// Add cards: public void gainCard(entity.type t) { entity c; switch (t) { case entity.type.archer: c = new archer(); break; case entity.type.militia: c = new militia(); break; case entity.type.spearman: c = new spearman(); break; case entity.type.scout: c = new scout(); break; default: c = new entity(); break; } deck.Enqueue(c); }
public override void attack(entity enemy) { // Calculate int bonus = 0; //if (enemy.mods.Contains(mod.range)) { bonus += 5; } // needs bonus? int d = getDamage(damage + bonus, enemy.meleeArmor); // Apply damage enemy.HP -= d; if (enemy.HP < 0) { enemy.HP = 0; } }
public override void attack(entity enemy) { // Calculate int bonus = 0; if (enemy.mods.Contains(mod.pike)) { bonus += 5; } int d = getDamage(damage + bonus, enemy.pierceArmor); // Apply damage enemy.HP -= d; if (enemy.HP < 0) { enemy.HP = 0; } }
// Attacking & Defending public virtual void attack(entity enemy) { }