/// <summary> /// Can, well should, only be used for player selected turns /// </summary> public List <List <BasicTile> > SoftGenerateTurn(List <BasicTile> bt, Vector2 charPos) { List <List <BasicTile> > temp = new List <List <BasicTile> >(); int AP = character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP]; int maxMoves = character.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.MOB]; int currentMoved = turns[0].movesTaken; temp.Add(MapListUtility.returnMapRadius(maxMoves - currentMoved, maxMoves, bt, charPos)); for (int i = 2; i < AP; i++) { temp.Add(MapListUtility.returnMapRadius((i - 1) * maxMoves, i * maxMoves, bt, charPos)); } return(temp); }
public void GenerateTurn(BaseCharacter bs, MapZone zone, List <BasicTile> bt) { bAttackedThisCT = false; abiUsedInfo = null; character = bs; turns.Clear(); characterArea.Clear(); int temp = bs.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.AP]; int maxMoves = bs.trueSTATChart().currentPassiveStats[(int)STATChart.PASSIVESTATS.MOB]; for (int i = 1; i < temp; i++) { turns.Add(new TurnInfo(maxMoves)); characterArea.Add(MapListUtility.returnMapRadius((i - 1) * maxMoves, i * maxMoves, bt, bs)); } }