Esempio n. 1
0
        public override bool Apply(IActionLog log, EffectContext context)
        {
            // TODO: Test for immunity
            HitPoints hP = context?.Target?.GetData <HitPoints>();

            if (hP != null)
            {
                // Calculate damage (taking account of target resistances/vulnerabilities)
                double damage = Damage * DamageType.MultiplierFor(context.Target);

                // Apply damage
                hP.Value -= damage;

                // Kill the target (if applicable)
                if (hP.Value <= 0)
                {
                    Vector position = context.Target.GetData <MapData>()?.Position ?? Vector.Unset;
                    context.SFX.Trigger(SFXKeywords.Bang, position);
                    // Destroy!
                    Equipped equipped = context.Target.GetData <Equipped>();
                    if (equipped != null)
                    {
                        // Drop held items!
                        equipped.DropAll(context.Target, context);
                    }
                    context.Target.Delete();
                }
                return(true);
            }
            else
            {
                return(false);
            }
        }
Esempio n. 2
0
        public override bool Apply(IActionLog log, EffectContext context)
        {
            PickUp pickUp = context.Target?.GetData <PickUp>();

            if (pickUp != null) // Can pick up
            {
                // Does it still exist on the map?
                MapData mD = context.Target.GetData <MapData>();
                if (mD?.MapCell != null)
                {
                    // TEMP?
                    // Add to equipped:
                    Equipped equipped = context.Actor?.GetData <Equipped>();
                    if (equipped != null && equipped.Equip(context.Target))
                    {
                        mD.MapCell.RemoveFromCell(context.Target);
                        context.State.Elements.Remove(context.Target);
                    }

                    // TODO: Add to inventory as well as/instead?
                }
            }
            return(false);
        }
Esempio n. 3
0
        protected override void GenerateActions(TurnContext context, AvailableActions addTo)
        {
            Element  actor    = context.Element;
            Equipped equipped = actor?.GetData <Equipped>();

            if (equipped != null)
            {
                foreach (EquipmentSlot slot in equipped.Slots)
                {
                    if (slot.Item != null)
                    {
                        var iA = slot.Item.GetData <ItemActions>();
                        if (iA?.Prototype != null)
                        {
                            var action = iA.Prototype.Duplicate();
                            action.Trigger = new ActionInputTrigger(slot.HotKey);
                            addTo.Actions.Add(action);
                        }
                    }
                }
            }
            //TODO: Base on items
            //addTo.Actions.Add(new WindUpAction(InputFunction.Ability_1));
        }