Esempio n. 1
0
    public static EnemyCompany CreateEnemyCompany(Encounter encounter)
    {
        EnemyCompany ec = new EnemyCompany();
        int          roll;
        int          cellStrength = 0;
        bool         createCell;

        //Detirmine monster type.
        roll = UnityEngine.Random.Range(0, 2);
        switch (roll)
        {
        case 0: encounter.enemyType = EnemyType.BANDITS; break;

        case 1: encounter.enemyType = EnemyType.GOBLINOIDS; break;

        default: break;
        }

        for (int cellCount = encounter.arenaSize - 1; cellCount > 0 && ec.cells.Count < 3; cellCount--)
        {
            roll       = UnityEngine.Random.Range(0, 6) + encounter.difficulty;
            createCell = true;
            switch (roll)
            {
            case 0: createCell = false; break;

            case 1: createCell = false; break;

            case 2: cellStrength = 0; break;

            case 3: cellStrength = 1; break;

            case 4: cellStrength = 2; break;

            default: cellStrength = 2; break;
            }
            if (createCell)
            {
                ec.AddCell(LookUpEnemyCellContents(ec, cellStrength, encounter.enemyType), cellStrength);
            }
        }
        return(ec);
    }
Esempio n. 2
0
    public static List <GameObject> LookUpEnemyCellContents(EnemyCompany enemyCompany, int cellStrength, EnemyType enemyType)
    {
        List <GameObject> monsters = new List <GameObject>();

        //have to find a way to add in the elite.

        if (enemyType == EnemyType.BANDITS)
        {
            if (!enemyCompany.leaderAdded)
            {
                monsters.Add(GameAssets.i.EliteBanditHunter);
                enemyCompany.leaderAdded = true;
            }

            if (cellStrength == 0)
            {
                monsters.Add(GameAssets.i.BanditAxeman);
                monsters.Add(GameAssets.i.BanditAxeman);
            }
            else if (cellStrength == 1)
            {
                monsters.Add(GameAssets.i.BanditHunter);
                monsters.Add(GameAssets.i.BanditHunter);
                monsters.Add(GameAssets.i.BanditCuthroat);
                monsters.Add(GameAssets.i.BanditCuthroat);
            }
            else
            {
                monsters.Add(GameAssets.i.BanditHunter);
                monsters.Add(GameAssets.i.BanditHunter);
                monsters.Add(GameAssets.i.BanditAxeman);
                monsters.Add(GameAssets.i.BanditAxeman);
                monsters.Add(GameAssets.i.BanditAxeman);
            }
        }
        else if (enemyType == EnemyType.GOBLINOIDS)
        {
            if (!enemyCompany.leaderAdded)
            {
                monsters.Add(GameAssets.i.EliteOrcBrute);
                enemyCompany.leaderAdded = true;
            }

            if (cellStrength == 0)
            {
                monsters.Add(GameAssets.i.GoblinHunter);
                monsters.Add(GameAssets.i.GoblinHunter);
                monsters.Add(GameAssets.i.GoblinScout);
                monsters.Add(GameAssets.i.GoblinScout);
            }
            else if (cellStrength == 1)
            {
                monsters.Add(GameAssets.i.OrcDefender);
                monsters.Add(GameAssets.i.OrcDefender);
                monsters.Add(GameAssets.i.GoblinHunter);
                monsters.Add(GameAssets.i.GoblinHunter);
            }
            else
            {
                monsters.Add(GameAssets.i.OrcBrute);
                monsters.Add(GameAssets.i.OrcBrute);
                monsters.Add(GameAssets.i.GoblinScout);
                monsters.Add(GameAssets.i.GoblinScout);
                monsters.Add(GameAssets.i.GoblinScout);
            }
        }
        return(monsters);
    }