Example #1
0
        //TODO: This is a bit of a logic abomination with lots of repeat code
        public List <Ability_Activated> GetModifiedActivatedAbilities()
        {
            List <Ability_Activated> moddedMap = new List <Ability_Activated>();

            // Get golem mods
            List <Ability>          golemAbilities = GetAbilities_Golem();
            List <Ability_Modifier> golemMods      = new List <Ability_Modifier>();

            for (int i = 0; i < golemAbilities.Count; i++)
            {
                Ability_Modifier mod = golemAbilities[i] as Ability_Modifier;
                if (mod != null && mod.extent == ModExtent.Golem)
                {
                    golemMods.Add(mod);
                }
            }

            // Each compartment
            for (int c = 0; c < map.Count; c++)
            {
                // Get compartment mods
                List <Ability>          compartmentAbilities = GetAbilities_Compartment(c);
                List <Ability_Modifier> compartmentMods      = new List <Ability_Modifier>();

                for (int i = 0; i < compartmentAbilities.Count; i++)
                {
                    Ability_Modifier mod = compartmentAbilities[i] as Ability_Modifier;
                    if (mod != null && mod.extent == ModExtent.Compartment)
                    {
                        compartmentMods.Add(mod);
                    }
                }

                // Each gear
                for (int g = 0; g < map[c].Count; g++)
                {
                    // Get gear mods
                    List <Ability>          gearAbilities = GetAbilities_Gear(c, g);
                    List <Ability_Modifier> gearMods      = new List <Ability_Modifier>();

                    for (int i = 0; i < gearAbilities.Count; i++)
                    {
                        Ability_Modifier mod = gearAbilities[i] as Ability_Modifier;
                        if (mod != null && mod.extent == ModExtent.Gear)
                        {
                            gearMods.Add(mod);
                        }
                    }

                    // Get, modify, and add to returnVal the activated abilities
                    // Uses the various Mods lists to know what can be applied to it
                    for (int i = 0; i < gearAbilities.Count; i++)
                    {
                        Ability_Activated activated = gearAbilities[i] as Ability_Activated;
                        if (activated == null)
                        {
                            continue;
                        }

                        List <Ability_Modifier> mods = new List <Ability_Modifier>();
                        AddMatchingMods(activated, mods, golemMods);
                        AddMatchingMods(activated, mods, compartmentMods);
                        AddMatchingMods(activated, mods, gearMods);

                        moddedMap.Add(activated.GetModified(mods));
                    }
                }
            }

            return(moddedMap);
        }
Example #2
0
 // Searches modsFrom for any overlapping moddingAbilityTypes with the activated ability
 // Adds found mods to modsTo
 public void AddMatchingMods(Ability_Activated activated, List <Ability_Modifier> modsTo, List <Ability_Modifier> modsFrom)
 {
     modsTo.AddRange(modsFrom.FindAll(m => activated.HasMatchingModTypes(m)));
 }