Пример #1
0
 public void BuildArenaFloor(int width)
 {
     ArenaFloor = new ArenaFloorTile[width, width];
     for (var i = 0; i < width; i++)
     {
         for (var j = 0; j < width; j++)
         {
             ArenaFloor[i,j] = new ArenaFloorTile(i,j);
         }
     }
 }
Пример #2
0
 public void UntargetTile()
 {
     TargettedTile = null;
     CurrentAvailableActions = null;
 }
Пример #3
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 public List<IAction> TargetTileAndSelectActions(ArenaFloorTile tile)
 {
     TargetTile(tile);
     CurrentAvailableActions = GetActions(true);
     return CurrentAvailableActions;
 }
Пример #4
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 public void TargetTile(ArenaFloorTile tile)
 {
     TargettedTile = tile;
 }
Пример #5
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 public void SetEntityLocation(ArenaFloorTile tile)
 {
     ArenaLocation = tile;
 }
Пример #6
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 private IAction ChooseAction(Type actionType, ICharacter c, ArenaFloorTile opponentTile)
 {
     if (!_actionChoosersByType.ContainsKey(actionType))
     {
         throw new Exception("Error - you can't choose an action for that action type!");
     }
     return _actionChoosersByType[actionType].Invoke(c, opponentTile);
 }
Пример #7
0
        private void BotPerformMove(ICharacter c, ArenaFloorTile tile)
        {
            // Get movement with most distance.
            var moveAction = c.GetActions(false)
                .Where(a => a is MoveBase)
                .OrderByDescending(a => ((MoveBase)a).Distance)
                .FirstOrDefault() as MoveBase;

            if (moveAction == null) return;
            // Get as close to player as possible - find movement that does this.
            var d = moveAction.Distance;
            var newPosition = ArenaHelper.GetClosestMovablePosition(c.ArenaLocation.GetTileLocation(), tile.GetTileLocation(), d);
            var newTile = CurrentBattleDetails.Arena.ArenaFloor[newPosition.XCoord, newPosition.YCoord];
            //TODO: Implement logic for bot moving around obstacles? For now don't allow movement onto tiles that have entities
            var actions = c.TargetTileAndSelectActions(newTile);
            if (actions.Exists(i => i.Name == moveAction.Name))
            {
                if (EnableLogging)
                {
                    Logger.WriteBattleTurnEntry(c.SkillTree.Get()
                        .Where(s => s.IsActive)
                        .OrderByDescending(s => s.Level)
                        .First()
                        .Path
                                                + " (" + c.Name + " " + c.Health + "/" + c.Mana + ") "
                                                + "performed "
                                                + moveAction.Name);
                }
                CurrentBattleDetails.TurnDetails.Add(moveAction.Perform((Character)c));
            }
        }