private Item createSworm() { Item item = new Item("Epée", 5, (uint)ListWeapon.SWORM, Stuff.TypeStuff.WEAPON); item.addStats(new Stats(70, Stuff.TypeStats.CHANCE_HIT)); return item; }
private Item createFilet() { Item item = new Item("Filet", 3, (uint)ListWeapon.FILET, Stuff.TypeStuff.WEAPON); item.addStats(new Stats(30, Stuff.TypeStats.CHANCE_HIT)); return item; }
private Item createSpear() { Item item = new Item("Lance", 7, (uint)ListWeapon.SPEAR, Stuff.TypeStuff.WEAPON); item.addStats(new Stats(50, Stuff.TypeStats.CHANCE_HIT)); return item; }
private Item createTallShield() { Item armor = new Item("Bouclier rectangulaire", 8, (uint)ListArmor.TALL_SHIELD, Stuff.TypeStuff.ARMOR); armor.addStats(new Stats(30, Stuff.TypeStats.CHANCE_PARRY)); return armor; }
private Item createDagger() { Item item = new Item("Dague", 2, (uint)ListWeapon.DAGGER, Stuff.TypeStuff.WEAPON); item.addStats(new Stats(60, Stuff.TypeStats.CHANCE_HIT)); return item; }
private Item createSmallShield() { Item armor = new Item("Petit boucler rond", 5, (uint)ListArmor.SMALL_SHIELD, Stuff.TypeStuff.ARMOR); armor.addStats(new Stats(20, Stuff.TypeStats.CHANCE_PARRY)); return armor; }
private Item createHelmet() { Item armor = new Item("Casque", 2, (uint)ListArmor.HELMET, Stuff.TypeStuff.ARMOR); armor.addStats(new Stats(10, Stuff.TypeStats.CHANCE_PARRY)); return armor; }
private Item createTrident() { Item item = new Item("Trident", 7, (uint)ListWeapon.TRIDENT, Stuff.TypeStuff.WEAPON); item.addStats(new Stats(30, Stuff.TypeStats.CHANCE_HIT)); item.addStats(new Stats(10, Stuff.TypeStats.CHANCE_PARRY)); return item; }
private bool checkCost(Gladiator gladiator, Item item, SlotStuff slotStuff) { uint newCost = gladiator.stuff.getCostAllStuff() + item.cost - gladiator.stuff.getCostItem(slotStuff); // Le total actuel de l'équipement + coût nouveau item - l'item qui sera ramplacé if (newCost > MAX_COST_STUFF) { return false; } return true; }
private bool checkSlot(Item item, SlotStuff slotStuff) { switch (item.typeStuff) { case TypeStuff.ARMOR: return this.equipArmorOnSlot(slotStuff); case TypeStuff.WEAPON: return this.equipWeaponOnSlot(slotStuff); } return false; }
public bool canEquip(Gladiator gladiator, Item item, SlotStuff slotStuff) { return this.checkSlot(item, slotStuff) && this.checkCost(gladiator, item, slotStuff); }