Example #1
0
        public int GetPriorityIndex(Collection curCollection, Rarities targetRarity)
        {
            int      rarityIndex = curCollection.Cards.Keys.ToList().IndexOf(targetRarity);
            Rarities animRarity  = curCollection.Cards.Keys.ElementAt(rarityIndex + 1);

            int[] cardList = curCollection.Cards[targetRarity];
            int[] animList = curCollection.Cards[animRarity];

            int targetIndex = -1;

            for (int numCopies = 0; numCopies < 3; numCopies++)
            {
                for (int i = 0; i < cardList.Length; i++)
                {
                    if (cardList[i] + animList[i] == numCopies)
                    {
                        targetIndex = i;
                        break;
                    }
                }

                if (targetIndex > -1)
                {
                    break;
                }
            }

            return(targetIndex);
        }
Example #2
0
 private void TurnOptionsOff()
 {
     Types.SetActive(false);
     Rarities.SetActive(false);
     Plates.SetActive(false);
     MonsterList.SetActive(false);
 }
        public int GetPriorityIndex(Collection curCollection, Rarities targetRarity)
        {
            int      rarityIndex = curCollection.Cards.Keys.ToList().IndexOf(targetRarity);
            Rarities animRarity  = curCollection.Cards.Keys.ElementAt(rarityIndex + 1);

            int[] cardList = curCollection.Cards[targetRarity];
            int[] animList = curCollection.Cards[animRarity];

            int targetIndex = -1;

            for (int i = 0; i < cardList.Length; i++)
            {
                if (cardList[i] + animList[i] < 2)
                {
                    targetIndex = i;
                    break;
                }
                else if (targetIndex == -1 && cardList[i] + animList[i] < 3)
                {
                    targetIndex = i;
                }
            }

            return(targetIndex);
        }
        public void Unload()
        {
            Log.Info(Log.LogSource.PoxDB, "Database.Unload() called");
            if (!ready)
            {
                return;
            }
            // todo: what if it is loading?

            Champions.Clear();
            Abilities.Clear();
            Abilities_similar.Clear();
            Spells.Clear();
            Relics.Clear();
            Equipments.Clear();

            Factions.Clear();
            Races.Clear();
            Classes.Clear();
            Rarities.Clear();
            Expansions.Clear();
            AbilityNames.Clear();

            ready = false;
        }
Example #5
0
        public static void Initialize()
        {
            // Initialize our stuff.
            CSV.Initialize();
            Game_Events.Initialize();
            Deck.Initialize();
            Files.Cards.Initialize();
            Fingerprint.Initialize();

            Arenas.Initialize();
            Rarities.Initialize();
            Logic.Structure.Game.Cards.Initialize();
            Chests.Initialize();

            ResourcesManager.Initialize();
            ObjectManager.Initialize();

            Logger.Initialize();
            ExceptionLogger.Initialize();

            Gateway.Initialize();
            Timers.Initialize();
            Timers.Run();

            // Start listening since we're done initializing.
            Gateway.Listen();
            if (Constants.UseDiscord)
            {
                Client.Initialize();
            }
            Events = new EventsHandler();
        }
Example #6
0
        public int GetPriorityIndex(Collection curCollection, Rarities targetRarity)
        {
            int[] cardList = curCollection.Cards[targetRarity];

            int targetIndex = -1;

            for (int numCopies = 0; numCopies < 3; numCopies++)
            {
                for (int i = 0; i < cardList.Length; i++)
                {
                    if (cardList[i] == numCopies)
                    {
                        targetIndex = i;
                        break;
                    }
                }

                if (targetIndex > -1)
                {
                    break;
                }
            }

            return(targetIndex);
        }
Example #7
0
        public void Init(FishingGameConfig config, FishPatternData patternData, float offsetT)
        {
            _config  = config;
            _offsetT = offsetT;
            _rarity  = patternData.rarity;
            _speed   = patternData.speed;
            if (_speed == 0f)
            {
                _speed = 1f;
            }
            _scaleFactor  = 1f;
            _reelStrength = 1f;
            switch (_rarity)
            {
            case Rarities.Legendary:
                _scaleFactor  = config.fishScaleLegendary;
                _reelStrength = config.fishReelStrengthLegendary;
                break;

            case Rarities.Rare:
                _scaleFactor  = config.fishScaleRare;
                _reelStrength = config.fishReelStrengthRare;
                break;

