コード例 #1
0
ファイル: Player.cs プロジェクト: BuloZB/mooege
        public Player(GameClient client, Universe universe, Toon bnetToon)
        {
            this.Client = client;
            this.Universe = universe;
            this.Hero = new Hero(client, universe, bnetToon);

        }
コード例 #2
0
ファイル: ToonManager.cs プロジェクト: jgoyvaerts/mooege
        public static void DeleteToon(Toon toon)
        {
            if (!Toons.ContainsKey(toon.PersistentID))
            {
                Logger.Error("Attempting to delete toon that does not exist: {0}", toon.PersistentID);
                return;
            }

            if (toon.DeleteFromDB()) Toons.Remove(toon.PersistentID);
        }
コード例 #3
0
ファイル: ToonExternalService.cs プロジェクト: Sanchen/mooege
        public override void CreateToon(Google.ProtocolBuffers.IRpcController controller, CreateToonRequest request, Action<CreateToonResponse> done)
        {
            Logger.Trace("CreateToon()");
            var heroCreateParams = D3.OnlineService.HeroCreateParams.ParseFrom(request.AttributeList[0].Value.MessageValue);
            var builder = CreateToonResponse.CreateBuilder();

            var toon = new Toon(request.Name, heroCreateParams.GbidClass, heroCreateParams.IsFemale ? ToonFlags.Female : ToonFlags.Male, 60, Client.Account);
            if (ToonManager.SaveToon(toon)) builder.SetToon(toon.BnetEntityID);
            done(builder.Build());
        }
コード例 #4
0
ファイル: ToonManager.cs プロジェクト: Rianon/mooege
        public static bool SaveToon(Toon toon)
        {
            if(Toons.ContainsKey(toon.PersistentID))
            {
                Logger.Error("Duplicate persistent toon id: {0}", toon.PersistentID);
                return false;
            }

            Toons.Add(toon.PersistentID, toon);
            toon.SaveToDB();
            return true;
        }
コード例 #5
0
ファイル: ToonManager.cs プロジェクト: jgoyvaerts/mooege
        //Method only used when creating a Toon for the first time, ambiguous method name - Tharuler
        public static bool SaveToon(Toon toon)
        {

            if (Toons.ContainsKey(toon.PersistentID)) //this should never happen again thanks to hashcode, but lets leave it in for now - Tharuler
            {
                Logger.Error("Duplicate persistent toon id: {0}", toon.PersistentID);
                return false;
            }

            Toons.Add(toon.PersistentID, toon);
            toon.SaveToDB(); //possible concurrency problem? 2 toon created with same name at same time could introduce a race condition for the same hashcode(chance of 1 in (1000-amount of toons with that name))

            Logger.Trace("Character {0} with HashCode #{1} added to database", toon.Name, toon.HashCodeString);

            return true;
        }
コード例 #6
0
ファイル: Hero.cs プロジェクト: TLZSMoky/mooege
        public Hero(GameClient client, Universe universe, Toon toon)
        {
            this.InGameClient = client;
            this.Universe = universe;
            this.Properties = toon;
            this.CurrentWorldSNO = 0x115EE;
            this.Inventory = new Inventory(this);          

            this.SkillSet = new Skills.SkillSet(this.Properties.Class);

            RevealedWorlds = new List<World>();
            RevealedScenes = new List<Scene>();
            RevealedActors = new List<Actor>();

            // actor values
            this.DynamicId = universe.NextObjectId;
            this.SnoId = this.ClassSNO;
            this.Field2 = 0x00000009;
            this.Field3 = 0x00000000;
            this.Scale = ModelScale;
            this.RotationAmount = 0.05940768f;
            this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f);

            //initial world and position
            this.WorldId = 0x772E0000;

            this.Position.X = 3143.75f;
            this.Position.Y = 2828.75f;
            this.Position.Z = 59.075588f;

