public BattleEvent(Character user, BattleAction action, Character target, int damage) { /* start constructor */ mUser = user; mAction = action; mTarget = target; mDamage = damage; }
public override BattleEvent ai(Party goodGuys) { /* start ai */ Random random = new Random(); int target = random.Next( Party.MAXPARTY ); BattleAction action = new BattleAction(ActionEnum.ATTACK, null); return new BattleEvent(mEnemy, action, goodGuys.getCharacter(target), 0); }
public override BattleEvent ai(Party goodGuys) { /* start ai */ Character target = goodGuys.getCharacter(0); BattleAction action; int i; AbilitiesIterator abilities; Ability theAbility; if (mAbilities.Count != 0) {/* start if */ abilities = getAbilities(); theAbility = abilities.getAbilityAtIndex(0); foreach (Ability ability in abilities) if (ability.AffectEnemy) if (ability.BaseDamage > theAbility.BaseDamage) theAbility = ability; for (i = 0; i < goodGuys.Size; i++) if (goodGuys.getCharacter(i).CurrentHealth < target.CurrentHealth) target = goodGuys.getCharacter(i); if (theAbility.Cost > mEnemy.CurrentMana) action = new BattleAction(ActionEnum.ATTACK, null); else action = new BattleAction(ActionEnum.ABILITY, theAbility); }/* end if */ else {/* start else */ action = new BattleAction(ActionEnum.ATTACK, null); }/* end else */ return new BattleEvent(mEnemy, action, target, 0); }
public override BattleEvent ai(Party goodGuys) { /* start ai */ Random random = new Random(); int i; Character target = null; BattleAction action = new BattleAction(ActionEnum.ATTACK, null); /* Should modularize these loops */ for (i = 0; i < goodGuys.Size; i++) if (((PlayerCharacter)goodGuys.getCharacter(i)).Class == ClassEnum.WHITEMAGE) target = goodGuys.getCharacter(i); if( target == null ) for (i = 0; i < goodGuys.Size; i++) if (((PlayerCharacter)goodGuys.getCharacter(i)).Class == ClassEnum.REDMAGE) target = goodGuys.getCharacter(i); if (target == null) target = goodGuys.getCharacter(random.Next(Party.MAXPARTY)); return new BattleEvent(mEnemy, action, target, 0); }