private void Awake() { Weapons = new List <Weapon>(); Items = new List <ItemEntity>(); EquippedItems = new EquipmentSet(); UpdateInventory(); }
public async Task <IActionResult> Edit(int id, [Bind("Id,Name")] EquipmentSet equipmentSet) { if (id != equipmentSet.Id) { return(View("Error")); } if (ModelState.IsValid) { try { _context.Update(equipmentSet); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!EquipmentSetExists(equipmentSet.Id)) { return(View("Error")); } else { throw; } } return(RedirectToAction("Index")); } return(View(equipmentSet)); }
private void Awake() { EquipmentSet = new EquipmentSet(); AbilitySet = new AbilitySet(); CharacterSheet = new CharacterSheet(); Resistances = new Resistance(); DamageReceiver = GetComponent <DamageReceiver>(); Inventory = new Inventory(); }
public async Task <IActionResult> Create([Bind("Id,Name")] EquipmentSet equipmentSet) { if (ModelState.IsValid) { _context.Add(equipmentSet); await _context.SaveChangesAsync(); return(RedirectToAction("Index")); } return(View(equipmentSet)); }
public static void SendEquipmentSetSaved(IPacketReceiver client, EquipmentSet set) { if (set == null) { return; } using (RealmPacketOut packet = new RealmPacketOut(RealmServerOpCode.SMSG_EQUIPMENT_SET_SAVED)) { packet.Write(set.Id); packet.Write((ulong)set.SetGuid); client.Send(packet, false); } }
public void SetUpEquipment() { var set = new EquipmentSet(); var weaponSlot = new EquipmentSlot() { CanHold = EquipmentSlotType.Weapon1H, Holds = new TestWeapon(), Name = EquipmentSlotName.Weapon1HRight }; set.Slots.Add(EquipmentSlotName.Weapon1HRight, weaponSlot); character.EquipmentSet = set; }
/// <summary> /// Creates a fightable character from a given lvl /// </summary> /// <param name="name"> See Character</param> /// <param name="description">See Character</param> /// <param name="id">See Character</param> /// <param name="f">Fighting Class of the character(can't be null)</param> /// <param name="l">Level of the character see the Level Class (can't be null)</param> /// <param name="s">Stats of the character (can't be null)</param> public FightableC(string name, string description, int id, FClass f, Race r, Level l, Stats s) : base(name, description, id) { if (!f.Equals(null) && !l.Equals(null) && !s.Equals(null) && !r.Equals(null)) { Inventory = new Inventory(); Equipment = new EquipmentSet(); FClass = f; LVL = l; Stats = s; Race = r; currentHP = GetMaxHP(); resistances = new List <TypeDamages>(); weaknesses = new List <TypeDamages>(); } else { throw new System.ArgumentNullException("This fightable character can't be constructed because one of your argument is null"); } }
public void AllModifiersTest() { var modifiers = new List <IItemModifier>(); var mockMod = new Mock <IItemDamageModifier>(); mockMod.Setup(x => x.DamageType).Returns(DamageType.Chaos); mockMod.Setup(x => x.Amount).Returns(.1f); modifiers.Add(mockMod.Object); var mods = new ItemModifierCollection(Rarity.Magic, modifiers); var amulet = new JadeAmulet(Rarity.Magic, mods); var target = new EquipmentSet { Amulet = amulet, }; var mod = target.AllModifiers.First(); Assert.AreEqual(mockMod.Object, mod); }
/// <summary> /// Sends SwitchExtraEquipmentR to creature's client. /// </summary> /// <param name="creature"></param> /// <param name="newSet"></param> public static void SwitchExtraEquipmentR(Creature creature, EquipmentSet newSet) { var packet = new Packet(Op.SwitchExtraEquipmentR, creature.EntityId); packet.PutByte(true); // success? false doesn't seem to do anything if (newSet != EquipmentSet.Original) { packet.PutInt((int)newSet); // selected slot: 0=tab1, 1=tab2 packet.PutByte(0); packet.PutInt(-1); } else { packet.PutInt(0); packet.PutByte(1); // 1 = back to original? packet.PutInt(0); } creature.Client.Send(packet); }
