internal Combat_Metrics(int turn, CombatTypes type, Game_Unit attacker, int attacker_hp, int weapon_1_id, int attacker_attacks, List <Combat_Map_Object> targets, List <int> target_hps, List <int> weapon_2_ids, List <int> targets_attacks) { Turn = turn; CombatType = type.ToString(); Attacker = new Combatant_Metric(attacker, attacker_hp, weapon_1_id, attacker_attacks); Targets = targets == null ? new List <Combatant_Metric>() : Enumerable.Range(0, targets.Count) .Select(x => new Combatant_Metric(targets[x], target_hps[x], weapon_2_ids[x], targets_attacks[x])).ToList(); }
public static CombatState CreateCombatState(CombatTypes type) { CombatState combatState; switch (type) { case CombatTypes.Default: combatState = new PlayerSwordState(); break; case CombatTypes.Aiming: combatState = new PlayerAimingState(); break; default: throw new NotImplementedException("Combat state is not recognized."); } return(combatState); }
internal void add_combat(int turn, CombatTypes type, Game_Unit attacker, int attacker_hp, int weapon_1_id, int attacker_attacks, List <Combat_Map_Object> targets, List <int> target_hps, List <int> weapon_2_ids, List <int> targets_attacks) { Combats.Add(new Combat_Metrics(turn, type, attacker, attacker_hp, weapon_1_id, attacker_attacks, targets, target_hps, weapon_2_ids, targets_attacks)); }