Eamon CS  3.1.0
EamonRT.Framework.Components.IComponentSignatures Interface Reference

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Inheritance diagram for EamonRT.Framework.Components.IComponentSignatures:
EamonRT.Framework.Components.IComponent EamonRT.Framework.Components.IComponentImpl EamonRT.Framework.Components.ICombatComponent EamonRT.Framework.Components.IMagicComponent EamonRT.Game.Components.Component EamonRT.Game.Components.ComponentImpl TheDeepCanyon.Game.Components.ComponentImpl TheTempleOfNgurct.Game.Components.ComponentImpl TheVileGrimoireOfJaldial.Game.Components.ComponentImpl TheWayfarersInn.Game.Components.ComponentImpl

Public Member Functions

void PrintAttack (IRoom room, IMonster actorMonster, IMonster dobjMonster, IArtifact weapon, long attackNumber, WeaponRevealType weaponRevealType)
 
void PrintMiss (IMonster monster, IArtifact weapon)
 
void PrintFumble ()
 
void PrintRecovered ()
 
void PrintWeaponDropped (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType)
 
void PrintWeaponHitsUser ()
 
void PrintSparksFly (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType)
 
void PrintWeaponDamaged ()
 
void PrintWeaponBroken ()
 
void PrintBrokenWeaponHitsUser ()
 
void PrintStarPlus (IMonster monster)
 
void PrintHit ()
 
void PrintCriticalHit ()
 
void PrintBlowTurned (IMonster monster, bool omitBboaPadding)
 
void PrintBlowDoesDamage (bool useCurlyBraces, bool omitBboaPadding, long damage, bool appendNewLine)
 
void PrintHealthStatus (IRoom room, IMonster actorMonster, IMonster dobjMonster, bool blastSpell, bool nonCombat)
 
void PrintZapDirectHit ()
 
void PrintHackToBits (IArtifact artifact, IMonster monster, bool blastSpell)
 
void PrintAlreadyBrokeIt (IArtifact artifact)
 
void PrintNothingHappens ()
 
void PrintWhamHitObj (IArtifact artifact)
 
void PrintSmashesToPieces (IRoom room, IArtifact artifact, bool spillContents)
 
void PrintWeaponAbilityIncreases (Weapon w, IWeapon weapon)
 
void PrintArmorExpertiseIncreases ()
 
void PrintSpellOverloadsBrain (Spell s, ISpell spell)
 
void PrintSpellAbilityIncreases (Spell s, ISpell spell)
 
void PrintSpellCastFailed (Spell s, ISpell spell)
 
void PrintHealthImproves (IMonster monster)
 
void PrintHealthStatus (IMonster monster, bool includeUninjuredGroupMonsters)
 
void PrintFeelNewAgility ()
 
void PrintSonicBoom (IRoom room)
 
void PrintFortuneCookie ()
 
void PrintTunnelCollapses (IRoom room)
 
void PrintAllWoundsHealed ()
 
void PrintTeleportToRoom ()
 
void PrintArmorThickens ()
 
void PrintMagicSkillsIncrease ()
 

Properties

Action< IStateSetNextStateFunc [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...
 
Action< ICommandCopyCommandDataFunc [get, set]
 Gets or sets the function used to copy the data of the Eamon CS game engine's current Command. More...
 
IMonster ActorMonster [get, set]
 
IRoom ActorRoom [get, set]
 
IGameBase Dobj [get, set]
 
IArtifact DobjArtifact [get]
 
IMonster DobjMonster [get]
 
IGameBase Iobj [get, set]
 
IArtifact IobjArtifact [get]
 
IMonster IobjMonster [get]
 
ICommand RedirectCommand [get, set]
 
IArtifactCategory DobjArtAc [get, set]
 
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...
 
bool OmitFinalNewLine [get, set]
 Gets or sets a value indicating whether this Component should print a final newline after processing completes. More...
 

