protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck)
     : base(type, difficulty, health, speed, timeAppears, sittingDuck)
 {
     CurrentStation = currentStation;
     sittingDuck.StationByLocation[currentStation].Threats.Add(this);
     ActionType = actionType;
 }
Exemple #2
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 protected InternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType?actionType, int?inaccessibility) :
     this(threatType, difficulty, health, speed, new List <StationLocation> {
     currentStation
 }, actionType)
 {
     TotalInaccessibility = RemainingInaccessibility = inaccessibility;
 }
 protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck) :
     base(type, difficulty, health, speed, timeAppears, sittingDuck)
 {
     CurrentStation = currentStation;
     sittingDuck.StationByLocation[currentStation].Threats.Add(this);
     ActionType = actionType;
 }
Exemple #4
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 protected Threat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed)
 {
     Difficulty  = difficulty;
     ThreatType  = threatType;
     TotalHealth = RemainingHealth = health;
     Speed       = speed;
 }
 protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList<StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck)
     : base(type, difficulty, health, speed, timeAppears, sittingDuck)
 {
     CurrentStations = currentStations;
     foreach (var currentStation in CurrentStations)
         sittingDuck.StationByLocation[currentStation].Threats.Add(this);
     ActionType = actionType;
 }
 protected Threat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, ISittingDuck sittingDuck)
 {
     this.difficulty = difficulty;
     this.type = type;
     TotalHealth = RemainingHealth = health;
     Speed = speed;
     TimeAppears = timeAppears;
     this.sittingDuck = sittingDuck;
 }
 protected Threat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, ISittingDuck sittingDuck)
 {
     this.difficulty  = difficulty;
     this.type        = type;
     TotalHealth      = RemainingHealth = health;
     Speed            = speed;
     TimeAppears      = timeAppears;
     this.sittingDuck = sittingDuck;
 }
 protected InternalThreat(ThreatType type, ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList <StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck) :
     base(type, difficulty, health, speed, timeAppears, sittingDuck)
 {
     CurrentStations = currentStations;
     foreach (var currentStation in CurrentStations)
     {
         sittingDuck.StationByLocation[currentStation].Threats.Add(this);
     }
     ActionType = actionType;
 }
Exemple #9
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 protected InternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType?actionType) :
     this(threatType, difficulty, health, speed, new List <StationLocation> {
     currentStation
 }, actionType)
 {
 }
Exemple #10
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 protected InternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int health, int speed, IList <StationLocation> currentStations, PlayerActionType?actionType) :
     base(threatType, difficulty, health, speed)
 {
     ActionType      = actionType;
     CurrentStations = currentStations;
 }
 protected ExternalThreat(ThreatType threatType, ThreatDifficulty difficulty, int shields, int health, int speed) :
     base(threatType, difficulty, health, speed)
 {
     Shields = shields;
 }
 protected SeriousExternalThreat(ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck)
     : base(ThreatType.SeriousExternal, difficulty, shields, health, speed, timeAppears, currentZone, sittingDuck)
 {
 }
 protected ExternalThreat(ThreatType type, ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck)
     : base(type, difficulty, health, speed, timeAppears, sittingDuck)
 {
     this.shields = shields;
     CurrentZone = currentZone;
 }
Exemple #14
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 protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList <StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck)
     : base(ThreatType.SeriousInternal, difficulty, health, speed, timeAppears, currentStations, actionType, sittingDuck)
 {
 }
Exemple #15
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 protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, IList<StationLocation> currentStations, PlayerActionType actionType)
     : base(ThreatType.SeriousInternal, difficulty, health, speed, currentStations, actionType)
 {
 }
 protected MinorInternalThreat(ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType actionType) :
     base(ThreatType.MinorInternal, difficulty, health, speed, currentStation, actionType)
 {
 }
Exemple #17
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 protected MinorExternalThreat(ThreatDifficulty difficulty, int shields, int health, int speed) :
     base(ThreatType.MinorExternal, difficulty, shields, health, speed)
 {
 }
 protected MinorExternalThreat(ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck) :
     base(ThreatType.MinorExternal, difficulty, shields, health, speed, timeAppears, currentZone, sittingDuck)
 {
 }
Exemple #19
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 protected MinorInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck) :
     base(ThreatType.MinorExternal, difficulty, health, speed, timeAppears, currentStation, actionType, sittingDuck)
 {
 }
 public static int GetPointsForSurviving(ThreatType type, ThreatDifficulty difficulty)
 {
     return PointsForSurviving[Tuple.Create(type, difficulty)];
 }
 public static int GetPointsForDefeating(ThreatType type, ThreatDifficulty difficulty)
 {
     return GetPointsForSurviving(type, difficulty) * 2;
 }
Exemple #22
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 protected ExternalThreat(ThreatType type, ThreatDifficulty difficulty, int shields, int health, int speed, int timeAppears, ZoneLocation currentZone, ISittingDuck sittingDuck) :
     base(type, difficulty, health, speed, timeAppears, sittingDuck)
 {
     this.shields = shields;
     CurrentZone  = currentZone;
 }
 protected MinorInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, IList<StationLocation> currentStations, PlayerAction actionType, ISittingDuck sittingDuck)
     : base(ThreatType.MinorExternal, difficulty, health, speed, timeAppears, currentStations, actionType, sittingDuck)
 {
 }
 public static int GetPointsForSurviving(ThreatType type, ThreatDifficulty difficulty)
 {
     return(PointsForSurviving[Tuple.Create(type, difficulty)]);
 }
Exemple #25
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 protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, StationLocation currentStation, PlayerActionType actionType, int? accessibility)
     : base(ThreatType.SeriousInternal, difficulty, health, speed, currentStation, actionType, accessibility)
 {
 }
 public static int GetPointsForDefeating(ThreatType type, ThreatDifficulty difficulty)
 {
     return(GetPointsForSurviving(type, difficulty) * 2);
 }
 internal Sabotage(ThreatType threatType, ThreatDifficulty threatDifficulty, StationLocation currentStation, PlayerActionType actionType, CyberGremlin cyberGremlin)
     : base(threatType, threatDifficulty, 1, 0, currentStation, actionType)
 {
     Parent = cyberGremlin;
 }
 protected SeriousInternalThreat(ThreatDifficulty difficulty, int health, int speed, int timeAppears, StationLocation currentStation, PlayerAction actionType, ISittingDuck sittingDuck)
     : base(ThreatType.SeriousInternal, difficulty, health, speed, timeAppears, currentStation, actionType, sittingDuck)
 {
 }