasicModificationsGeneration.getRecklessModification(source.name));
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Guided Strike":
                    ai = new AbilityInfo()
                    {
                        name = "Guided Strike",
                        damageType = AbilityInfo.DamageType.Physical,
                        requiredClassLevel = 7,
                        damageMultiplier = 5,
                        message = "{Name} has dealt {Damage} damage to {Target} with a guided strike.",
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            abilityInfo.damageCoefficient = 0.8f;
                            string preMessage = string.Empty;
                            if (BasicModificationsGeneration.hasMod(target[0], "Glance"))
                            {
                                abilityInfo.damageCoefficient = 1.2f;
                                abilityInfo.message = "{Name} is locked on!  " + abilityInfo.message;
                            }
                            return AbilityInfo.ProcessResult.Normal;
                        })
                    };

                    return ai.getCommand();
                case "Throw Rock":
                    ai = new AbilityInfo()
                    {
                        name = "Throw Rock",
                        damageType = AbilityInfo.DamageType.Physical,
                        requiredClassLevel = 9,
                        damageMultiplier = 5,
                        message = "{Name} has dealt {Damage} damage to {Target} by throwing a rock.",
                        ranged = true
                    };

                    return ai.getCommand();
                case "First Strike":
                    ai = new AbilityInfo()
                    {
                        name = "First Strike",
                        damageType = AbilityInfo.DamageType.Physical,
                        requiredClassLevel = 15,
                        damageMultiplier = 5,
                        damageCoefficient = 1.5f,
                        message = "{Name} is well rested.  {Name} has dealt {Damage} damage to {Target}",
                        preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) =>
                        {
                            if (combatData.isFirstTurn(source.name))
                            {
                                return AbilityInfo.ProcessResult.Normal;
                            }
                            else
                            {
                                return AbilityInfo.ProcessResult.EndTurn;
                            }
                        })
                    };

                    return ai.getCommand();
                default:
                    return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) =>
                    {
                        List<IEffect> effects = new List<IEffect>();
                        return effects;
                    });
            }
        }