示例#1
0
        public bool CanChooseMagicalAbility(MagicalAbility ability)
        {
            if (!Creature.Controlled)
            {
                return(true);
            }

            bool any = false;

            if (SpecialAbilities != null)
            {
                for (var index = 0; index < SpecialAbilities.Length; index++)
                {
                    if (SpecialAbilities != null)
                    {
                        var a = SpecialAbilities[index];

                        if (!a.NaturalAbility)
                        {
                            any = true;
                            break;
                        }
                    }
                }
            }

            if (HasSpecialMagicalAbility() && IsSpecialMagicalAbility(ability) && SpecialAbilities != null && SpecialAbilities.Length > 0 && any)
            {
                return(false);
            }

            return(true);
        }
示例#2
0
        public void RemoveSpecialMagicalAbility(MagicalAbility ability)
        {
            //SpecialAbilities = null;
            WeaponAbilities = null;

            Creature.Mastery = SkillName.Alchemy; // default
        }
示例#3
0
 public void RemoveAbility(MagicalAbility ability)
 {
     if ((MagicalAbility & ability) != 0)
     {
         MagicalAbility ^= ability;
         RemovePetAdvancement(ability);
     }
 }
示例#4
0
        public IEnumerable <object> EnumerateAllAbilities()
        {
            if (MagicalAbility != MagicalAbility.None)
            {
                for (var index = 0; index < PetTrainingHelper.MagicalAbilities.Length; index++)
                {
                    MagicalAbility abil = PetTrainingHelper.MagicalAbilities[index];

                    if ((MagicalAbility & abil) != 0)
                    {
                        yield return(abil);
                    }
                }
            }

            if (SpecialAbilities != null)
            {
                for (var index = 0; index < SpecialAbilities.Length; index++)
                {
                    SpecialAbility abil = SpecialAbilities[index];

                    yield return(abil);
                }
            }

            if (AreaEffects != null)
            {
                for (var index = 0; index < AreaEffects.Length; index++)
                {
                    AreaEffect effect = AreaEffects[index];

                    yield return(effect);
                }
            }

            if (WeaponAbilities != null)
            {
                for (var index = 0; index < WeaponAbilities.Length; index++)
                {
                    WeaponAbility abil = WeaponAbilities[index];

                    yield return(abil);
                }
            }
        }
示例#5
0
        public void OnRemoveMagicalAbility(MagicalAbility oldAbility, MagicalAbility newAbility)
        {
            if ((oldAbility & MagicalAbility.Bushido) != 0)
            {
                if (HasAbility(WeaponAbility.WhirlwindAttack))
                {
                    RemoveAbility(WeaponAbility.WhirlwindAttack);
                }
            }

            if ((oldAbility & MagicalAbility.Ninjitsu) != 0)
            {
                if (HasAbility(WeaponAbility.FrenziedWhirlwind))
                {
                    RemoveAbility(WeaponAbility.FrenziedWhirlwind);
                }
            }
        }
示例#6
0
        public bool CanChooseMagicalAbility(MagicalAbility ability)
        {
            if (!Creature.Controlled)
            {
                return(true);
            }

            if (HasSpecialMagicalAbility() &&
                IsSpecialMagicalAbility(ability) &&
                SpecialAbilities != null &&
                SpecialAbilities.Length > 0 &&
                SpecialAbilities.Any(a => !a.NaturalAbility))
            {
                return(false);
            }

            return(true);
        }
示例#7
0
        public TrainingDefinition(
            Type type,
            Class classificaion,
            MagicalAbility magicalAbility,
            SpecialAbility[] specialAbility,
            WeaponAbility[] weaponAbility,
            AreaEffect[] areaEffect,
            int controlmin,
            int controlmax)
        {
            CreatureType     = type;
            Class            = Class;
            MagicalAbilities = magicalAbility;
            SpecialAbilities = specialAbility;
            WeaponAbilities  = weaponAbility;
            AreaEffects      = areaEffect;

