Beispiel #1
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 public DataDrivenMechanics(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
     _lazyGivenStats  = new Lazy <IReadOnlyList <IIntermediateModifier> >(
         () => CollectionToList(CreateCollection()));
 }
 public CharacterGivenStats(
     IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, CharacterBaseStats characterBaseStats)
     : base(builderFactories)
 {
     _modifierBuilder    = modifierBuilder;
     _characterBaseStats = characterBaseStats;
     _lazyGivenStats     = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList());
 }
 public GameStateDependentMods(
     IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, IMetaStatBuilders metaStatBuilders)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
     _stat            = metaStatBuilders;
     _lazyGivenStats  = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList());
 }
Beispiel #4
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 protected LevelBasedStats(
     IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, MonsterBaseStats monsterBaseStats)
     : base(builderFactories)
 {
     ModifierBuilder  = modifierBuilder;
     MonsterBaseStats = monsterBaseStats;
     _lazyGivenStats  = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList());
 }
Beispiel #5
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 private IReadOnlyList <IStatMatchers> CreateStatMatchers(IModifierBuilder modifierBuilder) =>
 new IStatMatchers[]
 {
     new SpecialMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new StatManipulatorMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new ValueConversionMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new FormAndStatMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new FormMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new GeneralStatMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new DamageStatMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new PoolStatMatchers(_builderFactories, _matchContexts, modifierBuilder),
     new ConditionMatchers(_builderFactories, _matchContexts, modifierBuilder),
 };
 private IReadOnlyList <IGivenStats> CreateCollection(IModifierBuilder modifierBuilder)
 => new IGivenStats[]
 {
     new CommonGivenStats(_builderFactories, modifierBuilder),
     new CharacterGivenStats(_builderFactories, modifierBuilder, _characterBaseStats),
     new MonsterGivenStats(_builderFactories, modifierBuilder),
     new TotemGivenStats(_builderFactories, modifierBuilder),
     new EffectStats(_builderFactories, modifierBuilder),
     new DataDrivenMechanics(_builderFactories, modifierBuilder, _metaStatBuilders),
     new GameStateDependentMods(_builderFactories, modifierBuilder, _metaStatBuilders),
     new EnemyLevelBasedStats(_builderFactories, modifierBuilder, _monsterBaseStats),
     new AllyLevelBasedStats(_builderFactories, modifierBuilder, _monsterBaseStats),
 };
Beispiel #7
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 private IReadOnlyList <IStatMatchers> CreateStatMatchers(
     IModifierBuilder modifierBuilder, IReadOnlyList <PassiveNodeDefinition> passives)
 => new IStatMatchers[]
 {
     new SpecialMatchers(_builderFactories, modifierBuilder),
     new StatManipulatorMatchers(_builderFactories, modifierBuilder),
     new ValueConversionMatchers(_builderFactories, modifierBuilder),
     new FormAndStatMatchers(_builderFactories, modifierBuilder),
     new KeystoneStatMatchers(_builderFactories, modifierBuilder, passives),
     new FormMatchers(_builderFactories, modifierBuilder),
     new GeneralStatMatchers(_builderFactories, modifierBuilder),
     new DamageStatMatchers(_builderFactories, modifierBuilder),
     new PoolStatMatchers(_builderFactories, modifierBuilder),
     new ConditionMatchers(_builderFactories, modifierBuilder),
     new ActionConditionMatchers(_builderFactories, modifierBuilder),
 };
Beispiel #8
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 private IReadOnlyList <IGivenStats> CreateCollection(IModifierBuilder modifierBuilder)
 => new IGivenStats[]
 {
     new CommonGivenStats(_builderFactories, modifierBuilder),
     new CommonMechanics(_builderFactories, modifierBuilder),
     new EffectStats(_builderFactories, modifierBuilder),
     new MonsterGivenStats(_builderFactories, modifierBuilder),
     new AllyGivenStats(_builderFactories, modifierBuilder, _monsterBaseStats),
     new AllyMechanics(_builderFactories, modifierBuilder),
     new TotemGivenStats(_builderFactories, modifierBuilder),
     new EnemyGivenStats(_builderFactories, modifierBuilder, _monsterBaseStats),
     new EnemyMechanics(_builderFactories, modifierBuilder),
     new CharacterGivenStats(_builderFactories, modifierBuilder, _characterBaseStats),
     new CharacterMechanics(_builderFactories, modifierBuilder),
     new DamageMechanics(_builderFactories, modifierBuilder),
     new GameStateDependentMods(_builderFactories, modifierBuilder),
     new AdditionalSkillStats(_builderFactories, modifierBuilder),
     new SkillBaseRadii(_builderFactories, modifierBuilder),
 };
 public DataDrivenMechanicCollection(IModifierBuilder modifierBuilder, IBuilderFactories builderFactories)
     : base(modifierBuilder, builderFactories.ValueBuilders)
     => _builderFactories = builderFactories;
Beispiel #10
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 public EffectStatCollection(IModifierBuilder modifierBuilder, IValueBuilders valueFactory)
 {
     _modifierBuilder = modifierBuilder;
     _valueFactory    = valueFactory;
 }
Beispiel #11
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 /// <param name="builder">An empty <see cref="IModifierBuilder"/> instance to build new
 /// <see cref="IIntermediateModifier"/>s from.</param>
 public IntermediateModifierResolver(IModifierBuilder builder)
 {
     _builder = builder;
 }
 public PropertyMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder)
 {
 }
 public ValueConversionMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder)
 {
 }
 public ConditionMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder)
 {
 }
 public EnemyGivenStats(
     IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, MonsterBaseStats monsterBaseStats)
     : base(builderFactories, modifierBuilder, monsterBaseStats)
 {
 }
Beispiel #16
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 public PropertyMatchers(IBuilderFactories builderFactories,
                         IMatchContexts matchContexts, IModifierBuilder modifierBuilder)
     : base(builderFactories, matchContexts)
 {
     _modifierBuilder = modifierBuilder;
 }
 protected DataDrivenMechanicsBase(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     ModifierBuilder = modifierBuilder;
 }
 public FormAndStatMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
 }
Beispiel #19
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 public CharacterMechanics(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories, modifierBuilder)
 {
     _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >(
         () => CreateCollection().ToList());
 }
 public KeystoneStatMatchers(
     IBuilderFactories builderFactories, IModifierBuilder modifierBuilder,
     IReadOnlyList <PassiveNodeDefinition> passives)
     : base(builderFactories)
     => (_modifierBuilder, _passives) = (modifierBuilder, passives);
Beispiel #21
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 public ConditionMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
 }
 public StatManipulatorMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder)
 {
 }
 public AdditionalSkillStats(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
     _lazyGivenStats  = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList());
 }
Beispiel #24
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 public StatManipulatorMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
 }
 public DamageStatMatchers(
     IBuilderFactories builderFactories, IMatchContexts matchContexts, IModifierBuilder modifierBuilder)
     : base(builderFactories, matchContexts)
 {
     _modifierBuilder = modifierBuilder;
 }
 public SpecialMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
 }
 public GeneralStatMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
 }
 public ValueConversionMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder)
     : base(builderFactories)
 {
     _modifierBuilder = modifierBuilder;
 }
 public AllyLevelBasedStats(
     IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, MonsterBaseStats monsterBaseStats)
     : base(builderFactories, modifierBuilder, monsterBaseStats)
 {
 }
 public FormMatcherCollection(IModifierBuilder modifierBuilder, IValueBuilders valueFactory)
     : base(modifierBuilder)
 {
     _valueFactory = valueFactory;
 }