Esempio n. 1
0
        public void DefaultBasicAttack(Character attackedCharacter)
        {
            if (!IsAlive)
            {
                return;                       //Dead characters cannot use basic attacks!
            }
            if (HasFreeAttackUntilEndOfTheTurn)
            {
                HasFreeAttackUntilEndOfTheTurn = false;
            }

            var damage = new Damage(AttackPoints.Value, DamageType.Physical);

            BeforeBasicAttack?.Invoke(attackedCharacter, damage);
            attackedCharacter.BeforeBeingBasicAttacked?.Invoke(this, damage);
            Attack(attackedCharacter, damage);             //TODO: Make this default basic attack, maybe other overload
            AfterBasicAttack?.Invoke(attackedCharacter, damage);

            HasUsedBasicAttackInPhaseBefore = true;
        }
Esempio n. 2
0
        public void DefaultBasicAttack(Character attackedCharacter)
        {
            var damage = new Damage(AttackPoints.Value, DamageType.Physical);

            BeforeBasicAttack?.Invoke(attackedCharacter, damage);
            attackedCharacter.BeforeBeingBasicAttacked?.Invoke(attackedCharacter, damage);
            Attack(attackedCharacter, damage);
//			if (attackedCharacter.Abilities.All(a => a.BeforeParentBasicAttacked(this)))
//			{
//				if (attackedCharacter.Owner == Owner)
//				{
//					if (Abilities.Any(a => a.OverridesFriendAttack))
//					{
//						if (Abilities.Count(a => a.OverridesFriendAttack) > 1)
//							throw new Exception("Więcej niż jedna umiejętność próbuje nadpisać atak!");
//
//						Abilities.Single(a => a.OverridesFriendAttack).AttackFriend(attackedCharacter, damage);
//					}
//				}
//				else
//				{
//					if (Abilities.Any(a => a.OverridesEnemyAttack))
//					{
//						if (Abilities.Count(a => a.OverridesEnemyAttack) > 1)
//							throw new Exception("Więcej niż jedna umiejętność próbuje nadpisać atak!");
//
//						Abilities.Single(a => a.OverridesEnemyAttack).AttackEnemy(attackedCharacter, damage);
//					}
//					else
//					{
//						Attack(attackedCharacter, damage));
//					}
//				}
//			}
            AfterBasicAttack?.Invoke(attackedCharacter, damage);


            HasUsedBasicAttackInPhaseBefore = true;
            //HasUsedNormalAbilityInPhaseBefore = true;
        }