private static bool UseAbilityAOEHelper(GameCharacter character, Ability ability, Tile target, BattleGame game) { var tileAOEList = game.board.getTileListFromPattern(target, ability.tilePatternType); //draw AOE effect foreach (var t in tileAOEList) { game.board.AddTempChar(t, '*'); game.board.AddTempEffect(t, ability.sheetname, ability.spriteindex); UseAbilityTempEffect(game, character, t, ability); } var charAOEList = game.getCharactersFromTileList(tileAOEList); return(UseAbilityOnCharList(character, target, ability, charAOEList, game)); }
public static GameCharacter getAttackablePlayer(GameCharacter enemy, BattleGame game) { Tile curTile = game.board.getTileFromLocation(enemy.x, enemy.y); var charList = game.getCharactersFromTileList(game.board.getTileListFromPattern(curTile, TilePatternType.FourAdj)); var playerList = (from data in charList where data.type == CharacterType.Player select data).ToList(); //for now, just return a random enemy close if (playerList.Count > 0) { return(charList[game.r.Next(charList.Count - 1)]); } else { return(null); } }
private static bool UseAbilityAOEHelper(GameCharacter character, Ability ability, Tile target, BattleGame game) { var tileAOEList = game.board.getTileListFromPattern(target, ability.tilePatternType); //draw AOE effect foreach (var t in tileAOEList) { game.board.AddTempChar(t, '*'); game.board.AddTempEffect(t, ability.sheetname, ability.spriteindex); UseAbilityTempEffect(game, character, t, ability); } var charAOEList = game.getCharactersFromTileList(tileAOEList); return UseAbilityOnCharList(character,target, ability, charAOEList, game); }
public static GameCharacter getAttackablePlayer(GameCharacter enemy, BattleGame game) { Tile curTile = game.board.getTileFromLocation(enemy.x,enemy.y); var charList = game.getCharactersFromTileList(game.board.getTileListFromPattern(curTile, TilePatternType.FourAdj)); var playerList = (from data in charList where data.type == CharacterType.Player select data).ToList(); //for now, just return a random enemy close if (playerList.Count > 0) { return charList[game.r.Next(charList.Count - 1)]; } else { return null; } }