feat: add combat and deleveling AI
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@@ -15,8 +15,9 @@ namespace Client.Domain.Entities
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public string Name { get; set; }
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public string IconName { get; set; }
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public string Description { get; set; }
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public int Mana { get { return mana; } set { mana = value; }}
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public int Mana { get; set; }
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public uint Weight { get; set; }
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public virtual string FullDescription => Description;
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public BaseItem(uint id, uint itemId, ItemTypeEnum type, string name, string iconName, string description, int mana, uint weight)
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{
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@@ -26,10 +27,8 @@ namespace Client.Domain.Entities
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Name = name;
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IconName = iconName;
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Description = description;
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this.mana = mana;
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Mana = mana;
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Weight = weight;
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}
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private int mana;
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}
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}
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@@ -12,7 +12,6 @@ namespace Client.Domain.Entities
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public uint Amount { get => amount; set => amount = value; }
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public bool IsQuest { get; set; }
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public bool IsAutoused { get => isAutoused; set => isAutoused = value; }
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public string FullDescription { get => Description; }
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public EtcItem(uint id, uint itemId, ItemTypeEnum type, string name, string iconName, string description, int mana, uint weight, uint amount, bool isQuest, bool isAutoused) :
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base(id, itemId, type, name, iconName, description, mana, weight)
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@@ -70,6 +70,14 @@ namespace Client.Domain.Entities
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[JsonProperty("AttackerIds", ObjectCreationHandling = ObjectCreationHandling.Replace)]
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public List<uint> AttackerIds { get => attackerIds; set { if (!value.All(attackerIds.Contains) || !attackerIds.All(value.Contains)) { attackerIds = value; OnPropertyChanged("AttackerIds"); } } }
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public bool HasValidTarget
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{
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get
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{
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return Target != null && Target.IsHostile && !Target.VitalStats.IsDead;
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}
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}
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public Hero(uint id, Transform transform, FullName fullName, VitalStats vitalStats, Phenotype phenotype, ExperienceInfo experienceInfo, PermanentStats permanentStats, VariableStats variableStats, Reputation reputation, InventoryInfo inventoryInfo, uint targetId, bool isStanding)
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{
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Id = id;
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@@ -16,9 +16,6 @@ namespace Client.Domain.Entities
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string Description { get; set; }
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int Mana { get; set; }
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uint Weight { get; set; }
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uint Amount { get; set; }
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bool IsQuest { get; set; }
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bool IsAutoused { get; set; }
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string FullDescription { get; }
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}
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}
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@@ -16,7 +16,7 @@ namespace Client.Domain.Entities
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public Transform Transform { get; set; }
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public bool IsHostile { get; set; }
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public uint NpcId { get; set; }
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public SpoilStateEnum SpoilState { get; set; }
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public SpoilStateEnum SpoilState { get { return spoilState; } set { if (spoilState != value) { spoilState = value; OnPropertyChanged(); } } }
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public FullName FullName
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{
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get => fullName;
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@@ -134,5 +134,6 @@ namespace Client.Domain.Entities
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private uint aggroRadius;
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private VitalStats vitalStats;
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private FullName fullName;
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private SpoilStateEnum spoilState;
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}
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}
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28
Client/Domain/Entities/WeaponItem.cs
Normal file
28
Client/Domain/Entities/WeaponItem.cs
Normal file
@@ -0,0 +1,28 @@
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using Client.Domain.Enums;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Client.Domain.Entities
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{
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public class WeaponItem : BaseItem, ItemInterface
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{
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public WeaponTypeEnum WeaponType { get; set; }
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public CrystalTypeEnum CrystalType { get; set; }
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public byte SoulshotCount { get; set; }
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public byte SpiritshotCount { get; set; }
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public bool IsEquipped { get; set; }
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public WeaponItem(uint id, uint itemId, ItemTypeEnum type, string name, string iconName, string description, int mana, uint weight, WeaponTypeEnum weaponType, CrystalTypeEnum crystalType, byte soulshotCount, byte spiritshotCount, bool isEquipped) :
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base(id, itemId, type, name, iconName, description, mana, weight)
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{
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WeaponType = weaponType;
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CrystalType = crystalType;
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SoulshotCount = soulshotCount;
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SpiritshotCount = spiritshotCount;
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IsEquipped = isEquipped;
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}
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}
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}
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