            //den of evil: this.Position.X = 2526.250000f; this.Position.Y = 2098.750000f; this.Position.Z = -5.381495f;
            //inn: this.Position.X = 2996.250000f; this.Position.Y = 2793.750000f; this.Position.Z = 24.045330f;
            // adrias hut: this.Position.X = 1768.750000f; this.Position.Y = 2921.250000f; this.Position.Z = 20.333143f;        
            // cemetry of forsaken: this.Position.X = 2041.250000f; this.Position.Y = 1778.750000f; this.Position.Z = 0.426203f;
            //defiled crypt level 2: this.WorldId = 2000289804; this.Position.X = 158.750000f; this.Position.Y = 76.250000f; this.Position.Z = 0.100000f;

            this.GBHandle = new GBHandle()
            {
                Field0 = 0x00000007,
                Field1 = this.Properties.ClassID,
            };

            this.Field7 = -1;
            this.Field8 = -1;
            this.Field9 = 0x00000000;
            this.Field10 = 0x0;
        }
コード例 #7
0
ファイル: Player.cs プロジェクト: MacGiver/mooege
        public Player(World world, GameClient client, Toon bnetToon)
            : base(world, world.NewPlayerID)
        {
            this.InGameClient = client;
            this.PlayerIndex = Interlocked.Increment(ref this.InGameClient.Game.PlayerIndexCounter); // make it atomic.

            this.Properties = bnetToon;
            this.Inventory = new Inventory(this);
            this.SkillSet = new SkillSet(this.Properties.Class);

            this.RevealedObjects = new Dictionary<uint, IRevealable>();
            this.GroundItems = new Dictionary<uint, Item>();

            this.OpenConversations = new List<OpenConversation>();

            this._killstreakTickTime = 400;
            this._killstreakPlayer = 0;
            this._killstreakEnvironment = 0;
            this._lastMonsterKillTick = 0;
            this._lastMonsterAttackTick = 0;
            this._lastMonsterAttackKills = 0;
            this._lastEnvironmentDestroyTick = 0;
            this._lastEnvironmentDestroyMonsterKills = 0;
            this._lastEnvironmentDestroyMonsterKillTick = 0;

            // actor values
            this.ActorSNO = this.ClassSNO;
            this.Field2 = 0x00000009;
            this.Field3 = 0x00000000;
            this.Scale = ModelScale;
            this.RotationAmount = 0.05940768f;
            this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f);
            this.CollFlags = 0x00000000;

            this.Position.X = 3143.75f;
            this.Position.Y = 2828.75f;
            this.Position.Z = 59.075588f;

            // den of evil: this.Position.X = 2526.250000f; this.Position.Y = 2098.750000f; this.Position.Z = -5.381495f;
            // inn: this.Position.X = 2996.250000f; this.Position.Y = 2793.750000f; this.Position.Z = 24.045330f;
            // adrias hut: this.Position.X = 1768.750000f; this.Position.Y = 2921.250000f; this.Position.Z = 20.333143f;
            // cemetery of the forsaken: this.Position.X = 2041.250000f; this.Position.Y = 1778.750000f; this.Position.Z = 0.426203f;
            // defiled crypt level 2: this.WorldId = 2000289804; this.Position.X = 158.750000f; this.Position.Y = 76.250000f; this.Position.Z = 0.100000f;

            this.GBHandle.Type = (int)GBHandleType.Player;
            this.GBHandle.GBID = this.Properties.ClassID;

            this.Field7 = -1;
            this.Field8 = -1;
            this.Field9 = 0x00000000;
            this.Field10 = 0x0;

