public Monster(string name, Stats stats, IMonsterTurnAI monsterAi) : base(name, stats) { monsterAI = monsterAi; Stats = stats; IsDead = false; }
private static Stats BuildStats() { var result = new Stats(new Dictionary<StatsType, int> { {StatsType.MaxHp, 100}, {StatsType.CurHp, 100}, {StatsType.MaxResources, 80}, {StatsType.CurResources, 80}, {StatsType.Agility, 10}, {StatsType.Defense, 10}, {StatsType.Intelegence, 10}, {StatsType.Strength, 10} }); return result; }
public Monster GetMonster(int level) { var tempStats = new Stats(); tempStats.AddStat(StatsType.MaxHp, GetHpValue(level)); tempStats.AddStat(StatsType.Agility, GetStatValue(level)); tempStats.AddStat(StatsType.Defense, GetStatValue(level)); tempStats.AddStat(StatsType.Strength, GetStatValue(level)); tempStats.AddStat(StatsType.MaxResources, GetStatValue(level)); tempStats.AddStat(StatsType.Intelegence, GetStatValue(level)); string AItype; IMonsterTurnAI tempAI = GetAI(level,out AItype); var name = GetName(AItype); /*switch (level) { }*/ return new Monster(name,tempStats,tempAI); }
private Hero(string name, Stats stats) : base(name, stats) { }
protected DungeonCharacter(string name, Stats stats) { this.Name = name; this._dcStats = stats; AttackChain = AttackHandler.GetAttackHandlerChain(); }