public Func <LiveImplementation.FullCombatCharacter, List <LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List <Interfaces.IEffect> > executeCommand(Interfaces.SelectedCommand command) { AbilityInfo ai; switch (command.commandName) { case "Magic Dart": ai = new AbilityInfo() { name = "Magic Dart", message = "{Name} has dealt {Damage} to {Target} with a Magic Dart.", ranged = true, damageMultiplier = 5, maxTargets = 1, damageType = AbilityInfo.DamageType.Magical }; return(ai.getCommand()); case "Magic Missile": ai = new AbilityInfo() { name = "Magic Dart", message = "{Name} has dealt {Damage} to {Target} with a Magic Missile.", ranged = true, damageMultiplier = 15, maxTargets = 1, mpCost = 1, requiredClassLevel = 3, damageType = AbilityInfo.DamageType.Magical }; return(ai.getCommand()); case "Arcane Prison": ai = new AbilityInfo() { name = "Arcane Prison", message = "{Name} has sealed {Target} in an arcane prison.", ranged = false, maxTargets = 1, cooldown = "Arcane Prison", cooldownDuration = 180, requiredClassLevel = 7, preExecute = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) => { foreach (FullCombatCharacter t in target) { if (!BasicModificationsGeneration.hasMod(t, "Disarmed")) { List <PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List <PlayerModels.CombatDataModels.CombatConditionModel>(); conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel() { name = "Time", state = (source.nextAttackTime + 100).ToString() }); t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel() { name = "Arcane Prison", conditions = conditions }); } } return(AbilityInfo.ProcessResult.Normal); }) }; return(ai.getCommand()); default: return((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData) => { List <IEffect> effects = new List <IEffect>(); return effects; }); } }
public Func <LiveImplementation.FullCombatCharacter, List <LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List <Interfaces.IEffect> > executeCommand(Interfaces.SelectedCommand command) { AbilityInfo ai; switch (command.commandName) { case "Disarming Blow": ai = new AbilityInfo() { name = "Disarming Blow", message = "{Name} has dealt {Damage} damage to {Target} with a disarming blow.", requiredClassLevel = 3, damageMultiplier = 5, damageType = AbilityInfo.DamageType.Physical, cooldown = "Disarming Blow", cooldownDuration = 60, preExecute = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) => { foreach (FullCombatCharacter t in target) { if (!BasicModificationsGeneration.hasMod(t, "Disarmed")) { List <PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List <PlayerModels.CombatDataModels.CombatConditionModel>(); conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel() { name = "Time", state = (source.nextAttackTime + 60).ToString() }); t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel() { name = "Disarmed", conditions = conditions }); } } return(AbilityInfo.ProcessResult.Normal); }) }; return(ai.getCommand()); case "One-Two Punch": ai = new AbilityInfo() { name = "One-Two Punch", message = "{Name} has dealt {HitCount}x{Damage} damage to {Target} with a One-Two Punch.", requiredClassLevel = 7, damageMultiplier = 5, damageCoefficient = 0.75f, damageType = AbilityInfo.DamageType.Physical, cooldown = "One-Two Punch", cooldownDuration = 120, hits = 2 }; return(ai.getCommand()); case "Sweep": ai = new AbilityInfo() { name = "Sweep", message = "{Name} dealt damage to all enemies with a sweeping blow!", requiredClassLevel = 9, maxTargets = 10, damageMultiplier = 5, damageCoefficient = 0.5f, attackTimeCoefficient = 1.5f, damageType = AbilityInfo.DamageType.Physical, cooldown = "Sweep", cooldownDuration = 180 }; return(ai.getCommand()); case "Preemptive Strike": ai = new AbilityInfo() { name = "Preemptive Strike", message = "{Name} dealt {Damage} damage to {Target} with a Preemptive Strike!", requiredClassLevel = 13, damageMultiplier = 5, damageCoefficient = 1.5f, damageType = AbilityInfo.DamageType.Physical, cooldown = "Preemptive Strike", cooldownDuration = 120, preExecute = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) => { FullCombatCharacter currentTarget = target[0]; foreach (FullCombatCharacter t in