            #region Attributes
            //Skills
            this.Attributes[GameAttribute.SkillKit] = this.SkillKit;
            this.Attributes[GameAttribute.Skill_Total, 0x7545] = 1; //Axe Operate Gizmo
            this.Attributes[GameAttribute.Skill, 0x7545] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x76B7] = 1; //Punch!
            this.Attributes[GameAttribute.Skill, 0x76B7] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x216FA] = 1; //Monk's Blinding Flash
            this.Attributes[GameAttribute.Skill, 0x216FA] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x176C4] = 1; //Monk's Fist of Thunder
            this.Attributes[GameAttribute.Skill, 0x176C4] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x6DF] = 1; //Use Item
            this.Attributes[GameAttribute.Skill, 0x6DF] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x7780] = 1; //Basic Attack
            this.Attributes[GameAttribute.Skill, 0x7780] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x0000CE11] = 1;  //Monk Spirit Trait
            this.Attributes[GameAttribute.Skill, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x0002EC66] = 0; //stone of recall
            this.Attributes[GameAttribute.Skill_Total, 0xFFFFF] = 1;
            this.Attributes[GameAttribute.Skill, 0xFFFFF] = 1;

            //Buffs
            this.Attributes[GameAttribute.Buff_Active, 0x33C40] = true;
            this.Attributes[GameAttribute.Buff_Icon_End_Tick0, 0x00033C40] = 0x000003FB;
            this.Attributes[GameAttribute.Buff_Icon_Start_Tick0, 0x00033C40] = 0x00000077;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x00033C40] = 1;
            this.Attributes[GameAttribute.Buff_Active, 0xCE11] = true;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Buff_Visual_Effect, 0xFFFFF] = true;

            //Resistance
            this.Attributes[GameAttribute.Resistance, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Resistance, 0x226] = 0.5f;
            this.Attributes[GameAttribute.Resistance_Total, 0] = 10f; /// im pretty sure key = 0 doesnt do anything since the lookup is (attributeId | (key << 12)), maybe this is some base resistance? /cm
            /// likely the physical school of damage, it probably doesn't actually do anything in this case (or maybe just not for the player's hero) 
            /// but exists for the sake of parity with weapon damage schools
            this.Attributes[GameAttribute.Resistance_Total, 1] = 10f; //Fire
            this.Attributes[GameAttribute.Resistance_Total, 2] = 10f; //Lightning
            this.Attributes[GameAttribute.Resistance_Total, 3] = 10f; //Cold
            this.Attributes[GameAttribute.Resistance_Total, 4] = 10f; //Poison
            this.Attributes[GameAttribute.Resistance_Total, 5] = 10f; //Arcane
            this.Attributes[GameAttribute.Resistance_Total, 6] = 10f; //Holy
            this.Attributes[GameAttribute.Resistance_Total, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Resistance_Total, 0x226] = 0.5f;

            //Damage
            this.Attributes[GameAttribute.Damage_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Min_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_All] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_MainHand, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_SubTotal, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_All] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_MainHand, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Max, 0] = 3f;
            this.Attributes[GameAttribute.Damage_Weapon_Max_Total, 0] = 3f;

            //Bonus stats
            this.Attributes[GameAttribute.Get_Hit_Recovery] = 6f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Per_Level] = 1f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Base] = 5f;
            this.Attributes[GameAttribute.Get_Hit_Max] = 60f;
            this.Attributes[GameAttribute.Get_Hit_Max_Per_Level] = 10f;
            this.Attributes[GameAttribute.Get_Hit_Max_Base] = 50f;
            this.Attributes[GameAttribute.Hit_Chance] = 1f;
            this.Attributes[GameAttribute.Dodge_Rating_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_CurrentHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Total] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second] = 1f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Subtotal] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item] = 3.051758E-05f;
            this.Attributes[GameAttribute.Crit_Percent_Cap] = 0x3F400000;
            this.Attributes[GameAttribute.Casting_Speed_Total] = 1f;
            this.Attributes[GameAttribute.Casting_Speed] = 1f;
            this.Attributes[GameAttribute.Hitpoints_Max_Total] = 76f;
            this.Attributes[GameAttribute.Hitpoints_Max] = 40f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Level] = 3.051758E-05f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Vitality] = 36f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Vitality] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Level] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Cur] = 76f;

