Beispiel #1
0
        public Character CreateEnemy(string name)
        {
            var ch = new Character()
            {
                Name = name,
                Faction = Faction.Foe,
                Position = new Vector2(rand.NextFloat(0, 600), rand.NextFloat(0, 600)),
                IsAlive = true
            };

            var stats = ch.Stats;
            var hp = stats.AddBaseStat("hp_now", 50, 3);
            stats.AddBaseStat("hp_max", hp);

            var mp = stats.AddBaseStat("mp_now", 25, 3);
            stats.AddBaseStat("mp_max", mp);

            stats.AddBaseStat("attack_damage", 3, 3);
            stats.AddBaseStat("strength", 5, 3);
            stats.AddBaseStat("vitality", 5, 3);
            stats.AddBaseStat("intellect", 5, 3);
            stats.AddBaseStat("mind", 5, 3);
            stats.AddBaseStat("speed", 3, 2);

            return ch;
        }
Beispiel #2
0
        public static Character CreatePlayer(string name)
        {
            var ch = new Character()
            {
                Name = name,
                Faction = Faction.Ally,
                Distance = rand.Next(10, 100),
                IsAlive = true
            };

            var stats = ch.Stats;
            var hp = stats.AddBaseStat("hp_now", 70, 3);
            stats.AddBaseStat("hp_max", hp);

            var mp = stats.AddBaseStat("mp_now", 35, 3);
            stats.AddBaseStat("mp_max", mp);

            stats.AddBaseStat("attack_damage", 4, 3);
            stats.AddBaseStat("strength", 5, 3);
            stats.AddBaseStat("vitality", 5, 3);
            stats.AddBaseStat("intellect", 5, 3);
            stats.AddBaseStat("mind", 5, 3);
            stats.AddBaseStat("speed", 3, 2);

            return ch;
        }
Beispiel #3
0
        public void Turn(Level level, float dt)
        {
            //check if ability is still valid
            if (currentAction > -1 && !ActionList[currentAction].Ability.CanUse(level, this, currentTarget))
            {
                //cancel
                currentAction = -1;
                AP = 0;
                currentTarget = null;
            }

            //will check all actions or the 1 up to the currentAction (for canceling)
            var maxAction = currentAction == -1 ? ActionList.Count : currentAction;
            for (var i = 0; i < maxAction; i++)
            {
                //found either a new action to run or higher priority action
                if (ActionList[i].Check(level, this))
                {
                    if (currentAction > -1)
                    {
                        //cancel (don't clear target because Check set the new one)
                    }

                    currentAction = i;
                    AP = 0;
                    break;
                }
            }

            if (currentAction > -1)
            {
                var action = ActionList[currentAction];
                var ability = action.Ability;

                LastAction = ability.Name;

                var distance = Vector2.Distance(Position, currentTarget.Position);
                if (distance > ability.MaxDistance)
                {
                    //move closer
                    var dir = (currentTarget.Position - Position);
                    dir.Normalize();

                    dir *= (dt * 100);
                    Position += dir;
                }
                else
                {
                    AP += ability.ChargeRate * APRechargeRate * dt;

                    if (AP >= 100)
                    {
                        ability.Use(level, this, currentTarget);
                        AP = 0;
                        currentTarget = null;
                        currentAction = -1;
                        Turn(level, dt);
                    }
                }
            }
            else
            {
                LastAction = "Idle";
            }
        }
Beispiel #4
0
 public bool IsAlly(Character other)
 {
     return !Faction.IsHostile(other.Faction);
 }
Beispiel #5
0
 public bool Check(Level level, Character actor)
 {
     return Condition(level, actor, Ability);
 }
Beispiel #6
0
 public IEnumerable<Character> IsFoe(Character actor)
 {
     return Characters.Where(x => x.Faction.IsHostile(actor.Faction));
 }