public override bool Check(Player player, MapElementInfo onMap, string sett, NVector pos) { if (sett == "building") { return(S.Building().Free(pos)); } return(S.Unit().Free(pos)); }
private bool CheckPercent(Player player, MapElementInfo onMap, string sett, NVector pos) { float goal = (ValueAct(player, onMap, GetElement(sett), sett, pos) * 1f / ValueMax(player, onMap, GetElement(sett), sett, pos)) * 100; if (sett[0] == '>') { return(goal >= GetAmount(sett)); } return(goal <= GetAmount(sett)); }
protected override int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { switch (element) { case "atk": return(onMap.data.atk); case "def": return(onMap.data.def); default: throw new ArgumentException("Argument " + sett + " is missing"); } }
public override bool Check(Player player, MapElementInfo onMap, string sett, NVector pos) { //%? if (sett.Split(':')[0].EndsWith("%")) { return(CheckPercent(player, onMap, sett, pos)); } if (sett[0] == '>') { return(ValueAct(player, onMap, GetElement(sett), sett, pos) >= GetAmount(sett)); } return(ValueAct(player, onMap, GetElement(sett), sett, pos) <= GetAmount(sett)); }
public override string Desc(Player player, MapElementInfo onMap, string sett, NVector pos) { if (sett == "building") { if (S.Building().Free(pos)) { return(Desc(player, sett)); } return(S.T("reqHere", Desc(player, sett), S.Building(pos).name)); } if (S.Unit().Free(pos)) { return(Desc(player, sett)); } return(S.T("reqHere", Desc(player, sett), S.Unit(pos).name)); }
protected override int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { Town t; if (onMap != null) { t = onMap.Town(); if (t == null) { return(ValueAct(player, element, sett)); } } else { t = S.Towns().NearestTown(player, pos, false); } return(S.Building().GetByTownType(t.id, element, TryParseBool(sett)).Length); }
protected override int ValueMax(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { DataTerrain dataTerrain = S.Map().Terrain(pos); return(dataTerrain.ResChance(element)); }
public override string Desc(Player player, MapElementInfo onMap, string sett, NVector pos) { return(Desc(player, sett)); }
public override bool Final(Player player, MapElementInfo onMap, string sett, NVector pos) { return(false); }
public override bool Check(Player player, MapElementInfo onMap, string sett, NVector pos) { return(true); }
protected abstract int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos);
protected override int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { return(S.Unit().GetByPlayerType(player.id, element).Length); }
protected override int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { return(10);//onMap.data.spells.known.Count; }
protected override int ValueMax(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { return(L.b.spells.Length); }
protected override int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { return(GameMgmt.Get().data.map.levels[pos.level].ResGen(pos.x, pos.y, element)); }
public override bool Check(Player player, MapElementInfo onMap, string sett, NVector pos) { return(!base.Check(player, onMap, sett, pos)); }
protected override int ValueMax(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { throw new NotImplementedException(); }
protected override int ValueMax(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { //todo return(10); }
protected override int ValueAct(Player player, MapElementInfo onMap, string element, string sett, NVector pos) { return(onMap.data.ap); }
public override string Desc(Player player, MapElementInfo onMap, string sett, NVector pos) { //TODO update for % return(Desc(player, sett) + $" You have {ValueAct(player, onMap, GetElement(sett), sett, pos)}x {Name(GetElement(sett),sett)}."); }