Example #1
0
        /// <summary>
        /// Performs an ability on a target location, applying damage, healing, and status effects to any targets.
        /// </summary>
        /// <param name="attacker">The attacker performing the ability.</param>
        /// <param name="ability">The ability used to attack the enemy.</param>
        /// <param name="targetPosition">The position to target with the ability being used.</param>
        /// <param name="targetFormation">The Formation that the CombatEntity is targeting with its action.</param>
        /// <returns></returns>
        public AbilityResult PerformAbility(CombatEntity attacker,
                                            Ability ability,
                                            int targetPosition,
                                            Formation targetFormation)
        {
            var result = new AbilityResult();

            // Target position is out of bounds
            if (!ability.IsPointBlank && !ability.IsPositionStatic &&
                (targetPosition > 9 || targetPosition < 1))
            {
                result.FailureReason = BattleErrorWriter.WriteTargetPositionOutOfBounds();
                return(result);
            }

            if (!HasEnoughResources(attacker, ability, out string failureReason))
            {
                result.FailureReason = failureReason;
                return(result);
            }

            if (ability.IsPointBlank)
            {
                targetPosition = GetTargetPosition(attacker, targetFormation);
            }
            var targets = FormationTargeter.GetTargets(ability, targetPosition, targetFormation).ToList();

            if (targets == null || targets.Count == 0)
            {
                result.FailureReason = BattleErrorWriter.WriteNoTargets();
                return(result);
            }

            // Filter out all dead targets
            targets = targets.Where(entity => entity != null && entity.Resources.CurrentHealth > 0).ToList();
            // Will be an invalid Ability usage if all targets are dead (later on will add ability to revive)
            if (targets.Count == 0)
            {
                result.FailureReason = BattleErrorWriter.WriteAllTargetsAreDead();
                return(result);
            }

            ConsumeResources(attacker, ability);
            ApplyEffects(attacker, ability, targets);

            targets.Add(attacker);

            result.AffectedEntities = targets;
            return(result);
        }
Example #2
0
        /// <summary>
        /// Creates an instance of a DelayedAbility.
        /// </summary>
        /// <param name="attacker">The CombatEntity starting the effect of a DelayedAbility.</param>
        /// <param name="ability">The Ability to convert into a DelayedAbility.</param>
        /// <param name="action">The object containing details about the action being performed.</param>
        /// <param name="targetFormation">The Formation that the CombatEntity is targeting with its action.</param>
        /// <returns></returns>
        public DelayedAbilityResult CreateDelayedAbility(CombatEntity attacker,
                                                         Ability ability,
                                                         BattleAction action,
                                                         Formation targetFormation)
        {
            var result = new DelayedAbilityResult();

            // Target out of bounds
            if (!ability.IsPointBlank && !ability.IsPositionStatic &&
                (action.TargetPosition > 9 || action.TargetPosition < 1))
            {
                result.FailureReason = BattleErrorWriter.WriteTargetPositionOutOfBounds();
                return(result);
            }

            if (!HasEnoughResources(attacker, ability, out string failureReason))
            {
                result.FailureReason = failureReason;
                return(result);
            }

            int targetPosition = action.TargetPosition;

            if (ability.IsPointBlank)
            {
                targetPosition = GetTargetPosition(attacker, targetFormation);
            }

            ConsumeResources(attacker, ability);
            bool isCrit = IsCritical(attacker, ability);

            result.DelayedAbility = new DelayedAbility
            {
                Actor           = attacker,
                BaseAbility     = ability,
                StoredDamage    = DamageCalculator.GetDamage(attacker, ability, isCrit),
                StoredHealing   = DamageCalculator.GetHeal(attacker, ability, isCrit),
                TargetFormation = targetFormation,
                TargetPosition  = action.TargetPosition,
                IsCrit          = isCrit,
                TurnsLeft       = ability.DelayedTurns
            };

            return(result);
        }