target) { if (currentTarget.nextAttackTime > t.nextAttackTime) { currentTarget = t; } } target.Clear(); target.Add(currentTarget); return(AbilityInfo.ProcessResult.Normal); }) }; return(ai.getCommand()); case "Vicious Blow": ai = new AbilityInfo() { name = "Vicious Blow", message = "{Name} dealt {Damage} damage to {Target} with a Vicious Blow!", requiredClassLevel = 15, damageMultiplier = 5, damageCoefficient = 1.5f, damageType = AbilityInfo.DamageType.Physical, cooldown = "Vicious Blow", cooldownDuration = 180, preExecute = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) => { FullCombatCharacter currentTarget = target[0]; if (currentTarget.hp * 2 > currentTarget.maxHP) { abilityInfo.message = "{Name}'s vicious blow missed {Target}!"; abilityInfo.damageCoefficient = 0.0f; } return(AbilityInfo.ProcessResult.Normal); }) }; return(ai.getCommand()); case "Adrenaline": ai = new AbilityInfo() { name = "Adrenaline", message = "Adrenaline pumps through {Name}!", requiredClassLevel = 17, oncePerRest = "Adrenaline", preExecute = ((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData, List <IEffect> effects, AbilityInfo abilityInfo) => { source.mods.Add(BasicModificationsGeneration.getAdrenalineModification((source.nextAttackTime + 60).ToString())); return(AbilityInfo.ProcessResult.Normal); }) }; return(ai.getCommand()); default: return((FullCombatCharacter source, List <FullCombatCharacter> target, CombatData combatData) => { List <IEffect> effects = new List <IEffect>(); return effects; }); } }
public static Func<FullCombatCharacter, List<FullCombatCharacter>, CombatData, List<IEffect>> executeCommand(SelectedCommand command) { switch (command.commandName) { case "Attack": AbilityInfo ai = new AbilityInfo() { damageType = AbilityInfo.DamageType.Physical, damageMultiplier = 5, name = "Attack", message = "{Name} has attacked {Target} for {Damage} damage!" }; return ai.getCommand(); case "Guard": ai = new AbilityInfo() { name = "Guard", message = "{Name} is guarding.", ranged = true, preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { source.mods.Add(BasicModificationsGeneration.getGuardModification(source.name)); return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Flee": ai = new AbilityInfo() { name = "Flee", message = "", attackTimeCoefficient = 0.8f, ranged = true, postCleanup = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { if (!combatData.canFlee) { return AbilityInfo.ProcessResult.EndTurn; } combatData.currentFleeCount += source.agility; int totalAgi = 0; foreach (FullCombatCharacter fcc in target) { totalAgi += fcc.agility; } if (combatData.currentFleeCount >= totalAgi) { combatData.combatEndType = CombatEndType.Flee; effects.Add(new Effect(EffectTypes.Message, 0, "You were able to run away!", 0)); effects.Add(new Effect(EffectTypes.CombatEnded, 0, string.Empty, 0)); } else { effects.Add(new Effect(EffectTypes.Message, 0, "You were unable to run away! (Keep trying, believe in yourself)", 0)); } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Range": ai = new AbilityInfo() { name = "Range", message = "{Name} has moved a distance from combat.", ranged = true, postCleanup = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { source.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel() { name = "Ranged", conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>() }); return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Abilities": foreach (string key in processors.Keys) { if (processors[key].isType(command.subCommand.commandName)) { return processors[key].executeCommand(command.subCommand); } } return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) => { List<IEffect> effects = new List<IEffect>(); return effects; }); default: return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) => { List<IEffect> effects = new List<IEffect>(); return effects; }); } }