            default:
                _scaleFactor  = config.fishScaleCommon;
                _reelStrength = config.fishReelStrengthCommon;
                break;
            }
            animator.speed = Mathf.Abs(speed);
        }
Example #8
0
 public void RecordCardRarity(Rarities rarity)
 {
     if (RecordedCards.Count >= _numCardsToRecord)
     {
         RecordedCards.Dequeue();
     }
     RecordedCards.Enqueue(rarity);
 }
Example #9
0
 public Item(string name = "", string description = "", Sprite sprite = null, GameObject prefab = null, Rarities rarity = Rarities.Common)
 {
     itemName        = name;
     itemDescription = description;
     itemSprite      = sprite;
     itemPrefab      = prefab;
     itemRarity      = rarity;
     amount          = 0;
 }
Example #10
0
 public Item(string ObjectSlug, string Description, ItemTypes ItemType, Rarities ItemRarity, string ActionName, string ItemName, bool TwoHanded, bool ItemModifier)
 {
     this.ObjectSlug   = ObjectSlug;
     this.ActionName   = ActionName;
     this.Description  = Description;
     this.TwoHanded    = TwoHanded;
     this.ItemModifier = ItemModifier;
     this.ItemName     = ItemName;
     this.ItemType     = ItemType;
     this.ItemRarity   = ItemRarity;
 }
Example #11
0
        private Npc GenerateNpc(Rarities npcRarity)
        {
            var faction = GameManager.Instance.FactionManager.GetRandomEnemyFactionByStanding();
            var npcs    = faction.GetNpcsByRarity(npcRarity);
            var npc     = GetRandomNpc(npcs);

            var instantiatedNpc = Instantiate(npc);

            instantiatedNpc.gameObject.name = npc.Name;

            return(instantiatedNpc);
        }
Example #12
0
        public FilterItem VerifyRarity(string rarity)
        {
            var item = Rarities.FirstOrDefault(x => x.NameUri == rarity);

            if (item != null)
            {
                item.Active   = true;
                CurrentRarity = item;
                return(item);
            }
            return(null);
        }
Example #13
0
        private WavePack GeneratePack(Rarities packRarity)
        {
            var packNpcRarities = WaveData.PackNpcs[packRarity];
            var wavePack        = new WavePack();

            packNpcRarities.ForEach(npcRarity =>
            {
                wavePack.AddNpc(GenerateNpc(npcRarity));
            });

            return(wavePack);
        }
Example #14
0
 public Shotgun(WeaponTypes type, Rarities rarity, int magSize, int damage, double reloadSpeed, Player player, Background background)
 {
     Type              = type;
     Rarity            = rarity;
     Damage            = damage;
     MagazineSize      = magSize;
     ReloadSpeed       = reloadSpeed;
     FireRate          = rarity == Rarities.COMMON ? 2 : 1;
     this.player       = player;
     this.background   = background;
     BulletsInMagazine = MagazineSize;
     ProjectileColor   = rarity == Rarities.LEGENDARY ? ConsoleColor.Red : rarity == Rarities.RARE ? ConsoleColor.Green : ConsoleColor.DarkYellow;
 }
Example #15
0
 public Pieza(string name, string description, Rarities rarity, Places place, Elements element,
              Colors color, int life, int damage, int speed, int cadence)
 {
     this.name        = name;
     this.description = description;
     this.place       = place;
     this.element     = element;
     this.rarity      = rarity;
     this.color       = color;
     this.life        = life;
     this.damage      = damage;
     this.speed       = speed;
     this.cadence     = cadence;
 }
Example #16
0
        public IdolFilter(AppConfig config, ICollectionView target, bool enableOwnedFilter=true,
            bool enableCategoryFilter=true, bool enableNameFilter=true, bool enableRarityFilter = true, 
            bool enableCenterEffectFilter = true, bool enableSkillFilter = true, bool enableOwnedOnlyFilter=false)
        {
            m_config = config;
            m_target = target;
            target.Filter = FilterIdols;
            EnableOwnedFilter = enableOwnedFilter;
            EnableRarityFilter = enableRarityFilter;
            EnableCenterEffectFilter = enableCenterEffectFilter;
            EnableSkillFilter = enableSkillFilter;
            EnableCategoryFilter = enableCategoryFilter;
            EnableNameFilter = enableNameFilter;
            EnableOwnedOnlyFilter = enableOwnedOnlyFilter;

            IdolTypes = new List<Tuple<IdolCategory, string>>
            {
                Tuple.Create(IdolCategory.All,"全部"),
                Tuple.Create(IdolCategory.Cute,"キュート"),
                Tuple.Create(IdolCategory.Cool,"クール"),
                Tuple.Create(IdolCategory.Passion,"パッション")
            };
            TypeFilter = IdolCategory.All;

