示例#1
0
        private static void ResolveUseEffects(Entity user, Entity usable, EncounterState state)
        {
            // We keep this logic here instead of in the component itself because the component should have only state data. That said
            // we shouldn't keep it, like, *here* here, 'least not indefinitely.
            var useEffectHeal = usable.GetComponent <UseEffectHealComponent>();

            if (useEffectHeal != null)
            {
                var restored = user.GetComponent <DefenderComponent>().RestoreHP(useEffectHeal.Healpower);
                state.LogMessage(string.Format("{0} restored {1} HP to {2}!", usable.EntityName, restored, user.EntityName));
            }

            var useEffectAddIntel = usable.GetComponent <UseEffectAddIntelComponent>();

            if (useEffectAddIntel != null)
            {
                // Kinda funny because player's the only one for which this effect is meaningful so we just grab player it's fiiiiiine
                state.Player.GetComponent <PlayerComponent>().RegisterIntel(useEffectAddIntel.TargetDungeonLevel);
                state.LogMessage(string.Format("Discovered intel for [b]sector {0}[/b]!", useEffectAddIntel.TargetDungeonLevel));
            }

            var useEffectBoostPower = usable.GetComponent <UseEffectBoostPowerComponent>();

            if (useEffectBoostPower != null)
            {
                state.LogMessage(String.Format("Attack power boosted by {0} for duration {1}!",
                                               useEffectBoostPower.BoostPower, useEffectBoostPower.Duration));
                var statusEffectTracker = user.GetComponent <StatusEffectTrackerComponent>();
                statusEffectTracker.AddEffect(new StatusEffectTimedPowerBoost(
                                                  boostPower: useEffectBoostPower.BoostPower,
                                                  startTick: state.CurrentTick,
                                                  endTick: state.CurrentTick + useEffectBoostPower.Duration
                                                  ));
            }

            var useEffectBoostSpeed = usable.GetComponent <UseEffectBoostSpeedComponent>();

            if (useEffectBoostSpeed != null)
            {
                state.LogMessage(String.Format("Speed boosted by {0} for duration {1}!",
                                               useEffectBoostSpeed.BoostPower, useEffectBoostSpeed.Duration));
                var statusEffectTracker = user.GetComponent <StatusEffectTrackerComponent>();
                statusEffectTracker.AddEffect(new StatusEffectTimedSpeedBoost(
                                                  boostPower: useEffectBoostSpeed.BoostPower,
                                                  startTick: state.CurrentTick,
                                                  endTick: state.CurrentTick + useEffectBoostSpeed.Duration
                                                  ));
            }

            var useEffectEMP = usable.GetComponent <UseEffectEMPComponent>();

            if (useEffectEMP != null)
            {
                state.LogMessage(String.Format("EMP detonated in radius {0} - disables {1} turns!",
                                               useEffectEMP.Radius, useEffectEMP.DisableTurns));
                var userPosition = user.GetComponent <PositionComponent>().EncounterPosition;
                for (int x = userPosition.X - useEffectEMP.Radius; x <= userPosition.X + useEffectEMP.Radius; x++)
                {
                    for (int y = userPosition.Y - useEffectEMP.Radius; y <= userPosition.Y + useEffectEMP.Radius; y++)
                    {
                        var distance = userPosition.DistanceTo(x, y);
                        if (distance <= useEffectEMP.Radius && state.IsInBounds(x, y))
                        {
                            var entitiesAtPosition = state.EntitiesAtPosition(x, y);
                            foreach (var entity in entitiesAtPosition)
                            {
                                var speedComponent = entity.GetComponent <SpeedComponent>();
                                var statusTracker  = entity.GetComponent <StatusEffectTrackerComponent>();
                                if (entity != user && speedComponent != null && statusTracker != null)
                                {
                                    var disableTicks = speedComponent.Speed * useEffectEMP.DisableTurns;
                                    statusTracker.AddEffect(new StatusEffectTimedDisable(state.CurrentTick, state.CurrentTick + disableTicks));
                                    state.LogMessage(String.Format("{0} was disabled for {1} ticks!", entity.EntityName, disableTicks));
                                }
                            }
                        }
                    }
                }
            }
        }