/// <summary>
    /// A simplified version of Damage(), used for hero or enemy Fight attacks.
    /// Returns a Damage object (not an int), which contains 1 or more hits/misses,
    /// and info on whether each hit was a crit.
    /// </summary>
    /// <param name="attStats">BattleStats of the attacker</param>
    /// <param name="defStats">BattleStats of the defender</param>
    /// <returns></returns>
    public static Damage FightDamage(BattleStats attStats, BattleStats defStats)
    {
        // Calculate the number of hits
        int hits = CalcHitsOrMiss(attStats, defStats);

        // Create an empty Damage object
        Damage damage = new Damage();

        // If no hits, return a Damage with a single value of 0 to signify a miss
        if (hits <= 0)
        {
            damage.Add(0);
        }
        else
        {
            // Calculate a crit for each hit
            for (int i = 0; i < hits; i++)
            {
                //if (i > 1) { Debug.Log("Hit No. " + (i + 1)); }

                // CalcCrit(). If crit, increase the multiplier to 2
                bool isCrit         = false;
                int  critMultiplier = CalcCrit(attStats) ? 2 : 1;
                if (critMultiplier == 2)
                {
                    isCrit = true;
                    //Debug.Log("Critical");
                }

                // Adds the value of a crit-modified hit to the list in Damage
                damage.Add(CalcDamage(attStats, defStats) * critMultiplier, isCrit);
            }
        }
        return(damage);
    }
Exemplo n.º 2
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        // Combines damage type into total combined damage.
        public void Combine()
        {
            Damage total = new Damage(Nature.Source, DamageType.Total, 0, 0);

            foreach (DamageType type in DamageTypes)
            {
                List <Damage> deals = Deals.FindAll(d => d.Is(type));
                if (deals.Count > 0)
                {
                    if (deals.Count > 1)
                    {
                        for (int i = 1; i < deals.Count; ++i)
                        {
                            deals[0].Add(deals[i]);
                            Deals.Remove(deals[i]);
                        }
                    }

                    deals[0].Round();
                    total.Add(deals[0]);
                }
            }

            Deals.Add(total);
        }
Exemplo n.º 3
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        public void Heal(int amount, GetBonusDto bonusDto)
        {
            var maxHp           = GetMaxHp(bonusDto).GetValueAsInt();
            var currentHp       = GetCurrentHp(bonusDto).GetValueAsInt();
            var maxAmountToHeal = Math.Min(maxHp - currentHp, amount);


            var currentNonLethal  = GetNonLethal().GetValueAsInt();
            var maxAmountToHealNl = currentNonLethal - Math.Max(0, currentNonLethal - amount);

            if (maxAmountToHeal != 0)
            {
                Damage.Add(new DamageTaken
                {
                    Amount = maxAmountToHeal
                });
            }
            if (maxAmountToHealNl != 0)
            {
                NonLethalDamage.Add(new DamageTaken
                {
                    Amount = -maxAmountToHealNl
                });
            }
        }
Exemplo n.º 4
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        public void TakeDamage(DamageType damageType, int amount, GetBonusDto bonus, bool ignorreDmgReduction)
        {
            var onHitFeats = bonus.Feats.Where(x => x.Limit != null && x.Limit.Amount != null &&
                                               x.Limit.Amount.ActionRequired == RoundAction.AutoOnTakeDamage).ToList();

            foreach (var specialAbility in onHitFeats)
            {
                specialAbility.UseChargeIfPossible(amount, bonus);
            }

            var realDamge = ignorreDmgReduction ? amount : DamageRecuction.SubtractReduction(amount, damageType, bonus);

            if (realDamge <= 0)
            {
                return;
            }
            if (Damage == null)
            {
                Damage = new List <DamageTaken>();
            }
            Damage.Add(new DamageTaken
            {
                Amount = -realDamge
            });
        }
Exemplo n.º 5
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    private void Start()
    {
        oscillator.enabled = false;
        lerper.enabled     = true;
        lerper.Completed  += LerpFinish;

        damage.Add(data.damage);

        timerIdle = new Timer(UtilRandom.RangeWithCenter(data.secondsToIdle,
                                                         data.secondsToIdleVariance), TimerIdleFinish, false);
        timerIdle.Run();
    }
Exemplo n.º 6
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    private void Start()
    {
        timerWarning = new Timer(data.secondsOfWarning, WarningFinish, false);
        timerIdle    = new Timer(data.secondsOfIdling, IdleFinish, false);
        timerWarning.Run();
        GameObject warning = Instantiate(data.prefabWarning, transform);

