Ejemplo n.º 1
0
        private static CreatureDefinition Define(CreatureType type, int maxHp, int moveCost, int lightRadius, params Status[] statuses)
        {
            CreatureDefinition def = new CreatureDefinition {
                OriginalType = type, MaxHealth = maxHp, DefaultMoveCost = moveCost, LightRadius = lightRadius
            };

            def.DeclaredStatuses = new List <Status>(statuses);
            defs[type]           = def;
            return(def);
        }
        ///<summary>Constructs a new StatusSystem instance with all game rules in place</summary>
        public StatusRules()
        {
            if (StatusConverter <CreatureType, int> .Convert == null)           // Set the static stuff...should be fine if multiple threads do this:
            {
                StatusConverter <CreatureType, int> .Convert = x => (int)x;
                StatusConverter <Status, int> .Convert       = x => (int)x;
                StatusConverter <Skill, int> .Convert        = x => (int)x;
                StatusConverter <AiTrait, int> .Convert      = x => (int)x;
                StatusConverter <Counter, int> .Convert      = x => (int)x;
            }
            foreach (Status status in Enum.GetValues(typeof(Status)))
            {
                this[status].Aggregator = this.Bool;
                //statuses get marked as bool... A whole bunch of them need the callback done as below:
                // (will these eventually happen for all of them, for the UI's sake? not sure...performance?)

                this[status].Messages.Increased = StatusStartCallback;
                this[status].Messages.Decreased = StatusEndCallback;
            }

            //todo, could set Skill aggregator to Max to support hybrids etc.

            foreach (AiTrait trait in Enum.GetValues(typeof(AiTrait)))
            {
                this[trait].Aggregator = this.Bool;
            }

            foreach (Counter counter in Enum.GetValues(typeof(Counter)))
            {
                this[counter].SingleInstance = true;
            }

            //load in the rules from creature types...
            CreatureDefinition.InitializeDefinitions();
            foreach (CreatureDefinition def in CreatureDefinition.GetAllDefinitions())
            {
                var creatureType = this[def.OriginalType];
                if (def.DeclaredStatuses != null)
                {
                    foreach (Status status in def.DeclaredStatuses)
                    {
                        creatureType.Feeds(status);
                    }
                }
                if (def.DeclaredSkills != null)
                {
                    foreach (KeyValuePair <Skill, int> pair in def.DeclaredSkills)
                    {
                        creatureType.Feeds(pair.Value, pair.Key);
                    }
                }
                if (def.DeclaredAiTraits != null)
                {
                    foreach (AiTrait trait in def.DeclaredAiTraits)
                    {
                        creatureType.Feeds(trait);
                    }
                }
                if (def.DeclaredCounters != null)
                {
                    foreach (KeyValuePair <Counter, int> pair in def.DeclaredCounters)
                    {
                        creatureType.Feeds(pair.Value, pair.Key);
                    }
                }
                //todo, more here...spells etc.
            }

            //and then all the custom stuff, right?

            this.IgnoreRuleErrors = true;             //todo, debug flag?
        }