/// <summary> /// Tells whether a set of DefensiveActionTypes has any of the flags in another DefensiveActionTypes set. /// </summary> /// <param name="defensiveOverrides">The DefensiveActionTypes value.</param> /// <param name="defensiveOverrideFlags">The flags to test.</param> /// <returns>true if any of the flags in defensiveOverrides are in defensiveOverrideFlags, otherwise false.</returns> public static bool DefensiveActionTypesHasFlag(Enumerations.DefensiveActionTypes defensiveOverrides, Enumerations.DefensiveActionTypes defensiveOverrideFlags) { Enumerations.DefensiveActionTypes flags = (defensiveOverrides & defensiveOverrideFlags); return(flags != 0); }
public DefensiveActionHolder(int damage, StatusChanceHolder[] statuses, Enumerations.DamageEffects damageEffect, Enumerations.DefensiveActionTypes defensiveActionType, StatusGlobals.PaybackHolder?payback) { Damage = damage; Statuses = statuses; DamageEffect = damageEffect; DefensiveActionType = defensiveActionType; Payback = payback; }
public DamageData(int damage, Enumerations.Elements damagingElement, bool piercing, Enumerations.ContactTypes contactType, Enumerations.ContactProperties contactProperty, StatusChanceHolder[] statuses, bool cantMiss, bool allOrNothingAffected, Enumerations.DefensiveActionTypes defensiveOverride, Enumerations.DamageEffects damageEffect) { Damage = damage; DamagingElement = damagingElement; Piercing = piercing; ContactType = contactType; ContactProperty = contactProperty; Statuses = statuses; CantMiss = cantMiss; AllOrNothingAffected = allOrNothingAffected; DefensiveOverride = defensiveOverride; DamageEffect = damageEffect; }
public InteractionParamHolder(BattleEntity attacker, BattleEntity victim, int damage, Enumerations.Elements element, bool piercing, Enumerations.ContactTypes contactType, Enumerations.ContactProperties contactProperty, StatusChanceHolder[] statuses, Enumerations.DamageEffects damageEffect, bool cantMiss, Enumerations.DefensiveActionTypes defensiveOverride) { Attacker = attacker; Victim = victim; Damage = damage; DamagingElement = element; Piercing = piercing; ContactType = contactType; ContactProperty = contactProperty; Statuses = statuses; DamageEffect = damageEffect; CantMiss = cantMiss; DefensiveOverride = defensiveOverride; }
public InteractionHolder(BattleEntity entity, int totalDamage, Enumerations.Elements damageElement, ElementInteractionResult elementResult, Enumerations.ContactTypes contactType, Enumerations.ContactProperties contactProperty, bool piercing, StatusChanceHolder[] statusesInflicted, bool hit, Enumerations.DamageEffects damageEffect) { Entity = entity; TotalDamage = totalDamage; DamageElement = damageElement; ElementResult = elementResult; ContactType = contactType; ContactProperty = contactProperty; Piercing = piercing; StatusesInflicted = statusesInflicted; Hit = hit; DamageEffect = damageEffect; DefensiveActionsPerformed = Enumerations.DefensiveActionTypes.None; IsPaybackDamage = false; DontDamageEntity = false; }
public DefensiveActionHolder(int damage, StatusChanceHolder[] statuses, Enumerations.DamageEffects damageEffect, Enumerations.DefensiveActionTypes defensiveActionType) : this(damage, statuses, damageEffect, defensiveActionType, null) { }