public static Dictionary <BodyPart, IWeapon> GetBaseWeaponInstances(GladiatorTypes gladType) { switch (gladType.ToString()) { case "Doctore": return(new Dictionary <BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance() }, { BodyPart.RightHand, GetBaseMaceInstance() } }); case "Slave": return(new Dictionary <BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance() } }); case "Krixus": return(new Dictionary <BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance() }, { BodyPart.RightHand, GetBaseMaceInstance() } }); case "MurderDummy": return(new Dictionary <BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance() } }); default: return(new Dictionary <BodyPart, IWeapon>()); } }
public static Dictionary <BodyPart, IArmor> GetBaseArmorInstances(GladiatorTypes gladType) { switch (gladType.ToString()) { case "Doctore": return(new Dictionary <BodyPart, IArmor>() { { BodyPart.Chest, GetBaseLeatherArmor() } }); case "Slave": return(new Dictionary <BodyPart, IArmor>() { { BodyPart.Pants, GetBaseUnderWear() } }); case "Krixus": return(new Dictionary <BodyPart, IArmor>() { { BodyPart.Chest, GetBaseLeatherArmor() } }); case "MurderDummy": return(new Dictionary <BodyPart, IArmor>() { { BodyPart.Chest, GetBaseUnderWear() } }); default: return(new Dictionary <BodyPart, IArmor>()); } }
public static List <IAbilities> GetBaseAbilityList(GladiatorTypes gladType) { switch (gladType.ToString()) { case "Doctore": return(new List <IAbilities> { { new Bash() } }); case "Slave": return(new List <IAbilities> { { new Bash() }, { new Dodge() } }); case "Krixus": return(new List <IAbilities> { { new Bash() } }); default: return(new List <IAbilities> { { new Bash() } }); } }
public static Dictionary<BodyPart, IWeapon> GetBaseWeaponInstances(GladiatorTypes gladType) { switch (gladType.ToString()) { case "Doctore": return new Dictionary<BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance()}, { BodyPart.RightHand, GetBaseMaceInstance()} }; case "Slave": return new Dictionary<BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance()} }; case "Krixus": return new Dictionary<BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance()}, { BodyPart.RightHand, GetBaseMaceInstance()} }; case "MurderDummy": return new Dictionary<BodyPart, IWeapon>() { { BodyPart.LeftHand, GetBaseMaceInstance()} }; default: return new Dictionary<BodyPart, IWeapon>(); } }
public static Dictionary<BodyPart, IArmor> GetBaseArmorInstances(GladiatorTypes gladType) { switch (gladType.ToString()) { case "Doctore": return new Dictionary<BodyPart, IArmor>() { {BodyPart.Chest, GetBaseLeatherArmor()} }; case "Slave": return new Dictionary<BodyPart, IArmor>() { {BodyPart.Pants, GetBaseUnderWear()} }; case "Krixus": return new Dictionary<BodyPart, IArmor>() { {BodyPart.Chest, GetBaseLeatherArmor()} }; case "MurderDummy": return new Dictionary<BodyPart, IArmor>() { {BodyPart.Chest, GetBaseUnderWear()} }; default: return new Dictionary<BodyPart, IArmor>(); } }
public static List<IAbilities> GetBaseAbilityList(GladiatorTypes gladType) { switch (gladType.ToString()) { case "Doctore": return new List<IAbilities> { {new Bash()} }; case "Slave": return new List<IAbilities> { {new Bash()}, {new Dodge()} }; case "Krixus": return new List<IAbilities> { {new Bash()} }; default: return new List<IAbilities> { {new Bash()} }; } }
//Create a factory test object to pass in here and set values then create a constructor which takes that factory as a parameter //public Gladiater(List<IAttribute> attributes, Dictionary<BodyPart, IWeapon> weaponSet, Dictionary<BodyPart, IArmor> armor, List<IItems> inventory, GladiatorTypes gladType) //{ // this.Attributes = attributes; // this.WeaponSet = weaponSet; // this.Armor = armor; // this.Inventory = inventory; // this.Name = gladType.ToString(); // this.IsAlive = true; // this.DmgMitigated = 0; // this.Kills = 0; // this.Reputation = Reputation.Hostile; // InteractionTriggered += OnInteractionTriggered; //} public Gladiator(string name, GladiatorTypes gladType) { this.Attributes = AttributeFactory.GetInstance(gladType.ToString()); this.WeaponSet = WeaponFactory.GetBaseWeaponInstances(gladType); this.Armor = ArmorFactory.GetBaseArmorInstances(gladType); this.AbilityList = AbilityFactory.GetBaseAbilityList(gladType); this.Inventory = new List <IItems>(); this.Name = name.ToUpper(); this.IsAlive = true; this.DmgMitigated = 0; this.Kills = 0; this.MaxEnergyValue = this.GetAttribute(AttributeType.Energy).Value; this.Reputation = Reputation.Hostile; InteractionTriggered += OnInteractionTriggered; }
//Create a factory test object to pass in here and set values then create a constructor which takes that factory as a parameter //public Gladiater(List<IAttribute> attributes, Dictionary<BodyPart, IWeapon> weaponSet, Dictionary<BodyPart, IArmor> armor, List<IItems> inventory, GladiatorTypes gladType) //{ // this.Attributes = attributes; // this.WeaponSet = weaponSet; // this.Armor = armor; // this.Inventory = inventory; // this.Name = gladType.ToString(); // this.IsAlive = true; // this.DmgMitigated = 0; // this.Kills = 0; // this.Reputation = Reputation.Hostile; // InteractionTriggered += OnInteractionTriggered; //} public Gladiator(string name, GladiatorTypes gladType) { this.Attributes = AttributeFactory.GetInstance(gladType.ToString()); this.WeaponSet = WeaponFactory.GetBaseWeaponInstances(gladType); this.Armor = ArmorFactory.GetBaseArmorInstances(gladType); this.AbilityList = AbilityFactory.GetBaseAbilityList(gladType); this.Inventory = new List<IItems>(); this.Name = name.ToUpper(); this.IsAlive = true; this.DmgMitigated = 0; this.Kills = 0; this.MaxEnergyValue = this.GetAttribute(AttributeType.Energy).Value; this.Reputation = Reputation.Hostile; InteractionTriggered += OnInteractionTriggered; }