Esempio n. 1
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 // copy constructor, amrite?
 public Stats(Stats rhs)
 {
     Health = rhs.Health;
     Attack = rhs.Attack;
     Defense = rhs.Defense;
     Speed = rhs.Speed;
     CritRate = rhs.CritRate;
     CritDamage = rhs.CritDamage;
     Resistance = rhs.Resistance;
     Accuracy = rhs.Accuracy;
 }
Esempio n. 2
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 // sum the result of dividing the runes value by flat/percent per stat
 internal double Test(Stats rFlat, Stats rPerc, int fake, bool pred)
 {
     double val = 0;
     for (int i = 0; i < Build.statNames.Length; i++)
     {
         string stat = Build.statNames[i];
         if (i < 4 && rFlat[stat] != 0)
             val += this[stat + "flat", fake, pred] / (double)rFlat[stat];
         if (i != 3 && rPerc[stat] != 0)
             val += this[stat + "perc", fake, pred] / (double)rPerc[stat];
     }
     return val;
 }
Esempio n. 3
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 // For each non-zero stat in flat and percent, divide the runes value and see if any >= test
 public bool Or(Stats rFlat, Stats rPerc, Stats rTest, int fake, bool pred)
 {
     for (int i = 0; i < Build.statNames.Length; i++)
     {
         string stat = Build.statNames[i];
         if (i < 4 && rFlat[stat] != 0 && rTest[stat] != 0)
             if (this[stat + "flat", fake, pred] / (double)rFlat[stat] >= rTest[stat])
                 return true;
         if (i != 3 && rPerc[stat] != 0 && rTest[stat] != 0)
             if (this[stat + "perc", fake, pred] / (double)rPerc[stat] >= rTest[stat])
                 return true;
     }
     return false;
 }
Esempio n. 4
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        /// <summary>
        /// Fills the instance with acceptable runes from save
        /// </summary>
        /// <param name="save">The Save data that contais the runes</param>
        /// <param name="useLocked">If it should include locked runes</param>
        /// <param name="useEquipped">If it should include equipped runes (other than the current monster)</param>
        public void GenRunes(Save save, bool useLocked = false, bool useEquipped = false, bool saveStats = false)
        {
            if (save == null)
                return;
            if (save.Runes == null)
                return;

            IEnumerable<Rune> rsGlobal = save.Runes;

            // Only using 'inventory' or runes on mon
            // also, include runes which have been unequipped (should only look above)
            if (!useEquipped)
                rsGlobal = rsGlobal.Where(r => (r.AssignedName == "Unknown name" || r.AssignedName == mon.Name) || r.Swapped);
            // only if the rune isn't currently locked for another purpose
            if (!useLocked)
                rsGlobal = rsGlobal.Where(r => r.Locked == false);

            // Only runes which we've included
            rsGlobal = rsGlobal.Where(r => BuildSets.Contains(r.Set));

            if (saveStats)
            {
                foreach (Rune r in rsGlobal)
                {
                    r.manageStats_Set++;
                }
            }

            int[] slotFakes = new int[6];
            bool[] slotPred = new bool[6];

            // For each runeslot
            for (int i = 0; i < 6; i++)
            {
                // put the right ones in
                runes[i] = rsGlobal.Where(r => r.Slot == i + 1).ToArray();

                // crank the rune prediction
                Rune[] rs = runes[i];
                int raiseTo = 0;
                bool predictSubs = false;

                // find the largest number to raise to
                // if any along the tree say to predict, do it
                if (runePrediction.ContainsKey("g"))
                {
                    int glevel = runePrediction["g"].Key;
                    if (glevel > raiseTo)
                        raiseTo = glevel;
                    predictSubs |= runePrediction["g"].Value;
                }
                if (runePrediction.ContainsKey(((i % 2 == 0) ? "o" : "e")))
                {
                    int mlevel = runePrediction[((i % 2 == 0) ? "o" : "e")].Key;
                    if (mlevel > raiseTo)
                        raiseTo = mlevel;
                    predictSubs |= runePrediction[((i % 2 == 0) ? "o" : "e")].Value;
                }
                if (runePrediction.ContainsKey((i + 1).ToString()))
                {
                    int slevel = runePrediction[(i + 1).ToString()].Key;
                    if (slevel > raiseTo)
                        raiseTo = slevel;
                    predictSubs |= runePrediction[(i + 1).ToString()].Value;
                }

                slotFakes[i] = raiseTo;
                slotPred[i] = predictSubs;

                // default fail OR
                Predicate<Rune> slotTest = r => false;
                int and = 0;
                // this means that runes won't get in unless they meet at least 1 criteria

