public IList <BattleCharacter> GetPossibleTargets(BattleCharacter src, EffectTarget target) { if (target == EffectTarget.Self) { return(src.AsList()); } if (target == EffectTarget.AllEnemies) { return(_characters.Where(x => x.Loyalty != src.Loyalty).ToList()); } if (target == EffectTarget.AllAllies) { return(_characters.Where(x => x.Loyalty == src.Loyalty).ToList()); } if (target == EffectTarget.One) { return(_characters.ToList()); } return(new List <BattleCharacter>()); }
public BattleSide Resolve1V1(BattleCharacter hero, BattleCharacter villain) { return(Battle.Create(new AIPlayer(), new AIPlayer(), hero, villain).Resolve()); }
public BattleSide Resolve1V1(CharacterSheet hero, CharacterSheet villain) { return(Resolve1V1(BattleCharacter.Create(BattleSide.Gamer, hero), BattleCharacter.Create(BattleSide.Enemy, villain))); }