public void SetContext(Ailment ctx, double MaxBarSize) { Context = ctx; SetAilmentInformation(MaxBarSize); HookEvents(); StartVisibilityTimer(); }
public void UnhookEvents() { Dispatcher.Invoke(new Action(() => { foreach (Monster_Widget.Parts.MonsterPart Part in MonsterPartsContainer.Children) { Part.UnhookEvents(); } foreach (Monster_Widget.Parts.MonsterAilment Ailment in MonsterAilmentsContainer.Children) { Ailment.UnhookEvents(); } MonsterAilmentsContainer.Children.Clear(); MonsterPartsContainer.Children.Clear(); })); Context.OnMonsterSpawn -= OnMonsterSpawn; Context.OnMonsterDespawn -= OnMonsterDespawn; Context.OnMonsterDeath -= OnMonsterDespawn; Context.OnMonsterCapture -= OnMonsterDespawn; Context.OnHPUpdate -= OnMonsterUpdate; Context.OnStaminaUpdate -= OnStaminaUpdate; Context.OnEnrage -= OnEnrage; Context.OnUnenrage -= OnUnenrage; Context.OnEnrageTimerUpdate -= OnEnrageTimerUpdate; Context.OnTargetted -= OnMonsterTargetted; Context.OnCrownChange -= OnMonsterCrownChange; Context.OnAlatreonElementShift -= OnAlatreonElementShift; Context.OnMonsterAilmentsCreate -= OnMonsterAilmentsCreate; Context = null; }
public async Task <IActionResult> PutAilment([FromRoute] int id, [FromBody] Ailment ailment) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } if (id != ailment.Id) { return(BadRequest()); } _context.Entry(ailment).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!AilmentExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public async Task <IActionResult> PutAilment(string id, Ailment ailment) { if (id != ailment.Name) { return(BadRequest()); } _context.Entry(ailment).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!AilmentExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public static bool CanFight(this Ailment ailment) { return (!ailment.HasFlag(Ailment.Petrified) && !ailment.HasFlag(Ailment.DeadCorpse) && !ailment.HasFlag(Ailment.DeadAshes) && !ailment.HasFlag(Ailment.DeadDust)); }
public Ailment ConvertToAilment() { var Ailment = new Ailment(); Ailment.Name = this.Name; Ailment.Id = this.Id; return(Ailment); }
public void UnhookEvents() { Context.OnBuildupChange -= OnBuildupChange; Context.OnDurationChange -= OnDurationChange; Context.OnCounterChange -= OnCounterChange; VisibilityTimer?.Dispose(); Context = null; }
public ActionResult DeleteConfirmed(int id) { Ailment ailment = db.Ailments.Find(id); db.Ailments.Remove(ailment); db.SaveChanges(); return(RedirectToAction("Index")); }
public static bool CanOpenInventory(this Ailment ailment) { // TODO return (!ailment.HasFlag(Ailment.Crazy) && !ailment.HasFlag(Ailment.Panic) && !ailment.HasFlag(Ailment.Petrified)); }
public static bool CanTalk(this Ailment ailment) { return (!ailment.HasFlag(Ailment.Crazy) && // TODO: correct? !ailment.HasFlag(Ailment.Petrified) && !ailment.HasFlag(Ailment.DeadCorpse) && !ailment.HasFlag(Ailment.DeadAshes) && !ailment.HasFlag(Ailment.DeadDust)); }
private static void Burn(Ailment a, Enemy e) { if (e.burnClock == null) { e.burnClock = new Stopwatch(); } e.burnClock.Start(); e.burnTime = (int)Ailment.ailmentData[a.Type][a.Level].speedMult * 1000; }
public MonsterAilmentEventArgs(Ailment ailment) { Name = ailment.Name; Duration = ailment.Duration; MaxDuration = ailment.MaxDuration; Buildup = ailment.Buildup; MaxBuildup = ailment.MaxBuildup; Counter = ailment.Counter; }
