Ejemplo n.º 1
0
        public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            foreach (var unit in state.Level.PlayerUnits)
            {
                state.AddUnit(unit);
                if (!config.IsFeatureEnabled(Features.AutoHeal))
                {
                    continue;
                }
                var unitConfig = config.Units[unit.Descriptor];
                if (unit.Health < unitConfig.MaxHealth[unit.Level])
                {
                    buffer.Add(new HealUnitCommand(unit.Id));
                }
            }

            var levelDesc   = state.Level.Descriptor;
            var playerUnits = state.Level.PlayerUnits;

            state.Level = null;

            if (!Win)
            {
                return;
            }

            foreach (var unit in playerUnits)
            {
                if (unit.Level >= config.UnitLevels.Length)
                {
                    continue;
                }
                var expAccum = 0;
                foreach (var enemyDesc in config.Levels[levelDesc].EnemyDescriptors)
                {
                    var enemyConfig = config.Units[enemyDesc];
                    expAccum += enemyConfig.Experience;
                }
                if (expAccum > 0)
                {
                    buffer.Add(new AddExperienceCommand(unit.Id, expAccum));
                }
            }

            var scope = LevelUtils.GetScope(levelDesc);

            state.Progress[scope] = Math.Min(state.Progress.GetOrDefault(scope) + 1, LevelUtils.GetIndex(levelDesc) + 1);

            var rewardLevel = config.Levels[levelDesc].RewardLevel;

            RewardLogic.AppendReward(rewardLevel, state, config, buffer);
        }
Ejemplo n.º 2
0
 public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
 {
     foreach (var cmd in Childs)
     {
         buffer.Add(cmd);
     }
 }
Ejemplo n.º 3
0
        public static void AppendReward(string rewardLevel, GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            var reward = RewardLogic.GenerateReward(rewardLevel, config, state.CreateRandom());

            foreach (var pair in reward.Resources)
            {
                buffer.Add(new AddResourceCommand(pair.Key, pair.Value));
            }
            foreach (var itemDesc in reward.Items)
            {
                buffer.Add(new AddItemCommand(state.NewEntityId(), itemDesc));
            }
            foreach (var unitDesc in reward.Units)
            {
                buffer.Add(new AddUnitCommand(state.NewEntityId(), unitDesc));
            }
            buffer.Add(new UpdateRandomSeedCommand());
        }
Ejemplo n.º 4
0
        public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            var unit = state.Units[UnitId];

            unit.Experience += Amount;
            if (unit.Experience >= config.UnitLevels[unit.Level])
            {
                buffer.Add(new LevelUpCommand(UnitId));
            }
        }
Ejemplo n.º 5
0
        public static void AddCommands(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            var level   = state.Level;
            var damages = new Dictionary <ulong, int>();

            foreach (var enemy in level.EnemyUnits)
            {
                var enemyId = enemy.Id;
                if (!TrySelectPlayerToAttack(level.PlayerUnits, damages, out var playerUnit))
                {
                    break;
                }
                var playerId      = playerUnit.Id;
                var attackCommand = new AttackCommand(enemyId, playerId);
                buffer.Add(attackCommand);
                var damage = DamageLogic.GetDamage(state, config, enemyId, playerId);
                damages[playerId] = damages.GetOrDefault(playerId) + damage;
            }
            buffer.Add(new EndEnemyTurnCommand());
        }
Ejemplo n.º 6
0
        public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            state.Level.MovedUnits.Add(DealerId);
            var damage = DamageLogic.GetDamage(state, config, DealerId, TargetId);
            var target = state.Level.FindUnitById(TargetId);

            target.Health -= damage;
            if (target.Health <= 0)
            {
                buffer.Add(new KillUnitCommand(target.Id));
            }
        }
Ejemplo n.º 7
0
        public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            var unit     = state.Units[UnitId];
            var oldLevel = unit.Level;

            unit.Level++;
            unit.Experience -= config.UnitLevels[oldLevel];
            var isLastLevel = (unit.Level == config.UnitLevels.Length);

            if (isLastLevel)
            {
                unit.Experience = 0;
            }

            buffer.Add(new HealUnitCommand(UnitId));

            if (!isLastLevel && (unit.Experience >= config.UnitLevels[unit.Level]))
            {
                buffer.Add(new LevelUpCommand(UnitId));
            }
        }
Ejemplo n.º 8
0
        public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            var item          = state.Items[Id];
            var upgradePrices = GetUpgradePrices(config, item.Descriptor)[item.Level];

            foreach (var pair in upgradePrices)
            {
                var res   = pair.Key;
                var price = pair.Value;
                buffer.Add(new SpendResourceCommand(res, price));
            }
            item.Level++;
        }
Ejemplo n.º 9
0
        public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
        {
            var level = state.Level;

            if (TryKill(level.PlayerUnits, out var player))
            {
                if (config.IsFeatureEnabled(Features.AutoHeal))
                {
                    buffer.Add(new HealUnitCommand(player.Id));
                }
                state.Units.Add(UnitId, player);
                if (level.PlayerUnits.Count == 0)
                {
                    buffer.Add(new FinishLevelCommand(false));
                }
            }
            TryKill(level.EnemyUnits, out _);
            if (level.EnemyUnits.Count == 0)
            {
                buffer.Add(new FinishLevelCommand(true));
            }
        }
Ejemplo n.º 10
0
 public void Execute(GameState state, ConfigRoot config, ICommandBuffer buffer)
 {
     buffer.Add(new AddResourceCommand(Resource.Coins, 50));
     buffer.Add(new AddUnitCommand(state.NewEntityId(), "weak_unit"));
 }