            Rarities = typeof(Rarity).GetEnumValues().Cast<Rarity?>().Reverse().Select(x => Tuple.Create(x, x.Value.ToLocalizedString())).ToList();
            Rarities.Insert(0, Tuple.Create(new Rarity?(), "全部"));

            CenterEffects = new List<Tuple<Type, string>>
            {
                Tuple.Create((Type)null,"全部"),
                Tuple.Create(typeof(CenterEffect.AppealUp),"アピールアップ"),
                Tuple.Create(typeof(CenterEffect.SkillTriggerProbabilityUp),"スキル発動率アップ"),
                Tuple.Create(typeof(CenterEffect.LifeUp),"ライフアップ"),
                Tuple.Create(typeof(CenterEffect.ConditionalAppealUp),"条件付きアピールアップ"),
            };


            Skills = new List<Tuple<Type, string>>
            {
                Tuple.Create((Type)null,"全部"),
                Tuple.Create(typeof(Skill.ScoreBonus),"スコアボーナス"),
                Tuple.Create(typeof(Skill.ComboBonus),"コンボボーナス"),
                Tuple.Create(typeof(Skill.JudgeEnhancement),"判定強化"),
                Tuple.Create(typeof(Skill.ComboContinuation),"コンボ継続"),
                Tuple.Create(typeof(Skill.Revival),"ライフ回復"),
                Tuple.Create(typeof(Skill.DamageGuard),"ダメージガード"),
                Tuple.Create(typeof(Skill.Overload),"オーバーロード")
            };
        }
Example #17
0
        public static Weapon GenerateRandomWeapon(Rarities weaponRarity)
        {
            int rarity = (int)weaponRarity + 1;

            WeaponGenTemplate template     = generateRandomWeaponFramework();
            Weapon            randomWeapon = template.GenerateWeapon();

            randomWeapon.ItemRarity = weaponRarity;
            randomWeapon.Name       = getRandomWeaponName(randomWeapon.StatWeight, randomWeapon.WeaponSubType, weaponRarity);
            randomWeapon.ModPackage = getRandomStats(randomWeapon.StatWeight, rarity, template.Multiplier);

            calculateWeaponValue(randomWeapon);

            return(randomWeapon);
        }
Example #18
0
 void setRarity(string r)
 {
     if (r == "COMMON")
     {
         rarity = Rarities.COMMON;
     }
     else if (r == "UNCOMMON")
     {
         rarity = Rarities.UNCOMMON;
     }
     else if (r == "WILD")
     {
         rarity = Rarities.WILD;
     }
 }
Example #19
0
        protected Rarity GetRarity(string rarity)
        {
            IList <Rarity> rarities = Rarities.Where(r => r.Name == rarity).ToList();

            if (rarities.Count == 1)
            {
                return(rarities[0]);
            }
            else
            {
                return new Rarity()
                       {
                           Id = -1, Name = rarity
                       }
            };
        }
Example #20
0
        /// <summary>
        /// Upgrade this instance / card.
        /// </summary>
        public void Upgrade()
        {
            // var resourceDataTable = ObjectManager.DataTables.GetTable(this.Type);
            if (this.Type == 26)
            {
                Spells_Characters _Card =
                    ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Characters).GetItemById(this.ID) as
                    Spells_Characters;

                // Spells_Characters _Card = CSV.Tables.Get(Gamefile.Spells_Characters).GetDataWithID(this.ID) as Spells_Characters;
                // Rarities _Rarity        = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;
                Rarities _Rarity =
                    ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities;
                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level];
                    this.Level++;
                }
            }
            else if (this.Type == 27)
            {
                // Spells_Buildings _Card  = CSV.Tables.Get(Gamefile.Spells_Buildings).GetDataWithID(this.ID) as Spells_Buildings;
                // Rarities _Rarity        = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;
                Spells_Buildings _Card   = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Buildings).GetItemById(this.ID) as Spells_Buildings;
                Rarities         _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level];
                    this.Level++;
                }
            }
            else if (this.Type == 28)
            {
                // Spells_Other _Card  = CSV.Tables.Get(Gamefile.Spells_Other).GetDataWithID(this.ID) as Spells_Other;
                // Rarities _Rarity    = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;
                Spells_Other _Card   = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Other).GetItemById(this.ID) as Spells_Other;
                Rarities     _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; // [this.Level]
                    this.Level++;
                }
            }
        }
        public void CraftCards(Collection curCollection, ref int vials)
        {
            List <Rarities> prioritySet = rarityStrat.GetRarityPriority(curCollection);

