protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck) : base(type, difficulty, health, speed, timeAppears, sittingDuck) { CurrentStation = currentStation; sittingDuck.StationByLocation[currentStation].Threats.Add(this); ActionType = actionType; }
protected InternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType?actionType, int?inaccessibility) : this(threatType, difficulty, health, speed, new List <StationLocation> { currentStation }, actionType) { TotalInaccessibility = RemainingInaccessibility = inaccessibility; }
protected Threat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed) { Difficulty = difficulty; ThreatType = threatType; TotalHealth = RemainingHealth = health; Speed = speed; }
protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList<StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck) : base(type, difficulty, health, speed, timeAppears, sittingDuck) { CurrentStations = currentStations; foreach (var currentStation in CurrentStations) sittingDuck.StationByLocation[currentStation].Threats.Add(this); ActionType = actionType; }
protected Threat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, ISittingDuck sittingDuck) { this.difficulty = difficulty; this.type = type; TotalHealth = RemainingHealth = health; Speed = speed; TimeAppears = timeAppears; this.sittingDuck = sittingDuck; }
protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList <StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck) : base(type, difficulty, health, speed, timeAppears, sittingDuck) { CurrentStations = currentStations; foreach (var currentStation in CurrentStations) { sittingDuck.StationByLocation[currentStation].Threats.Add(this); } ActionType = actionType; }
protected InternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType?actionType) : this(threatType, difficulty, health, speed, new List <StationLocation> { currentStation }, actionType) { }
protected InternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed, IList <StationLocation> currentStations, PlayerActionType?actionType) : base(threatType, difficulty, health, speed) { ActionType = actionType; CurrentStations = currentStations; }
protected ExternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int shields, int health, int speed) : base(threatType, difficulty, health, speed) { Shields = shields; }
protected SeriousExternalThreat(ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck) : base(ThreatType.SeriousExternal, difficulty, shields, health, speed, timeAppears, currentZone, sittingDuck) { }
protected ExternalThreat(ThreatType type, ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck) : base(type, difficulty, health, speed, timeAppears, sittingDuck) { this.shields = shields; CurrentZone = currentZone; }
protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList <StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck) : base(ThreatType.SeriousInternal, difficulty, health, speed, timeAppears, currentStations, actionType, sittingDuck) { }
protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, IList<StationLocation> currentStations, PlayerActionType actionType) : base(ThreatType.SeriousInternal, difficulty, health, speed, currentStations, actionType) { }
protected MinorInternalThreat(ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType actionType) : base(ThreatType.MinorInternal, difficulty, health, speed, currentStation, actionType) { }
protected MinorExternalThreat(ThreatDifficulty difficulty, int shields, int health, int speed) : base(ThreatType.MinorExternal, difficulty, shields, health, speed) { }
protected MinorExternalThreat(ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck) : base(ThreatType.MinorExternal, difficulty, shields, health, speed, timeAppears, currentZone, sittingDuck) { }
protected MinorInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck) : base(ThreatType.MinorExternal, difficulty, health, speed, timeAppears, currentStation, actionType, sittingDuck) { }
public static int GetPointsForSurviving(ThreatType type, ThreatDifficulty difficulty) { return PointsForSurviving[Tuple.Create(type, difficulty)]; }
public static int GetPointsForDefeating(ThreatType type, ThreatDifficulty difficulty) { return GetPointsForSurviving(type, difficulty) * 2; }
protected MinorInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList<StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck) : base(ThreatType.MinorExternal, difficulty, health, speed, timeAppears, currentStations, actionType, sittingDuck) { }
public static int GetPointsForSurviving(ThreatType type, ThreatDifficulty difficulty) { return(PointsForSurviving[Tuple.Create(type, difficulty)]); }
protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType actionType, int? accessibility) : base(ThreatType.SeriousInternal, difficulty, health, speed, currentStation, actionType, accessibility) { }
public static int GetPointsForDefeating(ThreatType type, ThreatDifficulty difficulty) { return(GetPointsForSurviving(type, difficulty) * 2); }
internal Sabotage(ThreatType threatType, ThreatDifficulty threatDifficulty, StationLocation currentStation, PlayerActionType actionType, CyberGremlin cyberGremlin) : base(threatType, threatDifficulty, 1, 0, currentStation, actionType) { Parent = cyberGremlin; }
protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck) : base(ThreatType.SeriousInternal, difficulty, health, speed, timeAppears, currentStation, actionType, sittingDuck) { }