public bool Apply(EventType type, IEntity sender, object eventData) { var data = (GetStatEventData)eventData; switch (data.Stat) { case "Tension": if (sender != _playerSystem.Player) { throw new ApplicationException("Only the Player can check tension."); } data.Value = 0; break; case "Score": data.Value = 0; break; default: data.Value = _statSystem.GetEntityStat(sender, data.Stat); break; } return(true); }
public bool BasicAttack(IEntity attacker, IEntity defender) { var baseDamage = _statSystem.GetEntityStat(attacker, "Muscle"); return(Attack(attacker, defender, attackDamage: baseDamage)); }
public void SetStat_NoStat_SetsStat() { statSystem.SetStat(entity, TEST_STAT, 10); statSystem.GetEntityStat(entity, TEST_STAT).Should().Be(10); }