/// <summary> /// Processes a hit by a weapon /// </summary> /// <param name="affliction">The Damage item that is applied to the character</param> public void ProcessHit(DamageItem hit) { //Substract Hitpoints for Bash //Substract Hitpoints for Cut //Substract Hitpoints for Pierce Status.DealDamage(hit.Bash + hit.Pierce + hit.Cut); Status.AddAfflictions(hit.Afflictions); characterChanged(); }
/// <summary> /// Attacks another Character /// </summary> /// <param name="enemyCS">The Character to attack</param> public void Attack(CharacterSheet enemyCS) { //Calculate if character hits (something like Attackchance vs agility) //Currently we always hit SingleHitZone hitBodyPart = enemyCS.Hitzone.randomizeHitzone(); DamageItem damage = new DamageItem(hitBodyPart, _Weapon); enemyCS.ProcessHit(damage); characterChanged(); }