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using System;
using Microsoft.Xna.Framework.Content;
using V3.Data;
using V3.Map;
using V3.Objects.Movement;
using V3.Objects.Sprite;
namespace V3.Objects
{
/// <summary>
/// A class for the player character: The Necromancer.
/// </summary>
// ReSharper disable once ClassNeverInstantiated.Global
public sealed class Necromancer : AbstractCreature
{
public override string Name { get; protected set; } = "Vagram der Grausame";
public override int Life { get; protected set; } = 500;
public override int MaxLife { get; protected set; } = 500;
public override int Speed { get; } = 12;
public override int Attack { get; protected set; } = 0;
public override int AttackRadius { get; protected set; } = 500;
public override int SightRadius { get; protected set; } = 0;
public override TimeSpan TotalRecovery { get; } = TimeSpan.FromSeconds(1);
public override TimeSpan Recovery { get; set; }
protected override ISpriteCreature[] Sprite { get; } = {new NecromancerSprite(), new StaffSprite()};
protected override IMovable MovementScheme { get; } = new CountStepsMovement();
protected override CreatureType Type { get; } = CreatureType.Necromancer;
public override Faction Faction { get; } = Faction.Undead;
public override ICreature IsAttacking { get; set; }
public override IBuilding IsAttackingBuilding { get; set; }
public float WalkedPixels => ((CountStepsMovement) MovementScheme).WalkedPixels;
public Necromancer(ContentManager contentManager,
Pathfinder pathfinder, IOptionsManager optionsManager, AchievementsAndStatistics achievementsAndStatistics)
: base(contentManager, pathfinder, optionsManager, achievementsAndStatistics)
{
}
public void ChangeSex()
{
ISpriteCreature sprite0;
ISpriteCreature sprite1;
if (Sprite[0] is NecromancerSprite)
{
sprite0 = new NecromancerFemaleSprite();
sprite1 = new StaffFemaleSprite();
}
else
{
sprite0 = new NecromancerSprite();
sprite1 = new StaffSprite();
}
ChangeEquipment(EquipmentType.Body, sprite0);
if (Sprite.Length >= 2 && Sprite[(int) EquipmentType.Head] != null)
{
ChangeEquipment(EquipmentType.Head, sprite1);
}
}
}
}
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