public static string FormatState(WallDirection?wallType = null, int?armourClass = null, Coordinate?coordinates = null, string uniqueId = null) { var state = string.Empty; if (wallType.HasValue) { state += nameof(WallType).FormatParameter(wallType.Value); } return(state + Dispatchee <Wall> .FormatState(coordinates, uniqueId)); }
public static string FormatState(int?doorId = null, Coordinate?coordinates = null, string uniqueId = null) { var state = string.Empty; if (doorId.HasValue) { state += nameof(DoorId).FormatParameter(doorId.Value); } return(state + Dispatchee <Door> .FormatState(coordinates, uniqueId)); }
public static string FormatState(int?hitPoints = null, int?armourClass = null, Coordinate?coordinates = null, string uniqueId = null) { var state = string.Empty; if (hitPoints.HasValue) { state += nameof(HitPoints).FormatParameter(hitPoints.Value); } if (armourClass.HasValue) { state += nameof(ArmourClass).FormatParameter(armourClass.Value); } return(state + Dispatchee <T> .FormatState(coordinates, uniqueId)); }
public static string FormatState(string weaponName = null, string owner = null, int?numRolls = null, int?maxPoints = null, int?hit = null, int?damage = null, double?weight = null, int?level = null, double?cost = null, Coordinate?coordinates = null, string uniqueId = null) { var state = string.Empty; if (!weaponName.IsNullOrEmpty()) { state += nameof(WeaponName).FormatParameter(weaponName); } if (!owner.IsNullOrEmpty()) { state += nameof(Owner).FormatParameter(owner); } if (weight.HasValue) { state += nameof(Weight).FormatParameter(weight.Value); } if (level.HasValue) { state += nameof(Level).FormatParameter(level.Value); } if (cost.HasValue) { state += nameof(OriginalCost).FormatParameter(cost.Value); } if (numRolls.HasValue) { state += nameof(NumRolls).FormatParameter(numRolls.Value); } if (maxPoints.HasValue) { state += nameof(MaxPoints).FormatParameter(maxPoints.Value); } if (hit.HasValue) { state += nameof(Hit).FormatParameter(hit.Value); } if (damage.HasValue) { state += nameof(Damage).FormatParameter(damage.Value); } return(state + Dispatchee <MeleeWeapon> .FormatState(coordinates, uniqueId)); }