public Weapon(WeaponData model, EquipmentMaterial material) : base(model, material) { style = model.style; attackType = model.attackType; element = model.element; damage = model.damage * material.damage[element]; accuracy = model.accuracy; ammoType = model.ammoType; }
public Weapon(WeaponDesign design, EquipmentMaterial material) : base(design, material) { element = design.element; ammoType = design.ammoType; style = design.style; minRange = design.minRange; maxRange = design.maxRange; damage = design.damage * material.attack[element]; attribute = design.attribute; }
protected void EnsureMaterialFromLootSource(Equipment eq, EquipmentMaterial mat) { if (!eq.IsMaterialAware()) { return; } // int level = eq.LevelIndex; //if (level > MaterialProps.IronDropLootSrcLevel) { eq.SetMaterial(mat); } }
public void SetMaterial(EquipmentMaterial material) { if (material == EquipmentMaterial.Unset) { return; } if (this.Material != EquipmentMaterial.Unset && this.Material != EquipmentMaterial.Bronze) { Debug.Assert(false); return; } var eskToEnhance = EntityStatKind.Unset; switch (EquipmentKind) { case EquipmentKind.Weapon: eskToEnhance = EntityStatKind.MeleeAttack; break; //case EquipmentKind.Armor: //case EquipmentKind.Helmet: //case EquipmentKind.Shield: //case EquipmentKind.Glove: // eskToEnhance = EntityStatKind.Defense; // break; default: break; } this.Material = material; if (material == EquipmentMaterial.Iron) { int k = 0; k++; } if (this.Name == "Tusk") { int k = 0; k++; } if (eskToEnhance != EntityStatKind.Unset) { if (Class != EquipmentClass.Unique) { this.DisplayedName = material.ToDescription() + " " + Name.ToLower(); EnhanceStatsDueToMaterial(material); } } }
public IHttpActionResult GetEquipmentMaterial(long?equipmentMaterialId, long?doctorStudentId) { try { EquipmentMaterial equipmentMateria = new EquipmentMaterial(); var result = equipmentMateria.GetEquipmentMaterial(equipmentMaterialId, doctorStudentId); return(Ok(result)); } catch (Exception ex) { throw; } }
public Equipment(EquipmentData model, EquipmentMaterial material) { this.model = model; this.material = material; weight = (int)(model.weight * material.weight); value = (int)(model.value * material.value); armorClass = model.armorClass; resistance = new ElementSet(); foreach (var el in ElementSet.EnumKeys) { resistance[el] = (int)(model.resistance * material.resist[el]); } }
public Equipment(EquipmentDesign design, EquipmentMaterial material) { this.design = design; this.material = material; slot = design.slot; weight = (int)(design.weight * material.weight); value = (int)(design.value * material.value); attunement = design.attunement * material.attunement; armorClass = new ElementSet(); foreach (var el in ElementSet.EnumKeys) { armorClass[el] = (int)(design.armorClass * material.defense[el]); } }
public IHttpActionResult SaveEquipmentMaterial(EquipmentMaterial equipmentMaterial) { try { var result = equipmentMaterial.SaveEquipmentMaterial(); if (result == null) { return(NotFound()); } return(Ok(result)); } catch (Exception ex) { throw; } }
protected Tuple <string, EquipmentMaterial> GetRandomFromList(int level, ref EquipmentMaterial mat, List <Equipment> plains) { Tuple <string, EquipmentMaterial> res = null; var eqsAtLevel = plains.Where(i => i.LevelIndex == level).ToList(); var eq = RandHelper.GetRandomElem <Equipment>(eqsAtLevel); if (eq != null) { if (eq.IsMaterialAware() && mat == EquipmentMaterial.Unset) { mat = EquipmentMaterial.Bronze; } res = new Tuple <string, EquipmentMaterial>(eq.tag1, mat); } return(res); }
protected virtual Tuple <string, EquipmentMaterial> GetLootAtLevel(int level) { Tuple <string, EquipmentMaterial> res = new Tuple <string, EquipmentMaterial>("", EquipmentMaterial.Unset); EquipmentMaterial mat = EquipmentMaterial.Unset; bool upgMaterial = false; if (level > MaterialProps.SteelDropLootSrcLevel) { mat = EquipmentMaterial.Iron; if (RandHelper.GetRandomDouble() > 0.33f)//make it more unpredictable { mat = EquipmentMaterial.Steel; upgMaterial = true; } } else if (level > MaterialProps.IronDropLootSrcLevel) { if (RandHelper.GetRandomDouble() > 0.33f) { mat = EquipmentMaterial.Iron; upgMaterial = true; } } if (upgMaterial) { level--; } var plains = prototypes.Values.Where(i => i.Class == EquipmentClass.Plain).ToList(); res = GetRandomFromList(level, ref mat, plains); //if (eq !=null mat != EquipmentMaterial.Bronze) //{ // EnsureMaterialFromLootSource(eq); //} return(res); }
public int Insert(EquipmentMaterial _model) { return(dal.Insert(_model)); }
public int Insert(EquipmentMaterial model) { return(CommonAccess.ComSQLiteInsert(model)); }
public int delete(EquipmentMaterial _model) { return(dal.Delete(_model)); }
public int UpdateBy(EquipmentMaterial _model, string _identity) { return(dal.Update(_model, _identity)); }
public int InsertOrUpdateBy(EquipmentMaterial _model, string _identity) { return(_model.ID == 0 ? dal.Insert(_model) : dal.Update(_model, _identity)); }
public int Update(EquipmentMaterial _model) { return(dal.Update(_model, "ID")); }
public int Update(EquipmentMaterial model, string _identity) { return(CommonAccess.ComSQLiteUpdate(model, _identity)); }
public int Delete(EquipmentMaterial model) { return(CommonAccess.ComSQLiteDelete(model, "ID")); }
public Armor(ArmorData model, EquipmentMaterial material) : base(model, material) { slot = model.slot; }
public Armor(ArmorDesign design, EquipmentMaterial material) : base(design, material) { }