private void trainingMenu_OnAddRequestSent(Object sender, SoldierRole role) { if (this.listOfAddSoldiersEvents.ContainsKey(role)) { this.listOfAddSoldiersEvents[role].InvokeAddRequest(); } }
public Combatant(int id, string name, int locationId, int tilePosition, Art icon, Role role, SoldierRole extendedRole) : base(id, name, locationId, tilePosition, icon, role) { ID = id; Name = name; RoleDescriptor = role; ExtendedRole = extendedRole; LocationID = locationId; TilePosition = tilePosition; Icon = icon; HealthBase = 100; HealthCurrent = HealthBase; HealthMax = HealthBase; HealthRegenerationBase = 1; HealthRegenerationRate = HealthRegenerationBase; IsHealthRegenerating = true; // Ignore armor - assigned in the GameData class DefenseModRanged = 0; DefenseModMelee = 0; DefenseModGunpowder = 0; MovementBase = 1; MovementCurrent = MovementBase; MovementMax = MovementBase; // Ignore power and valor - assigned during combat StatusInflictMod = 0; IsBleeding = false; IsBurning = false; IsPoisoned = false; StrengthModGunpowder = 0; StrengthModMelee = 0; StrengthModRanged = 0; AccuracyModGunpowder = 0; AccuracyModMelee = 0; AccuracyModRanged = 0; // Ignore combatant moves - assigned in the GameData class // Ignore selected move - assigned in GameData class ResourcefulnessMod = 0; }
public Enemy(int id, string name, int locationId, int tilePosition, Art icon, Role role, SoldierRole extendedRole, Moves selectedMove, Armor armor) : base(id, name, locationId, tilePosition, icon, role, extendedRole) { PrevPosition = tilePosition; SelectedMove = selectedMove; ArmorType = armor; }
public Player(int id, string name, int locationId, int tilePosition, Art icon, Role role, SoldierRole extendedRole) : base(id, name, locationId, tilePosition, icon, role, extendedRole) { TilePositionRow = DetermineRowPosition(tilePosition); TilePositionColumn = DetermineColumnPosition(tilePosition); HealthBase = 100; HealthCurrent = HealthBase; HealthMax = HealthBase; HealthRegenerationBase = 1; HealthRegenerationRate = HealthRegenerationBase; IsHealthRegenerating = true; // Ignore armor - assigned during player customization DefenseModRanged = 0; DefenseModMelee = 0; DefenseModGunpowder = 0; MovementBase = 1; MovementCurrent = MovementBase; MovementMax = MovementBase; // Ignore power and valor - applied during combat StatusInflictMod = 0; IsBleeding = false; IsBurning = false; IsPoisoned = false; StrengthModGunpowder = 0; StrengthModMelee = 0; StrengthModRanged = 0; AccuracyModGunpowder = 0; AccuracyModMelee = 0; AccuracyModRanged = 0; // Ignore combatant moves - assigned during player customization ResourcefulnessMod = 0; // Ignore player traits - assigned during player customization Foraging = 0; Charisma = 0; Looting = 0; Experience = 0; ExperienceMax = 100; Inventory = new List <Item>(); Coins = 0; }