                // which tab we pulled the filter from
                string gotScore = "";
                // the value to test SUM against
                int testVal = 0;

                // TODO: check what inheriting SUM (eg. Odd and 3) does
                // TODO: check what inheriting AND/OR then SUM (or visa versa)

                // find the most significant operatand of joining checks
                if (runeScoring.ContainsKey("g") && runeFilters.ContainsKey("g") && runeFilters["g"].Any(r => r.Value.NonZero))
                {
                    var kv = runeScoring["g"];
                    gotScore = "g";
                    and = kv.Key;
                    if (kv.Key == 1)
                    {
                        slotTest = r => true;
                    }
                    else if (kv.Key == 2)
                    {
                        testVal = kv.Value;
                    }
                }
                // is it and odd or even slot?
                string tmk = (i % 2 == 1 ? "e" : "o");
                if (runeScoring.ContainsKey(tmk) && runeFilters.ContainsKey(tmk) && runeFilters[tmk].Any(r => r.Value.NonZero))
                {
                    var kv = runeScoring[tmk];
                    gotScore = tmk;
                    and = kv.Key;
                    if (kv.Key == 1)
                    {
                        slotTest = r => true;
                    }
                    else if (kv.Key == 2)
                    {
                        testVal = kv.Value;
                    }
                }
                // turn the 0-5 to a 1-6
                tmk = (i + 1).ToString();
                if (runeScoring.ContainsKey(tmk) && runeFilters.ContainsKey(tmk) && runeFilters[tmk].Any(r => r.Value.NonZero))
                {
                    var kv = runeScoring[tmk];
                    gotScore = tmk;
                    and = kv.Key;
                    if (kv.Key == 1)
                    {
                        slotTest = r => true;
                    }
                    else if (kv.Key == 2)
                    {
                        testVal = kv.Value;
                    }
                }

                // if an operand was found, ensure the tab contains filter data
                if (gotScore != "")
                {
                    if (runeFilters.ContainsKey(gotScore))
                    {
                        // if all the filters for the tab are zero
                        if (runeFilters[gotScore].All(r => !r.Value.NonZero))
                        {
                            // set to OR TRUE
                            slotTest = r => true;
                            and = 0;
                        }
                    }
                }
                else
                {
                    // if there wasn't any relevant data for how to pick runes, just take 'em all!
                    slotTest = r => true;
                }

                // pull the filters (flat, perc, test) for all the tabs and stats
                Dictionary<string, RuneFilter> rfG = new Dictionary<string, RuneFilter>();
                if (runeFilters.ContainsKey("g"))
                    rfG = runeFilters["g"];

                Dictionary<string, RuneFilter> rfM = new Dictionary<string, RuneFilter>();
                if (runeFilters.ContainsKey((i % 2 == 1 ? "e" : "o")))
                    rfM = runeFilters[(i % 2 == 1 ? "e" : "o")];

                Dictionary<string, RuneFilter> rfS = new Dictionary<string, RuneFilter>();
                if (runeFilters.ContainsKey((i+1).ToString()))
                    rfS = runeFilters[(i + 1).ToString()];

                // if there where no filters with data
                bool blank = true;

                Stats rFlat = new Stats();
                Stats rPerc = new Stats();
                Stats rTest = new Stats();

                foreach (string stat in statNames)
                {
                    RuneFilter rf = new RuneFilter();
                    if (rfS.ContainsKey(stat))
                    {
                        rf = rfS[stat];
                        if (rfM.ContainsKey(stat))
                            rf = RuneFilter.Min(rf, rfM[stat]);

                        if (rfG.ContainsKey(stat))
                            rf = RuneFilter.Min(rf, rfG[stat]);

                    }
                    else
                    {
                        if (rfM.ContainsKey(stat))
                        {
                            rf = rfM[stat];
                            if (rfG.ContainsKey(stat))
                                rf = RuneFilter.Min(rf, rfG[stat]);
                        }
                        else
                        {
                            if (rfG.ContainsKey(stat))
                                rf = rfG[stat];
                        }
                    }
                    if (rf.NonZero)
                    {
                        // put the most relevant divisor in?
                        rFlat[stat] = rf.Flat;
                        rPerc[stat] = rf.Percent;
                        rTest[stat] = rf.Test;
                        blank = false;
                    }
                }