            for (int pIndex = 0; pIndex < prioritySet.Count(); pIndex++)
            {
                Rarities r           = prioritySet[pIndex];
                int      targetIndex = -1;
                do
                {
                    targetIndex = dupeStrat.GetPriorityIndex(curCollection, r);
                    if (targetIndex != -1 && vials >= Shop.craftingCosts[r])
                    {
                        curCollection.Cards[r][targetIndex]++;
                        vials -= Shop.craftingCosts[r];
                    }
                } while (vials >= Shop.craftingCosts[r] && targetIndex != -1);
            }
        }
Example #22
0
        public Item(string name, Rarities rarity = Rarities.Common, bool isUnique = false, int level = 1, int gold = 0, int durability = 0, int minDmg = 0, int maxDmg = 0, int defense = 0)
        {
            ObjectId = ItemManager.GetUniqueId();
            ItemManager.Add(this);

            Name          = name;
            Rarity        = rarity;
            IsUnique      = isUnique;
            Level         = level;
            Gold          = gold;
            MinDmg        = minDmg;
            MaxDmg        = maxDmg;
            Defense       = defense;
            Durability    = durability;
            MaxDurability = durability;

            Enchantment  = Enchantments.Default;
            UpgradeLevel = 1;
        }
Example #23
0
        private void SetRewards()
        {
            int index = 0, count = 0;
            var gachiaDraw = rand.NextDouble() * 1000;

            if (!_opponentStats.IsPlayer)
            {
                if (Raport.Result == "win")
                {
                    Raport.Reward.Experience = Monster.Experience;
                    Raport.Reward.Gold       = Monster.Gold;
                    Raport.Reward.ItemID     = -1;

                    foreach (var rarity in Rarities.OrderBy(r => r.Chance))
                    {
                        if (gachiaDraw <= rarity.Chance * (1 + _playerStats.ExtraDropPr))
                        {
                            count = Items.Where(i => i.Rarity.Name == rarity.Name).Count();
                            if (count > 0)
                            {
                                index      = rand.Next(0, count);
                                ItemLooted = Items
                                             .Where(i => i.Rarity.Name == rarity.Name)
                                             .ElementAt(index);
                            }
                            break;
                        }
                    }

                    if (!(ItemLooted is null))
                    {
                        Raport.Reward.ItemID     = ItemLooted.ID;
                        Raport.Reward.ItemName   = ItemLooted.Name;
                        Raport.Reward.ItemRarity = ItemLooted.Rarity.Name;
                    }
                }
                else
                {
                    Raport.Reward.Gold       = 0;
                    Raport.Reward.Experience = 0;
                }
            }
        }
Example #24
0
        public void Create(string[] args)
        {
            string[] weaponTypeInfo = args[1].Split();
            Rarities weaponRairity  = new Rarities();

            if (Enum.TryParse(weaponTypeInfo[0], out Rarities rarities))
            {
                weaponRairity = rarities;
            }
            Type weaponType = Assembly.GetExecutingAssembly().GetTypes().FirstOrDefault(x => x.Name == weaponTypeInfo[1]);

            if (weaponType != null)
            {
                string  weaponName = args[2];
                IWeapon instance   = (IWeapon)Activator.CreateInstance(weaponType, new object[] { weaponName, weaponRairity });

                weapons.Add(instance);
            }
        }
        public void CheckFull(Collection curCol)
        {
            curCol.FullSets.Keys.ToList().ForEach(r => {
                int rarityIndex     = curCol.Cards.Keys.ToList().IndexOf(r);
                Rarities animRarity = curCol.Cards.Keys.ElementAt(rarityIndex + 1);

                int[] cardList = curCol.Cards[r];
                int[] animList = curCol.Cards[animRarity];

                for (int counter = 0; counter < curCol.Cards[r].Length; counter++)
                {
                    if (cardList[counter] + animList[counter] < 3)
                    {
                        curCol.FullSets[r] = false;
                        return;
                    }
                }

                curCol.FullSets[r] = true;
            });
        }
        public int GetPriorityIndex(Collection curCollection, Rarities targetRarity)
        {
            int[] cardList = curCollection.Cards[targetRarity];

            int targetIndex = -1;

            for (int i = 0; i < cardList.Length; i++)
            {
                if (cardList[i] < 2)
                {
                    targetIndex = i;
                    break;
                }
                else if (targetIndex == -1 && cardList[i] < 3)
                {
                    targetIndex = i;
                }
            }

            return(targetIndex);
        }
Example #27
0
        internal Data Create(Row _Row)
        {
            Data _Data;

            switch ((Gamefile)this.Index)
            {
            case Gamefile.Treasure_Chests:
                _Data = new Treasure_Chests(_Row, this);
                break;

