private static void Postfix(Fatigue __instance, ref UnitModel ___data) { if (_settings.MaxCondition && ___data.side == RuntimeVars.playerSide) { ___data.condition = 1f; } }
protected override void WriteDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; ele.TryPathTo("Flags", true, out subEle); subEle.Value = Flags.ToString(); ele.TryPathTo("Fatigue", true, out subEle); subEle.Value = Fatigue.ToString(); ele.TryPathTo("BarterGold", true, out subEle); subEle.Value = BarterGold.ToString(); ele.TryPathTo("Level", true, out subEle); subEle.Value = Level.ToString(); ele.TryPathTo("CalcMin", true, out subEle); subEle.Value = CalcMin.ToString(); ele.TryPathTo("CalcMax", true, out subEle); subEle.Value = CalcMax.ToString(); ele.TryPathTo("SpeedMultiplier", true, out subEle); subEle.Value = SpeedMultiplier.ToString(); ele.TryPathTo("Karma", true, out subEle); subEle.Value = Karma.ToString("G15"); ele.TryPathTo("DispositionBase", true, out subEle); subEle.Value = DispositionBase.ToString(); ele.TryPathTo("TemplateFlags", true, out subEle); subEle.Value = TemplateFlags.ToString(); }
private static void Prefix(Fatigue __instance, ref UnitModel ___data, ref float dt) { if (_settings.MaxCondition && ___data.side == RuntimeVars.playerSide) { dt = 10000f; } }
/// <summary> /// Handle pre-game fatigue values. /// </summary> /// <param name="teams">The teams.</param> public void PreGame(Team[] teams) { foreach (var team in teams) { for (Int32 loopCount = 0; loopCount < team.Players.Count; loopCount++) { Fatigue fatigue = null; if (this.players.TryGetValue(team.Players[loopCount].Identifier, out fatigue) == true) { team.Players[loopCount].Fatigue.DaysOff = fatigue.DaysOff; team.Players[loopCount].Fatigue.Streak = fatigue.Streak; } } } }
/// <summary> /// Gets the player fatigue. /// </summary> /// <param name="id">The identifier.</param> /// <returns>The fatigue instance.</returns> private Fatigue GetPlayerFatigue(String id) { Fatigue fatigue = null; if (this.players.TryGetValue(id, out fatigue) == false) { fatigue = new Fatigue(); this.players.Add(id, fatigue); } else { } return(fatigue); }
public override Dictionary <string, object> SaveToDict() { var dict = new Dictionary <string, object>(); dict.Add(GDMConstants.SchemaKey, "Hero"); dict.Merge(true, locked.ToGDEDict(lockedKey)); dict.Merge(true, lv.ToGDEDict(lvKey)); dict.Merge(true, status.ToGDEDict(statusKey)); dict.Merge(true, hashCode.ToGDEDict(hashCodeKey)); dict.Merge(true, battleForce.ToGDEDict(battleForceKey)); dict.Merge(true, hpPropAdd.ToGDEDict(hpPropAddKey)); dict.Merge(true, exp.ToGDEDict(expKey)); dict.Merge(true, mpPropAdd.ToGDEDict(mpPropAddKey)); dict.Merge(true, tpPropAdd.ToGDEDict(tpPropAddKey)); dict.Merge(true, starNumUpgradeTimes.ToGDEDict(starNumUpgradeTimesKey)); dict.Merge(true, index.ToGDEDict(indexKey)); dict.Merge(true, wakeNum.ToGDEDict(wakeNumKey)); dict.Merge(true, nameBeforeId.ToGDEDict(nameBeforeIdKey)); dict.Merge(true, Likability.ToGDEDict(LikabilityKey)); dict.Merge(true, teamPos.ToGDEDict(teamPosKey)); dict.Merge(true, likability.ToGDEDict(likabilityKey)); dict.Merge(true, Fatigue.ToGDEDict(FatigueKey)); dict.Merge(true, TeamOrder.ToGDEDict(TeamOrderKey)); dict.Merge(true, sex.ToGDEDict(sexKey)); dict.Merge(true, skillLevel.ToGDEDict(skillLevelKey)); dict.Merge(true, teamIdBelongTo.ToGDEDict(teamIdBelongToKey)); dict.Merge(true, id.ToGDEDict(idKey)); dict.Merge(true, equipHelmet.ToGDEDict(equipHelmetKey)); dict.Merge(true, equipBreastplate.ToGDEDict(equipBreastplateKey)); dict.Merge(true, equipGardebras.ToGDEDict(equipGardebrasKey)); dict.Merge(true, equipLegging.ToGDEDict(equipLeggingKey)); dict.Merge(true, jewelry0.ToGDEDict(jewelry0Key)); dict.Merge(true, jewelry1.ToGDEDict(jewelry1Key)); dict.Merge(true, RoleAttritubeList.ToGDEDict(RoleAttritubeListKey)); dict.Merge(true, equipWeapon.ToGDEDict(equipWeaponKey)); dict.Merge(true, a_skillOmega.ToGDEDict(a_skillOmegaKey)); dict.Merge(true, a_skill0.ToGDEDict(a_skill0Key)); dict.Merge(true, a_skill1.ToGDEDict(a_skill1Key)); dict.Merge(true, ItemInfo.ToGDEDict(ItemInfoKey)); dict.Merge(true, AnimData.ToGDEDict(AnimDataKey)); return(dict); }
public static float GetFatiguePower(Fatigue f) { switch (f) { case Fatigue.None: return(0); case Fatigue.Little: return(0.05f); case Fatigue.Moderate: return(0.10f); case Fatigue.Lot: return(0.15f); case Fatigue.Limit: return(0.20f); } return(0); }
