Example #1
0
        public override void UseMagic(Player playerSender, PlayerWithMagic playerReciever, int power = 0)
        {
            //some messages about power
            int manToRestore;

            if (_artifactVolume != ArtifactVolume.None)
            {
                manToRestore = SetVolume();
            }
            else
            {
                return;
            }
            if (playerReciever.MaxMana - playerReciever.ManaValue >= manToRestore)
            {
                playerReciever.ManaValue += manToRestore;
                playerSender.Inventory.ThrowAwayArtifact(this);
            }
            else if (playerReciever.ManaValue == playerReciever.MaxMana)
            {
                playerSender.Inventory.ThrowAwayArtifact(this);
            }
            else
            {
                playerReciever.ManaValue = playerReciever.MaxMana;
            }
        }
        public override void UseMagic(PlayerWithMagic playerSender, Player player, int power = 0)
        {
            if (!playerSender.ManaChecker(power))
            {
                Console.WriteLine("Player haven't got enough mana for spell!");
                return;
            }

            if (!(playerSender.CanSpeak && VerbalComponent) || !(playerSender.CanMove && MotorComponent))
            {
                Console.WriteLine("The player's state does not correspond to the verbal component");

                return;
            }

            if (power >= MinManaValueForSpell)
            {
                if (player.State == PlayerParams.State.Dead)
                {
                    player.Health = 1;
                    player.StateCheck();
                }

                playerSender.ManaValue -= MinManaValueForSpell;
            }
        }
        public override void UseMagic(PlayerWithMagic playerSender, Player player, int power = 0)
        {
            if (!((playerSender.CanSpeak && VerbalComponent) || (playerSender.CanMove && MotorComponent)))
            {
                Console.WriteLine("The player's state does not correspond to the verbal component");
                return;
            }

            int healthWillBeRestored;

            if (playerSender.ManaChecker(power))
            {
                healthWillBeRestored = power / 2;
            }
            else
            {
                healthWillBeRestored = playerSender.ManaValue / 2;
            }

            int healthPlayerNeed = player.MaxHealth - player.Health;

            if (healthPlayerNeed >= healthWillBeRestored)
            {
                player.Health          += healthWillBeRestored;
                playerSender.ManaValue -= healthWillBeRestored * 2;
            }
            else
            {
                player.Health           = player.MaxHealth;
                playerSender.ManaValue -= healthPlayerNeed * 2;
            }

            player.StateCheck();
        }
Example #4
0
        public override void UseMagic(PlayerWithMagic playerSender, Player player, int power = 0)
        {
            if (!playerSender.ManaChecker(power))
            {
                Console.WriteLine("Player haven't got enough mana for spell!");
                return;
            }

            if (!((playerSender.CanSpeak && VerbalComponent) || (playerSender.CanMove && MotorComponent)))
            {
                Console.WriteLine("The player's state does not correspond to the verbal component");
                return;
            }

            DateTime tempEndArmor;

            if (power >= MinManaValueForSpell)
            {
                int interval = power / MinManaValueForSpell;
                tempEndArmor            = DateTime.Now.AddMinutes(interval);
                playerSender.ManaValue -= MinManaValueForSpell * interval;
                player.EndArmorTime     = tempEndArmor;
                player.IsArmored        = true;
            }
        }
Example #5
0
 public override void UseMagic(Player playerSender, PlayerWithMagic playerReciever, int power = 0)
 {
     UseMagic(playerSender, playerReciever as Player, power);
 }
 public abstract void UseMagic(Player playerSender, PlayerWithMagic playerReciever, int power = 0);