コード例 #1
0
        private AttackBattleMove GetNotEvadeRestoreHealthAttack(int percentage)
        {
            NotEvadedBattleCondition       notEvadedCondition   = new NotEvadedBattleCondition();
            RestorationBattleMoveEffect    restorationEffect    = new RestorationBattleMoveEffect(RestorationType.Health, percentage, BattleMoveEffectActivationType.OnAttackHit, notEvadedCondition);
            CannotBeEvadedBattleMoveEffect cannotBeEvadedEffect = new CannotBeEvadedBattleMoveEffect();

            BattleMoveEffect[] effects    = { restorationEffect, cannotBeEvadedEffect };
            AttackBattleMove   attackMove = new AttackBattleMove("foo", TargetType.SingleEnemy, 100, 0, effects: effects);

            return(attackMove);
        }
コード例 #2
0
ファイル: MoveFactory.cs プロジェクト: Jsweeney1000/SimpleRPG
        public static BattleMove Get(BattleMoveType type, string description = null)
        {
            BattleMove ret;
            var        notFoundException = new ArgumentException($"No move exists with type {type} and description '{description}'!");

            switch (type)
            {
            case BattleMoveType.Attack:
                switch (description)
                {
                case null:
                case "attack":
                    ret = Attack;
                    break;

                case "goblin punch":
                    ret = new AttackBattleMove(description, TargetType.SingleEnemy, 100, 75, executionText: $"throws a goblin punch at {Globals.TargetReplaceText}");
                    break;

                case "feint":
                    NotEvadedBattleCondition       notEvadedCondition   = new NotEvadedBattleCondition();
                    AttackBoostBattleMoveEffect    attackBoostEffect    = new AttackBoostBattleMoveEffect(0.25, notEvadedCondition);
                    CannotBeEvadedBattleMoveEffect cannotBeEvadedEffect = new CannotBeEvadedBattleMoveEffect();
                    BattleMoveEffect[]             effects = { attackBoostEffect, cannotBeEvadedEffect, UnconditionalNeverMissEffect };
                    ret = new AttackBattleMove(description, TargetType.SingleEnemy, 100, 0, executionText: "attacks [target] with a feint", effects: effects);
                    break;

                default:
                    throw notFoundException;
                }
                break;

            case BattleMoveType.ConditionalPowerAttack:
                ret = new ConditionalPowerAttackBattleMove("malevolence attack", TargetType.SingleEnemy, 100, 10, executionText: "unleashes their dark power!");
                break;

            case BattleMoveType.Runaway:
                ret = Runaway;
                break;

            case BattleMoveType.DoNothing:
                switch (description)
                {
                case null:
                    ret = DoNothing;
                    break;

                case "goblin punch charge":
                    ret = new DoNothingMove("prepares to unleash its fury");
                    break;

                default:
                    throw notFoundException;
                }
                break;

            case BattleMoveType.Special:
                switch (description)
                {
                case "dark energy gather":
                    ret = new SpecialMove(description, BattleMoveType.Special, TargetType.Self, "gathers dark energy");
                    break;

                default:
                    throw notFoundException;
                }
                break;

            case BattleMoveType.MultiTurn:
                if (description == "goblin punch")
                {
                    ret = new MultiTurnBattleMove(description, TargetType.SingleEnemy,
                                                  Get(BattleMoveType.DoNothing, "goblin punch charge"),
                                                  Get(BattleMoveType.Attack, description));
                }
                else
                {
                    throw notFoundException;
                }
                break;

            case BattleMoveType.Dance:
                switch (description)
                {
                default:
                    throw notFoundException;

                case "fire dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Fire,
                                        new List <FieldEffect>
                    {
                        new MagicMultiplierFieldEffect(TargetType.OwnTeam, "fire dance", MagicType.Fire, (4.0 / 3.0))
                    },
                                        new DoNothingMove("performs the fire dance"),
                                        new DoNothingMove("continues to perform the fire dance"));
                    break;

                case "water dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Water,
                                        new List <FieldEffect>
                    {
                        new MagicMultiplierFieldEffect(TargetType.OwnTeam, "water dance", MagicType.Water, (4.0 / 3.0))
                    },
                                        new DoNothingMove("performs the water dance"),
                                        new DoNothingMove("continues to perform the water dance"));
                    break;

                case "wind dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Wind,
                                        new List <FieldEffect>
                    {
                        new MagicMultiplierFieldEffect(TargetType.OwnTeam, "wind dance", MagicType.Wind, (4.0 / 3.0))
                    },
                                        new DoNothingMove("performs the wind dance"),
                                        new DoNothingMove("continues to perform the wind dance"));
                    break;

