public AttackModel(Character character, Stats stats, AttackModelMode attackModelMode, RageModelMode rageModelMode) { Character = character; Options = Character.CalculationOptions as CalculationOptionsProtWarr; Stats = stats; DefendTable = new DefendTable(character, stats); ParryModel = new ParryModel(character, stats); _attackModelMode = attackModelMode; _rageModelMode = rageModelMode; Abilities.Add(Ability.None, character, stats); Abilities.Add(Ability.Cleave, character, stats); Abilities.Add(Ability.ConcussionBlow, character, stats); Abilities.Add(Ability.DamageShield, character, stats); Abilities.Add(Ability.DeepWounds, character, stats); Abilities.Add(Ability.Devastate, character, stats); Abilities.Add(Ability.HeroicStrike, character, stats); Abilities.Add(Ability.HeroicThrow, character, stats); Abilities.Add(Ability.Rend, character, stats); Abilities.Add(Ability.Revenge, character, stats); Abilities.Add(Ability.ShieldSlam, character, stats); Abilities.Add(Ability.Shockwave, character, stats); Abilities.Add(Ability.Slam, character, stats); Abilities.Add(Ability.SunderArmor, character, stats); Abilities.Add(Ability.ThunderClap, character, stats); Abilities.Add(Ability.Vigilance, character, stats); Calculate(); }
public AttackModel(Character character, Stats stats, AttackModelMode attackModelMode, CalculationOptionsProtPaladin calcOpts) #endif { Character = character; CalcOpts = calcOpts; #if (RAWR3) BossOpts = bossOpts; #endif Stats = stats; #if (RAWR3) DefendTable = new DefendTable(character, stats, calcOpts, bossOpts, true); ParryModel = new ParryModel(character, stats, calcOpts, bossOpts); #else DefendTable = new DefendTable(character, stats, calcOpts, true); ParryModel = new ParryModel(character, stats, calcOpts); #endif _attackModelMode = attackModelMode; #if (RAWR3) Abilities.Add(Ability.None, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.ShieldOfRighteousness, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.HammerOfTheRighteous, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.SealOfVengeance, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.HolyVengeance, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.JudgementOfVengeance, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.SealOfRighteousness, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.JudgementOfRighteousness, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.Exorcism, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.HammerOfWrath, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.AvengersShield, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.HolyShield, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.RetributionAura, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.HolyWrath, character, stats, calcOpts, bossOpts); Abilities.Add(Ability.Consecration, character, stats, calcOpts, bossOpts); #else Abilities.Add(Ability.None, character, stats, calcOpts); Abilities.Add(Ability.ShieldOfRighteousness, character, stats, calcOpts); Abilities.Add(Ability.HammerOfTheRighteous, character, stats, calcOpts); Abilities.Add(Ability.SealOfVengeance, character, stats, calcOpts); Abilities.Add(Ability.HolyVengeance, character, stats, calcOpts); Abilities.Add(Ability.JudgementOfVengeance, character, stats, calcOpts); Abilities.Add(Ability.SealOfRighteousness, character, stats, calcOpts); Abilities.Add(Ability.JudgementOfRighteousness, character, stats, calcOpts); Abilities.Add(Ability.Exorcism, character, stats, calcOpts); Abilities.Add(Ability.HammerOfWrath, character, stats, calcOpts); Abilities.Add(Ability.AvengersShield, character, stats, calcOpts); Abilities.Add(Ability.HolyShield, character, stats, calcOpts); Abilities.Add(Ability.RetributionAura, character, stats, calcOpts); Abilities.Add(Ability.HolyWrath, character, stats, calcOpts); Abilities.Add(Ability.Consecration, character, stats, calcOpts); #endif Calculate(); }
public AttackModel(Player player, AttackModelMode attackModelMode, RageModelMode rageModelMode) { Player = player; DefendTable = new DefendTable(Player); _attackModelMode = attackModelMode; _rageModelMode = rageModelMode; Abilities.Add(Ability.None, Player); Abilities.Add(Ability.Cleave, Player); Abilities.Add(Ability.ConcussionBlow, Player); Abilities.Add(Ability.DeepWounds, Player); Abilities.Add(Ability.Devastate, Player); Abilities.Add(Ability.HeroicStrike, Player); Abilities.Add(Ability.HeroicThrow, Player); Abilities.Add(Ability.Rend, Player); Abilities.Add(Ability.Revenge, Player); Abilities.Add(Ability.ShieldSlam, Player); Abilities.Add(Ability.Shockwave, Player); Abilities.Add(Ability.Slam, Player); Abilities.Add(Ability.SunderArmor, Player); Abilities.Add(Ability.ThunderClap, Player); Calculate(); }
public AttackModel(Player player, AttackModelMode attackModelMode) : this(player, attackModelMode, RageModelMode.Infinite) { }
public AttackModel(Character character, Stats stats, AttackModelMode attackModelMode) : this(character, stats, attackModelMode, RageModelMode.Infinite) { }
public AttackModel(Character character, Stats stats, CalculationOptionsProtWarr options, AttackModelMode attackModelMode) : this(character, stats, options, attackModelMode, RageModelMode.Infinite) { }
public AttackModel(Character character, Stats stats, AttackModelMode attackModelMode, CalculationOptionsProtPaladin calcOpts, BossOptions bossOpts)