        warning.transform.position = transform.position + Vector3.up * warningHeight;
        // Set the destroy time for the floor spike warning.
        warning.GetComponent <MonoTimer>().SetSecondsTarget(data.secondsOfWarning);
        damage.Add(data.damage);
        heightToRise = UtilRandom.RangeWithCenter(data.heightToRise, data.heightToRiseVariance);
    }
Exemplo n.º 7
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 public DamageNPC(int whoami, int userid = -1, long damage = 0)
 {
     whoAmI = whoami;
     Damage.Add(userid, damage);
 }
Exemplo n.º 8
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            // Combines damage type into total combined damage.
            public void Combine()
            {
                Damage total = new Damage(Nature.Source, DamageType.Total, 0, 0);

                foreach (DamageType type in DamageTypes)
                {
                    List<Damage> deals = Deals.FindAll(d => d.Is(type));
                    if (deals.Count > 0)
                    {
                        if (deals.Count > 1)
                            for (int i = 1; i < deals.Count; ++i)
                            {
                                deals[0].Add(deals[i]);
                                Deals.Remove(deals[i]);
                            }

                        deals[0].Round();
                        total.Add(deals[0]);
                    }
                }

                Deals.Add(total);
            }
Exemplo n.º 9
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        // ----- Private Methods --- //
        private void BasicWeaponSetup(bool isMagic)
        {
            switch (Type)
            {
            case WeaponType.Club:
                Cost   = 0.1;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                break;

            case WeaponType.Dagger:
                Cost   = 2.0;
                Weight = 1;
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Finesse));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 20, 60));
                break;

            case WeaponType.Greatclub:
                Cost   = 0.2;
                Weight = 10;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Handaxe:
                Cost   = 5.0;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 20, 60));
                break;

            case WeaponType.Javelin:
                Cost   = 0.5;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 30, 120));
                break;

            case WeaponType.LightHammer:
                Cost   = 2.0;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 20, 60));
                break;

            case WeaponType.Mace:
                Cost   = 5.0;
                Weight = 4;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Bludgeoning, isMagic));
                break;

            case WeaponType.Quarterstaff:
                Cost   = 0.2;
                Weight = 4;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Versatile, new Die(1, 8)));
                break;

            case WeaponType.Sickle:
                Cost   = 1.0;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                break;

            case WeaponType.Spear:
                Cost   = 1.0;
                Weight = 3;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 20, 60));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Versatile, new Die(1, 8)));
                break;

            case WeaponType.LightCrossbow:
                Cost   = 25.0;
                Weight = 5;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 80, 320));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Loading));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Dart:
                Cost   = 0.05;
                Weight = 0.25;
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Finesse));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 20, 60));
                break;

            case WeaponType.Shortbow:
                Cost   = 25;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 80, 320));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Sling:
                Cost   = 0.1;
                Weight = 0.0;     // Yes Jason, no weight
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 30, 120));
                break;

            case WeaponType.Battleaxe:
                Cost   = 10;
                Weight = 4;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Versatile, new Die(1, 10)));
                break;

            case WeaponType.Flail:
                Cost   = 10;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Bludgeoning, isMagic));
                break;

            case WeaponType.Glaive:
                Cost   = 20;
                Weight = 6;
                Damage.Add(new DamageDice(new Die(1, 10), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Reach));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Greataxe:
                Cost   = 30;
                Weight = 7;
                Damage.Add(new DamageDice(new Die(1, 12), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Greatsword:
                Cost   = 50;
                Weight = 6;
                Damage.Add(new DamageDice(new Die(2, 6), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Halberd:
                Cost   = 20;
                Weight = 6;
                Damage.Add(new DamageDice(new Die(1, 10), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Reach));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Lance:
                Cost   = 10;
                Weight = 6;
                Damage.Add(new DamageDice(new Die(1, 12), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Reach));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Special));
                break;

            case WeaponType.Longsword:
                Cost   = 15;
                Weight = 3;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Versatile, new Die(1, 10)));
                break;

            case WeaponType.Maul:
                Cost   = 10;
                Weight = 10;
                Damage.Add(new DamageDice(new Die(2, 6), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Morningstar:
                Cost   = 15;
                Weight = 4;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Piercing, isMagic));
                break;

            case WeaponType.Pike:
                Cost   = 5;
                Weight = 18;
                Damage.Add(new DamageDice(new Die(1, 10), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                break;

            case WeaponType.Rapier:
                Cost   = 25;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Finesse));
                break;

            case WeaponType.Scimitar:
                Cost   = 25;
                Weight = 3;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Finesse));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                break;

            case WeaponType.Shortsword:
                Cost   = 10;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Finesse));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                break;

            case WeaponType.Trident:
                Cost   = 5;
                Weight = 4;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 20, 60));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Versatile, new Die(1, 8)));
                break;

            case WeaponType.WarPick:
                Cost   = 5;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Piercing, isMagic));
                break;

            case WeaponType.Warhammer:
                Cost   = 15;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Bludgeoning, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Versatile, new Die(1, 10)));
                break;

            case WeaponType.Whip:
                Cost   = 2;
                Weight = 3;
                Damage.Add(new DamageDice(new Die(1, 4), DamageType.Slashing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Finesse));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Reach));
                break;

            case WeaponType.Blowgun:
                Cost   = 10;
                Weight = 1;
                Damage.Add(new DamageDice(new Die(1, 1), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 25, 100));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Loading));
                break;

            case WeaponType.HandCrossbow:
                Cost   = 75;
                Weight = 3;
                Damage.Add(new DamageDice(new Die(1, 6), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 30, 120));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Light));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Loading));
                break;

            case WeaponType.HeavyCrossbow:
                Cost   = 50;
                Weight = 18;
                Damage.Add(new DamageDice(new Die(1, 10), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 100, 400));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Loading));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Longbow:
                Cost   = 50;
                Weight = 2;
                Damage.Add(new DamageDice(new Die(1, 8), DamageType.Piercing, isMagic));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Ammunition, 150, 600));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Heavy));
                Properties.Add(new WeaponProperty(WeaponPropertyType.TwoHanded));
                break;

            case WeaponType.Net:
                Cost   = 1;
                Weight = 3;
                Properties.Add(new WeaponProperty(WeaponPropertyType.Special));
                Properties.Add(new WeaponProperty(WeaponPropertyType.Thrown, 5, 15));
                break;

            default:
                throw new InvalidOperationException("Error: Weapon Type has not been properly set up");
            }
        }
Exemplo n.º 10
0
 public void Add(int amount)
 {
     damage.Add(amount);
 }
Exemplo n.º 11
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 public virtual void TakeDamage(T DamageToTake)
 {
     Damage = Damage.Add(DamageToTake);
 }
Exemplo n.º 12
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 public void AddHeadbuttDamage(int amount)
 {
     damageHeadbutt.Add(amount);
 }
Exemplo n.º 13
0
 public void AddTongueDamage(int amount)
 {
     damageTongue.Add(amount);
 }
Exemplo n.º 14
0
    /// <summary>
    /// Creates a generic, type- and creature-agnostic calculation of Damage. Used
    /// by every non-Fight option where calculations are required (including healing).
    /// Returns a Damage object (not an int), which contains 1 or more hits/misses,
    /// and info on whether each hit was a crit.
    /// If a BattleAbility is supplied, modifies the results based on the ability's properties.
    /// </summary>
    /// <param name="userStats">The attacker's BattleStats</param>
    /// <param name="targetStats">The defender's BattleStats</param>
    /// <param name="ability">The BattleAbility being used</param>
    /// <returns></returns>
    public static Damage Damage(BattleStats userStats, BattleStats targetStats = null, BattleAbility ability = null)
    // BattleAbility Properties and their defaults:
    //float modifier = 1f, bool noMiss = false, int? overrideNumHits = null, bool noCrit = false)
    {
        // Negate targetStats if NoReduction
        if (ability != null && ability.NoReduction)
        {
            targetStats = null;
        }

        // if there is a HitNumOverride, use it for hits.
        // if not, if it is NoMiss, hits = 1.
        // if no HitNumOverride and NoMiss is false, calculate the number of hits.
        int hits = 1;

        if (ability.HitNumOverride == null)
        {
            if (!ability.NoMiss)
            {
                // calculate the num hits, 0 is a miss
                hits = CalcHitsOrMiss(userStats, targetStats);
            }
            //else hits remains at 1
        }
        else
        {
            hits = (int)ability.HitNumOverride;
        }


        // Damage { list of damage amounts and whether each hit is a crit }
        // A Damage object contains all the occurences of damage towards a target from this action
        Damage damage = new Damage();

        // a value of 0 is a miss

        // if hits = 0, damage remains 0, otherwise calculate damage hit times
        if (hits <= 0)
        {
            damage.Add(0);
        }
        else
        {
            // calculate once per hit
            for (int i = 0; i < hits; i++)
            {
                //if (i > 1) { Debug.Log("Hit No. " + (i + 1)); }

