示例#1
0
        public void ActivateAutomaticSkills(Squad ActiveSquad, Unit ActiveUnit, string SkillRequirementToActivate, Squad TargetSquad = null, Unit TargetUnit = null)
        {
            Character TargetPilot;

            if (TargetUnit != null)
            {
                TargetPilot = TargetUnit.Pilot;
            }
            else
            {
                TargetPilot = null;
            }

            GlobalBattleContext.SetContext(ActiveSquad, ActiveUnit, null, TargetSquad, TargetUnit, TargetPilot);

            // Character Skills
            for (int C = 0; C < ActiveUnit.ArrayCharacterActive.Length; C++)
            {
                GlobalBattleContext.SetContext(ActiveSquad, ActiveUnit, ActiveUnit.ArrayCharacterActive[C], TargetSquad, TargetUnit, TargetPilot);

                for (int S = 0; S < ActiveUnit.ArrayCharacterActive[C].ArrayPilotSkill.Length; S++)
                {
                    BaseAutomaticSkill ActiveSkill = ActiveUnit.ArrayCharacterActive[C].ArrayPilotSkill[S];
                    ActiveSkill.AddSkillEffectsToTarget(SkillRequirementToActivate);
                }

                for (int S = 0; S < ActiveUnit.ArrayCharacterActive[C].ArrayRelationshipBonus.Length; S++)
                {
                    BaseAutomaticSkill ActiveSkill = ActiveUnit.ArrayCharacterActive[C].ArrayRelationshipBonus[S];
                    ActiveSkill.AddSkillEffectsToTarget(SkillRequirementToActivate);
                }
            }

            GlobalBattleContext.SetContext(ActiveSquad, ActiveUnit, ActiveUnit.Pilot, TargetSquad, TargetUnit, TargetPilot);

            // Unit Abilities
            for (int S = 0; S < ActiveUnit.ArrayUnitAbility.Length; S++)
            {
                BaseAutomaticSkill ActiveSkill = ActiveUnit.ArrayUnitAbility[S];
                ActiveSkill.AddSkillEffectsToTarget(SkillRequirementToActivate);
            }

            // Attack Attributes
            if (ActiveUnit.CurrentAttack != null)
            {
                for (int S = 0; S < ActiveUnit.CurrentAttack.ArrayAttackAttributes.Length; S++)
                {
                    BaseAutomaticSkill ActiveSkill = ActiveUnit.CurrentAttack.ArrayAttackAttributes[S];
                    ActiveSkill.AddSkillEffectsToTarget(SkillRequirementToActivate);
                }
            }

            //Reset active effects in case an effect was removed.
            ActiveUnit.ExecuteSkillsEffects();

            GlobalBattleContext.SetContext(null, null, null, TargetSquad, TargetUnit, TargetPilot);
        }
示例#2
0
        public void FinalizeBattle(Squad Attacker, SupportSquadHolder ActiveSquadSupport, int AttackerPlayerIndex, Squad TargetSquad, SupportSquadHolder TargetSquadSupport, int DefenderPlayerIndex, SquadBattleResult ResultAttack, SquadBattleResult ResultDefend)
        {
            Squad Target = TargetSquad;

            if (TargetSquadSupport.ActiveSquadSupport != null)
            {
                Target = TargetSquadSupport.ActiveSquadSupport;
                //Remove 1 Support Defend.
                --TargetSquadSupport.ActiveSquadSupport.CurrentLeader.Boosts.SupportDefendModifier;
            }

            List <Unit>        ListDeadDefender = new List <Unit>();
            List <LevelUpMenu> ListBattleRecap  = new List <LevelUpMenu>();

            ListBattleRecap.AddRange(FinalizeBattle(Attacker, AttackerPlayerIndex, Target, DefenderPlayerIndex, ResultAttack, ListDeadDefender));

            //Counter attack
            if (TargetSquad.CurrentLeader.BattleDefenseChoice == Unit.BattleDefenseChoices.Attack && TargetSquad.CurrentLeader.HP > 0)
            {
                ListBattleRecap.AddRange(FinalizeBattle(TargetSquad, DefenderPlayerIndex, Attacker, AttackerPlayerIndex, ResultDefend, new List <Unit>()));
            }

            //Support Attack
            if (ActiveSquadSupport.ActiveSquadSupport != null && Attacker.CurrentLeader.HP > 0 && TargetSquad.CurrentLeader.HP > 0)
            {
                //Remove 1 Support Defend.
                --ActiveSquadSupport.ActiveSquadSupport.CurrentLeader.Boosts.SupportAttackModifier;

                LevelUpMenu BattleRecap = FinalizeBattle(ActiveSquadSupport.ActiveSquadSupport.CurrentLeader, ActiveSquadSupport.ActiveSquadSupport, AttackerPlayerIndex,
                                                         TargetSquad.CurrentLeader, TargetSquad, DefenderPlayerIndex, ResultAttack.ResultSupportAttack, ListDeadDefender);

                if (BattleRecap != null)
                {
                    ListBattleRecap.Add(BattleRecap);
                }
            }

            #region Explosions

            //Explosion of death cutscene
            if (Attacker.CurrentLeader == null)
            {
                PushScreen(new BattleMapScreen.ExplosionCutscene(CenterCamera, this, Attacker));
            }
            if (TargetSquad.CurrentLeader == null)
            {
                PushScreen(new BattleMapScreen.ExplosionCutscene(CenterCamera, this, TargetSquad));
            }

            #endregion

            bool HasRecap = false;
            for (int R = ListBattleRecap.Count - 1; R >= 0; --R)
            {
                if (Constants.ShowBattleRecap && ListBattleRecap[R].IsHuman)
                {
                    PushScreen(ListBattleRecap[R]);

                    if (!HasRecap)
                    {
                        ListBattleRecap[R].SetBattleContent(true, Attacker, ActiveSquadSupport, DefenderPlayerIndex, TargetSquad, TargetSquadSupport);
                    }
                    else
                    {
                        ListBattleRecap[R].SetBattleContent(false, Attacker, ActiveSquadSupport, DefenderPlayerIndex, TargetSquad, TargetSquadSupport);
                    }

                    HasRecap = true;
                }
                else
                {
                    ListBattleRecap[R].LevelUp();
                }
            }

            if (!HasRecap)
            {
                GlobalBattleContext.SetContext(ActiveSquad, ActiveSquad.CurrentLeader, ActiveSquad.CurrentLeader.Pilot, TargetSquad, TargetSquad.CurrentLeader, TargetSquad.CurrentLeader.Pilot, ActiveParser);

                UpdateMapEvent(EventTypeOnBattle, 1);

                GlobalBattleContext.SetContext(null, null, null, null, null, null, ActiveParser);

                //Don't update the leader until after the events are processed. (If a battle map event try to read the leader of a dead unit it will crash on a null pointer as dead units have no leader)
                Attacker.UpdateSquad();
                if (ActiveSquadSupport != null && ActiveSquadSupport.ActiveSquadSupport != null)
                {
                    ActiveSquadSupport.ActiveSquadSupport.UpdateSquad();
                }
                TargetSquad.UpdateSquad();
                if (TargetSquadSupport != null && TargetSquadSupport.ActiveSquadSupport != null)
                {
                    TargetSquadSupport.ActiveSquadSupport.UpdateSquad();
                }

                GameRule.OnSquadDefeated(DefenderPlayerIndex, TargetSquad);
            }
        }