Пример #1
0
        public void DecreasePanic(Tile.Places position)
        //decreases the panic level of the specified tile
        {
            foreach (Tile tile in Tiles)
            {
                if (tile.Name == position)
                {
                    switch (tile.panic)
                    {
                    case Tile.Panic.Level_3:
                        tile.panic = Tile.Panic.Level_2;
                        break;

                    case Tile.Panic.Level_2:
                        tile.panic = Tile.Panic.Level_1;
                        break;

                    case Tile.Panic.Level_1:
                        tile.panic = Tile.Panic.Level_0;
                        break;

                    default:
                        break;
                    }
                    return;
                }
            }
        }
Пример #2
0
 public void PlaceWeapon(Tile.Places place, Weapon weapon)
 //Places a weapon at a specified tile
 {
     foreach (var tile in Tiles)
     {
         if (tile.Name == place)
         {
             tile.PlacedWeapons.Add(weapon);
         }
     }
 }
Пример #3
0
 public bool CanAttack(Tile.Places _tile, List<Tile.Places> tiles)
     // outdated ranging method Use GameActions.Target() instead
 {
     bool result = false;
     foreach (var tile in tiles)
     {
         if (tile.ToString() == _tile.ToString())
             result = true;
     }
     if (Position == _tile)
         result = true;
     return result;
 }
Пример #4
0
 public Tile.Panic GetPanic(Tile.Places position)
 //returns the panic level of the specified tile
 {
     Tile.Panic result;
     foreach (Tile tile in Tiles)
     {
         if (tile.Name == position)
         {
             result = tile.panic;
             return(result);
         }
     }
     throw new Exception();
 }
Пример #5
0
        public List <Tile.Places> GetAdjacentTiles(Tile.Places position)
        //returns a list of adjacent tiles to the selected tile
        {
            List <Tile.Places> result;

            foreach (Tile tile in Tiles)
            {
                if (tile.Name == position)
                {
                    result = tile.AdjacentPaths;
                    return(result);
                }
            }
            throw new Exception();
        }
Пример #6
0
 public bool springTrap(Tile.Places place, Monster monster, List <Monster> monsters, Board board)
 {
     foreach (var tile in Tiles)
     {
         if (place == tile.Name)
         {
             if (tile.PlacedWeapons.Count > 0)
             {
                 WeaponAbilities.ActivateTraps(tile.PlacedWeapons, monster, monsters, board);
                 return(true);
             }
         }
     }
     return(false);
 }