public void VipersSet_HasExpectedValues() { // Arrange var attributes = new List <ItemStatAttribute> { new ItemStatAttribute("Power", .3m), new ItemStatAttribute("ConditionDamage", .3m), new ItemStatAttribute("Precision", .165m), new ItemStatAttribute("Expertise", .165m) }; // Act var equipmentSet = new EquipmentSet { HeadSlot = new HeadArmor(attributes), ShoulderSlot = new ShoulderArmor(attributes), ChestSlot = new ChestArmor(attributes), HandSlot = new HandArmor(attributes), LegSlot = new LegArmor(attributes), FeetSlot = new FeetArmor(attributes), BackSlot = new BackItem(attributes), AccessorySlot1 = new Accessory(attributes), AccessorySlot2 = new Accessory(attributes), AmuletSlot = new Amulet(attributes), RingSlot1 = new Ring(attributes), RingSlot2 = new Ring(attributes) }; // Assert const int expectedPower = 957; const int expectedConditionDamage = 957; const int expectedPrecision = 515; const int expectedExpertise = 515; Assert.AreEqual(expectedPower, equipmentSet.Power); Assert.AreEqual(expectedConditionDamage, equipmentSet.ConditionDamage); Assert.AreEqual(expectedPrecision, equipmentSet.Precision); Assert.AreEqual(expectedExpertise, equipmentSet.Expertise); }
public void BerserkersSet_HasExpectedValues() { // Arrange var attributes = new List <ItemStatAttribute> { new ItemStatAttribute("Power", .35m), new ItemStatAttribute("Precision", .25m), new ItemStatAttribute("Ferocity", .25m) }; // Act var equipmentSet = new EquipmentSet { HeadSlot = new HeadArmor(attributes), ShoulderSlot = new ShoulderArmor(attributes), ChestSlot = new ChestArmor(attributes), HandSlot = new HandArmor(attributes), LegSlot = new LegArmor(attributes), FeetSlot = new FeetArmor(attributes), BackSlot = new BackItem(attributes), AccessorySlot1 = new Accessory(attributes), AccessorySlot2 = new Accessory(attributes), AmuletSlot = new Amulet(attributes), RingSlot1 = new Ring(attributes), RingSlot2 = new Ring(attributes) }; // Assert const int expectedPower = 1131; const int expectedPrecision = 781; const int expectedFerocity = 781; Assert.AreEqual(expectedPower, equipmentSet.Power); Assert.AreEqual(expectedPrecision, equipmentSet.Precision); Assert.AreEqual(expectedFerocity, equipmentSet.Ferocity); }
public static void SendEquipmentSetSaved(IPacketReceiver client, EquipmentSet set) { if (set == null) return; using (var packet = new RealmPacketOut(RealmServerOpCode.SMSG_EQUIPMENT_SET_SAVED)) { packet.Write(set.Id); packet.Write(set.SetGuid); client.Send(packet); } }
public static PropertiesEnchantmentRegistry GetEnchantmentBySpellSet(this ICollection <PropertiesEnchantmentRegistry> value, int spellId, EquipmentSet spellSetId, ReaderWriterLockSlim rwLock) { if (value == null) { return(null); } rwLock.EnterReadLock(); try { return(value.FirstOrDefault(e => e.SpellId == spellId && e.SpellSetId == spellSetId)); } finally { rwLock.ExitReadLock(); } }
public Player(ClientProcess process) { this.process = process; accessor = new ProcessMemoryAccessor(process.ProcessId, ProcessAccess.Read); inventory = new Inventory(this); equipment = new EquipmentSet(this); skillbook = new Skillbook(this); spellbook = new Spellbook(this); stats = new PlayerStats(this); modifiers = new PlayerModifiers(this); location = new MapLocation(this); gameClient = new ClientState(this); }