public Priority() { _abilityType = EnhanceAbility.None; _priorityName = "None"; _description = "Empty Priority"; _inUse = false; _priority = 0; _enhSimName = "XX"; }
public Priority(string priorityName, EnhanceAbility abilityType, string description, bool onByDefault, int priority, string enhSimName) { _priorityName = priorityName; _abilityType = abilityType; _description = description; _inUse = onByDefault; _priority = priority; _enhSimName = enhSimName; }
public bool PriorityInUse(EnhanceAbility abilityType) { Priority p; if (_priorityList.TryGetValue(abilityType, out p)) { return p.Checked; } return false; }
public bool PriorityInUse(EnhanceAbility abilityType) { Priority p; if (_priorityList.TryGetValue(abilityType, out p)) { return(p.Checked); } return(false); }
public float AbilityCooldown(EnhanceAbility abilityType) { foreach (Ability ability in _abilities) { if (ability.AbilityType == abilityType) { return(ability.Uses == 0 ? ability.Duration : fightLength / ability.Uses); } } return(fightLength); }
public int GetAbilityPriorityValue(EnhanceAbility abilityType) { int priority = 0; foreach (KeyValuePair<EnhanceAbility, Priority> kvp in _sortedList) { Priority p = kvp.Value; if (p.Checked && p.PriorityValue > 0) priority++; if (p.AbilityType == abilityType) return p.Checked ? priority : 0; } return -1; }
public void SetAbilityPriority(EnhanceAbility abilityType, Priority priority) { Priority value = GetAbilityPriority(abilityType); if (value.AbilityType != EnhanceAbility.None) { _priorityList.Remove(abilityType); } if (priority.PriorityValue > 0) { _priorityList.Add(abilityType, priority); } // update the sorted list SortPriorities(); }
private void SetAbilityChecked(EnhanceAbility abilityType, bool checkState) { for (int i = 0; i < CLBPriorities.Items.Count; i++) { Priority p = (Priority)CLBPriorities.Items[i]; if (p.AbilityType == abilityType) { _loadingCalculationOptions = true; p.Checked = checkState; _calcOpts.SetAbilityPriority(p.AbilityType, p); CLBPriorities.SetItemChecked(i, checkState); _loadingCalculationOptions = false; break; } } }
public int GetAbilityPriorityValue(EnhanceAbility abilityType) { int priority = 0; foreach (KeyValuePair <EnhanceAbility, Priority> kvp in _sortedList) { Priority p = kvp.Value; if (p.Checked && p.PriorityValue > 0) { priority++; } if (p.AbilityType == abilityType) { return(p.Checked ? priority : 0); } } return(-1); }
public Ability(EnhanceAbility abilityType, float duration, float gcd, float manacost, int priority, bool useBeforeCombat, bool manaRegen) { _abilityType = abilityType; _name = abilityType.ToString(); _duration = duration; _priority = priority; _manacost = manacost; _gcd = gcd; _manaRegen = manaRegen; //TODO initial cooldown on SR is when you are almost out of mana for now use its duration ie: 60 seconds if (useBeforeCombat) // if ability is to be used before start of combat refresh is after first duration over (eg: totems) { _cooldownOver = duration; } else { _cooldownOver = 0f; } _uses = 0; }
public Priority GetAbilityPriority(EnhanceAbility abilityType) { return(_priorityList[abilityType]); }
public float AbilityCooldown(EnhanceAbility abilityType) { return(_rotation.AbilityCooldown(abilityType)); }
public float AbilityCooldown(EnhanceAbility abilityType) { return _rotation.AbilityCooldown(abilityType); }
public void SetAbilityPriority(EnhanceAbility abilityType, Priority priority) { Priority value = GetAbilityPriority(abilityType); if (value.AbilityType != EnhanceAbility.None) _priorityList.Remove(abilityType); if (priority.PriorityValue > 0) _priorityList.Add(abilityType, priority); // update the sorted list SortPriorities(); }
public Priority GetAbilityPriority(EnhanceAbility abilityType) { return _priorityList[abilityType]; }