public override ISpell GenerateAttack()
        {
            int damage = this.Unit.AttackPoints;
            int energyCost = 0;

            if (this.Unit.HealthPoints <= 80)
            {
                damage += (this.Unit.HealthPoints * 2);
            }

            if (this.Unit.HealthPoints > 50)
            {
                energyCost = 15;
            }

            ISpell spell = new Cleave(damage, energyCost);
            if (this.Unit.EnergyPoints < spell.EnergyCost)
            {
                throw new NotEnoughEnergyException(this.Unit.Name + " does not have enough energy to cast Cleave");
            }
            else
            {
                this.Unit.EnergyPoints -= spell.EnergyCost;
            }

            return spell;
        }
Esempio n. 2
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 public override ISpell GenerateAttack()
 {
     Spell spell = new Cleave(this.Unit);
     if (this.Unit.EnergyPoints - spell.EnergyCost < 0)
     {
         throw new NotEnoughEnergyException(string.Format(GlobalMessages.NotEnoughEnergy, this.Unit.Name, spell.GetType().Name));
     }
     this.Unit.EnergyPoints -= spell.EnergyCost;
     return spell;
 }
        public override ISpell GenerateAttack()
        {
            int damage = this.Unit.AttackPoints;
            if (this.Unit.HealthPoints <= DefaultHealthPoints)
            {
                damage += (this.Unit.HealthPoints*2);
            }
            var spell = new Cleave(damage);
            this.IsThereEnoughEnergy(spell);

            this.RemoveEnergyOnCast(spell);

            return spell;
        }
Esempio n. 4
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        public override ISpell GenerateAttack()
        {
            int damage = this.Unit.AttackPoints;
            if (this.Unit.HealthPoints <= 80)
            {
                damage += this.Unit.HealthPoints * 2;
            }

            var attack = new Cleave(damage);
            if (this.Unit.HealthPoints > 50)
            {
                this.ValidateEnergy(attack);
                this.Unit.EnergyPoints -= attack.EnergyCost;
            }

            return attack;
        }
        public override ISpell GenerateAttack()
        {
            var attack = new Cleave(this.AttackDamage);

            if (this.Unit.HealthPoints > 50)
            {
                if (this.Unit.EnergyPoints < attack.EnergyCost)
                {
                    throw new NotEnoughEnergyException(string.Format(
                        GlobalMessages.NotEnoughEnergy,
                        this.Unit.Name, attack.GetType().Name));
                }

                this.Unit.EnergyPoints -= attack.EnergyCost;
            }

            return attack;
        }
        public override ISpell GenerateAttack()
        {
            var damage = this.Unit.AttackPoints;
            var health = this.Unit.HealthPoints;
            if (health <= 80)
            {
                damage += health * 2;
            }

            var spell = new Cleave(damage);

            if (this.Unit.EnergyPoints < spell.EnergyCost)
            {
                throw new NotEnoughEnergyException(string.Format(GlobalMessages.NotEnoughEnergy, this.Unit.Name, "Cleave"));
            }

            this.Unit.EnergyPoints -= spell.EnergyCost;
            return spell;
        }
        public override ISpell GenerateAttack()
        {
            /////Cleave damage: Equals the warrior's attack points.
            /////If the warrior's health is equal or below 80, his health * 2 is added to the damage.
            //// If the warrior's health is greater than 50, it costs him energy - otherwise it doesn't.
            var damage = this.Unit.AttackPoints;
            if (this.Unit.HealthPoints <= 80)
            {
                damage += 2 * this.Unit.HealthPoints;
            }

            var spell = new Cleave(damage);
            this.ValidateEnergyPoints(this.Unit, spell);
            if (this.Unit.HealthPoints > 50)
            {
                this.Unit.EnergyPoints -= spell.EnergyCost;
            }

            return spell;
        }
        public ISpell GenerateAttack()
        {
            var damage = this.Unit.AttackPoints;
            if (this.Unit.HealthPoints <= 80)
            {
                damage += 2 * this.Unit.HealthPoints;
            }

            var spell = new Cleave() {Damage = damage};
            if (this.Unit.EnergyPoints < spell.EnergyCost)
            {
                throw new NotEnoughEnergyException(
                    $"{this.Unit.Name} does not have enough energy to cast {this.GetType().Name}");
            }
            if (this.Unit.HealthPoints > 50)
            {
                this.Unit.EnergyPoints -= spell.EnergyCost;
            }

            return spell;
        }
Esempio n. 9
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        public override ISpell GenerateAttack()
        {
            ISpell spell = null;
            if (this.Unit.HealthPoints <= 80)
            {
                spell = new Cleave(this.Unit.AttackPoints + (this.Unit.HealthPoints*2));
            }
            else
            {
                spell= new Cleave(this.Unit.AttackPoints);
            }
            if (this.Unit.HealthPoints > 50 && spell.EnergyCost > this.Unit.EnergyPoints)
            {
                throw new NotEnoughEnergyException(string.Format("{0} does not have enough energy to cast {1}", this.Unit.Name, spell.GetType().Name));
            }

            if (this.Unit.HealthPoints > 50)
            {
                this.Unit.EnergyPoints -= spell.EnergyCost;
            }
            return spell;
        }
        public override ISpell GenerateAttack()
        {
            int damage = this.Unit.AttackPoints;
            if (this.Unit.HealthPoints <= 80)
            {
                damage += 2 * this.Unit.HealthPoints;
            }

            ISpell attack = new Cleave(damage);
            if (this.Unit.EnergyPoints < attack.EnergyCost)
            {
                throw new NotEnoughEnergyException(
                    string.Format(string.Format("{0}", GlobalMessages.NotEnoughEnergy)
                    , this.Unit.Name,
                    attack.GetType().Name));
            }
            if (this.Unit.EnergyPoints > 50)
            {
                this.Unit.EnergyPoints -= attack.EnergyCost;
            }

            return attack;
        }
        public override ISpell GenerateAttack()
        {
            int damege = this.Unit.AttackPoints;
            ISpell spell = null;
            if (this.Unit.HealthPoints <= 80)
            {
                spell = new Cleave((damege + (2 * this.Unit.HealthPoints)));
            }
            else
            {
                spell = new Cleave(damege);
            }
            if (this.Unit.HealthPoints > 50 && this.Unit.EnergyPoints >= spell.EnergyCost)
            {
                this.Unit.EnergyPoints -= spell.EnergyCost;
                return spell;
            }
            else if (this.Unit.HealthPoints < 50)
            {
                return spell;
            }
            throw new NotEnoughEnergyException(string.Format(Messages.NotEnoughEnergyException, this.Unit.Name, spell.GetType().Name));

        }