public Teleport( EffectName name, BehaviourName?waitBefore = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(Teleport)}", validators ?? new List <Validator>()) { WaitBefore = waitBefore; }
public CreateEntity( EffectName name, EntityName entityToCreate, IList <BehaviourName>?initialEntityBehaviours = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(CreateEntity)}", validators ?? new List <Validator>()) { EntityToCreate = entityToCreate; InitialEntityBehaviours = initialEntityBehaviours ?? new List <BehaviourName>(); }
public Reload( EffectName name, BehaviourName ammunitionToTarget, Location?location = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(Reload)}", validators ?? new List <Validator>()) { AmmunitionToTarget = ammunitionToTarget; Location = location ?? Location.Inherited; }
public ModifyAbility( EffectName name, AbilityName abilityToModify, AbilityName modifiedAbility, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(ModifyAbility)}", validators ?? new List <Validator>()) { AbilityToModify = abilityToModify; ModifiedAbility = modifiedAbility; }
public Destroy( EffectName name, Location?target = null, IList <Validator>?validators = null, bool blocksBehaviours = false) : base(name, $"{nameof(Effect)}.{nameof(Destroy)}", validators ?? new List <Validator>()) { Target = target ?? Location.Self; BlocksBehaviours = blocksBehaviours; }
public ApplyBehaviour( EffectName name, IList <BehaviourName> behavioursToApply, Location?location = null, IList <Flag>?filterFlags = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(ApplyBehaviour)}", validators ?? new List <Validator>()) { BehavioursToApply = behavioursToApply; Location = location ?? Location.Inherited; FilterFlags = filterFlags ?? new List <Flag>(); }
public Force( EffectName name, Location from, int amount, IList <EffectName>?onCollisionEffects = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(Force)}", validators ?? new List <Validator>()) { From = from; Amount = amount; OnCollisionEffects = onCollisionEffects ?? new List <EffectName>(); }
public ModifyPlayer( EffectName name, IList <Flag> playerFilterFlags, IList <Flag>?modifyFlags = null, IList <ResourceModification>?resourceModifications = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(ModifyPlayer)}", validators ?? new List <Validator>()) { PlayerFilterFlags = playerFilterFlags; ModifyFlags = modifyFlags ?? new List <Flag>(); ResourceModifications = resourceModifications ?? new List <ResourceModification>(); }
public Damage( EffectName name, DamageType damageType, Amount?amount = null, CombatAttributes?bonusTo = null, Amount?bonusAmount = null, Location?location = null, IList <Flag>?filterFlags = null, IList <Validator>?validators = null) : base(name, $"{nameof(Effect)}.{nameof(Damage)}", validators ?? new List <Validator>()) { DamageType = damageType; Amount = amount ?? new Amount(0); BonusTo = bonusTo; BonusAmount = bonusAmount ?? new Amount(0); Location = location ?? Location.Inherited; FilterFlags = filterFlags ?? new List <Flag>(); }
public Search( EffectName name, int radius, IList <Flag> searchFlags, IList <Flag> filterFlags, IList <EffectName>?effects = null, Location?location = null, Shape?shape = null, bool?ignoreCenter = null, IList <Validator>?validators = null, bool?usedForValidator = null) : base(name, $"{nameof(Effect)}.{nameof(Search)}", validators ?? new List <Validator>()) { Radius = radius; SearchFlags = searchFlags; FilterFlags = filterFlags; Effects = effects ?? new List <EffectName>(); Location = location ?? Location.Inherited; Shape = shape ?? Shape.Circle; IgnoreCenter = ignoreCenter ?? false; UsedForValidator = usedForValidator ?? false; }
protected Effect(EffectName name, string type, IList <Validator> validators) { Name = name; Type = type; Validators = validators; }