public CombatActor(string name) { Name = name; DamageCausedStats = new DamageCausedStats(); ParryCounts = new Parry(); TargetPreferenceCounts = new TargetPreference(); EvadedCounts = new Evasion(); }
public Actor PrimaryThreat(TargetPreference target_preference = TargetPreference.Weakest) { switch (target_preference) { case TargetPreference.Damaging: return(MostDamaging() ?? Nearest()); case TargetPreference.Nearest: return(Nearest()); case TargetPreference.Weakest: return(Weakest() ?? Nearest()); } return(Nearest()); }
string BuildTargetPrefs(TargetPreference targetPreferenceCounts) { return(string.Join(Environment.NewLine, targetPreferenceCounts.Counts.Select(pair => pair.Key + ": " + pair.Value))); }