            //Basic stats
            this.Attributes[GameAttribute.Level_Cap] = 13;
            this.Attributes[GameAttribute.Level] = this.Properties.Level;
            this.Attributes[GameAttribute.Experience_Next] = LevelBorders[this.Properties.Level];
            this.Attributes[GameAttribute.Experience_Granted] = 1000;
            this.Attributes[GameAttribute.Armor_Total] = 0;
            this.Attributes[GameAttribute.Attack] = this.Properties.InitialAttack;
            this.Attributes[GameAttribute.Precision] = this.Properties.InitialPrecision;
            this.Attributes[GameAttribute.Defense] = this.Properties.InitialDefense;
            this.Attributes[GameAttribute.Vitality] = this.Properties.InitialVitality;

            //Resource
            this.Attributes[GameAttribute.Resource_Cur, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max_Total, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Effective_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Regen_Total, this.ResourceID] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resource_Type_Primary] = this.ResourceID;
            //Secondary Resource for the Demon Hunter
            if (this.Properties.Class == ToonClass.DemonHunter)
            {
                int Discipline = this.ResourceID + 1; //0x00000006
                this.Attributes[GameAttribute.Resource_Cur, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Max, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Max_Total, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Effective_Max, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Regen_Total, Discipline] = 3.051758E-05f;
                this.Attributes[GameAttribute.Resource_Type_Secondary] = Discipline;
            }

            //Movement
            this.Attributes[GameAttribute.Movement_Scalar_Total] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Capped_Total] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Subtotal] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar] = 1f;
            this.Attributes[GameAttribute.Walking_Rate_Total] = 0.2797852f;
            this.Attributes[GameAttribute.Walking_Rate] = 0.2797852f;
            this.Attributes[GameAttribute.Running_Rate_Total] = 0.3598633f;
            this.Attributes[GameAttribute.Running_Rate] = 0.3598633f;
            this.Attributes[GameAttribute.Sprinting_Rate_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Strafing_Rate_Total] = 3.051758E-05f;

            //Miscellaneous
            //this.Attributes[GameAttribute.Disabled] = true;
            //this.Attributes[GameAttribute.Loading] = true;
            //this.Attributes[GameAttribute.Invulnerable] = true;
            this.Attributes[GameAttribute.Hidden] = false;
            this.Attributes[GameAttribute.Immobolize] = true;
            this.Attributes[GameAttribute.Untargetable] = true;
            this.Attributes[GameAttribute.CantStartDisplayedPowers] = true;
            this.Attributes[GameAttribute.IsTrialActor] = true;
            this.Attributes[GameAttribute.Trait, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.TeamID] = 2;
            this.Attributes[GameAttribute.Shared_Stash_Slots] = 14;
            this.Attributes[GameAttribute.Backpack_Slots] = 60;
            this.Attributes[GameAttribute.General_Cooldown] = 0;
            #endregion // Attributes
        }
コード例 #8
0
ファイル: Player.cs プロジェクト: ElCorpseMaker/mooege
        public Player(World world, GameClient client, Toon bnetToon)
            : base(world, world.NewPlayerID)
        {
            this.InGameClient = client;
            this.PlayerIndex = Interlocked.Increment(ref this.InGameClient.Game.PlayerIndexCounter); // make it atomic.

            this.Properties = bnetToon;
            this.Inventory = new Inventory(this);
            this.SkillSet = new SkillSet(this.Properties.Class);

            this.RevealedObjects = new Dictionary<uint, IRevealable>();
            this.GroundItems = new Dictionary<uint, Item>();

            // actor values
            this.ActorSNO = this.ClassSNO;
            this.Field2 = 0x00000009;
            this.Field3 = 0x00000000;
            this.Scale = ModelScale;
            this.RotationAmount = 0.05940768f;
            this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f);
            this.CollFlags = 0x00000000;

            this.Position.X = 3143.75f;
            this.Position.Y = 2828.75f;
            this.Position.Z = 59.075588f;

