Esempio n. 1
0
 //Moves towards the targeted Unit
 //Uses Dijstrka to find its path (not implemented)
 //follows path for as long as it has movement
 public override void Move(Character target)
 {
     LastAttacker = target;
     if (!GridHandler.CheckForEnemyWithinRange(_gridPos, _myWeapon, _myTeam, _lastToHitMe))
     {
         GridHandler.DijkstraMove(this, GridHandler.RetrieveTile(target.CurrentPosition), _currMovement);
         return;
     }
     else
     {
         _stratRef.StartWaiting();
     }
 }
Esempio n. 2
0
    //overload for GetMyAbilities
    //pass any specific ability element and target
    //returns all skills with specified ability element and are withing range of target
    List <Ability> GetMyAbilities(DamageType skillType, Character target)
    {
        List <Ability> usables = new List <Ability>();

        for (int i = 0; i < _me.Abilities.Count; i++)
        {
            if (_me.Abilities[i].Element == skillType && GridHandler.CheckForEnemyWithinRange(_me.CurrentPosition, _me.Abilities[i], _me.Team, _currTarget))
            {
                if (_me.CurrMana > _me.Abilities[i].Cost)
                {
                    usables.Add(_me.Abilities[i]);
                }
            }
        }

        return(usables);
    }
Esempio n. 3
0
    //Gets all abilities that DO NOT HEAL
    //returns list with all applicable abilities
    List <Ability> GetMyAbilities()
    {
        List <Ability> usables = new List <Ability>();

        for (int i = 0; i < _me.Abilities.Count; i++)
        {
            if (_me.Abilities[i].Element != DamageType.HEALING && GridHandler.CheckForEnemyWithinRange(_me.CurrentPosition, _me.Abilities[i], _me.Team))
            {
                if (_me.CurrMana > _me.Abilities[i].Cost)
                {
                    usables.Add(_me.Abilities[i]);
                }
            }
        }

        return(usables);
    }
Esempio n. 4
0
 //AI tries to attack any enemy near them
 void TryAttack()
 {
     //Debug.Log("trying to attack");
     if (!_hasAttacked)
     {
         if (GridHandler.CheckForEnemyWithinRange(_me.CurrentPosition, _me.HeldWeapon, _me.Team, _currTarget))
         {
             Debug.Log("trying to attack target");
             _hasAttacked = true;
             _me.Attack(_currTarget);
         }
         else
         {
             Debug.Log("for some reason i did not attack");
             StartWaiting();
         }
     }
     else
     {
         Debug.Log("I've already attacked");
         StartWaiting();
     }
 }