Ejemplo n.º 1
0
 public override IEnumerable <StatusEffect> GetGoodInterventions(Deity self, Level level, Agent agent)
 {
     if (Globals.Random.Next(100) < _chanceOfFire)
     {
         var fire = new StatusEffect {
             Name           = $"{self.Name}'s fiery protection",
             TurnsRemaining = 10
         };
         fire.AddEffect(null, () => { _chanceOfFire /= 2; }, () => {});
         fire.AddTurnEffect(null,
                            () => {
             for (var ox = -2; ox < 3; ox++)
             {
                 for (var oy = -2; oy < 3; oy++)
                 {
                     var other = level.GetAgent(agent.X + ox, agent.Y + oy);
                     if (other != null &&
                         other != agent)
                     {
                         var onFire = GetFire(other);
                         if (!other.StatusEffects.Any(e => e.Name == onFire.Name))
                         {
                             onFire.Begin(level, other);
                             agent.Messages.Add($"[color={Globals.TextColorGood}]{self.Name}[/color] sets {other.DisplayName} on fire");
                         }
                     }
                 }
             }
         });
         yield return(fire);
     }
 }
Ejemplo n.º 2
0
 public override IEnumerable <StatusEffect> GetGoodInterventions(Deity self, Level level, Agent agent)
 {
     if (Globals.Random.Next(100) < _chanceOfStun)
     {
         var protection = new StatusEffect {
             Name           = $"[color={Globals.TextColorGood}]{self.Name}'s[/color] stunning protection",
             TurnsRemaining = 10
         };
         protection.AddEffect(null, () => { _chanceOfStun /= 2; }, () => {});
         protection.AddTurnEffect(null,
                                  () => {
             for (var ox = -2; ox < 3; ox++)
             {
                 for (var oy = -2; oy < 3; oy++)
                 {
                     var other = level.GetAgent(agent.X + ox, agent.Y + oy);
                     if (other != null &&
                         other != agent &&
                         other.StatusEffects.Any(e => e.Name == "Stunned"))
                     {
                         var stun = new StatusEffect {
                             Name           = "Stunned",
                             TurnsRemaining = 10
                         };
                         stun.AddTurnEffect("-AP", () => { other.AP -= 5; });
                         stun.Begin(level, other);
                         agent.Messages.Add($"[color={Globals.TextColorGood}]{self.Name}[/color] stuns {other.DisplayName}");
                     }
                 }
             }
         });
         yield return(protection);
     }
 }
Ejemplo n.º 3
0
 public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing)
 {
     if (totalGiven < 25)
     {
         blessing.AddTurnEffect("+money",
                                () => { totalGiven++; agent.Money++; });
     }
 }
Ejemplo n.º 4
0
 public override void AddToCurse(Deity self, Level level, Agent agent, StatusEffect curse)
 {
     curse.AddTurnEffect("-money",
                         () => { if (agent.Money > 0)
                                 {
                                     totalGiven--; agent.Money--;
                                 }
                         });
 }
Ejemplo n.º 5
0
 public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing)
 {
     blessing.AddAttackEffect("stun attack", a => {
         var stun = new StatusEffect {
             Name           = "Stunned",
             TurnsRemaining = 10
         };
         stun.AddTurnEffect("-2d4 AP each turn", () => { agent.AP -= 2 + Globals.Random.Next(4) + Globals.Random.Next(4); });
         stun.Begin(level, a.Defender);
     });
 }
Ejemplo n.º 6
0
    private StatusEffect GetFire(Agent target)
    {
        var onFire = new StatusEffect {
            Name           = "[color=#ff0000]On fire![/color]",
            TurnsRemaining = 3
        };

        onFire.AddEffect("-HP",
                         () => target.BeginFire(),
                         () => target.EndFire());
        onFire.AddTurnEffect(null, () => target.TakeDamage(1));
        return(onFire);
    }
Ejemplo n.º 7
0
    public override IEnumerable <StatusEffect> GetGoodInterventions(Deity self, Level level, Agent agent)
    {
        if (_totalHealed < 10)
        {
            var healing = new StatusEffect {
                Name           = $"the healing presence of [color={Globals.TextColorGood}]{self.Name}[/color]",
                TurnsRemaining = 5
            };
            healing.AddTurnEffect(null, () => {
                if (agent.HP < agent.HPMax)
                {
                    _totalHealed++;
                }
                agent.TakeDamage(-1);
            });

            yield return(healing);
        }
    }
Ejemplo n.º 8
0
 public override void AddToCurse(Deity self, Level level, Agent agent, StatusEffect curse)
 {
     curse.AddTurnEffect("-2d4 AP each turn", () => { agent.AP -= 2 + Globals.Random.Next(4) + Globals.Random.Next(4); });
 }