                // TODO: seems like it just ignores all the slotTesting before now

                // no filter data = use all
                if (blank)
                    slotTest = r => true;
                else
                {
                    // Set the test based on the type found
                    if (and == 0)
                    {
                        slotTest = r => r.Or(rFlat, rPerc, rTest, raiseTo, predictSubs);
                    }
                    else if (and == 1)
                    {
                        slotTest = r => r.And(rFlat, rPerc, rTest, raiseTo, predictSubs);
                    }
                    else if (and == 2)
                    {
                        slotTest = r => r.Test(rFlat, rPerc, raiseTo, predictSubs) >= testVal;
                    }
                }
                runes[i] = runes[i].Where(r => slotTest.Invoke(r)).ToArray();

                if (saveStats)
                {
                    foreach (Rune r in runes[i])
                    {
                        r.manageStats_RuneFilt++;
                    }
                }

                if (i % 2 == 1) // actually evens because off by 1
                {
                    // makes sure that the primary stat type is in the selection
                    if (slotStats[i].Count > 0)
                        runes[i] = runes[i].Where(r => slotStats[i].Contains(r.MainType.ToForms())).ToArray();
                }

                if (saveStats)
                {
                    foreach (Rune r in runes[i])
                    {
                        r.manageStats_TypeFilt++;
                    }
                }
            }

            // Make sure that for each set type, there are enough slots with runes in them
            // Eg. if only 1,4,5 have Violent, remove all violent runes because you need 4
            // for each included set
            foreach (RuneSet s in BuildSets)
            {
                // find how many slots have acceptable runes for it
                int slots = 0;
                for (int i = 0; i < 6; i++)
                {
                    if (runes[i].Any(r => r.Set == s))
                        slots += 1;
                }
                // if there isn't enough slots
                if (slots < Rune.SetRequired(s))
                {
                    // remove that set
                    for (int i = 0; i < 6; i++)
                    {
                        runes[i] = runes[i].Where(r => r.Set != s).ToArray();
                    }
                }
            }
        }
Esempio n. 5
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        internal bool GreaterEqual(Stats rhs)
        {
            if (this.Accuracy < rhs.Accuracy)
                return false;
            if (this.Attack < rhs.Attack)
                return false;
            if (this.CritDamage < rhs.CritDamage)
                return false;
            if (this.CritRate < rhs.CritRate)
                return false;
            if (this.Defense < rhs.Defense)
                return false;
            if (this.Health < rhs.Health)
                return false;
            if (this.Resistance < rhs.Resistance)
                return false;
            if (this.Speed < rhs.Speed)
                return false;

            return true;
        }
Esempio n. 6
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        private void ShowStats(Stats cur, Stats mon)
        {
            foreach (string stat in new string[] { "HP", "ATK", "DEF", "SPD" })
            {
                groupBox1.Controls.Find(stat + "Base", false).FirstOrDefault().Text = mon[stat].ToString();
                groupBox1.Controls.Find(stat + "Total", false).FirstOrDefault().Text = cur[stat].ToString();
                groupBox1.Controls.Find(stat + "Bonus", false).FirstOrDefault().Text = "+" + (cur[stat] - mon[stat]).ToString();
            }

            foreach (string stat in new string[] { "CR", "CD", "RES", "ACC" })
            {
                groupBox1.Controls.Find(stat + "Base", false).FirstOrDefault().Text = mon[stat].ToString() + "%";
                groupBox1.Controls.Find(stat + "Total", false).FirstOrDefault().Text = cur[stat].ToString() + "%";
                groupBox1.Controls.Find(stat + "Bonus", false).FirstOrDefault().Text = "+" + (cur[stat] - mon[stat]).ToString();
            }
        }
Esempio n. 7
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        private void refreshStats(Monster mon, Stats cur)
        {
            statName.Text = mon.Name;
            statID.Text = mon.ID.ToString();
            statLevel.Text = mon.level.ToString();

            // read a bunch of numbers
            foreach (var stat in statNames)
            {
                var ctrlBase = (Label)groupBox1.Controls.Find(stat + "Base", true).FirstOrDefault();
                ctrlBase.Text = mon[stat].ToString();

                var ctrlBonus = (Label)groupBox1.Controls.Find(stat + "Bonus", true).FirstOrDefault();
                var ctrlTotal = (TextBox)groupBox1.Controls.Find(stat + "Total", true).FirstOrDefault();

                ctrlTotal.Tag = new KeyValuePair<Label, Label>(ctrlBase, ctrlBonus);

                var ctrlCurrent = groupBox1.Controls.Find(stat + "Current", true).FirstOrDefault();
                ctrlCurrent.Text = cur[stat].ToString();

                var ctrlWorth = groupBox1.Controls.Find(stat + "Worth", true).FirstOrDefault();

                var ctrlThresh = groupBox1.Controls.Find(stat + "Thresh", true).FirstOrDefault();

                var ctrlMax = groupBox1.Controls.Find(stat + "Max", true).FirstOrDefault();

                if (build.Minimum[stat] > 0)
                    ctrlTotal.Text = build.Minimum[stat].ToString();
                if (build.Sort[stat] != 0)
                    ctrlWorth.Text = build.Sort[stat].ToString();
                if (build.Maximum[stat] != 0)
                    ctrlMax.Text = build.Maximum[stat].ToString();
                if (build.Threshold[stat] != 0)
                    ctrlThresh.Text = build.Threshold[stat].ToString();