Detailed Description

Member Function Documentation

◆ PrintAllWoundsHealed()

void EamonRT.Framework.Components.IComponentSignatures.PrintAllWoundsHealed ( )

◆ PrintAlreadyBrokeIt()

void EamonRT.Framework.Components.IComponentSignatures.PrintAlreadyBrokeIt ( IArtifact  artifact)

◆ PrintArmorExpertiseIncreases()

void EamonRT.Framework.Components.IComponentSignatures.PrintArmorExpertiseIncreases ( )

◆ PrintArmorThickens()

void EamonRT.Framework.Components.IComponentSignatures.PrintArmorThickens ( )

◆ PrintAttack()

void EamonRT.Framework.Components.IComponentSignatures.PrintAttack ( IRoom  room,
IMonster  actorMonster,
IMonster  dobjMonster,
IArtifact  weapon,
long  attackNumber,
WeaponRevealType  weaponRevealType 
)

Parameters
room
actorMonster
dobjMonster
weapon
attackNumber
weaponRevealType

Implemented in EamonRT.Game.Components.Component, and EamonRT.Game.Components.ComponentImpl.

◆ PrintBlowDoesDamage()

void EamonRT.Framework.Components.IComponentSignatures.PrintBlowDoesDamage ( bool  useCurlyBraces,
bool  omitBboaPadding,
long  damage,
bool  appendNewLine 
)

Parameters
useCurlyBraces
omitBboaPadding
damage
appendNewLine

Implemented in EamonRT.Game.Components.Component, and EamonRT.Game.Components.ComponentImpl.

◆ PrintBlowTurned()

void EamonRT.Framework.Components.IComponentSignatures.PrintBlowTurned ( IMonster  monster,
bool  omitBboaPadding 
)

◆ PrintBrokenWeaponHitsUser()

void EamonRT.Framework.Components.IComponentSignatures.PrintBrokenWeaponHitsUser ( )

◆ PrintCriticalHit()

◆ PrintFeelNewAgility()

void EamonRT.Framework.Components.IComponentSignatures.PrintFeelNewAgility ( )

◆ PrintFortuneCookie()

void EamonRT.Framework.Components.IComponentSignatures.PrintFortuneCookie ( )

◆ PrintFumble()

void EamonRT.Framework.Components.IComponentSignatures.PrintFumble ( )

◆ PrintHackToBits()

void EamonRT.Framework.Components.IComponentSignatures.PrintHackToBits ( IArtifact  artifact,
IMonster  monster,
bool  blastSpell 
)

Parameters
artifact
monster
blastSpell

Implemented in EamonRT.Game.Components.Component, and EamonRT.Game.Components.ComponentImpl.

◆ PrintHealthImproves()

void EamonRT.Framework.Components.IComponentSignatures.PrintHealthImproves ( IMonster  monster)

◆ PrintHealthStatus() [1/2]

void EamonRT.Framework.Components.IComponentSignatures.PrintHealthStatus ( IMonster  monster,
bool  includeUninjuredGroupMonsters 
)

Parameters
monster
includeUninjuredGroupMonsters

Implemented in EamonRT.Game.Components.ComponentImpl, and EamonRT.Game.Components.Component.

◆ PrintHealthStatus() [2/2]

void EamonRT.Framework.Components.IComponentSignatures.PrintHealthStatus ( IRoom  room,
IMonster  actorMonster,
IMonster  dobjMonster,
bool  blastSpell,
bool  nonCombat 
)

◆ PrintHit()

void EamonRT.Framework.Components.IComponentSignatures.PrintHit ( )

◆ PrintMagicSkillsIncrease()

void EamonRT.Framework.Components.IComponentSignatures.PrintMagicSkillsIncrease ( )

◆ PrintMiss()

void EamonRT.Framework.Components.IComponentSignatures.PrintMiss ( IMonster  monster,
IArtifact  weapon 
)

◆ PrintNothingHappens()

void EamonRT.Framework.Components.IComponentSignatures.PrintNothingHappens ( )

◆ PrintRecovered()

void EamonRT.Framework.Components.IComponentSignatures.PrintRecovered ( )

◆ PrintSmashesToPieces()

void EamonRT.Framework.Components.IComponentSignatures.PrintSmashesToPieces ( IRoom  room,
IArtifact  artifact,
bool  spillContents 
)

◆ PrintSonicBoom()

void EamonRT.Framework.Components.IComponentSignatures.PrintSonicBoom ( IRoom  room)

◆ PrintSparksFly()

void EamonRT.Framework.Components.IComponentSignatures.PrintSparksFly ( IRoom  room,
IMonster  monster,
IArtifact  weapon,
WeaponRevealType  weaponRevealType 
)