            // den of evil: this.Position.X = 2526.250000f; this.Position.Y = 2098.750000f; this.Position.Z = -5.381495f;
            // inn: this.Position.X = 2996.250000f; this.Position.Y = 2793.750000f; this.Position.Z = 24.045330f;
            // adrias hut: this.Position.X = 1768.750000f; this.Position.Y = 2921.250000f; this.Position.Z = 20.333143f;
            // cemetery of the forsaken: this.Position.X = 2041.250000f; this.Position.Y = 1778.750000f; this.Position.Z = 0.426203f;
            // defiled crypt level 2: this.WorldId = 2000289804; this.Position.X = 158.750000f; this.Position.Y = 76.250000f; this.Position.Z = 0.100000f;

            this.GBHandle.Type = (int)GBHandleType.Player;
            this.GBHandle.GBID = this.Properties.ClassID;

            this.Field7 = -1;
            this.Field8 = -1;
            this.Field9 = 0x00000000;
            this.Field10 = 0x0;

            #region Attributes
            this.Attributes[GameAttribute.SkillKit] = this.SkillKit;
            this.Attributes[GameAttribute.Buff_Active, 0x33C40] = true;
            this.Attributes[GameAttribute.Skill, 0x7545] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x7545] = 1;
            this.Attributes[GameAttribute.Resistance_Total, 0x226] = 0.5f;
            this.Attributes[GameAttribute.Resistance, 0x226] = 0.5f;
            this.Attributes[GameAttribute.Immobolize] = true;
            this.Attributes[GameAttribute.Untargetable] = true;
            this.Attributes[GameAttribute.Skill_Total, 0x76B7] = 1;
            this.Attributes[GameAttribute.Skill, 0x76B7] = 1;
            this.Attributes[GameAttribute.Skill, 0x6DF] = 1;
            this.Attributes[GameAttribute.Buff_Active, 0xCE11] = true;
            this.Attributes[GameAttribute.CantStartDisplayedPowers] = true;
            this.Attributes[GameAttribute.Skill_Total, 0x216FA] = 1;
            this.Attributes[GameAttribute.Skill, 0x176C4] = 1;
            this.Attributes[GameAttribute.Skill, 0x216FA] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x176C4] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x6DF] = 1;
            this.Attributes[GameAttribute.Resistance, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Resistance_Total, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Get_Hit_Recovery] = 6f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Per_Level] = 1f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Base] = 5f;
            this.Attributes[GameAttribute.Skill, 0x7780] = 1;
            this.Attributes[GameAttribute.Get_Hit_Max] = 60f;
            this.Attributes[GameAttribute.Skill_Total, 0x7780] = 1;
            this.Attributes[GameAttribute.Get_Hit_Max_Per_Level] = 10f;
            this.Attributes[GameAttribute.Get_Hit_Max_Base] = 50f;
            this.Attributes[GameAttribute.Resistance_Total, 0] = 3.051758E-05f; // im pretty sure key = 0 doesnt do anything since the lookup is (attributeId | (key << 12)), maybe this is some base resistance? /cm
            this.Attributes[GameAttribute.Resistance_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Dodge_Rating_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.IsTrialActor] = true;
            this.Attributes[GameAttribute.Buff_Visual_Effect, 0xFFFFF] = true;
            this.Attributes[GameAttribute.Crit_Percent_Cap] = 0x3F400000;
            this.Attributes[GameAttribute.Resource_Cur, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max_Total, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_All] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_All] = 1f;
            this.Attributes[GameAttribute.Resource_Regen_Total, this.ResourceID] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resource_Effective_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_CurrentHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Total] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second] = 1f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total] = 1.199219f;
            this.Attributes[GameAttribute.Buff_Icon_End_Tick0, 0x00033C40] = 0x000003FB;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Subtotal] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item] = 3.051758E-05f;
            this.Attributes[GameAttribute.Buff_Icon_Start_Tick0, 0x00033C40] = 0x00000077;
            this.Attributes[GameAttribute.Hit_Chance] = 1f;
