private void WriteToList(List <Tuple <string, int> > spells) { SpellList.Items.Clear(); TimerList.Items.Clear(); foreach (Tuple <string, int> spell in spells) { SpellList.Items.Add(spell.Item1); TimerList.Items.Add(spell.Item2.ToString()); } SpellBox.ResetText(); DurationBox.ResetText(); }
public Estimation(Stats baseStats, Stats procStats, ShamanTalents talents, CalculationOptionsElemental calcOpts) { this.baseStats = baseStats; this.procStats = procStats; this.talents = talents; this.calcOpts = calcOpts; Stats addedStats = baseStats.Clone(); addedStats.Accumulate(procStats); CombatFactors combatFactors = new CombatFactors(talents, addedStats, Math.Max(calcOpts.NumberOfTargets - 1, 0), calcOpts.LatencyCast, calcOpts.LatencyGcd, calcOpts.UseFireNova, calcOpts.UseChainLightning, calcOpts.UseDpsTotem); spellbox = new SpellBox(combatFactors); }
public Solver(Stats baseStats, Stats procStats, PriestTalents talents, CalculationOptionsShadowPriest calcOpts) { this.baseStats = baseStats; this.procStats = procStats; this.talents = talents; this.calcOpts = calcOpts; Stats addedStats = baseStats.Clone(); addedStats.Accumulate(procStats); CombatFactors combatFactors = new CombatFactors(talents, addedStats, Math.Max(calcOpts.NumberOfTargets - 1, 0), calcOpts.LatencyCast, calcOpts.LatencyGcd); spellbox = new SpellBox(combatFactors); }
public Rotation(SpellBox spellBox, PriestTalents talents, IRotationOptions rotOpt) : this() { Talents = talents; DP = spellBox.DP; MB = spellBox.MB; MF = spellBox.MF; Fiend = spellBox.Fiend; SWD = spellBox.SWD; SWP = spellBox.SWP; VT = spellBox.VT; Spike = spellBox.Spike; //useXXX = rotOpt.UseDpsFireTotem; CalculateRotation(); }
public Rotation(ShamanTalents talents, SpellBox spellBox, IRotationOptions rotOpt) : this() { Talents = talents; LB = spellBox.LB; CL = spellBox.CL; LvB = spellBox.LvB; LvBFS = spellBox.LvBFS; FS = spellBox.FS; ES = spellBox.ES; FrS = spellBox.FrS; FN = spellBox.FN; ST = spellBox.ST; MT = spellBox.MT; FE = spellBox.FE; useDpsFireTotem = rotOpt.UseDpsFireTotem; CalculateRotation(rotOpt.UseFireNova, rotOpt.UseChainLightning, rotOpt.UseDpsFireTotem, rotOpt.UseFireEle); }
public GameCharacter BuildCharacter(int id, Player owner, Tile t) { CharacterData characterData = GetCharacterData(id); if (characterData == null) { return(null); } GameCharacter spawnCharacter = (GameCharacter)Instantiate(baseCharacter); spawnCharacter.id = id; spawnCharacter.SetOwningPlayer(owner); // translate base character to game character by setting attributes spawnCharacter.gameName = characterData.name; spawnCharacter.name = _mappedCharacterCounts[id] + "-" + spawnCharacter.gameName.ToLower(); spawnCharacter.gameDescription = characterData.description; // prefab specific data spawnCharacter.GetComponent <SpriteRenderer>().color = characterData.linkColor; spawnCharacter.avatarRenderer.sprite = characterData.sprite; spawnCharacter.health.linkColor = characterData.linkColor; // attributes Move move = spawnCharacter.move; move.SetBaseMoveRange(characterData.moveRange); Health health = spawnCharacter.health; health.maxSize = characterData.maxSize; // spells SpellBox spellBox = spawnCharacter.spellBox; int[] spellIds = { characterData.spellIdA, characterData.spellIdB, characterData.spellIdC, characterData.spellIdD, }; int i = 0; for (; i < spellIds.Length; i++) { spellBox.SetSpellSlotIndex((spellIds[i] > -1) ? SpellBuilder.Instance.GetSpellData(spellIds[i]) : null, i); } spawnCharacter.Reset(); spawnCharacter.SetTile(t); _mappedCharacterCounts[id]++; GameMap.Instance.RegisterCharacter(spawnCharacter); return(spawnCharacter); }