Exemple #1
0
        public ITerritory Move(ITerritory source, ICreature.direction direction)
        {
            var tileSource = source as ITile;
            var target     = (ITile)Activator.CreateInstance(source.GetType());

            target.currentLevel = source.currentLevel;
            string movementDirection = "";

            switch (direction)
            {
            case ICreature.direction.N:
            {
                target.SetX(tileSource.X, 0);
                target.SetY(tileSource.Y, 1);
                movementDirection = "northwards";
                break;
            }

            case ICreature.direction.NE:
            {
                target.SetY(tileSource.Y, 1);
                target.SetX(tileSource.X, 1);
                movementDirection = "northeastwards";
                break;
            }

            case ICreature.direction.E:
            {
                target.SetX(tileSource.X, 1);
                target.SetY(tileSource.Y, 0);
                movementDirection = "eastwards";
                break;
            }

            case ICreature.direction.SE:
            {
                target.SetY(tileSource.Y, -1);
                target.SetX(tileSource.X, 1);
                movementDirection = "southeastwards";
                break;
            }

            case ICreature.direction.S:
            {
                target.SetX(tileSource.X, 0);
                target.SetY(tileSource.Y, -1);
                movementDirection = "southwards";
                break;
            }

            case ICreature.direction.SW:
            {
                target.SetY(tileSource.Y, -1);
                target.SetX(tileSource.X, -1);
                movementDirection = "southwestwards";
                break;
            }

            case ICreature.direction.W:
            {
                target.SetX(tileSource.X, -1);
                target.SetY(tileSource.Y, 0);
                movementDirection = "westwards";
                break;
            }

            case ICreature.direction.NW:
            {
                target.SetY(tileSource.Y, 1);
                target.SetX(tileSource.X, -1);
                movementDirection = "northwestwards";
                break;
            }

            default:
            {
                break;
            }
            }
            if (target.isAccessible)
            {
                // Generate with ITileFactory
                source.creatures.Remove(this);
                target.creatures.Add(this);
                if (pack != null)
                {
                    foreach (var creature in pack)
                    {
                        creature.Move(source, target, true);
                    }
                }
                Console.WriteLine($"{name} is moving {movementDirection}.");
                return(target);
            }
            else
            {
                Console.WriteLine("You are going too far away from your territory!");
                return(source);
            }
        }
Exemple #2
0
        // fix output type
        public ITerritory OnMovement(Character character, ITerritory department, ITerritory destination, ICreature.direction direction)
        {
            CoolDownSet();
            var midway = character.Move(department, direction);

            if (midway != department)
            {
                var finalDestination = character.Move(midway, direction);
                if (finalDestination != midway)
                {
                    Console.WriteLine("Longer feathers made your flight longer.");
                    return(finalDestination);
                }
                return(midway);
            }
            return(department);
        }