public override IList<DamageResult> CalculateDamages(Level level, Tile targeted) { if (targeted.ActorInTile == null) return DamageResult.Empty; var damageResult = new DamageResult() {DamageType = DamageType.Physical}; damageResult.AffectedActor = targeted.ActorInTile; damageResult.DamageReduced = 0; damageResult.NetDamage = 250; return new List<DamageResult>() {damageResult}; }
public override IList<DamageResult> CalculateDamages(Level level, Tile targeted) { if (targeted.ActorInTile == null) return DamageResult.Empty; var damageResults = new List<DamageResult>(); var aoe = TileSelectorHelper.CircularSelector(level, targeted, radius).ValidTiles(); foreach (var tile in aoe) { if (tile.ActorInTile != null) { var damageResult = new DamageResult() {DamageType = DamageType.Physical}; damageResult.AffectedActor = targeted.ActorInTile; damageResult.DamageReduced = 0; damageResult.NetDamage = 250; } } return damageResults; }