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C# BattleMap.findAllies方法代码示例

本文整理汇总了C#中Conquest.Maps.BattleMap.findAllies方法的典型用法代码示例。如果您正苦于以下问题:C# BattleMap.findAllies方法的具体用法?C# BattleMap.findAllies怎么用?C# BattleMap.findAllies使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Conquest.Maps.BattleMap的用法示例。


在下文中一共展示了BattleMap.findAllies方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: calculateAccuracy

        // Calculates the accuracy between the two units
        public static float calculateAccuracy(ref Unit attacker, ref Unit defender, ref BattleMap map)
        {
            // Variables
            int	adjacentAlliesAttacker=	map.findAllies(defender.mapPos[0], defender.mapPos[1], 1, 1, map.getTeamID(attacker.mapPos)).size;
            int	adjacentAlliesDefender=	map.findAllies(attacker.mapPos[0], attacker.mapPos[1], 1, 1, map.getTeamID(defender.mapPos)).size;
            int	distance=	(defender.level-attacker.level);

            return MathHelper.Clamp((100f-2f*distance-4*adjacentAlliesDefender+4*adjacentAlliesAttacker)/100f, 0f, 1f);
        }
开发者ID:pgonzbecer,项目名称:Conquest,代码行数:10,代码来源:AttackInfo.cs

示例2: giveBuff

            // --- Methods ---
            // Gives buffs to every ally around you know whatever
            private void giveBuff(ref Unit unit, ref BattleMap map)
            {
                // Variables
                List<int[]>	allies=	map.findAllies(unit.mapPos[0], unit.mapPos[1], 1, 3, map.getTeamID(unit.mapPos));

                for(int i= 0; i< allies.size; i++)
                {
                    map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "Morale Boost",
                            "+4 to all stats",
                            buffSE,
                            1
                        ),
                        ref map
                    );
                }
            }
开发者ID:pgonzbecer,项目名称:Conquest,代码行数:21,代码来源:Samurai.cs

示例3: attackUnit

        // Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
        public override bool attackUnit(Unit unit, bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
        {
            switch(info.skillID)
            {
                case "smite":
                case "basic_attack":	{
                    if(victim== null)
                        return false;

                    victim.takeDamage(ref info, ref unit, ref map);

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "multicure":	{
                    // Variables
                    List<int[]>	allies=	map.findAllies(unit.mapPos[0], unit.mapPos[1], 1, 2, map.getTeamID(unit.mapPos));

                    for(int i= 0; i< allies.size; i++)
                        map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].heal(-1*info.damage, ref unit, ref map);

                    if(unit.isAlive && !unit.isAI)
                        unit.gainExp(64*allies.size, ref map);
                };break;

                case "armor_of_god":	{
                    if(victim== null)
                        return false;
                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "Armor of God",
                            "+35 Def and Res",
                            armorOfGodSE,
                            2
                        ),
                        ref map
                    );
                    if(unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "rally_spirit":	{
                    // Variables
                    List<int[]>	allies=	map.findAllies(unit.mapPos[0], unit.mapPos[1], 0, 2, map.getTeamID(unit.mapPos));

                    for(int i= 0; i< allies.size; i++)
                    {
                        map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].addStatEffect(
                            new StatEffect(
                                EffectType.Buff,
                                "Rally Spirit",
                                "+10% to all stats",
                                rallySpiritSE,
                                3
                            ),
                            ref map
                        );
                    }

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(32*allies.size, ref map);
                };break;

                case "rejuvinate":	{
                    if(victim== null)
                        return false;

                    if(victim.getStatusEffect()== null)
                        victim.clearDebuffs();
                    else
                    {
                        if(!victim.clearStatusEffect())
                            info.missed=	false;
                    }

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "healing_prayer":	{
                    // Variables
                    List<int[]>	allies=	map.findAllAllies(map.getTeamID(unit.mapPos));

                    for(int i= 0; i< allies.size; i++)
                    {
                        map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].heal(
                            map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].originalHealth,
                            ref unit,
                            ref map
                        );
                    }