            this.Attributes[GameAttribute.Casting_Speed_Total] = 1f;
            this.Attributes[GameAttribute.Casting_Speed] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Total] = 1f;
            this.Attributes[GameAttribute.Skill_Total, 0x0002EC66] = 0;
            this.Attributes[GameAttribute.Movement_Scalar_Capped_Total] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Subtotal] = 1f;
            this.Attributes[GameAttribute.Strafing_Rate_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Sprinting_Rate_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Running_Rate_Total] = 0.3598633f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_MainHand, 0] = 2f;
            this.Attributes[GameAttribute.Walking_Rate_Total] = 0.2797852f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_MainHand, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Running_Rate] = 0.3598633f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0] = 2f;
            this.Attributes[GameAttribute.Walking_Rate] = 0.2797852f;
            this.Attributes[GameAttribute.Damage_Min_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 0] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar] = 1f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_SubTotal, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Max, 0] = 3f;
            this.Attributes[GameAttribute.Damage_Weapon_Max_Total, 0] = 3f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Trait, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Damage_Weapon_Min, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Skill, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Resource_Type_Primary] = this.ResourceID;
            this.Attributes[GameAttribute.Hitpoints_Max_Total] = 76f;
            this.Attributes[GameAttribute.Hitpoints_Max] = 40f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Level] = 3.051758E-05f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Vitality] = 36f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Vitality] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Level] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Cur] = 76f;
            this.Attributes[GameAttribute.Disabled] = true;
            this.Attributes[GameAttribute.Loading] = true;
            this.Attributes[GameAttribute.Invulnerable] = true;
            this.Attributes[GameAttribute.TeamID] = 2;
            this.Attributes[GameAttribute.Skill_Total, 0xFFFFF] = 1;
            this.Attributes[GameAttribute.Skill, 0xFFFFF] = 1;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Hidden] = true;
            this.Attributes[GameAttribute.Level_Cap] = 13;
            this.Attributes[GameAttribute.Level] = this.Properties.Level;
            this.Attributes[GameAttribute.Experience_Next] = 1200;
            this.Attributes[GameAttribute.Experience_Granted] = 1000;
            this.Attributes[GameAttribute.Armor_Total] = 0;
            this.Attributes[GameAttribute.Defense] = 10.0f;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x00033C40] = 1;
            this.Attributes[GameAttribute.Vitality] = 9.0f;
            this.Attributes[GameAttribute.Precision] = 11.0f;
            this.Attributes[GameAttribute.Attack] = 10.0f;
            this.Attributes[GameAttribute.Shared_Stash_Slots] = 14;
            this.Attributes[GameAttribute.Backpack_Slots] = 60;
            this.Attributes[GameAttribute.General_Cooldown] = 0;
            #endregion // Attributes            
        }
コード例 #9
0
ファイル: ToonManager.cs プロジェクト: jgoyvaerts/mooege
        private static void LoadToons()
        {
            var query = "SELECT * from toons";
            var cmd = new SQLiteCommand(query, DBManager.Connection);
            var reader = cmd.ExecuteReader();

            if (!reader.HasRows) return;

            while (reader.Read())
            {
                var databaseId = (ulong)reader.GetInt64(0);
                var toon = new Toon(databaseId, reader.GetString(1), reader.GetInt32(6), reader.GetByte(2), reader.GetByte(3), reader.GetByte(4), reader.GetInt64(5));
                Toons.Add(databaseId, toon);
            }
        }
コード例 #10
0
ファイル: Channel.cs プロジェクト: Jonsevc/mooege
 public bool HasToon(Toon toon) // checks if given toon is already channels member
 {
     return this.Members.Any(pair => pair.Value.Identity.ToonId.Low == toon.BnetEntityID.Low);
 }