            case Gamefile.Rarities:
                _Data = new Rarities(_Row, this);
                break;

            case Gamefile.Spells_Characters:
                _Data = new Spells_Characters(_Row, this);
                break;

            case Gamefile.Spells_Buildings:
                _Data = new Spells_Buildings(_Row, this);
                break;

            case Gamefile.Spells_Other:
                _Data = new Spells_Other(_Row, this);
                break;

            case Gamefile.Arenas:
                _Data = new Arenas(_Row, this);
                break;

            default:
            {
                _Data = new Data(_Row, this);
                break;
            }
            }

            return(_Data);
        }
Example #28
0
 public Item(
     ItemTypes _ItemType,
     ItemObjects _ItemObject,
     GearTypes _GearType,
     Rarities _Rarity,
     List <BaseStat> _BaseStats,
     List <BaseStat> _BaseSuffixStats,
     List <BaseStat> _RndSuffixStats,
     int _ItemLevel,
     string _ObjectSlug,
     string _Description,
     string _ActionName,
     string _ItemName,
     bool _IsStackable
     )
 {
     this.BaseStats      = _BaseStats;
     this.RndSuffixStats = _RndSuffixStats;
     this.ObjectSlug     = _ObjectSlug;
     this.Description    = _Description;
     this.Rarity         = _Rarity;
     this.ItemObject     = _ItemObject;
     this.ItemType       = _ItemType;
     this.ActionName     = _ActionName;
     this.ItemName       = _ItemName;
     this.IsStackable    = _IsStackable;
     itemToGearTypes     = new Dictionary <ItemObjects, List <GearTypes> >();
     itemToGearTypes.Add(ItemObjects.Armor, new List <GearTypes> {
         GearTypes.Armor, GearTypes.Gloves, GearTypes.Helmet, GearTypes.Pants, GearTypes.Shoes
     });
     itemToGearTypes.Add(ItemObjects.Jewelery, new List <GearTypes> {
         GearTypes.Armor, GearTypes.Gloves, GearTypes.Helmet, GearTypes.Pants, GearTypes.Shoes
     });
     itemToGearTypes.Add(ItemObjects.Weapon, new List <GearTypes> {
         GearTypes.Armor, GearTypes.Gloves, GearTypes.Helmet, GearTypes.Pants, GearTypes.Shoes
     });
 }
Example #29
0
        public void Upgrade()
        {
            if (this.Type == 26)
            {
                Spells_Characters _Card   = CSV.Tables.Get(Gamefile.Spells_Characters).GetDataWithID(this.ID) as Spells_Characters;
                Rarities          _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level];
                    this.Level++;
                }
            }
            else if (this.Type == 27)
            {
                Spells_Buildings _Card   = CSV.Tables.Get(Gamefile.Spells_Buildings).GetDataWithID(this.ID) as Spells_Buildings;
                Rarities         _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level];
                    this.Level++;
                }
            }
            else if (this.Type == 28)
            {
                Spells_Others _Card   = CSV.Tables.Get(Gamefile.Spells_Others).GetDataWithID(this.ID) as Spells_Others;
                Rarities      _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level];
                    this.Level++;
                }
            }
        }
Example #30
0
 public Axe(string name, Rarities rarity) : base(name, weaponState, rarity)
 {
 }
Example #31
0
 protected Item(int x, int y, int width, int height, Rarities rarity)
     : base(x, y, width, height)
 {
     this.Rarity = rarity;
 }
 public ImmortalilyPotion(int x, int y, int width, int height, Rarities rarity, int duration)
     : base(x, y, width, height, rarity)
 {
     this.Duration = duration;
 }
Example #33
0
 public Armor(int x, int y, int width, int height, Rarities rarity, Armors armorType, double defencePoints)
     : base(x, y, width, height, rarity)
 {
     this.ArmorType = armorType;
     this.DefencePoints = defencePoints;
 }
Example #34
0
 protected Consumable(int x, int y, int width, int height, Rarities rarity)
     : base(x, y, width, height, rarity)
 {
 }
Example #35
0
 public Weapon(int x, int y, int width, int height, Rarities rarity, Weapons weaponType, double attackPoints)
     : base(x, y, width, height, rarity)
 {
     this.WeaponType = weaponType;
     this.AttackPoints = attackPoints;
 }
Example #36
0
 protected Potion(int x, int y, int width, int height, Rarities rarity)
     : base(x, y, width, height, rarity)
 {
 }
Example #37
0
 public HealthPotion(int x, int y, int width, int height, Rarities rarity, double health)
     : base(x, y, width, height, rarity)
 {
     this.Health = health;
 }