Exemplo n.º 1
0
 public bool addChoosableAction(WeaponAction newAction)
 {
     for (int i = 0; i < Globals.ACTION_LIMIT; i++)
     {
         if (itsChoosableActions[i].is_empty)
         {
             itsChoosableActions[i] = newAction;
             itsChoosableActions[i].is_empty = false;
             return true;
         }
     }
     return false;
 }
Exemplo n.º 2
0
        public WeaponAction copy(WeaponAction wep)
        {
            WeaponAction copyWeaponAction =(WeaponAction)base.copy(wep);
            if (isInitialized())
            {
                copyWeaponAction.itsName = this.itsName;

                copyWeaponAction.itsChecks = new checkList[this.itsChecks.Length];
                for (int i = 0; i < this.itsChecks.Length; i++)
                    copyWeaponAction.itsChecks[i] = this.itsChecks[i].copy();

                for (int i = 0; i < itsEffectLists.Length; i++)
                {
                    for (int j = 0; j < itsEffectLists[i].Length; j++)
                        copyWeaponAction.itsEffectLists[i][j] = this.itsEffectLists[i][j].copy();
                }
            }
            return copyWeaponAction;
        }
Exemplo n.º 3
0
 public bool addAction(WeaponAction newAction)
 {
     itsActions.Add(newAction);
     return false;
 }
Exemplo n.º 4
0
 private void initializeLists()
 {
     /* Set all chances to 0, so that initially no action will automatically
      * be called after any other */
     for (int i = 0; i < Globals.ACTION_LIMIT; i++)
     {
         for (int j = 0; j < Globals.ACTION_LIMIT; j++)
             itsSubActions[i, j] = 0;
     }
     target_Users = new bool[Globals.ACTION_LIMIT];
     for (int j = 0; j < Globals.ACTION_LIMIT; j++)
     {
         target_Users[j] = false;
     }
     for (int j = 0; j < Globals.ACTION_LIMIT; j++)
     {
         itsChoosableActions[j] = new WeaponAction();
     }
 }
Exemplo n.º 5
0
 public bool setSubActionChance(WeaponAction First, WeaponAction Second, int Chance)
 {
     int i = actionIndex(First.itsName);
     int j = actionIndex(Second.itsName);
     if (i < Globals.ACTION_LIMIT && j < Globals.ACTION_LIMIT && Chance>=0 && Chance <=100)
     {
         itsSubActions[i, j] = Chance;
         return true;
     }
     else
         return false;
 }
Exemplo n.º 6
0
 public bool removeChoosableAction(WeaponAction oldAction)
 {
     int i = choosableActionIndex(oldAction.itsName);
     if (i < Globals.ACTION_LIMIT)
     {
         itsChoosableActions[i].is_empty = true;
         return true;
     }
     else
         return false;
 }