<commit_before>﻿using Scripts.Game.Defined.Serialized.Spells;
using Scripts.Model.Characters;
using Scripts.Model.Spells;
using Scripts.Model.Stats;
using System;
using System.Collections.Generic;
using System.Linq;

namespace Scripts.Game.Serialized.Brains {

    public class Attacker : PriorityBrain {
        public static readonly Attack ATTACK = new Attack();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                CastOnRandom(ATTACK)
            };
        }
    }

    public class Healer : PriorityBrain {
        public static readonly Attack ATTACK = new Attack();
        public static readonly Heal HEAL = new Heal();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                    CastOnTargetMeetingCondition(HEAL, c => c.Stats.GetMissingStatCount(StatType.HEALTH) > 0)
                };
        }
    }

    public class BigKnight : PriorityBrain {
        public static readonly SetupCounter COUNTER = new SetupCounter();
        public static readonly Attack ATTACK = new Attack();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                    CastOnRandom(COUNTER),
                    CastOnRandom(ATTACK)
                };
        }
    }

    public class Illusionist : PriorityBrain {
        public static readonly Blackout BLACKOUT = new Blackout();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                    CastOnRandom(BLACKOUT)
                };
        }
    }

    public class Replicant : BasicBrain {
        private const int TURNS_BETWEEN_CLONES = 5;
        private const int LOW_HEALTH = 10;
        public static readonly SpellBook ATTACK = new Attack();
        public static readonly SpellBook CLONE = new ReflectiveClone();
        private bool commentedOnDeadHealers;
        private bool commentedOnLowHealth;
        private int lastTurnCloned;<commit_msg>big knight has test dialogue now<commit_after>﻿using Scripts.Game.Defined.Serialized.Spells;
using Scripts.Model.Characters;
using Scripts.Model.Spells;
using Scripts.Model.Stats;
using System;
using System.Collections.Generic;
using System.Linq;

namespace Scripts.Game.Serialized.Brains {

    public class Attacker : PriorityBrain {
        public static readonly Attack ATTACK = new Attack();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                CastOnRandom(ATTACK)
            };
        }
    }

    public class Healer : PriorityBrain {
        public static readonly Attack ATTACK = new Attack();
        public static readonly Heal HEAL = new Heal();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                    CastOnTargetMeetingCondition(HEAL, c => c.Stats.GetMissingStatCount(StatType.HEALTH) > 0)
                };
        }
    }

    public class BigKnight : PriorityBrain {
        public static readonly SetupCounter COUNTER = new SetupCounter();
        public static readonly Attack ATTACK = new Attack();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                    CastOnRandom(COUNTER),
                    CastOnRandom(ATTACK)
                };
        }

        public override string StartOfRoundDialogue() {
            if (currentBattle.TurnCount == 0) {
                return "Stand and deliver!";
            }
            return string.Empty;
        }
    }

    public class Illusionist : PriorityBrain {
        public static readonly Blackout BLACKOUT = new Blackout();

        protected override IList<Func<IPlayable>> SetupPriorityPlays() {
            return new Func<IPlayable>[] {
                    CastOnRandom(BLACKOUT)
                };
        }
    }

    public class Replicant : BasicBrain {
        private const int TURNS_BETWEEN_CLONES = 5;
        private const int LOW_HEALTH = 10;
        public static readonly SpellBook ATTACK = new Attack();
        public static readonly SpellBook CLONE = new ReflectiveClone();
        private bool commentedOnDeadHealers;
        private bool commentedOnLowHealth;
        private int lastTurnCloned;
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