/// <summary> /// Check a specific case of "invalid" weapon damage values: /// If bonus min > delta, then delta should be replaced by bonus min + 1 /// </summary> /// <param name="itemAttr"></param> public static ItemAttributes CheckAndUpdateWeaponDelta(this ItemAttributes itemAttr) { return(itemAttr .CheckAndUpdateWeaponDelta("Arcane") .CheckAndUpdateWeaponDelta("Cold") .CheckAndUpdateWeaponDelta("Fire") .CheckAndUpdateWeaponDelta("Holy") .CheckAndUpdateWeaponDelta("Lightning") .CheckAndUpdateWeaponDelta("Physical") .CheckAndUpdateWeaponDelta("Poison")); }
/// <summary> /// Returns a new <see cref="ItemAttributes"/> by aggregating some raw attributes of <paramref name="itemAttr"/> (for easier editing for example). /// </summary> /// <param name="itemAttr"></param> /// <returns>The <paramref name="itemAttr"/> instance.</returns> public static ItemAttributes GetSimplified(this ItemAttributes itemAttr) { var attr = new ItemAttributes(itemAttr); // Characteristics attr.armorItem = itemAttr.GetArmor().NullIfZero(); attr.armorBonusItem = null; // Weapon characterics attr.attacksPerSecondItem = itemAttr.GetRawWeaponAttackPerSecond().NullIfZero(); attr.attacksPerSecondItemPercent = null; itemAttr.CheckAndUpdateWeaponDelta(); foreach (var resist in D3Calculator.DamageResists) { var baseWeaponDamageMin = itemAttr.GetBaseWeaponDamageMin(resist); var baseWeaponDamageDelta = itemAttr.GetBaseWeaponDamageMax(resist) - baseWeaponDamageMin; attr.SetAttributeByName("damageWeaponMin_" + resist, baseWeaponDamageMin.NullIfZero()) .SetAttributeByName("damageWeaponDelta_" + resist, baseWeaponDamageDelta.NullIfZero()) .SetAttributeByName("damageWeaponBonusMin_" + resist, null) .SetAttributeByName("damageWeaponBonusDelta_" + resist, null) .SetAttributeByName("damageWeaponBonusMinX1_" + resist, null) .SetAttributeByName("damageWeaponBonusDeltaX1_" + resist, null) .SetAttributeByName("damageWeaponBonusFlat_" + resist, null); } // Item damage bonuses foreach (var resist in D3Calculator.DamageResists) { var rawDamageMin = itemAttr.GetRawBonusDamageMin(resist, false); var rawDamageDelta = itemAttr.GetRawBonusDamageMax(resist, false) - rawDamageMin; attr.SetAttributeByName("damageMin_" + resist, rawDamageMin.NullIfZero()) .SetAttributeByName("damageDelta_" + resist, rawDamageDelta.NullIfZero()) .SetAttributeByName("damageBonusMin_" + resist, null); } return(attr); }