private bool TestEquippedSkills(IPlayerPowerInfo powers) { if (EquippedSkills != null) { return(AllEquippedSkills ? EquippedSkills.All(skill => powers.UsedSkills.Any(playerSkill => (skill.Icon.HasValue ? playerSkill.SnoPower.Sno == skill.Sno && playerSkill.Rune == skill.Icon.Value : playerSkill.SnoPower.Sno == skill.Sno) && (!playerSkill.IsOnCooldown || !CheckSkillCooldowns))) : EquippedSkills.Any(skill => powers.UsedSkills.Any(playerSkill => (skill.Icon.HasValue ? playerSkill.SnoPower.Sno == skill.Sno && playerSkill.Rune == skill.Icon.Value : playerSkill.SnoPower.Sno == skill.Sno) && (!playerSkill.IsOnCooldown || !CheckSkillCooldowns)))); } return(true); }
private bool TestInactiveBuffs(IPlayerPowerInfo powers) { if (InactiveBuffs != null) { return(AllInactiveBuffs ? InactiveBuffs.All(buff => buff.Icon.HasValue ? !powers.BuffIsActive(buff.Sno, buff.Icon.Value) : !powers.BuffIsActive(buff.Sno)) : InactiveBuffs.Any(buff => buff.Icon.HasValue ? !powers.BuffIsActive(buff.Sno, buff.Icon.Value) : !powers.BuffIsActive(buff.Sno))); } return(true); }
private bool TestMissingSkills(IPlayerPowerInfo powers) { return(MissingSkills == null || MissingSkills.Any(skill => powers.UsedSkills.All(playerSkill => playerSkill.SnoPower.Sno != skill.Sno))); }
private bool TestMissingPassives(IPlayerPowerInfo powers) { return(MissingPassives == null || MissingPassives.Any(passive => powers.UsedPassives.All(playerPassive => playerPassive.Sno != passive))); }
private bool TestEquippedPassives(IPlayerPowerInfo powers) { return(EquippedPassives == null || EquippedPassives.All(passive => powers.UsedPassives.Any(playerPassive => playerPassive.Sno == passive))); }