CombatCard SelectPriorityCard(List<CombatCard> availableCards, CharacterGraphic character)
    {
        CombatCard priorityCard = availableCards[0];
        int maxStaminaCost = priorityCard.staminaCost;
        if (priorityCard.useUpAllStamina)
            maxStaminaCost = character.GetStamina();

        foreach (CombatCard card in availableCards)
        {
            int realCardStaminaCost = card.staminaCost;
            if (card.useUpAllStamina)
                realCardStaminaCost = character.GetStamina();
            if (realCardStaminaCost > maxStaminaCost)
            {
                priorityCard = card;
                maxStaminaCost = realCardStaminaCost;
            }
            else
            {
                if (realCardStaminaCost == maxStaminaCost)
                {
                    if (Random.value > 0.5f)
                        priorityCard = card;
                }
            }
        }
        //If no stamina-based card was chosen, choose an ammo-based card instead
        if (priorityCard == null)
        {
            int maxAmmoCost = 0;
            foreach (CombatCard card in availableCards)
            {
                if (card.ammoCost > maxAmmoCost)
                {
                    priorityCard = card;
                    maxAmmoCost = card.ammoCost;
                }
                else
                {
                    if (card.ammoCost == maxAmmoCost)
                    {
                        if (Random.value > 0.5f)
                            priorityCard = card;
                    }
                }
            }
        }

        return priorityCard;
    }
示例#2
0
 protected override bool ExtenderPrerequisitesMet(CharacterGraphic user)
 {
     return user.GetStamina()>0;
 }
 protected override bool ExtenderPrerequisitesMet(CharacterGraphic user)
 {
     return (user.GetStamina() > 0 && user.GetArmor()==0);
 }