private DataDrivenMechanicCollection CreateCollection() => new DataDrivenMechanicCollection(ModifierBuilder, BuilderFactories) { // speed { PercentMore, Stat.MovementSpeed, ActionSpeedValueForPercentMore }, { PercentMore, Stat.CastRate, ActionSpeedValueForPercentMore, Not(Or(With(Keyword.Totem), With(Keyword.Trap), With(Keyword.Mine))) }, { PercentMore, Stat.Totem.Speed, ActionSpeedValueForPercentMore }, { PercentMore, Stat.Trap.Speed, ActionSpeedValueForPercentMore }, { PercentMore, Stat.Mine.Speed, ActionSpeedValueForPercentMore }, { BaseSet, Stat.Totem.Speed, Stat.Totem.BaseTime.Value.Invert }, { BaseSet, Stat.Trap.Speed, Stat.Trap.BaseTime.Value.Invert }, { BaseSet, Stat.Mine.Speed, Stat.Mine.BaseTime.Value.Invert }, // resistances { BaseAdd, dt => DamageTypeBuilders.From(dt).Resistance, dt => DamageTypeBuilders.From(dt).Exposure.Value }, // ailments { TotalOverride, MetaStats.AilmentDealtDamageType(Common.Builders.Effects.Ailment.Ignite), (int)DamageType.Fire }, { TotalOverride, MetaStats.AilmentDealtDamageType(Common.Builders.Effects.Ailment.Bleed), (int)DamageType.Physical }, { TotalOverride, MetaStats.AilmentDealtDamageType(Common.Builders.Effects.Ailment.Poison), (int)DamageType.Chaos }, { TotalOverride, Ailment.Chill.On(Self), 1, Ailment.Freeze.IsOn(Self) }, { PercentIncrease, Ailment.Shock.AddStat(Damage.Taken), Ailment.IncreasedDamageTakenFromShocks.Value }, { BaseSet, Ailment.IncreasedDamageTakenFromShocks.Maximum, 50 }, { TotalOverride, Ailment.IncreasedDamageTakenFromShocks.Minimum, 1 }, { PercentReduce, Ailment.Chill.AddStat(Stat.ActionSpeed), Ailment.ReducedActionSpeedFromChill.Value }, { BaseSet, Ailment.ReducedActionSpeedFromChill.Maximum, 30 }, { TotalOverride, Ailment.ReducedActionSpeedFromChill.Minimum, 1 }, { BaseSet, a => Ailment.From(a).TickRateModifier, a => ValueFactory.Create(1) }, { PercentMore, a => Ailment.From(a).Duration, a => 100 / Ailment.From(a).TickRateModifier.Value }, // stun (see https://pathofexile.gamepedia.com/Stun) { TotalOverride, MetaStats.EffectiveStunThreshold, Effect.Stun.Threshold, EffectiveStunThresholdValue }, // other { PercentMore, Stat.Radius, Stat.AreaOfEffect.Value.Select(Math.Sqrt, v => $"Sqrt({v})") }, { PercentMore, Stat.Cooldown, 100 - 100 * Stat.CooldownRecoverySpeed.Value.Invert }, };
private void AddForSkillAndAilments(GivenStatCollection collection, IFormBuilder form, IDamageRelatedStatBuilder stat, IDamageRelatedStatBuilder valueStat) { collection.Add(form, stat.WithSkills, valueStat.WithSkills.Value); foreach (var ailment in Enums.GetValues <Ailment>()) { var ailmentBuilder = Ailment.From(ailment); collection.Add(form, stat.With(ailmentBuilder), valueStat.With(ailmentBuilder).Value); } }
public Diagnosis Diagnose(List <Symptom> symptoms) { ///check symptoms against ailment dictionary //ailment with the most symptoms == diagnosed ailment Ailment ailment = null; //placeholder var diagnosis = new DoctorDiagnosis(); diagnosis.UpdateAilment(this, ailment); return(diagnosis); }
public void ReceiveAilment(Ailment ailment) { if (CurrentAilments.ContainsKey(ailment.Name) || !isAilmentApplied(ailment)) { return; } CurrentAilments.Add(ailment.Name, ailment); }
public static bool CanMove(this Ailment ailment) { return (!ailment.HasFlag(Ailment.Sleep) && !ailment.HasFlag(Ailment.Lamed) && !ailment.HasFlag(Ailment.Petrified) && !ailment.HasFlag(Ailment.DeadCorpse) && !ailment.HasFlag(Ailment.DeadAshes) && !ailment.HasFlag(Ailment.DeadDust)); }
public ActionResult Edit([Bind(Include = "Id,Name")] Ailment ailment) { if (ModelState.IsValid) { db.Entry(ailment).State = EntityState.Modified; db.SaveChanges(); return(RedirectToAction("Index")); } return(View(ailment)); }
