public ActiveDecoration(ISceneParentRef parent, IPlayerParentRef owner, ITileParentRef tempTile, string visualization, float?z, int?maxHealth, TagSynergy[] armor, ActiveDecorationNative native, float?mod) : base(parent, owner, tempTile, z ?? native.DefaultZ, new DamageModel(maxHealth ?? native.DefaultHealth, armor ?? native.DefaultArmor), native) { this.Visualization = visualization ?? native.DefaultVisualisation; this.Mod = mod ?? native.DefaultMod; this.InitiativePosition += 1; }
public TileObject(ISceneParentRef parent, IPlayerParentRef owner, ITileParentRef tempTile, float z, DamageModel damageModel, TaggingNative native) : base(parent, owner, tempTile.X, tempTile.Y, z) { this.Native = native; this.TempTile = tempTile; this.DamageModel = damageModel; this.InitiativePosition += parent.GetNextRandom() / 10000f; this.Affected = true; this.HealthRevealed = false; }
public Actor(ISceneParentRef parent, IPlayerParentRef owner, Guid?externalId, ITileParentRef tempTile, string visualization, string enemyVisualization, float?z, ActorNative native, RoleModelNative roleModelNative) : base(parent, owner, tempTile, z ?? native.DefaultZ, new DamageModel(), native) { this.varManager = parent.VarManager; this.Visualization = visualization ?? native.DefaultVisualization; this.EnemyVisualization = enemyVisualization ?? native.DefaultEnemyVisualization; this.ExternalId = externalId; this.native = native; this.SelfStrength = roleModelNative.DefaultStrength; this.SelfWillpower = roleModelNative.DefaultWillpower; this.SelfConstitution = roleModelNative.DefaultConstitution; this.SelfSpeed = roleModelNative.DefaultSpeed; this.SelfActionPointsIncome = roleModelNative.DefaultActionPointsIncome; this.DefaultArmor = native.Armor.ToArray(); this.Skills = new List <Skill>(); foreach (SkillNative skill in roleModelNative.Skills) { Skills.Add(new Skill(this, skill, null, null, null, null, null, null)); } this.AttackingSkill = new Skill(this, roleModelNative.AttackingSkill, null, null, 0, null, null, null); this.BuffManager = new BuffManager(this); this.InitiativePosition += 1f / this.Initiative; this.DamageModel.SetupRoleModel(this); }