Esempio n. 1
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 public static List <AbstractIntent> AttackRandomPc(
     AbstractBattleUnit source,
     int damagePerHit, int numHits = 1)
 {
     return(SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits)
            .ToSingletonList <AbstractIntent>());
 }
Esempio n. 2
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 public override List <AbstractIntent> GetNextIntents()
 {
     return(new List <AbstractIntent>
     {
         SingleUnitAttackIntent.AttackRandomPc(this, 5, 1)
     });
 }
Esempio n. 3
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    public static List <AbstractIntent> AttackRandomPc(
        AbstractBattleUnit source,
        int percentDamage, int numHits = 1)
    {
        int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage);

        return(SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits)
               .ToSingletonList <AbstractIntent>());
    }
 public override List <AbstractIntent> GetNextIntents()
 {
     return(new List <AbstractIntent>
     {
         new BuffSelfIntent(this, new StrengthStatusEffect(), 5),
         SingleUnitAttackIntent.AttackRandomPc(this, 1, 1)
     }
            .PickRandom()
            .ToSingletonList());
 }
Esempio n. 5
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    public static List <AbstractIntent> AttackRandomPcWithCardToDiscardPile(
        AbstractCard card,
        AbstractBattleUnit source,
        int percentDamage,
        int numHits = 1)
    {
        int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage);

        var attackIntent = SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits);

        return(new List <AbstractIntent>
        {
            attackIntent,
            DebuffOtherIntent.AddCardToDiscardPile(source, attackIntent.Target, card)
        });
    }
Esempio n. 6
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    public static List <AbstractIntent> AttackRandomPcWithDebuff(
        AbstractStatusEffect debuff_requiresSetStacks,
        AbstractBattleUnit source,
        int percentDamage,
        int numHits = 1)
    {
        int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage);

        var attackIntent = SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits);

        return(new List <AbstractIntent>
        {
            attackIntent,
            DebuffOtherIntent.StatusEffect(source, attackIntent.Target, debuff_requiresSetStacks.CloneStatusEffect(), debuff_requiresSetStacks.Stacks)
        });
    }
 public override List <AbstractIntent> GetNextIntents()
 {
     return(SingleUnitAttackIntent.AttackRandomPc(this, 20, 1)
            .ToSingletonList <AbstractIntent>());
 }