// // Licensed under the MIT License. See LICENSE file in the project root for full license information. // namespace MUnique.OpenMU.DataModel.Configuration; using MUnique.OpenMU.Annotations; using MUnique.OpenMU.Interfaces; /// /// Defines the kind of targets for the . /// public enum KillTarget { /// /// Any object counts as kill. /// AnyObject, /// /// Any monster counts as kill. /// AnyMonster, /// /// A specific monster or destructible, defined by counts as kill. /// Specific, } /// /// An event which changes the mini game to a next phase. /// Defines what the player needs to do to reach it, /// and what happens when the requirements are fulfilled. /// [Cloneable] public partial class MiniGameChangeEvent { /// /// Gets or sets the index to define the order of the event. /// Usually, events are worked through in sequential order. /// public int Index { get; set; } /// /// Gets or sets the description about the event. /// public LocalizedString Description { get; set; } /// /// Gets or sets the (golden) message which should be shown to the player. /// One placeholder can be used to show the triggering player name. /// public LocalizedString Message { get; set; } /// /// Gets or sets the targets which need to be killed to reach the required . /// public KillTarget Target { get; set; } /// /// Gets or sets the minimum level of the s, /// if no specific is supplied. /// public short? MinimumTargetLevel { get; set; } /// /// Gets or sets the number of kills which the player(s) have to reach. /// public short NumberOfKills { get; set; } /// /// Gets or sets a value indicating whether the are meant to be /// a multiple of the players of the game, or not. /// public bool MultiplyKillsByPlayers { get; set; } /// /// Gets or sets the target definition. /// public virtual MonsterDefinition? TargetDefinition { get; set; } /// /// Gets or sets the optional spawns which will appear when the players reach the goal. /// [MemberOfAggregate] public virtual MonsterSpawnArea? SpawnArea { get; set; } /// /// Gets or sets the changes which will be applied to the terrain when the player reach the goal. /// [MemberOfAggregate] public virtual ICollection TerrainChanges { get; protected set; } = null!; /// public override string ToString() { return $"{this.Index}: {this.Description}"; } }