Example #1
0
        public void Fire()
        {
            if (IsDestroyed())
            {
                return;
            }
            if (_target == null)
            {
                OnFlavourText(_name, "No target to fire at!");
                return;
            }
            if (Ammo <= 0)
            {
                OnFlavourText(_name, "No more ammo!");
                return;
            }
            var distance = Parent.Position.DistanceTo(_target.Position);

            if (distance < _range)
            {
                Ammo--;
                OnGameEngineEvent(this, GameEngineEventArgs.Damage(_target, new DamageSource()
                {
                    Magnitude = _power, DamageType = DamageType.CONCUSSIVE, Origin = Parent.Position
                }));                                                                                                                                                                   // power is not attenuated because there is no drag.
            }
            else
            {
                OnFlavourText(_name, "Target was too far away to hit!");
            }
        }
Example #2
0
 private void InvokeGameEngineStateEvent(GameEngineEventArgs args)
 {
     if (this.GameEngineStateEvent != null)
     {
         this.GameEngineStateEvent(this, args);
     }
 }
Example #3
0
        public void Fire()
        {
            if (IsDestroyed())
            {
                return;
            }
            if (_target == null)
            {
                OnFlavourText(_name, "No target to fire at!");
                return;
            }
            var distance = Parent.Position.DistanceTo(_target.Position);

            if (distance < _range)
            {
                // use power for charge...
                OnGameEngineEvent(this, GameEngineEventArgs.Damage(_target, (new DamageSource()
                {
                    Magnitude = _power - (_power * distance / _range), DamageType = DamageType.DRAINING, Origin = Parent.Position
                })));
            }
            else
            {
                OnFlavourText(_name, "Target was too far away to hit!");
            }
        }
Example #4
0
        public void Fire()
        {
            OnFlavourText(_name, "Launching ship from hanger!");
            var shipToSpawn = _shipCreationFunc();

            shipToSpawn.Team = Parent.Team;
            OnGameEngineEvent(this, GameEngineEventArgs.Spawn(shipToSpawn, Parent.Position));
        }
Example #5
0
 private void BlowUp()
 {
     _isDestroyed = true;
     OnGameEngineEvent(this, GameEngineEventArgs.Destroy(this)); // destroy first so we don't get in a infinite loop of destruction.
     OnGameEngineEvent(this, GameEngineEventArgs.SplashDamage(_damageRadius, new DamageSource()
     {
         Magnitude  = _damage,
         Origin     = Position,
         DamageType = DamageType.EXPLOSIVE
     }));
 }
        private void OnEngineEvent(object sender, GameEngineEventArgs gameEngineEventArgs)
        {
            // TODO implement a lookup by uint key
            if (gameEngineEventArgs.Event is EntityAdded)
            {
                var e = (EntityAdded)gameEngineEventArgs.Event;
                AddEntity(gameEngineEventArgs.Engine.Entities.Single(p => p.Id == e.EntityId));
            }

            if (gameEngineEventArgs.Event is EntityRemoved)
            {
                var e = (EntityRemoved)gameEngineEventArgs.Event;
                RemoveEntity(gameEngineEventArgs.Engine.Entities.Single(p => p.Id == e.EntityId));
            }
        }
Example #7
0
        private void ChangeGameEngineStateHandler(object sender, GameEngineEventArgs args)
        {
            switch (args.GameState)
            {
            case GameEngineState.AITurn:
            case GameEngineState.BeginShuffling:
                this.DisableButtons();
                break;

            case GameEngineState.HumanTurn:
            case GameEngineState.EndShuffling:
                this.EnableButtons();
                break;
            }
        }
Example #8
0
 protected void OnGameEngineEvent(object sender, GameEngineEventArgs e)
 {
     GameEngineEventHandler?.Invoke(sender, e);
 }