◆ PrintSpellAbilityIncreases()

void EamonRT.Framework.Components.IComponentSignatures.PrintSpellAbilityIncreases ( Spell  s,
ISpell  spell 
)

◆ PrintSpellCastFailed()

void EamonRT.Framework.Components.IComponentSignatures.PrintSpellCastFailed ( Spell  s,
ISpell  spell 
)

◆ PrintSpellOverloadsBrain()

void EamonRT.Framework.Components.IComponentSignatures.PrintSpellOverloadsBrain ( Spell  s,
ISpell  spell 
)

◆ PrintStarPlus()

void EamonRT.Framework.Components.IComponentSignatures.PrintStarPlus ( IMonster  monster)

◆ PrintTeleportToRoom()

void EamonRT.Framework.Components.IComponentSignatures.PrintTeleportToRoom ( )

◆ PrintTunnelCollapses()

void EamonRT.Framework.Components.IComponentSignatures.PrintTunnelCollapses ( IRoom  room)

◆ PrintWeaponAbilityIncreases()

void EamonRT.Framework.Components.IComponentSignatures.PrintWeaponAbilityIncreases ( Weapon  w,
IWeapon  weapon 
)

◆ PrintWeaponBroken()

void EamonRT.Framework.Components.IComponentSignatures.PrintWeaponBroken ( )

◆ PrintWeaponDamaged()

void EamonRT.Framework.Components.IComponentSignatures.PrintWeaponDamaged ( )

◆ PrintWeaponDropped()

void EamonRT.Framework.Components.IComponentSignatures.PrintWeaponDropped ( IRoom  room,
IMonster  monster,
IArtifact  weapon,
WeaponRevealType  weaponRevealType 
)

Parameters
room
monster
weapon
weaponRevealType

Implemented in EamonRT.Game.Components.Component, and EamonRT.Game.Components.ComponentImpl.

◆ PrintWeaponHitsUser()

void EamonRT.Framework.Components.IComponentSignatures.PrintWeaponHitsUser ( )

◆ PrintWhamHitObj()

void EamonRT.Framework.Components.IComponentSignatures.PrintWhamHitObj ( IArtifact  artifact)

◆ PrintZapDirectHit()

void EamonRT.Framework.Components.IComponentSignatures.PrintZapDirectHit ( )

Property Documentation

◆ ActorMonster

IMonster EamonRT.Framework.Components.IComponentSignatures.ActorMonster
getset

◆ ActorRoom

IRoom EamonRT.Framework.Components.IComponentSignatures.ActorRoom
getset

◆ CopyCommandDataFunc

Action<ICommand> EamonRT.Framework.Components.IComponentSignatures.CopyCommandDataFunc
getset

Gets or sets the function used to copy the data of the Eamon CS game engine's current Command.

◆ Dobj

IGameBase EamonRT.Framework.Components.IComponentSignatures.Dobj
getset

◆ DobjArtAc

IArtifactCategory EamonRT.Framework.Components.IComponentSignatures.DobjArtAc
getset

◆ DobjArtifact

IArtifact EamonRT.Framework.Components.IComponentSignatures.DobjArtifact
get

◆ DobjMonster

IMonster EamonRT.Framework.Components.IComponentSignatures.DobjMonster
get

◆ Iobj

IGameBase EamonRT.Framework.Components.IComponentSignatures.Iobj
getset

◆ IobjArtifact

IArtifact EamonRT.Framework.Components.IComponentSignatures.IobjArtifact
get

◆ IobjMonster

IMonster EamonRT.Framework.Components.IComponentSignatures.IobjMonster
get

◆ OmitFinalNewLine

bool EamonRT.Framework.Components.IComponentSignatures.OmitFinalNewLine
getset

Gets or sets a value indicating whether this Component should print a final newline after processing completes.

◆ OmitSkillGains

bool EamonRT.Framework.Components.IComponentSignatures.OmitSkillGains
getset

Gets or sets a value indicating whether this Component should omit skill gains if the player character's action is successful.

◆ RedirectCommand

ICommand EamonRT.Framework.Components.IComponentSignatures.RedirectCommand
getset

◆ SetNextStateFunc

Action<IState> EamonRT.Framework.Components.IComponentSignatures.SetNextStateFunc
getset

Gets or sets the function used to set the NextState property of the Eamon CS game engine's current State or Command.


The documentation for this interface was generated from the following file: