public EnemyAnimal(UnitPostion location, Map map) : base(location, map) { var changeInAtribues = new Attributes(0, 2, 0, 4); this.Effects.AddEffect(new AttributesEffect(changeInAtribues)); Armour = 0; }
public EnemyDog(UnitPostion location, Map map) : base(location, map) { this.Name = "Dog"; // this.AttackDescription = "Bites"; this.Armour = 1; this.Representation = new Symbol('D', Color4.Red); // this.AttackBonus += 10; }
public static IEnemy Create(char key, UnitPostion position) { Type[] constructorParams = new Type[] { typeof(UnitPostion), typeof(Map) }; return((IEnemy)Register.RegisteredEnemies[key] .GetConstructor(constructorParams) .Invoke(new object[] { position, null })); }
public EnemyMonster(UnitPostion location, Map map) : base(location, map) { var attributes = new Attributes(6, 6, 6, 6); this.Effects.AddEffect(new AttributesEffect(attributes)); Armour = 2; }
public EnemyOrc(UnitPostion location, Map map) : base(location, map) { this.Name = "Orc"; // this.AttackDescription = "Bangs"; this.Armour = 2; this.Representation = new Symbol('O', Color4.DarkGreen); // this.AttackBonus += 15; }
public EnemyZombie(UnitPostion location, Map map) : base(location, map) { this.Name = "Zombie"; // this.AttackDescription = "Bites"; this.Armour = 3; this.Representation = new Symbol('Z', Color4.YellowGreen); // this.AttackBonus += 20; }
public Player(UnitPostion location, Map map, IProfession profession) : base(location, map) { Name = "Player"; Profession = profession; MaximumHealth = 150; CurrentHealth = 150; this.Effects.AddEffect(profession); Representation = new Symbol('@', Color4.LimeGreen); //BaseAtack += 5; }
public static IEnemy ParseEnemy(char ch, UnitPostion loc) { return(EnemyFactory.Create(ch, loc)); }
public Player(UnitPostion location, Map map) : this(location, map, new Warrior()) { }
public Enemy(UnitPostion location, Map map) : base(location, map) { }