public void SetContext(Ailment ctx, double MaxBarSize) { Context = ctx; IsAilmentGroupEnabled = UserSettings.PlayerConfig.Overlay.MonstersComponent.EnabledAilmentGroups.Contains(Context.Group); AilmentGroupColor = UserSettings.PlayerConfig.Overlay.MonstersComponent.EnableAilmentsBarColor ? FindResource($"MONSTER_AILMENT_COLOR_{Context.Group}") as Brush : FindResource("MONSTER_AILMENT_COLOR_UNKNOWN") as Brush; SetAilmentInformation(MaxBarSize); HookEvents(); StartVisibilityTimer(); }
public static bool CanSelect(this Ailment ailment) { return (!ailment.HasFlag(Ailment.Sleep) && !ailment.HasFlag(Ailment.Panic) && !ailment.HasFlag(Ailment.Crazy) && !ailment.HasFlag(Ailment.Petrified) && !ailment.HasFlag(Ailment.DeadCorpse) && !ailment.HasFlag(Ailment.DeadAshes) && !ailment.HasFlag(Ailment.DeadDust)); }
public void SetContext(Ailment ctx, double MaxBarSize) { Context = ctx; AilmentGroupColor = ComponentSettings.EnableAilmentsBarColor ? FindResource($"MONSTER_AILMENT_COLOR_{Context.Group}") as Brush : FindResource("MONSTER_AILMENT_COLOR_UNKNOWN") as Brush; SetAilmentInformation(MaxBarSize); HookEvents(); ApplySettings(); StartVisibilityTimer(); }
//{"ailment":{"main_symptom":"enfermo","date_of_detection":"2016-02-02","symptom_location":"brazo","colateral_symptom":"enfermo","clinical_history_id":1}} return id /// <summary> /// Crea un nuevo padecimiento /// </summary> /// <param name=""></param> public static int CreateAilment(Ailment pAilment) { string param = "/ailment"; Ailment_Tr transaction = new Ailment_Tr(); transaction.ailment = pAilment; string json = JsonConvert.SerializeObject(transaction); RESTHelper.PostJSON(param, json); return(0); }
public void statusEffect(Ailment ailment, float ailmentChance) { bool ail = heroClass.getChance(ailmentChance); if (ail) { ailed = true; startAil = Time.time; setAilment(ailment); } }
public void CmdApplyAilment(Ailment ailment, int intensity) { ApplyAilment(ailment, intensity); NetworkServer.SendToAll(GameMsg.UpdateAilment, new GameMsg.MsgUpdateAilment() { updateType = GameMsg.MsgUpdateAilment.UpdateType.Apply, pawnId = id, ailmentId = ailment.GetId(), intensity = intensity }); }
private void AddAilmentSourceDamageTypeModifiers(GivenStatCollection collection) { foreach (var ailment in Enums.GetValues <Ailment>()) { var ailmentBuilder = Ailment.From(ailment); foreach (var damageType in Enums.GetValues <DamageType>()) { collection.Add(TotalOverride, _stat.Damage(damageType).With(ailmentBuilder), 0, ailmentBuilder.Source(DamageTypeBuilders.From(damageType)).IsSet.Not); } } }
public async Task <IActionResult> PostAilment([FromBody] Ailment ailment) { if (!ModelState.IsValid) { return(BadRequest(ModelState)); } _context.Ailments.Add(ailment); await _context.SaveChangesAsync(); return(CreatedAtAction("GetAilment", new { id = ailment.Id }, ailment)); }
/// <summary> /// スキル効果値による状態異常付与 /// (自分のLUK * Lv / 相手のLUK * Lv) * Value /// </summary> /// <param name="fromUnit"></param> /// <param name="toUnit"></param> /// <param name="ailment"></param> /// <param name="skill"></param> /// <returns></returns> public static string SetAilmentBySkillValue(Unit fromUnit, Unit toUnit, Ailment ailment, Skill skill) { string message = ""; int value = skill.ValueByLv[skill.SkillLevel]; int per = (fromUnit.Statuses[Status.Lv] * fromUnit.Statuses[Status.LUK]) / (toUnit.Statuses[Status.Lv] * toUnit.Statuses[Status.LUK]) * (value / 100); SetAilmentInProb(fromUnit, toUnit, ailment, per); return(message); }
public static bool CanParry(this Ailment ailment) { return (!ailment.HasFlag(Ailment.Sleep) && !ailment.HasFlag(Ailment.Panic) && !ailment.HasFlag(Ailment.Exhausted) && !ailment.HasFlag(Ailment.Lamed) && !ailment.HasFlag(Ailment.Petrified) && !ailment.HasFlag(Ailment.DeadCorpse) && !ailment.HasFlag(Ailment.DeadAshes) && !ailment.HasFlag(Ailment.DeadDust)); }
