Beispiel #1
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 public TrinityActor(DiaObject fixedActor) : base(fixedActor)
 {
     Attributes           = new AttributesWrapper(CommonData);
     ObjectHash           = HashGenerator.GenerateObjectHash(Position, ActorSnoId, InternalName);
     IsProfileBlacklisted = ProfileManager.CurrentProfile?.TargetBlacklists?.Any(b => b.ActorId == ActorSnoId) ?? false;
     MonsterQuality       = CommonData?.MonsterQualityLevel ?? MonsterQuality.Normal;
 }
Beispiel #2
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        bool IPartyMember.IsInCombat => false; // No way to know if another CPlayer is in combat?

        #endregion IPartyMember

        public override void OnCreated()
        {
            //Attributes = new PlayerAttributes(FastAttributeGroupId);
            Attributes      = new AttributesWrapper(CommonData);
            base.Attributes = Attributes;
            UpdateProperties();
        }
Beispiel #3
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        public override void OnCreated()
        {
            Attributes = new AttributesWrapper(CommonData);

            //Test to replace attributes with DB's attribute system.
            //Player Map Ptr is currently wrong.
            //var test = new ActorAttributes2(CommonData);

            FullUpdate();
        }
Beispiel #4
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 private static void UpdateTeam(TrinityActor actor, AttributesWrapper attributes)
 {
     actor.TeamId         = GetTeamId(actor.CommonData);
     actor.Team           = (TeamType)actor.TeamId;
     actor.IsFriendly     = !IsHostile(actor.CommonData, ZetaDia.Me.CommonData);
     actor.IsHostile      = IsHostile(actor.CommonData, ZetaDia.Me.CommonData) || actor.Attributes.LastDamageAnnId == Core.Player.MyDynamicID;
     actor.IsSameTeam     = actor.IsFriendly || actor.TeamId == Core.Player.TeamId || GameData.AllyMonsterTypes.Contains(actor.MonsterType);
     actor.IsHidden       = attributes.IsHidden || attributes.IsBurrowed;
     actor.IsSpawningBoss = actor.IsBoss && actor.IsUntargetable;
     actor.IsNpc          = attributes.IsNPC;
 }
        private static void UpdateTeam(TrinityActor actor, AttributesWrapper attributes)
        {
            var teamOverride = attributes.TeamOverride;

            actor.TeamId         = teamOverride > 0 ? teamOverride : attributes.TeamId;
            actor.Team           = (TeamType)actor.TeamId;
            actor.IsFriendly     = actor.TeamId == 1 || actor.TeamId == 2 || actor.TeamId == 17;
            actor.IsHostile      = actor.TeamId == 10 || actor.Attributes.LastDamageAnnId == Core.Player.MyDynamicID;
            actor.IsSameTeam     = actor.IsFriendly || actor.TeamId == Core.Player.TeamId || GameData.AllyMonsterTypes.Contains(actor.MonsterType);
            actor.IsHidden       = attributes.IsHidden || attributes.IsBurrowed;
            actor.IsSpawningBoss = actor.IsBoss && actor.IsUntargetable;
            actor.IsNpc          = attributes.IsNPC;
        }
Beispiel #6
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 private static void UpdateStatus(TrinityActor actor, AttributesWrapper attributes)
 {
     actor.HitPoints             = attributes.Hitpoints;
     actor.HitPointsMax          = attributes.HitpointsMaxTotal;
     actor.HitPointsPct          = actor.HitPoints / actor.HitPointsMax;
     actor.HasDotDps             = attributes.HasDotDps;
     actor.IsReflectingDamage    = actor.MonsterAffixes.HasFlag(MonsterAffixes.ReflectsDamage) && attributes.IsReflecting;
     actor.NpcIsOperable         = attributes.NPCIsOperatable;
     actor.IsUntargetable        = attributes.IsUntargetable && !GameData.IgnoreUntargettableAttribute.Contains(actor.ActorSnoId);
     actor.IsInvulnerable        = attributes.IsInvulnerable;
     actor.MarkerType            = attributes.MarkerType;
     actor.NpcHasInteractOptions = attributes.NpcHasInteractOptions;
     actor.IsQuestGiver          = (actor.MarkerType == MarkerType.Exclamation || actor.MarkerType == MarkerType.ExclamationBlue);
     actor.HasBuffVisualEffect   = attributes.HasBuffVisualEffect;
 }
Beispiel #7
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 public override void OnCreated()
 {
     Attributes = new AttributesWrapper(CommonData);
     CommonProperties.Populate(this);
     ItemProperties.Create(this);
 }
Beispiel #8
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 public TrinityActor(ACD acd, ActorType type) : base(acd, type)
 {
     Attributes = new AttributesWrapper(CommonData);
     ObjectHash = HashGenerator.GenerateObjectHash(Position, ActorSnoId, InternalName);
 }
Beispiel #9
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 public TrinityItem(ACD seed) : base(seed, ActorType.Item)
 {
     Attributes = new AttributesWrapper(seed);
 }