public LocalObject(LocalShape localShape, string _uniqueName = "", Inventory _inventory = null) { uniqueName = _uniqueName; shape = new ShapeComponent(localShape, this); if (localShape.type == LocalType.Get("Destructible") || localShape.type == LocalType.Get("Container")) { hp = new HPComponent(this); } else if (localShape.type == LocalType.Get("Creature")) { hp = new HPComponent(this); movement = new Movement(this); defence = new Defence(this); attack = new Attack(this); abilities = new Abilities(this); fatigue = new Fatigue(this); eating = new Eating(this); } if (_inventory != null) { inventory = new Inventory(6, 1, "", false, null, this); _inventory.CopyTo(inventory); } }
public LocalObject(string _uniqueName, Race _race, CharacterClass _cclass, Background _background, Origin _origin, int experience) { uniqueName = _uniqueName; race = _race; cclass = _cclass; background = _background; origin = _origin; xp = new Experience(experience, this); skills = new Skills(this); inventory = new Inventory(6, 1, "", true, null, this); hp = new HPComponent(this); movement = new Movement(this); defence = new Defence(this); attack = new Attack(this); abilities = new Abilities(this); fatigue = new Fatigue(this); eating = new Eating(this); }
/// <summary> /// Handles post game fatigue values. /// </summary> /// <param name="teams">The teams.</param> /// <param name="results">The results.</param> public void PostGame(Team[] teams, GameResults results) { for (Int32 loopCount = 0; loopCount < 2; loopCount++) { var pitchers = results.Pitchers[loopCount]; Boolean starter = true; foreach (var pitcher in pitchers) { // Get the pitcher's fatigue Fatigue fatigue = this.GetPlayerFatigue(pitcher.Identifier); // Increment streak fatigue.Streak++; // Find pitcher's gane stats var stats = results.GetPitchersStats(pitcher.Identifier); if (stats != null) { Double daysOff = 0; Double inningsPitched = stats.TotalOuts / 3.0; if (starter) { daysOff = Math.Sqrt((inningsPitched * 3) / 4) + 1; } else { daysOff = Math.Sqrt(inningsPitched * 4) - 1.4; } daysOff = Math.Floor(daysOff); fatigue.DaysOff = (Int32)daysOff; } if (fatigue.Streak >= 3) { fatigue.DaysOff++; } starter = false; } teams[loopCount].Players.SortByStat(StatToSort.Innings); foreach (var player in teams[loopCount].Players) { if (player.PitchingStats.Innings > 0) { if (pitchers.Contains(player) == false) { // Get the pitcher's fatigue Fatigue fatigue = this.GetPlayerFatigue(player.Identifier); fatigue.Streak = 0; if (fatigue.DaysOff > 0) { fatigue.DaysOff--; } } } } } }
public CharState() { Boredom = new Boredom(); Fatigue = new Fatigue(); }
public async Task <IActionResult> Index(int id) { AuthDTO auth = GetAuth(_ESIClient); _Log.LogDebug(String.Format("Logged in to retrieve Character Info for Character Id: {0}", auth.CharacterId)); Fatigue jumpFatigue = null; EVEStandard.Models.System locationSystem = null; CharacterAttributes attributes = null; if (id <= 0) // Use own Character info { id = CharacterId; // Set id and use that var characterJumpFatigue = await _ESIClient.Character.GetJumpFatigueV1Async(auth); jumpFatigue = characterJumpFatigue.Model; var characterLocationApi = await _ESIClient.Location.GetCharacterLocationV1Async(auth); CharacterLocation characterLocation = characterLocationApi.Model; var locationSystemApi = await _ESIClient.Universe.GetSolarSystemInfoV4Async(characterLocation.SolarSystemId); locationSystem = locationSystemApi.Model; var attributesApi = await _ESIClient.Skills.GetCharacterAttributesV1Async(auth); attributes = attributesApi.Model; } Character_Row character = _DBService.GetCharacterPublicInfo(id); var portrait = await _ESIClient.Character.GetCharacterPortraitsV2Async(id); var corporation = await _ESIClient.Corporation.GetCorporationInfoV4Async((int)character.CorporationId); List <SkillQueueDataModel> skillsQueue = await GetSkillQueue(auth, id); List <CharacterBookmarkDataModel> bookmarksViewModel = await GetBookmarks(auth); bookmarksViewModel = bookmarksViewModel.OrderBy(x => x.Folder.Name).ToList(); var walletApi = await _ESIClient.Wallet.GetCharacterWalletBalanceV1Async(auth); double walletBalance = walletApi.Model; var model = new CharacterPageViewModel { Id = id, Character = character, Attributes = attributes, Portrait = portrait.Model, Corporation = corporation.Model, LocationSystem = locationSystem, CharacterJumpFatigue = jumpFatigue, SkillsQueue = skillsQueue, Bookmarks = bookmarksViewModel, WalletBalance = walletBalance }; return(View(model)); }
static public string EnumToString(Fatigue a) { return(FatigueLbl[(int)a]); }