public AddMap ( |
||
map | ||
return |
public static GameAttributeMap ComputeEquipment(Player player, List<GameAttributeMap> equipped) { // TODO: add non-basic stats of items, use AddMap method, figure out exception for offHand weapon GameAttributeMap map = new GameAttributeMap(); if (equipped.Count != 0) { foreach (GameAttributeMap m in equipped) { map.AddMap(m); /* // compute weapon to temp map for (int damageType = 0; damageType < 7; damageType++) { map[GameAttribute.Damage_Weapon_Min_Total, damageType] += m[GameAttribute.Damage_Weapon_Min_Total, damageType]; map[GameAttribute.Damage_Weapon_Max_Total, damageType] += m[GameAttribute.Damage_Weapon_Max_Total, damageType]; map[GameAttribute.Damage_Weapon_Delta_Total, damageType] += (m[GameAttribute.Damage_Weapon_Max_Total, damageType] - m[GameAttribute.Damage_Weapon_Min_Total, damageType]); } map[GameAttribute.Damage_Weapon_Min_Total_All] += m[GameAttribute.Damage_Weapon_Min_Total_All]; map[GameAttribute.Damage_Weapon_Delta_Total_All] += m[GameAttribute.Damage_Weapon_Delta_Total_All]; map[GameAttribute.Attacks_Per_Second_Item_Total] += m[GameAttribute.Attacks_Per_Second_Item_Total]; // dual wield map[GameAttribute.Damage_Weapon_Delta_Total_MainHand] += m[GameAttribute.Damage_Weapon_Delta_Total_MainHand]; map[GameAttribute.Damage_Weapon_Min_Total_MainHand] += m[GameAttribute.Damage_Weapon_Min_Total_MainHand]; map[GameAttribute.Damage_Weapon_Delta_Total_OffHand] += m[GameAttribute.Damage_Weapon_Delta_Total_OffHand]; map[GameAttribute.Damage_Weapon_Min_Total_OffHand] += m[GameAttribute.Damage_Weapon_Min_Total_OffHand]; // compute armor to temp map map[GameAttribute.Armor_Item_Total] += m[GameAttribute.Armor_Item_Total]; // compute block to temp map map[GameAttribute.Block_Amount_Item_Delta] += m[GameAttribute.Block_Amount_Item_Delta]; map[GameAttribute.Block_Amount_Item_Min] += m[GameAttribute.Block_Amount_Item_Min]; map[GameAttribute.Block_Chance_Item_Total] += m[GameAttribute.Block_Chance_Item_Total]; */ } } return map; }