public Coerced(CoerceFrame frame) : base(frame.TargetIfAny) { CoercedFrame = frame; //don't show this Adjective in it's name IsPrefix = false; BaseBehaviours.Add(new CoercedBehaviour(this)); }
public override List <IBehaviour> GetFinalBehaviours(IActor forActor) { //if it requires equipping if (Slot != null && !IsEquipped) { return(new List <IBehaviour>()); } return(new List <IBehaviour>(BaseBehaviours.Union(Adjectives.SelectMany(a => a.GetFinalBehaviours(forActor))))); }
public Injured(string name, IHasStats owner, double severity, InjuryRegion region, IInjurySystem system) : base(owner) { Severity = severity; Region = region; IsPrefix = false; InjurySystem = system; BaseStats[Stat.Fight] = -0.5 * severity; Name = name; BaseBehaviours.Add(new InjuredBehaviour(this)); }
public SingleUse(IItem owner) : base(owner) { BaseBehaviours.Add(new SingleUseBehaviour(this)); IsPrefix = false; }
public virtual List <IBehaviour> GetFinalBehaviours(IActor forActor) { return(new List <IBehaviour>(BaseBehaviours.Union(Adjectives.SelectMany(a => a.GetFinalBehaviours(forActor))))); }
public Npc(string name, IRoom currentLocation) : base(name, currentLocation) { BaseBehaviours.Add(new RelationshipFormingBehaviour(this)); CanInitiateDialogue = false; CanInspect = false; }