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override void | ExecuteAttack () |
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override void | PrintWeaponHitsUser () |
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override void | PrintSparksFly (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType) |
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override void | PrintWeaponDamaged () |
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override void | PrintWeaponBroken () |
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override void | PrintBrokenWeaponHitsUser () |
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override void | PrintHealthStatus (IRoom room, IMonster actorMonster, IMonster dobjMonster, bool blastSpell, bool nonCombat) |
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override void | AttackMiss () |
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override void | AttackHit () |
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override void | CheckMonsterStatus () |
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virtual void | ExecuteCalculateDamage (long numDice, long numSides, long mod=0, bool nonCombat=true) |
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virtual void | ExecuteCheckMonsterStatus () |
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virtual void | CheckPlayerCombatSkillGains (IArtifactCategory ac, long af) |
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virtual void | RollToHitOrMiss () |
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virtual void | BeginAttack () |
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virtual void | AttackMissMiss () |
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virtual void | AttackFumbleRecovered () |
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virtual void | AttackFumbleWeaponDropped () |
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virtual void | AttackFumbleWeaponHitsUser () |
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virtual void | AttackFumbleSparksFly () |
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virtual void | AttackFumbleWeaponDamaged () |
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virtual void | AttackFumbleWeaponBroken () |
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virtual void | AttackFumbleBrokenWeaponHitsUser () |
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virtual void | AttackFumble () |
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virtual void | AttackHitHit () |
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virtual void | AttackHitCriticalHitKill () |
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virtual void | AttackHitCriticalHitNoArmor () |
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virtual void | AttackHitCriticalHit () |
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virtual void | CalculateDamageForFractionalStrength () |
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virtual void | CalculateDamage () |
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virtual void | CheckArmorBlowTurned () |
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virtual void | CheckArmor () |
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virtual void | CheckDisguisedMonster () |
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virtual void | CheckDeadBody () |
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virtual void | CheckAlreadyBroken () |
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virtual void | CheckNotBreakable () |
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virtual void | AttackHitArtifact () |
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virtual void | CalculateDamageArtifact () |
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virtual void | CheckArtifactStatus () |
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virtual void | CheckSpillContents () |
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virtual void | ExecuteStateMachine () |
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| CombatComponent () |
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virtual void | PrintAttack (IRoom room, IMonster actorMonster, IMonster dobjMonster, IArtifact weapon, long attackNumber, WeaponRevealType weaponRevealType) |
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virtual void | PrintMiss (IMonster monster, IArtifact weapon) |
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virtual void | PrintFumble () |
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virtual void | PrintRecovered () |
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virtual void | PrintWeaponDropped (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType) |
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virtual void | PrintStarPlus (IMonster monster) |
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virtual void | PrintHit () |
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virtual void | PrintCriticalHit () |
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virtual void | PrintBlowTurned (IMonster monster, bool omitBboaPadding) |
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virtual void | PrintBlowDoesDamage (bool useCurlyBraces, bool omitBboaPadding, long damage, bool appendNewLine) |
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virtual void | PrintZapDirectHit () |
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virtual void | PrintHackToBits (IArtifact artifact, IMonster monster, bool blastSpell) |
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virtual void | PrintAlreadyBrokeIt (IArtifact artifact) |
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virtual void | PrintNothingHappens () |
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virtual void | PrintWhamHitObj (IArtifact artifact) |
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virtual void | PrintSmashesToPieces (IRoom room, IArtifact artifact, bool spillContents) |
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virtual void | PrintWeaponAbilityIncreases (Weapon w, IWeapon weapon) |
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virtual void | PrintArmorExpertiseIncreases () |
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virtual void | PrintSpellOverloadsBrain (Spell s, ISpell spell) |
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virtual void | PrintSpellAbilityIncreases (Spell s, ISpell spell) |
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virtual void | PrintSpellCastFailed (Spell s, ISpell spell) |
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virtual void | PrintHealthImproves (IMonster monster) |
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virtual void | PrintHealthStatus (IMonster monster, bool includeUninjuredGroupMonsters) |
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virtual void | PrintFeelNewAgility () |
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virtual void | PrintSonicBoom (IRoom room) |
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virtual void | PrintFortuneCookie () |
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virtual void | PrintTunnelCollapses (IRoom room) |
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virtual void | PrintAllWoundsHealed () |
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virtual void | PrintTeleportToRoom () |
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virtual void | PrintArmorThickens () |
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virtual void | PrintMagicSkillsIncrease () |
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| Component () |
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long | _odds = 0 |
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long | _rl = 0 |
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long | _d2 = 0 |
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virtual long | MemberNumber [get, set] |
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virtual long | AttackNumber [get, set] |
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virtual bool | BlastSpell [get, set] |
