public static FireProjectileAction CreateSmallGatlingAction(string actorId, EncounterPosition targetPosition) { return(new FireProjectileAction( actorId, ProjectileType.SMALL_GATLING, power: 2, (sourcePos) => EncounterPathBuilder.BuildStraightLinePath(sourcePos, targetPosition, maxSteps: 25), speed: 50 )); }
private static FireProjectileAction CreateSmallShotgunAction(string actorId, EncounterPosition targetPosition) { return(new FireProjectileAction( actorId, ProjectileType.SMALL_SHOTGUN, power: 1, (sourcePos) => EncounterPathBuilder.BuildStraightLinePath(sourcePos, targetPosition, maxSteps: 25), speed: 25 )); }
public static FireProjectileAction CreateCuttingLaserAction(string playerId, int playerPower, EncounterPosition targetPosition) { return(new FireProjectileAction( playerId, ProjectileType.CUTTING_LASER, power: playerPower, (sourcePos) => EncounterPathBuilder.BuildStraightLinePath(sourcePos, targetPosition, endsAtTarget: true), speed: 0 )); }
public static FireProjectileAction CreateReverserAction(string actorId, EncounterPosition targetPosition) { return(new FireProjectileAction( actorId, ProjectileType.REVERSER, power: 2, (sourcePos) => EncounterPathBuilder.BuildReverseLinePath(sourcePos, targetPosition, overshoot: 4), speed: 33 )); }
public static FireProjectileAction CreateRailgunAction(string actorId, EncounterPosition targetPosition) { return(new FireProjectileAction( actorId, ProjectileType.RAILGUN, power: 15, (sourcePos) => EncounterPathBuilder.BuildStraightLinePath(sourcePos, targetPosition, maxSteps: 40), speed: 20 )); }