Пример #1
0
        /// <summary>
        /// Sets the ItemAction's properties based on the item it has.
        /// <para>The default behavior is to check the item's properties and set its MoveInfo, DamageInfo, and HealingInfo accordingly.</para>
        /// </summary>
        protected virtual void SetActionProperties()
        {
            Name = ItemUsed.Name;

            //NOTE: Refactor and make cleaner in some way

            IHPHealingItem        hpHealing        = ItemUsed as IHPHealingItem;
            IFPHealingItem        fpHealing        = ItemUsed as IFPHealingItem;
            IDamagingItem         damageItem       = ItemUsed as IDamagingItem;
            IStatusHealingItem    statusHealing    = ItemUsed as IStatusHealingItem;
            IStatusInflictingItem statusInflicting = ItemUsed as IStatusInflictingItem;
            IDamageEffectItem     damageEffectItem = ItemUsed as IDamageEffectItem;

            EntityTypes[] otherEntityTypes = ItemUsed.OtherEntTypes;

            //Check if we should replace all instances of Enemy EntityTypes with opposing ones
            if (ItemUsed.GetOpposingIfEnemy == true && otherEntityTypes != null && otherEntityTypes.Length > 0)
            {
                //Create a new array so we don't modify the item's information
                otherEntityTypes = new EntityTypes[ItemUsed.OtherEntTypes.Length];

                for (int i = 0; i < ItemUsed.OtherEntTypes.Length; i++)
                {
                    EntityTypes entitytype = ItemUsed.OtherEntTypes[i];

                    //If we found Enemy, change it
                    if (entitytype == EntityTypes.Enemy)
                    {
                        entitytype = User.GetOpposingEntityType();
                    }

                    //Set the value
                    otherEntityTypes[i] = entitytype;
                }
            }

            MoveInfo = new MoveActionData(ItemUsed.Icon, ItemUsed.Description, MoveResourceTypes.FP, 0, CostDisplayTypes.Hidden,
                                          ItemUsed.MoveAffectionType, ItemUsed.SelectionType, false, ItemUsed.HeightsAffected, otherEntityTypes);

            //Set the damage data
            if (damageItem != null || statusInflicting != null)
            {
                int                  damage        = damageItem != null ? damageItem.Damage : 0;
                Elements             element       = damageItem != null ? damageItem.Element : Elements.Normal;
                StatusChanceHolder[] statuses      = statusInflicting != null ? statusInflicting.StatusesInflicted : null;
                DamageEffects        damageEffects = damageEffectItem != null ? damageEffectItem.InducedDamageEffects : DamageEffects.None;

                DamageInfo = new DamageData(damage, element, true, ContactTypes.None, ContactProperties.Ranged, statuses, damageEffects);
            }

            //Set the healing data
            if (hpHealing != null || fpHealing != null || statusHealing != null)
            {
                int           hpHealed       = hpHealing != null ? hpHealing.HPRestored : 0;
                int           fpHealed       = fpHealing != null ? fpHealing.FPRestored : 0;
                StatusTypes[] statusesHealed = statusHealing != null ? statusHealing.StatusesHealed : null;

                HealingInfo = new HealingData(hpHealed, fpHealed, statusesHealed);
            }
        }
Пример #2
0
        /// <summary>
        /// Sets the ItemAction's properties based on the item it has.
        /// </summary>
        protected void SetActionProperties()
        {
            Name = ItemUsed.Name;

            //NOTE: Refactor and make cleaner in some way

            IHPHealingItem        hpHealing        = ItemUsed as IHPHealingItem;
            IFPHealingItem        fpHealing        = ItemUsed as IFPHealingItem;
            IDamagingItem         damageItem       = ItemUsed as IDamagingItem;
            IStatusHealingItem    statusHealing    = ItemUsed as IStatusHealingItem;
            IStatusInflictingItem statusInflicting = ItemUsed as IStatusInflictingItem;
            IDamageEffectItem     damageEffectItem = ItemUsed as IDamageEffectItem;

            MoveAffectionTypes moveAffectionType = ItemUsed.EntityType == User.EntityType ? MoveAffectionTypes.Ally : MoveAffectionTypes.Enemy;

            if (ItemUsed.TargetsSelf == true)
            {
                moveAffectionType = MoveAffectionTypes.Self;
            }

            MoveInfo = new MoveActionData(null, ItemUsed.Description, MoveResourceTypes.FP, 0, CostDisplayTypes.Hidden,
                                          moveAffectionType, ItemUsed.SelectionType, false, ItemUsed.HeightsAffected);

            //Set the damage data
            if (damageItem != null || statusInflicting != null)
            {
                int                  damage        = damageItem != null ? damageItem.Damage : 0;
                Elements             element       = damageItem != null ? damageItem.Element : Elements.Normal;
                StatusChanceHolder[] statuses      = statusInflicting != null ? statusInflicting.StatusesInflicted : null;
                DamageEffects        damageEffects = damageEffectItem != null ? damageEffectItem.InducedDamageEffects : DamageEffects.None;

                DamageInfo = new DamageData(damage, element, true, ContactTypes.None, statuses, damageEffects);
            }

            //Set the healing data
            if (hpHealing != null || fpHealing != null || statusHealing != null)
            {
                int           hpHealed       = hpHealing != null ? hpHealing.HPRestored : 0;
                int           fpHealed       = fpHealing != null ? fpHealing.FPRestored : 0;
                StatusTypes[] statusesHealed = statusHealing != null ? statusHealing.StatusesHealed : null;

                HealingInfo = new HealingData(hpHealed, fpHealed, statusesHealed);
            }
        }