void setAilment(Ailment ailment) { switch (ailment) { case Ailment.mired: heroClass.getDamageModule().lowerAttribute(Attribute.Speed, 10); return; default: return; } }
private Ailment BuildAilment(string ailmentName) { if (!AilmentAliasMapUtil.GetAilmentAliasMap.ContainsKey(ailmentName)) { return(null); } Type typeOfAilment = AilmentAliasMapUtil.GetAilmentAliasMap[ailmentName]; var recoveryChance = DetermineChanceToRecover(typeOfAilment, ailmentName); Ailment ailmentToReturn = (Ailment)Activator.CreateInstance(typeOfAilment, new object[] { ailmentName, _move.EffectChance, recoveryChance }); return(ailmentToReturn); }
public Move(string name, string description, int damage, int accuracy, int uses, Ailment ailment, double ailmentChance, Kind kind, Type type) { Name = name; Description = description; BaseDamage = damage; Accuracy = accuracy; Uses = uses; MaxUses = uses; Ailment = ailment; AilmentChance = ailmentChance; Kind = kind; Type = type; }
public static bool CuresAilment(Ailment ailment) { switch (Cures) { case Cure.Sleep: if (ailment == Ailment.Sleep) return true; break; case Cure.Poisoned: if (ailment == Ailment.Poisoned) return true; break; case Cure.Burned: if (ailment == Ailment.Burned) return true; break; case Cure.Frozen: if (ailment == Ailment.Frozen) return true; break; case Cure.All: return true; case Cure.Frenzied: if (ailment == Ailment.Frenzied) return true; break; } return false; }
/// <summary> /// Monster with one type /// </summary> /// <param name="id">ID of the monster</param> /// <param name="level">Level</param> /// <param name="name">Name</param> /// <param name="description">Short description of the monster</param> /// <param name="maleChance">Chance for the monster to be male</param> /// <param name="captureChance">Chance to capture this monster</param> /// <param name="helditem">Item the monster is carrying</param> /// <param name="stats">Stats the monster has</param> /// <param name="type">Type which changes how much damage certain moves do</param> /// <param name="abilities">All possible abilities the monster can have</param> /// <param name="front">Texture that is shown when fighting against this monster</param> /// <param name="back">Texture that is shown when you've send out this monster</param> /// <param name="party">Texture that is shown in the party view</param> public Monster(int id, int level, string name, string description, Type type, int maleChance, int captureChance, Item helditem, Stats stats, List<Ability> abilities, Texture2D front, Texture2D back, Texture2D party, bool database = false) { Id = id; if (!database) { StatId = RandomId.GenerateStatsId(); UId = RandomId.GenerateRandomUId(); } Level = level; experience = level * level * 5; RemainingExp = ((level + 1) * (level + 1) * 5) - experience; Name = name; Description = description; PrimaryType = type; SecondaryType = Type.None; Gender = GetGender(maleChance); CaptureChance = captureChance; HeldItem = helditem; Stats = stats; PossibleAbilities = abilities; Ability = GetAbility(abilities); FrontSprite = front; BackSprite = back; PartySprite = party; Ailment = Ailment.Normal; GetMoves(); MaxHealth = Stats.Health; }
public static Texture2D GetAilmentTexture(Ailment ailment) { switch (ailment) { case Ailment.Sleep: return ContentLoader.SLP; case Ailment.Poisoned: return ContentLoader.PSN; case Ailment.Burned: return ContentLoader.BRN; case Ailment.Dazzled: return ContentLoader.DZL; case Ailment.Frozen: return ContentLoader.FRZ; case Ailment.Frenzied: return ContentLoader.FZD; case Ailment.Fainted: return ContentLoader.FNT; } return null; }