Exemplo n.º 1
0
        public void attackIfBeneficial(BoardFunctionality boardFunc)
        {
            if (rowCanBeAttacked(boardFunc.friendlySide.Rows[Side.FieldUnit]))
            {
                attackRow(boardFunc.enemySide.Rows[Side.FieldUnit], boardFunc);
            }
            else if (rowCanBeAttacked(boardFunc.friendlySide.Rows[Side.Armies]))
            {
                attackRow(boardFunc.enemySide.Rows[Side.Armies], boardFunc);
            }
            else
            {
                if (isRowRevealed(boardFunc.enemySide.Rows[Side.Armies]) && isRowRevealed(boardFunc.enemySide.Rows[Side.FieldUnit]))
                {
                    foreach (Card card in boardFunc.friendlySide.Rows[Side.FieldUnit].cardsInContainer)
                    {
                        if (!card.cardProps.exhausted)
                        {
                            boardFunc.LifeDamage(card);
                        }
                    }
                }
            }

            /*else
             * {
             *  boardFunc.enemySide.boardFunc.BOARDMESSAGE.addMessage("AI has no attacks this round");
             * }*/
        }
Exemplo n.º 2
0
        public override void fieldLogic(MouseState mouseState, FunctionalRow row, Card card, BoardFunctionality boardFunc)
        {
            if (clickedInCardBox)
            {
                if (!row.isWithinModifiedPosition(mouseState, card))
                {
                    if (selectAction.TargetEnemyCard(mouseState, boardFunc, false) != null)
                    {
                        MouseTransformer.Set(MouseTransformer.State.Reg);
                        if (selectAction.TargetEnemyCard(mouseState, boardFunc, false).correctRow(boardFunc.enemySide).revealed)
                        {
                            switch (selectAction.TargetEnemyCard(mouseState, boardFunc, false).correctRow(boardFunc.enemySide).type)
                            {
                            case CardType.FieldUnit:
                                boardFunc.Fight(card, selectAction.TargetEnemyCard(mouseState, boardFunc, false));
                                break;

                            case CardType.Army:
                                if (boardFunc.enemySide.Rows[Side.FieldUnit].isEmpty())
                                {
                                    boardFunc.Fight(card, selectAction.TargetEnemyCard(mouseState, boardFunc, false));
                                }
                                else if (!boardFunc.enemySide.Rows[Side.FieldUnit].isEmpty())
                                {
                                    boardFunc.BOARDMESSAGE.addMessage("Cannot fight an Army if a FieldUnit is present on the board!");
                                }
                                break;

                            case CardType.General:
                                boardFunc.BOARDMESSAGE.addMessage("A FieldUnit cannot target a General!");
                                break;
                            }
                        }
                    }
                    else
                    {
                        MouseTransformer.Set(MouseTransformer.State.Atk);
                        resetIfNoSelection(mouseState, row, card, boardFunc);
                    }
                }
                if (mouseState.LeftButton == ButtonState.Released && boardFunc.enemySide.Life.isWithinBox(mouseState))
                {
                    if (boardFunc.enemySide.Rows[Side.FieldUnit].isEmpty() && boardFunc.enemySide.Rows[Side.Armies].isEmpty() && boardFunc.enemySide.Rows[Side.Armies].revealed)
                    {
                        boardFunc.LifeDamage(card);
                    }
                    else
                    {
                        boardFunc.BOARDMESSAGE.addMessage("---> or Fog");
                        boardFunc.BOARDMESSAGE.addMessage("---> an Enemy Army");
                        boardFunc.BOARDMESSAGE.addMessage("---> an Enemy FieldUnit");
                        boardFunc.BOARDMESSAGE.addMessage("Cannot deal damage to a player if there's:");
                    }
                    resetIfNoSelection(mouseState, row, card, boardFunc);
                }
                resetIfNoSelection(mouseState, row, card, boardFunc);
            }
        }
Exemplo n.º 3
0
 public override void abilityImplementation(MouseState mouseState, BoardFunctionality boardFunc)
 {
     boardFunc.LifeDamage(INITIALCARD, this);
 }