            }

            foreach (var extra in extraNames)
            {
                var ctrlBase = (Label)groupBox1.Controls.Find(extra + "Base", true).FirstOrDefault();
                ctrlBase.Text = mon.ExtraValue(extra).ToString();

                var ctrlBonus = (Label)groupBox1.Controls.Find(extra + "Bonus", true).FirstOrDefault();
                var ctrlTotal = (TextBox)groupBox1.Controls.Find(extra + "Total", true).FirstOrDefault();

                ctrlTotal.Tag = new KeyValuePair<Label, Label>(ctrlBase, ctrlBonus);

                var ctrlCurrent = groupBox1.Controls.Find(extra + "Current", true).FirstOrDefault();
                ctrlCurrent.Text = cur.ExtraValue(extra).ToString();

                var ctrlWorth = groupBox1.Controls.Find(extra + "Worth", true).FirstOrDefault();

                var ctrlThresh = groupBox1.Controls.Find(extra + "Thresh", true).FirstOrDefault();

                var ctrlMax = groupBox1.Controls.Find(extra + "Max", true).FirstOrDefault();

                if (build.Minimum.ExtraGet(extra) > 0)
                    ctrlTotal.Text = build.Minimum.ExtraGet(extra).ToString();
                if (build.Sort.ExtraGet(extra) != 0)
                    ctrlWorth.Text = build.Sort.ExtraGet(extra).ToString();
                if (build.Maximum.ExtraGet(extra) != 0)
                    ctrlMax.Text = build.Maximum.ExtraGet(extra).ToString();
                if (build.Threshold.ExtraGet(extra) != 0)
                    ctrlThresh.Text = build.Threshold.ExtraGet(extra).ToString();
            }
        }
Esempio n. 8
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        // Using the given stats as a base, apply the modifiers
        public Stats GetStats(Stats baseStats)
        {
            Stats value = new Stats(baseStats);

            // Apply percent before flat
            value.Health += (int)Math.Ceiling(baseStats.Health * HealthPercent / 100.0) + HealthFlat;
            value.Attack += (int)Math.Ceiling(baseStats.Attack * AttackPercent / 100.0) + AttackFlat;
            value.Defense += (int)Math.Ceiling(baseStats.Defense * DefensePercent / 100.0) + DefenseFlat;
            value.Speed += (int)Math.Ceiling(baseStats.Speed * SpeedPercent / 100.0) + Speed;

            value.CritDamage += CritDamage;
            value.CritRate += CritRate;

            value.Accuracy += Accuracy;
            value.Resistance += Resistance;

            return value;
        }
Esempio n. 9
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 private double GetPoints(Stats Cur, Action<string, int> w = null)
 {
     double pts = 0;
     double p;
     int i = 1;
     foreach (var stat in statNames)
     {
         string str = Cur[stat].ToString();
         if (build.Sort[stat] != 0)
         {
             p = Cur[stat] / build.Sort[stat];
             if (build.Threshold[stat] != 0)
                 p -= Math.Max(0, Cur[stat] - build.Threshold[stat]) / build.Sort[stat];
             str = p.ToString("0.#") + " (" + Cur[stat].ToString() + ")";
             pts += p;
         }
         w.Invoke(str, i);
         i++;
     }
     foreach (var extra in extraNames)
     {
         string str = Cur.ExtraValue(extra).ToString();
         if (build.Sort.ExtraGet(extra) != 0)
         {
             p = Cur.ExtraValue(extra) / build.Sort.ExtraGet(extra);
             if (build.Threshold.ExtraGet(extra) != 0)
                 p -= Math.Max(0, Cur.ExtraValue(extra) - build.Threshold.ExtraGet(extra)) / build.Sort.ExtraGet(extra);
             str = p.ToString("0.#") + " (" + Cur.ExtraValue(extra).ToString() + ")";
             pts += p;
         }
         w.Invoke(str, i);
         i++;
     }
     return pts;
 }