public override void Attack(Warrior dinosaur) { dinosaur.health -= weapon.attackPower; }
public override void Attack(Warrior robot) { robot.health -= attackPower; }
public bool CheckHasDied(Warrior dinosaur) { return(dinosaur.Health <= 0); }
public float Attack(Warrior targetWarrior) { return(targetWarrior.GetHit(this, AttackPower)); }
public float GetHit(Warrior attackingWarrior, float attackHitAmount) { Health -= attackHitAmount; return(attackHitAmount); }
public abstract float ComputerChooseAttackType(Warrior warrior, Herd herd, Random rng);
public abstract int WarriorAttack(Warrior targetWarrior);
public abstract float HumanChooseAttackType(Warrior warrior, Random rng, Battlefield currentBattlefield);
public override int WarriorAttack(Warrior targetWarrior) { throw new NotImplementedException(); }
public abstract void Attack(Warrior warrior);
public override float ComputerChooseAttackType(Warrior warrior, Herd herd, Random rng) { throw new NotImplementedException(); }
public override float HumanChooseAttackType(Warrior warrior, Random rng, Battlefield currentBattlefield) { throw new NotImplementedException(); }