public Villager(string name, Reputation reputation, List <string> prompts) { Name = name; Attributes = AttributeFactory.GetInstance("Villager"); Reputation = reputation; Prompts = prompts; InteractionTriggered += OnInteractionTriggered; }
//Create a factory test object to pass in here and set values then create a constructor which takes that factory as a parameter //public Gladiater(List<IAttribute> attributes, Dictionary<BodyPart, IWeapon> weaponSet, Dictionary<BodyPart, IArmor> armor, List<IItems> inventory, GladiatorTypes gladType) //{ // this.Attributes = attributes; // this.WeaponSet = weaponSet; // this.Armor = armor; // this.Inventory = inventory; // this.Name = gladType.ToString(); // this.IsAlive = true; // this.DmgMitigated = 0; // this.Kills = 0; // this.Reputation = Reputation.Hostile; // InteractionTriggered += OnInteractionTriggered; //} public Gladiator(string name, GladiatorTypes gladType) { this.Attributes = AttributeFactory.GetInstance(gladType.ToString()); this.WeaponSet = WeaponFactory.GetBaseWeaponInstances(gladType); this.Armor = ArmorFactory.GetBaseArmorInstances(gladType); this.AbilityList = AbilityFactory.GetBaseAbilityList(gladType); this.Inventory = new List <IItems>(); this.Name = name.ToUpper(); this.IsAlive = true; this.DmgMitigated = 0; this.Kills = 0; this.MaxEnergyValue = this.GetAttribute(AttributeType.Energy).Value; this.Reputation = Reputation.Hostile; InteractionTriggered += OnInteractionTriggered; }