public Func<LiveImplementation.FullCombatCharacter, List<LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List<Interfaces.IEffect>> executeCommand(Interfaces.SelectedCommand command) { AbilityInfo ai; switch (command.commandName) { case "Magic Dart": ai = new AbilityInfo() { name = "Magic Dart", message = "{Name} has dealt {Damage} to {Target} with a Magic Dart.", ranged = true, damageMultiplier = 5, maxTargets = 1, damageType = AbilityInfo.DamageType.Magical }; return ai.getCommand(); case "Magic Missile": ai = new AbilityInfo() { name = "Magic Dart", message = "{Name} has dealt {Damage} to {Target} with a Magic Missile.", ranged = true, damageMultiplier = 15, maxTargets = 1, mpCost = 1, requiredClassLevel = 3, damageType = AbilityInfo.DamageType.Magical }; return ai.getCommand(); case "Arcane Prison": ai = new AbilityInfo() { name = "Arcane Prison", message = "{Name} has sealed {Target} in an arcane prison.", ranged = false, maxTargets = 1, cooldown = "Arcane Prison", cooldownDuration = 180, requiredClassLevel = 7, preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { foreach (FullCombatCharacter t in target) { if (!BasicModificationsGeneration.hasMod(t, "Disarmed")) { List<PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>(); conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel() { name = "Time", state = (source.nextAttackTime + 100).ToString() }); t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel() { name = "Arcane Prison", conditions = conditions }); } } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); default: return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) => { List<IEffect> effects = new List<IEffect>(); return effects; }); } }
public Func<LiveImplementation.FullCombatCharacter, List<LiveImplementation.FullCombatCharacter>, LiveImplementation.CombatData, List<Interfaces.IEffect>> executeCommand(Interfaces.SelectedCommand command) { AbilityInfo ai; switch (command.commandName) { case "Disarming Blow": ai = new AbilityInfo() { name = "Disarming Blow", message = "{Name} has dealt {Damage} damage to {Target} with a disarming blow.", requiredClassLevel = 3, damageMultiplier = 5, damageType = AbilityInfo.DamageType.Physical, cooldown = "Disarming Blow", cooldownDuration = 60, preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { foreach (FullCombatCharacter t in target) { if (!BasicModificationsGeneration.hasMod(t, "Disarmed")) { List<PlayerModels.CombatDataModels.CombatConditionModel> conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>(); conditions.Add(new PlayerModels.CombatDataModels.CombatConditionModel() { name = "Time", state = (source.nextAttackTime + 60).ToString() }); t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel() { name = "Disarmed", conditions = conditions }); } } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "One-Two Punch": ai = new AbilityInfo() { name = "One-Two Punch", message = "{Name} has dealt {HitCount}x{Damage} damage to {Target} with a One-Two Punch.", requiredClassLevel = 7, damageMultiplier = 5, damageCoefficient = 0.75f, damageType = AbilityInfo.DamageType.Physical, cooldown = "One-Two Punch", cooldownDuration = 120, hits = 2 }; return ai.getCommand(); case "Sweep": ai = new AbilityInfo() { name = "Sweep", message = "{Name} dealt damage to all enemies with a sweeping blow!", requiredClassLevel = 9, maxTargets = 10, damageMultiplier = 5, damageCoefficient = 0.5f, attackTimeCoefficient = 1.5f, damageType = AbilityInfo.DamageType.Physical, cooldown = "Sweep", cooldownDuration = 180 }; return ai.getCommand(); case "Preemptive Strike": ai = new AbilityInfo() { name = "Preemptive Strike", message = "{Name} dealt {Damage} damage to {Target} with a Preemptive Strike!", requiredClassLevel = 13, damageMultiplier = 5, damageCoefficient = 1.5f, damageType = AbilityInfo.DamageType.Physical, cooldown = "Preemptive Strike", cooldownDuration = 120, preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { FullCombatCharacter currentTarget = target[0]; foreach (FullCombatCharacter t in target) { if (currentTarget.nextAttackTime > t.nextAttackTime) { currentTarget = t; } } target.Clear(); target.Add(currentTarget); return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Vicious Blow": ai = new AbilityInfo() { name = "Vicious Blow", message = "{Name} dealt {Damage} damage to {Target} with a Vicious Blow!", requiredClassLevel = 15, damageMultiplier = 5, damageCoefficient = 1.5f, damageType = AbilityInfo.DamageType.Physical, cooldown = "Vicious Blow", cooldownDuration = 180, preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { FullCombatCharacter currentTarget = target[0]; if (currentTarget.hp * 2 > currentTarget.maxHP) { abilityInfo.message = "{Name}'s vicious blow missed {Target}!"; abilityInfo.damageCoefficient = 0.0f; } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Adrenaline": ai = new AbilityInfo() { name = "Adrenaline", message = "Adrenaline pumps through {Name}!", requiredClassLevel = 17, oncePerRest = "Adrenaline", preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { source.mods.Add(BasicModificationsGeneration.getAdrenalineModification((source.nextAttackTime + 60).ToString())); return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); default: return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) => { List<IEffect> effects = new List<IEffect>(); return effects; }); } }
public Func<FullCombatCharacter, List<FullCombatCharacter>, CombatData, List<IEffect>> executeCommand(SelectedCommand command) { AbilityInfo ai; switch (command.commandName) { case "Glance": ai = new AbilityInfo() { attackTimeCoefficient = .5f, name = "Glance", message = "{Target} has been glanced!", preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { foreach (FullCombatCharacter t in target) { if (!BasicModificationsGeneration.hasMod(t, "Glance")) { t.mods.Add(new PlayerModels.CombatDataModels.CombatModificationsModel() { name = "Glance", conditions = new List<PlayerModels.CombatDataModels.CombatConditionModel>() }); } } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Guarded Strike": ai = new AbilityInfo() { name = "Guarded Strike", damageType = AbilityInfo.DamageType.Physical, requiredClassLevel = 3, message = "{Name} has dealt {Damage} damage to {Target}.", damageMultiplier = 5, preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { if (BasicModificationsGeneration.hasMod(source, "Guard")) { abilityInfo.attackTimeCoefficient = .75f; abilityInfo.message = "{Name} attacks quicker due to guarding! " + abilityInfo.message; } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Reckless Hit": ai = new AbilityInfo() { name = "Reckless Hit", damageType = AbilityInfo.DamageType.Physical, requiredClassLevel = 5, attackTimeCoefficient = 1.2f, damageMultiplier = 8, message = "{Name} has dealt {Damage} damage to {Target} with a reckless attack.", postExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { source.mods.Add(BasicModificationsGeneration.getRecklessModification(source.name)); return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Guided Strike": ai = new AbilityInfo() { name = "Guided Strike", damageType = AbilityInfo.DamageType.Physical, requiredClassLevel = 7, damageMultiplier = 5, message = "{Name} has dealt {Damage} damage to {Target} with a guided strike.", preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { abilityInfo.damageCoefficient = 0.8f; string preMessage = string.Empty; if (BasicModificationsGeneration.hasMod(target[0], "Glance")) { abilityInfo.damageCoefficient = 1.2f; abilityInfo.message = "{Name} is locked on! " + abilityInfo.message; } return AbilityInfo.ProcessResult.Normal; }) }; return ai.getCommand(); case "Throw Rock": ai = new AbilityInfo() { name = "Throw Rock", damageType = AbilityInfo.DamageType.Physical, requiredClassLevel = 9, damageMultiplier = 5, message = "{Name} has dealt {Damage} damage to {Target} by throwing a rock.", ranged = true }; return ai.getCommand(); case "First Strike": ai = new AbilityInfo() { name = "First Strike", damageType = AbilityInfo.DamageType.Physical, requiredClassLevel = 15, damageMultiplier = 5, damageCoefficient = 1.5f, message = "{Name} is well rested. {Name} has dealt {Damage} damage to {Target}", preExecute = ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData, List<IEffect> effects, AbilityInfo abilityInfo) => { if (combatData.isFirstTurn(source.name)) { return AbilityInfo.ProcessResult.Normal; } else { return AbilityInfo.ProcessResult.EndTurn; } }) }; return ai.getCommand(); default: return ((FullCombatCharacter source, List<FullCombatCharacter> target, CombatData combatData) => { List<IEffect> effects = new List<IEffect>(); return effects; }); } }