CombatResult NPCSetUp(NPC self, CharacterMotherClass[] allies, CharacterMotherClass[] enemies, Random rng, CombatResult.Team t) { int state = self.HealthStatus(out string r, false); if (state > -1) { int[] info = NPCCombat.MobAI(self, allies, enemies); CombatResult cresult = new CombatResult(self, self.abilities[info[0]], rng, this, t) { target = info[1] + "," + info[2] }; return(cresult); } CombatResult cr = new CombatResult(self, null, rng, this, t); if (state > -2 && state < 2) { if (self.ConsumeHealing()) { cr.action = CombatResult.Action.Consume; } } return(cr); }
internal Combat(NPC arg1, NPC arg3)//EvE { Random rng = new Random(); playerParty = new CombatResult[1] { new CombatResult(arg1, NPCCombat.MobAI(arg1), rng, this, CombatResult.Team.P) }; mobParty = new CombatResult[1] { new CombatResult(arg3, NPCCombat.MobAI(arg3), rng, this, CombatResult.Team.M) }; }