                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Debuff,
                            "Humility",
                            "-75% to all stats",
//.........这里部分代码省略.........
开发者ID:pgonzbecer,项目名称:Conquest,代码行数:101,代码来源:Cardinal.cs

示例4: powerInNumbersSE

            // Stat effect when the unit uses Rally Spirit
            private void powerInNumbersSE(ref Unit unit, ref BattleMap map)
            {
                // Variables
                int	amount=	(2*(map.findAllies(unit.mapPos[0], unit.mapPos[1], 0, 2, map.getTeamID(unit.mapPos))).size);

                unit.defense+=	amount;
                unit.resistance+=	amount;
            }
开发者ID:pgonzbecer,项目名称:Conquest,代码行数:9,代码来源:Cardinal.cs

示例5: showAttackDecision

        // Shows the player if he/she should attack
        public override AttackInfo showAttackDecision(string skillID, Unit unit, ref Unit defender, ref BattleMap map)
        {
            if(skillID== "basic_attack")
                return AttackInfo.createBasicAttack(map.getFullUnitID(unit.mapPos), map.getFullUnitID(defender.mapPos), ref map);

            // Variables
            AttackInfo	info=	AttackInfo.create(skillID, map.getFullUnitID(unit.mapPos), map.getFullUnitID(defender.mapPos), ref map);

            switch(skillID)
            {
                case "multicure":
                    info.damage=	-1*getLargest(roundUp((float)(unit.level)/2f), roundUp((float)(unit.magic)/3f), 10);
                    info.projDefenderStats[0]-=	info.damage;
                    if(hasPassive("mana_restoration"))
                        info.projDefenderStats[1]+=	(info.damage/2);
                    break;

                case "armor_of_god":
                    info.projDefenderStats[3]+=	35;
                    info.projDefenderStats[5]+=	35;
                    break;

                case "smite":
                    info.damage=	info.calculateDamage(ref map);
                    info.damage+=	(int)(Math.Max(0.25f*unit.resistance-0.25f*defender.resistance, 0f));
                    info.projDefenderStats[0]-=	info.damage;
                    break;

                case "rally_spirit":
                case "rejuvinate":
                case "prophetic_reap":
                    info.accuracy=	1f;
                    info.criticalChance=	0f;
                    break;

                case "healing_prayer":
                    if(hasPassive("mana_restoration"))
                        info.projDefenderStats[1]+=	(info.damage/2);
                    info.accuracy=	1f;
                    info.criticalChance=	0f;
                    break;

                case "mend":
                    info.damage=	((hasPassive("evil\'s_bane") && map.getTeamID(unit.mapPos)!= map.getTeamID(defender.mapPos)) ? 1 : -1)*getLargest(2*unit.level, roundUp((float)(unit.magic)/2f), 15);
                    info.damage+=	(4*(map.findAllies(unit.mapPos[0], unit.mapPos[1], 0, 2, map.getTeamID(unit.mapPos))).size);
                    info.projDefenderStats[0]-=	info.damage;
                    if(hasPassive("mana_restoration"))
                        info.projDefenderStats[1]+=	(info.damage/2);
                    info.criticalChance=	0f;
                    break;

                case "banish_spirits":
                    info.projDefenderStats[2]=	(int)(info.projDefenderStats[2]*1.1f);
                    info.projDefenderStats[3]=	(int)(info.projDefenderStats[3]*0.85f);
                    info.projDefenderStats[5]=	(int)(info.projDefenderStats[5]*0.85f);
                    break;

                case "rest_in_god":
                    info.projDefenderStats[2]+=	20;
                    info.projDefenderStats[3]+=	20;
                    info.projDefenderStats[4]+=	20;
                    info.projDefenderStats[5]+=	20;
                    info.projDefenderStats[6]+=	20;
                    break;
            }

            return info;
        }
开发者ID:pgonzbecer,项目名称:Conquest,代码行数:69,代码来源:Cardinal.cs


注:本文中的Conquest.Maps.BattleMap.findAllies方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。