Ejemplo n.º 1
0
 private void trainingMenu_OnAddRequestSent(Object sender, SoldierRole role)
 {
     if (this.listOfAddSoldiersEvents.ContainsKey(role))
     {
         this.listOfAddSoldiersEvents[role].InvokeAddRequest();
     }
 }
Ejemplo n.º 2
0
        public Combatant(int id, string name, int locationId, int tilePosition, Art icon, Role role, SoldierRole extendedRole) :
            base(id, name, locationId, tilePosition, icon, role)
        {
            ID             = id;
            Name           = name;
            RoleDescriptor = role;
            ExtendedRole   = extendedRole;
            LocationID     = locationId;
            TilePosition   = tilePosition;
            Icon           = icon;

            HealthBase             = 100;
            HealthCurrent          = HealthBase;
            HealthMax              = HealthBase;
            HealthRegenerationBase = 1;
            HealthRegenerationRate = HealthRegenerationBase;
            IsHealthRegenerating   = true;

            // Ignore armor - assigned in the GameData class

            DefenseModRanged    = 0;
            DefenseModMelee     = 0;
            DefenseModGunpowder = 0;
            MovementBase        = 1;
            MovementCurrent     = MovementBase;
            MovementMax         = MovementBase;

            // Ignore power and valor - assigned during combat

            StatusInflictMod     = 0;
            IsBleeding           = false;
            IsBurning            = false;
            IsPoisoned           = false;
            StrengthModGunpowder = 0;
            StrengthModMelee     = 0;
            StrengthModRanged    = 0;
            AccuracyModGunpowder = 0;
            AccuracyModMelee     = 0;
            AccuracyModRanged    = 0;

            // Ignore combatant moves - assigned in the GameData class
            // Ignore selected move - assigned in GameData class

            ResourcefulnessMod = 0;
        }
Ejemplo n.º 3
0
 public Enemy(int id, string name, int locationId, int tilePosition, Art icon, Role role, SoldierRole extendedRole, Moves selectedMove, Armor armor) :
     base(id, name, locationId, tilePosition, icon, role, extendedRole)
 {
     PrevPosition = tilePosition;
     SelectedMove = selectedMove;
     ArmorType    = armor;
 }
Ejemplo n.º 4
0
        public Player(int id, string name, int locationId, int tilePosition, Art icon, Role role, SoldierRole extendedRole) :
            base(id, name, locationId, tilePosition, icon, role, extendedRole)
        {
            TilePositionRow    = DetermineRowPosition(tilePosition);
            TilePositionColumn = DetermineColumnPosition(tilePosition);

            HealthBase             = 100;
            HealthCurrent          = HealthBase;
            HealthMax              = HealthBase;
            HealthRegenerationBase = 1;
            HealthRegenerationRate = HealthRegenerationBase;
            IsHealthRegenerating   = true;

            // Ignore armor - assigned during player customization

            DefenseModRanged    = 0;
            DefenseModMelee     = 0;
            DefenseModGunpowder = 0;
            MovementBase        = 1;
            MovementCurrent     = MovementBase;
            MovementMax         = MovementBase;

            // Ignore power and valor - applied during combat

            StatusInflictMod     = 0;
            IsBleeding           = false;
            IsBurning            = false;
            IsPoisoned           = false;
            StrengthModGunpowder = 0;
            StrengthModMelee     = 0;
            StrengthModRanged    = 0;
            AccuracyModGunpowder = 0;
            AccuracyModMelee     = 0;
            AccuracyModRanged    = 0;

            // Ignore combatant moves - assigned during player customization

            ResourcefulnessMod = 0;

            // Ignore player traits - assigned during player customization

            Foraging      = 0;
            Charisma      = 0;
            Looting       = 0;
            Experience    = 0;
            ExperienceMax = 100;

            Inventory = new List <Item>();

            Coins = 0;
        }