                case "earth dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Earth,
                                        new List <FieldEffect>
                    {
                        new MagicMultiplierFieldEffect(TargetType.OwnTeam, "earth dance", MagicType.Earth, (4.0 / 3.0))
                    },
                                        new DoNothingMove("performs the earth dance"),
                                        new DoNothingMove("continues to perform the earth dance"));
                    break;

                case "heart dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Heart,
                                        new List <FieldEffect>
                    {
                        new StatMultiplierFieldEffect(TargetType.OwnTeam, "heart dance", StatType.Defense, (5 / 100.0))
                    },
                                        new DoNothingMove("performs the heart dance"),
                                        new DoNothingMove("continues to perform the heart dance"));
                    break;

                case "soul dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Soul,
                                        new List <FieldEffect>
                    {
                        new MagicMultiplierFieldEffect(TargetType.OwnTeam, "soul dance", MagicType.All, (5 / 100.0))
                    },
                                        new DoNothingMove("performs the soul dance"),
                                        new DoNothingMove("continues to perform the soul dance"));
                    break;

                case "mind dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Mind,
                                        new List <FieldEffect>
                    {
                        new StatMultiplierFieldEffect(TargetType.OwnTeam, "mind dance", StatType.Evade, (5.0 / 100.0), 1)
                    },
                                        new DoNothingMove("performs the mind dance"),
                                        new DoNothingMove("continues to perform the mind dance"));
                    break;

                case "danger dance":
                    ret = new DanceMove(description, TargetType.OwnTeam, 2, DanceEffectType.Danger,
                                        new List <FieldEffect>
                    {
                        new StatMultiplierFieldEffect(TargetType.OwnTeam, "danger dance", StatType.Strength, (5.0 / 100.0), 1)
                    },
                                        new DoNothingMove("performs the danger dance"),
                                        new DoNothingMove("continues to perform the danger dance"));
                    break;
                }
                break;

            case BattleMoveType.Status:
                Status status;
                switch (description)
                {
                default:
                    throw notFoundException;

                case "warrior's cry":
                    status = new StatMultiplierStatus(4, StatType.Strength, 2);
                    ret    = new StatusMove(description, TargetType.Self, status, "unleashes their warrior cry!");
                    break;

                case "evade":
                    status = new AutoEvadeStatus(1, false);
                    ret    = new StatusMove(description, TargetType.Self, status, "takes a ready stance", 1);
                    break;

                case "evadeAndCounter":
                    status = new AutoEvadeStatus(1, true);
                    ret    = new StatusMove(description, TargetType.Self, status, "prepares to counter", 1);
                    break;

                case "dark fog":
                    status = new BlindStatus(2);
                    ret    = new StatusMove(description, TargetType.SingleEnemy, status, $"draws a dark fog about {Globals.TargetReplaceText}", accuracy: 60);
                    break;
                }
                break;

            case BattleMoveType.Shield:
                switch (description)
                {
                case "iron shield":
                    IBattleShield shield = new IronBattleShield(5, 2, 0);
                    ret = new ShieldMove(description, TargetType.SingleAllyOrSelf, "created an iron shield", shield);
                    break;

                default:
                    throw notFoundException;
                }
                break;

            case BattleMoveType.ShieldFortifier:
                switch (description)
                {
                case "heal shield":
                    ret = new ShieldFortifyingMove(description, TargetType.SingleAllyOrSelf, $"healed {Globals.TargetReplaceText}'s shield", ShieldFortifyingType.Health, 5);
                    break;

                case "strengthen shield":
                    ret = new ShieldFortifyingMove(description, TargetType.SingleAllyOrSelf, $"strengthened {Globals.TargetReplaceText}'s shield", ShieldFortifyingType.Defense, 5);
                    break;

                default:
                    ret = null;
                    break;
                }
                break;

            case BattleMoveType.ShieldBuster:
                if (string.IsNullOrEmpty(description))
                {
                    description = "Shield buster";
                }
                switch (description)
                {
                case "Shield buster":
                    ret = new ShieldBusterMove(description, TargetType.SingleEnemy, "uses the shield buster on [target]");
                    break;

                case "Super shield buster":
                    ret = new ShieldBusterMove(description, TargetType.SingleEnemy, "uses the super shield buster on [target]", 1);
                    break;

                default:
                    throw notFoundException;
                }

                break;

            case BattleMoveType.BellMove:
                switch (description)
                {
                case "seal shade":
                default:
                    ret = Get(BellMoveType.SealMove);
                    break;

                case "control shade":
                    ret = Get(BellMoveType.ControlMove);
                    break;
                }
                break;

            case BattleMoveType.AbsorbShade:
                ret = new ShadeAbsorbingMove("absorb shade", $"has given into malice, targetting {Globals.TargetReplaceText}!");
                break;

            default:
                throw notFoundException;
            }

            return(ret);
        }