            ControlSlotsMin = controlmin;
            ControlSlotsMax = controlmax;
        }
示例#8
0
        public bool AddAbility(MagicalAbility ability, bool advancement = true)
        {
            if (Creature.Controlled)
            {
                var oldAbility = MagicalAbility;

                if (IsSpecialMagicalAbility(oldAbility))
                {
                    RemoveSpecialMagicalAbility(oldAbility);
                }

                MagicalAbility = ability;
            }
            else
            {
                MagicalAbility |= ability;
            }

            OnAddAbility(ability, advancement);
            return(true);
        }
示例#9
0
        public void AddMagicalAbility(MagicalAbility ability)
        {
            if (IsSpecialMagicalAbility(ability))
            {
                //SpecialAbilities = null;
                WeaponAbilities = null;
                Creature.AI     = AIType.AI_Melee;
            }

            switch (ability)
            {
            case MagicalAbility.Piercing:
                Creature.Mastery = SkillName.Fencing;
                break;

            case MagicalAbility.Bashing:
                Creature.Mastery = SkillName.Macing;
                break;

            case MagicalAbility.Slashing:
                Creature.Mastery = SkillName.Swords;
                break;

            case MagicalAbility.BattleDefense:
                Creature.Mastery = SkillName.Parry;
                break;

            case MagicalAbility.WrestlingMastery:
                Creature.Mastery = SkillName.Wrestling;
                break;

            case MagicalAbility.Poisoning:
                if (Creature.Controlled && Creature.AI != AIType.AI_Melee)
                {
                    Creature.AI = AIType.AI_Melee;
                }
                break;

            case MagicalAbility.Bushido:
                if (Creature.Controlled && Creature.AI != AIType.AI_Samurai)
                {
                    Creature.AI = AIType.AI_Samurai;
                }
                if (!HasAbility(WeaponAbility.WhirlwindAttack))
                {
                    AddAbility(WeaponAbility.WhirlwindAttack, false);
                }
                break;

            case MagicalAbility.Ninjitsu:
                if (Creature.Controlled && Creature.AI != AIType.AI_Ninja)
                {
                    Creature.AI = AIType.AI_Ninja;
                }
                if (!HasAbility(WeaponAbility.FrenziedWhirlwind))
                {
                    AddAbility(WeaponAbility.FrenziedWhirlwind, false);
                }
                break;

            case MagicalAbility.Discordance:
                if (Creature.Controlled && Creature.AI != AIType.AI_Melee)
                {
                    Creature.AI = AIType.AI_Melee;
                }
                break;

            case MagicalAbility.Magery:
            case MagicalAbility.MageryMastery:
                if (Creature.Controlled && Creature.AI != AIType.AI_Mage)
                {
                    Creature.AI = AIType.AI_Mage;
                }
                break;

            case MagicalAbility.Mysticism:
                if (Creature.Controlled && Creature.AI != AIType.AI_Mystic)
                {
                    Creature.AI = AIType.AI_Mystic;
                }
                break;

            case MagicalAbility.Spellweaving:
                if (Creature.Controlled && Creature.AI != AIType.AI_Spellweaving)
                {
                    Creature.AI = AIType.AI_Spellweaving;
                }
                break;

            case MagicalAbility.Chivalry:
                if (Creature.Controlled && Creature.AI != AIType.AI_Paladin)
                {
                    Creature.AI = AIType.AI_Paladin;
                }
                break;

            case MagicalAbility.Necromage:
                if (Creature.Controlled && Creature.AI != AIType.AI_NecroMage)
                {
                    Creature.AI = AIType.AI_NecroMage;
                }
                break;

            case MagicalAbility.Necromancy:
                if (Creature.Controlled && Creature.AI != AIType.AI_Necro)
                {
                    Creature.AI = AIType.AI_Necro;
                }
                break;
            }
        }
示例#10
0
 public bool IsSpecialMagicalAbility(MagicalAbility ability)
 {
     return(ability != MagicalAbility.None && ability <= MagicalAbility.WrestlingMastery);
 }