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virtual bool | MaxDamage [get, set] |
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virtual bool | OmitArmor [get, set] |
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virtual bool | OmitMonsterStatus [get, set] |
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virtual AttackResult | FixedResult [get, set] |
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virtual WeaponRevealType | WeaponRevealType [get, set] |
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virtual CombatState | CombatState [get, set] |
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virtual IList< IArtifact > | WeaponList [get, set] |
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virtual IList< IArtifact > | SpilledArtifactList [get, set] |
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virtual IMonster | DisguisedMonster [get, set] |
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virtual IArtifactCategory | SpilledArtifactContainerAc [get, set] |
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virtual IArtifactCategory | ActorAc [get, set] |
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virtual IArtifactCategory | DobjAc [get, set] |
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virtual IArtifact | SpilledArtifactContainer [get, set] |
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virtual IArtifact | ReadyWeapon [get, set] |
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virtual IArtifact | ActorWeapon [get, set] |
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virtual IArtifact | DobjWeapon [get, set] |
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virtual ContainerType | SpilledArtifactContainerType [get, set] |
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virtual Weapon | ActorWeaponType [get, set] |
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virtual Weapon | DobjWeaponType [get, set] |
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virtual bool | SpilledArtifactContainerSeen [get, set] |
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virtual bool | SpillContents [get, set] |
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virtual bool | UseFractionalStrength [get, set] |
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virtual bool | OmitBboaPadding [get, set] |
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virtual bool | LightOut [get, set] |
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virtual bool | NonCombat [get, set] |
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virtual bool | GotoCleanup [get, set] |
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virtual long | WeaponCount [get, set] |
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virtual long | KeyArtifactUid [get, set] |
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virtual long | BreakageStrength [get, set] |
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virtual long | ActorWeaponUid [get, set] |
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virtual long | DobjWeaponUid [get, set] |
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virtual long | D [get, set] |
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virtual long | S [get, set] |
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virtual long | M [get, set] |
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virtual long | A [get, set] |
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virtual long | Af [get, set] |
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virtual double | S2 [get, set] |
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virtual Action< IState > | SetNextStateFunc [get, set] |
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virtual Action< ICommand > | CopyCommandDataFunc [get, set] |
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virtual IMonster | ActorMonster [get, set] |
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virtual IRoom | ActorRoom [get, set] |
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virtual IGameBase | Dobj [get, set] |
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virtual IArtifact | DobjArtifact [get] |
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virtual IMonster | DobjMonster [get] |
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virtual IGameBase | Iobj [get, set] |
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virtual IArtifact | IobjArtifact [get] |
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virtual IMonster | IobjMonster [get] |
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virtual ICommand | RedirectCommand [get, set] |
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virtual IArtifactCategory | DobjArtAc [get, set] |
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virtual bool | OmitSkillGains [get, set] |
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virtual bool | OmitFinalNewLine [get, set] |
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Action< IState > | SetNextStateFunc [get, set] |
| Gets or sets the function used to set the NextState property of the Eamon CS game engine's current State or Command. More...
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Action< ICommand > | CopyCommandDataFunc [get, set] |
| Gets or sets the function used to copy the data of the Eamon CS game engine's current Command. More...
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IMonster | ActorMonster [get, set] |
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IRoom | ActorRoom [get, set] |
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IGameBase | Dobj [get, set] |
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IArtifact | DobjArtifact [get] |
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IMonster | DobjMonster [get] |
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IGameBase | Iobj [get, set] |
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IArtifact | IobjArtifact [get] |
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IMonster | IobjMonster [get] |
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ICommand | RedirectCommand [get, set] |
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IArtifactCategory | DobjArtAc [get, set] |
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bool | OmitSkillGains [get, set] |
| Gets or sets a value indicating whether this Component should omit skill gains if the player character's action is successful. More...
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bool | OmitFinalNewLine [get, set] |
| Gets or sets a value indicating whether this Component should print a final newline after processing completes. More...
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long | MemberNumber [get, set] |
| Gets or sets which member of ActorMonster's group is attacking (always 1 for single Monsters). More...
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long | AttackNumber [get, set] |
| Gets or sets which attack number the ActorMonster's group member is performing (may be >= 1 based on AttackCount). More...
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bool | BlastSpell [get, set] |
| Gets or sets a value indicating whether this CombatComponent was created to inflict Blast spell damage. More...
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bool | MaxDamage [get, set] |
| Gets or sets a value indicating whether this CombatComponent always calculates initial damage done to be the maximum allowed. More...
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bool | OmitArmor [get, set] |
| Gets or sets a value indicating whether DobjMonster's armor should be omitted from damage calculations. More...
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bool | OmitMonsterStatus [get, set] |
| Gets or sets a value indicating whether this CombatComponent should omit printing DobjMonster's health status after damage is calculated. More...
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AttackResult | FixedResult [get, set] |
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WeaponRevealType | WeaponRevealType [get, set] |
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