Exemple #1
0
        public IEnumerable <Skill> AllAvailableSkills()
        {
            if (this.ActiveDebuffs.ContainsKey(Constants.Debuff.Stun))
            {
                yield return(Skill.StunRecovery);

                yield break;
            }

            if (this.TurnCount < this.startupSkillOrder.Count)
            {
                SkillInBattle skillToUse = this.skillsToUse.First(s => s.Skill.Id == this.startupSkillOrder[this.TurnCount]);
                if (skillToUse.CooldownsRemaining > 0)
                {
                    throw new Exception(string.Format("Startup skills for champion {0} on turn {1} tried to use skill {2} but it is still on cooldown!", this.Champ.Name, this.TurnCount, this.startupSkillOrder[this.TurnCount]));
                }
                yield return(skillToUse.Skill);

                yield break;
            }
            else
            {
                foreach (SkillInBattle sib in this.skillsToUse)
                {
                    if (sib.CooldownsRemaining > 0)
                    {
                        continue;
                    }

                    yield return(sib.Skill);
                }
            }
        }
Exemple #2
0
        public Skill NextAISkill()
        {
            if (this.ActiveDebuffs.ContainsKey(Constants.Debuff.Stun))
            {
                return(Skill.StunRecovery);
            }

            SkillInBattle skillToUse = null;

            if (this.TurnCount < this.startupSkillOrder.Count)
            {
                skillToUse = this.skillsToUse.First(s => s.Skill.Id == this.startupSkillOrder[this.TurnCount]);
                if (skillToUse.CooldownsRemaining > 0)
                {
                    throw new Exception(string.Format("Startup skills for champion {0} on turn {1} tried to use skill {2} but it is still on cooldown!", this.Champ.Name, this.TurnCount, this.startupSkillOrder[this.TurnCount]));
                }
            }

            if (skillToUse == null)
            {
                foreach (SkillInBattle sib in this.skillsToUse)
                {
                    if (sib.CooldownsRemaining > 0)
                    {
                        continue;
                    }

                    skillToUse = sib;
                    break;
                }
            }

            return(skillToUse.Skill);
        }
Exemple #3
0
        private void TakeTurn(Skill skill, bool isAdditionalAttack)
        {
            if (skill.Id != Constants.SkillId.RE)
            {
                SkillInBattle skillToUse = this.skillsToUse.FirstOrDefault(sib => sib.Skill == skill);
                if (skillToUse == null || skillToUse.CooldownsRemaining != 0)
                {
                    throw new ArgumentException(string.Format("Skill {0} ({1}) is not available!", skill.Id, skill.Name));
                }

                skillToUse.CooldownsRemaining = skillToUse.Skill.Cooldown;
            }

            if (!isAdditionalAttack)
            {
                foreach (SkillInBattle sib in this.skillsToUse)
                {
                    if (sib.CooldownsRemaining > 0)
                    {
                        sib.CooldownsRemaining--;
                    }
                }

                foreach (Constants.Buff buff in new List <Constants.Buff>(this.ActiveBuffs.Keys))
                {
                    this.ActiveBuffs[buff]--;
                    if (this.ActiveBuffs[buff] == 0)
                    {
                        this.ActiveBuffs.Remove(buff);
                    }
                }

                foreach (Constants.Debuff debuff in new List <Constants.Debuff>(this.ActiveDebuffs.Keys))
                {
                    this.ActiveDebuffs[debuff]--;
                    if (this.ActiveDebuffs[debuff] == 0)
                    {
                        this.ActiveDebuffs.Remove(debuff);
                    }
                }

                this.TurnMeter = 0;
            }

            this.TurnCount++;
        }
Exemple #4
0
 public SkillInBattle(SkillInBattle other)
 {
     this.Skill = other.Skill;
     this.CooldownsRemaining = other.CooldownsRemaining;
 }