Example #1
0
        public void Apply(Actor user, Actor target, AbilityExecutionContext context)
        {
            switch (Type)
            {
            case EffectType.DealDamage: context.DamageDealt += target.DealDamage(DamageScale(user, Value)); break;

            case EffectType.Block: context.BlockGained += target.GainBlock(BlockScale(user, Value)); break;

            case EffectType.ModifyActionPoints: target.ActionPoints += Value; break;

            case EffectType.DealDamageHealthScaled: context.DamageDealt += target.DealDamage(DamageScale(user, user.MissingHealth * Value)); break;

            case EffectType.AddBlockFromDamage:
                context.BlockGained += target.GainBlock(Value * context.DamageDealt); break;

            case EffectType.AddBuff:
                var buff = GameController.Instance.Buffs[Value];
                buff.Apply(target);
                break;

            case EffectType.DealDamageFromBlock:
                context.DamageDealt += target.DealDamage(DamageScale(user, Value * user.Block)); break;

            case EffectType.DealDamageUnblockable:
                context.DamageDealt += target.DealDamage(DamageScale(user, Value), ignoreBlock: true); break;

            default:
                throw new Exception($"Unknown effect type {Type}");
            }
        }
Example #2
0
        private void ApplyEffect(Actor selection)
        {
            _context = new AbilityExecutionContext();

            int thorns = 0;

            foreach (var effect in Effects)
            {
                var targets = effect.GetEffectTarget(User, selection, _context);


                foreach (var target in targets)
                {
                    effect.Apply(User, target, _context);
                    thorns += target.ActiveBuffs.Keys.Sum(s => s.TakeDamageWhenAttacked);
                    _context.LastTarget = target;
                }
            }

            if (thorns > 0 && Effects.Any(f => f.IsDamageEffect))
            {
                User.DealDamage(thorns);
            }
        }
Example #3
0
        public IEnumerable <Actor> GetEffectTarget(Actor user, Actor selection, AbilityExecutionContext context)
        {
            switch (Target)
            {
            case EffectTarget.Target: yield return(selection); break;

            case EffectTarget.Self: yield return(user); break;

            case EffectTarget.RandomEnemy: {
                var enemies = user.GetEnemies().ToList();
                if (enemies.Count == 0)
                {
                    yield break;
                }

                int r = UnityEngine.Random.Range(0, enemies.Count);

                yield return(enemies[r]);

                break;
            }

            case EffectTarget.RandomAlly: {
                var allies = user.GetAllies().ToList();
                if (allies.Count == 0)
                {
                    yield break;
                }

                int r = UnityEngine.Random.Range(0, allies.Count);

                yield return(allies[r]);

                break;
            }

            case EffectTarget.AllEnemies: {
                foreach (var e in user.GetEnemies())
                {
                    yield return(e);
                }

                break;
            }

            case EffectTarget.AllAllies: {
                foreach (var e in user.GetAllies())
                {
                    yield return(e);
                }

                break;
            }

            case EffectTarget.LastTarget: {
                yield return(context.LastTarget);

                break;
            }

            default:
                throw new Exception($"Unknown effect target {Target}");
            }
        }