public void FinalizeEnemyRound() { currentEnemy.character.attackedAsAI = false; BattleGUI.End(); bTest = false; AITarget = null; AIbtba = default(KeyValuePair <BasicTile, BasicAbility>); currentEnemy.character.attackedAsAI = false; currentEnemy.bIsCompleted = true; //var MaxAP = currentEnemy.character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP]; //BasicTile finalTile = currentEnemy.returnCompleteArea().Find(t => t.mapPosition.Location == PathMoveHandler.finalPos.ToPoint()); //var expendedAP = currentEnemy.characterArea.IndexOf(currentEnemy.characterArea.Find(area => area.Contains(finalTile))) + 1; //currentEnemy.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP] += MaxAP - expendedAP; if (currentEnemy.character.bSaveAP || true) { var MaxAP = currentEnemy.character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP]; BasicTile finalTile = currentEnemy.returnCompleteArea().Find(t => t.mapPosition.Location == PathMoveHandler.finalPos.ToPoint()); var expendedAP = currentEnemy.characterArea.IndexOf(currentEnemy.characterArea.Find(area => area.Contains(finalTile))) + 1; currentEnemy.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP] += MaxAP - expendedAP; } if (currentEnemy.character.bAIExecuteDefend) { BattleGUI.DefendOption(currentEnemy.character, currentEnemy.character); } // Console.WriteLine(currentEnemy.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP]); BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.postCT, this.toLuaTurnSetInfo()); TBAGW.EncounterInfo.currentTurn().bPlayerTurnEnemyOverriden = false; //This line must always be after the Execute line EncounterInfo.ClearDeathChars(); EncounterInfo.UpdateAllStats(); }
static public void Update(GameTime gt) { bBattleWon = objective.ObjectiveReached(encounterGroups); bIsRunning = bBattleWon; if (EncounterObjective.Lost(objective)) { CombatProcessor.bLostBattle = true; } if (bBattleWon && !CombatProcessor.bAfterBattleScreen) { CombatProcessor.InitiateVictory(); } else if (!bBattleWon) { LUA.LuaBScriptEvent.msTime = gt.ElapsedGameTime.Milliseconds; if (bGenerateLuaTurnInfo) { turnSetInfo = currentTurn().toLuaTurnSetInfo(); bGenerateLuaTurnInfo = false; } BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.updateEV, turnSetInfo); encounterGroups[currentGroupIndex].Update(); } }
public void FinalizeCharacterRound() { BattleGUI.End(); bPlayerMustSelectAction = false; selectedCharTurn.bIsCompleted = true; if (selectedCharTurn.character.bSaveAP) { var MaxAP = selectedCharTurn.character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP]; BasicTile finalTile = selectedCharTurn.returnCompleteArea().Find(t => t.mapPosition.Location == PathMoveHandler.finalPos.ToPoint()); var expendedAP = selectedCharTurn.characterArea.IndexOf(selectedCharTurn.characterArea.Find(area => area.Contains(finalTile))) + 1; selectedCharTurn.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP] += MaxAP - expendedAP; } //Console.WriteLine(selectedCharTurn.character.statChart.currentActiveStats[(int)STATChart.ACTIVESTATS.STORED_AP]); BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.postCT, this.toLuaTurnSetInfo()); EncounterInfo.ClearDeathChars(); selectedCharTurn = null; EncounterInfo.UpdateAllStats(); }
private void ResetAndChangeGroup() { bIsCompleted = false; foreach (var item in groupTurnSet) { item.bIsCompleted = false; } if (bIsPlayerTurnSet) { BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.postPT, this.toLuaTurnSetInfo()); } else { BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.postET, this.toLuaTurnSetInfo()); } EncounterInfo.ChangeGroup(); randomEnemy = GamePlayUtility.Randomize(0, CombatProcessor.heroCharacters.Count - 1); }
public void Start() { bIsCompleted = true; selectedCharTurn = null; GenerateTurns(); BattleGUI.UpdateGUIElements(); if (bIsPlayerTurnSet) { BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.startPT, this.toLuaTurnSetInfo()); } else { BattleScriptHandler.Execute(LUA.LuaBScriptEvent.EventType.startET, this.toLuaTurnSetInfo()); } PlayerController.previousSelected = null; groupTurnSet.ForEach(gts => gts.stepsSet = 0); EncounterInfo.UpdateAllStats(); selectedCharTurn = null; bFirstTurn = false; PlayerController.selectedSprite = null; }