                // Get a single, initial damage value
                // if resist-free, targetStats = null as above
                // CalcDamage will choose which ability scores based on isPhysical
                float tempDamage = (float)CalcDamage(userStats, targetStats, ability.IsPhysical);

                // Calculate critMultiplier, leave as 1 if ability prevents crit via NoCrit
                bool isCrit         = false;
                int  critMultiplier = 1;
                if (!ability.NoCrit)
                {
                    // Calculate if this hit is a crit. If crit, multiplier is 2, else 1
                    critMultiplier = CalcCrit(userStats) ? 2 : 1;
                    if (critMultiplier == 2)
                    {
                        isCrit = true;
                        //Debug.Log("Critical");
                    }
                }

                // factor in critModifier
                tempDamage *= (float)critMultiplier;

                // factor in ability modifier
                tempDamage *= ability.Modifier;

                // Convert to int, and add as an entry to the Damage object
                damage.Add(Mathf.CeilToInt(tempDamage), isCrit);
            }
        }

        return(damage);
    }
Exemplo n.º 15
0
 public void AddLaserDamage(int amount)
 {
     damageLaser.Add(amount);
 }
Exemplo n.º 16
0
    // Uses the selected item
    public void Click_UseButton()
    {
        if (selection == null)
        {
            return;
        }

        AudioManager.PlaySound(AudioClipName.UsePotion);

        // reference to hero and item
        InvItem    item = partyStash.Contents[(int)selection];
        BattleHero hero = BattleLoader.Party.Hero[BattleMath.ConvertHeroID(TurnCounter.CurrentID)];

        // check for full hp/mp, display message and do not use.
        int hp    = hero.HP;
        int hpMax = hero.HPMax;

        if (hp == hpMax && item.Type == InvType.Potion && item.Subtype == InvSubtype.Health)
        {
            previousMessage  = messageText.text;
            messageText.text = "You are already at full health.";
            messageTimer.Run();
            return;
        }
        int mp    = hero.MP;
        int mpMax = hero.MPMax;

        if (mp == mpMax && item.Type == InvType.Potion && item.Subtype == InvSubtype.Mana)
        {
            previousMessage  = messageText.text;
            messageText.text = "You are already at full mana.";
            messageTimer.Run();
            return;
        }

        // create negative damage for restorative item
        Damage damage = new Damage();

        switch (item.Type)
        {
        case InvType.Potion:

            int healing;
            switch (item.Subtype)
            {
            case InvSubtype.Health:
                switch (item.Name)
                {
                case InvNames.Potion_Health_Tiny:
                    healing = 25;
                    break;

                case InvNames.Potion_Health_Small:
                    healing = 75;
                    break;

                case InvNames.Potion_Health_Medium:
                    healing = 250;
                    break;

                case InvNames.Potion_Health_Large:
                    healing = 600;
                    break;

                case InvNames.Potion_Health_Huge:
                    healing = 2000;
                    break;

                case InvNames.Potion_Health_Epic:
                    healing = 100000;
                    break;

                default:
                    healing = 25;
                    break;
                }

                if (hp + healing > hpMax)
                {
                    healing = hpMax - hp;
                }

                // remove item from stash and queue healing in Damage
                partyStash.RemoveInvItem(item.Name, 1);
                damage.Add(-healing, false, true, false);         // amount, not crit, isItem, not MP
                break;

            case InvSubtype.Mana:
                switch (item.Name)
                {
                case InvNames.Potion_Mana_Tiny:
                    healing = 10;
                    break;

                case InvNames.Potion_Mana_Small:
                    healing = 20;
                    break;

                case InvNames.Potion_Mana_Medium:
                    healing = 50;
                    break;

                case InvNames.Potion_Mana_Large:
                    healing = 125;
                    break;

                case InvNames.Potion_Mana_Huge:
                    healing = 250;
                    break;

                case InvNames.Potion_Mana_Epic:
                    healing = 100000;
                    break;

                default:
                    healing = 10;
                    break;
                }

                if (mp + healing > mpMax)
                {
                    healing = mpMax - mp;
                }

                // remove item from stash and queue healing in Damage
                partyStash.RemoveInvItem(item.Name, 1);
                damage.Add(-healing, false, true, true);         // amount, not crit, isItem, is MP
                break;
            }
            break;

        default:
            damage.Add(null);
            break;
        }
        // disable ui once a choice is made
        uiEnabler.EnableUI(false);

        // Invoke a Player End Turn event
        // Use this event instead of triggering off a fight collision with enemy
        // TurnOver applies the damage queued in Damage
        turnInvoker.TurnOver(damage, TurnCounter.CurrentID);

        // Exit menu
        Destroy(gameObject);
    }