private static CastValidity ComputeCastValidity(ICastableStatus status) { PrecomputedData precomputedData = status.GetDefinition()?.precomputedData; FightStatus local = FightStatus.local; if (precomputedData != null && local != null) { PlayerStatus player = local.GetLocalPlayer(); HeroStatus heroStatus = player.heroStatus; WeaponDefinition weaponDefinition = (WeaponDefinition)heroStatus.definition; if (precomputedData.checkNumberOfSummonings) { int num = local.EnumerateEntities((SummoningStatus s) => s.ownerId == player.id).Count(); int valueWithLevel = weaponDefinition.maxSummoningsOnBoard.GetValueWithLevel(heroStatus.level); if (num >= valueWithLevel) { return(CastValidity.TOO_MANY_SUMMONING); } } if (precomputedData.checkNumberOfMechanisms) { int num2 = local.EnumerateEntities((MechanismStatus s) => s.ownerId == player.id).Count(); int valueWithLevel2 = weaponDefinition.maxMechanismsOnBoard.GetValueWithLevel(heroStatus.level); if (num2 >= valueWithLevel2) { return(CastValidity.TOO_MANY_MECHANISM); } } } return(CastValidity.SUCCESS); }
public override Tuple <int, int> GetRange() { ActionRange actionRange = (m_source.GetDefinition() as CharacterDefinition)?.actionRange; if (actionRange == null) { return(null); } return(new Tuple <int, int>(actionRange.min.GetValueWithLevel(base.level), actionRange.max.GetValueWithLevel(base.level))); }
public CastableFightValueProvider([NotNull] ICastableStatus source) : base(source.GetDefinition().precomputedData.dynamicValueReferences, source.level) { m_source = source; }