internal List <Gw2Skill> GetBuffs(Gw2Character player) { if (player != null) { return(player.Buffs.ToList()); } return(null); }
public static double CalculateFriendlyWeight(Gw2Character character) { double weight = 1; double healthpct = character.Health.Current / character.Health.Maximum; if (BuddyGw.Me.IsFightingForLife) { weight += healthpct; } weight += CharactersAround(character) * 5; weight *= character.InCombat ? 5 : 1; return weight; }
public static double CalculateFriendlyWeight(Gw2Character character) { double weight = 1; double healthpct = character.Health.Current / character.Health.Maximum; if (BuddyGw.Me.IsFightingForLife) { weight += healthpct; } weight += CharactersAround(character) * 5; weight *= character.InCombat ? 5 : 1; return(weight); }
public static double CalculateEnemyWeight(Gw2Character character) { double weight = 1; double healthpct = character.Health.Current / character.Health.Maximum; if (BuddyGw.Me.IsFightingForLife) { weight -= healthpct; } else { weight += healthpct; } weight -= character.Distance; weight -= character.IsVisible ? 0 : 1; weight *= character.IsPlayer ? 5 : 1; weight *= character.InCombat ? 5 : 1; return weight; }
public static double CalculateEnemyWeight(Gw2Character character) { double weight = 1; double healthpct = character.Health.Current / character.Health.Maximum; if (BuddyGw.Me.IsFightingForLife) { weight -= healthpct; } else { weight += healthpct; } weight -= character.Distance; weight -= character.IsVisible ? 0 : 1; weight *= character.IsPlayer ? 5 : 1; weight *= character.InCombat ? 5 : 1; return(weight); }
internal CreateInteractiveSpellBehavior(string spellName, Gw2Character Object, Func <RoutineContext, bool> condition = null) { SpellName = spellName; Condition = condition; this.Object = Object; }
internal CreateInteractiveSpellBehavior(string spellName, Gw2Character Object, Func<RoutineContext, bool> condition = null) { SpellName = spellName; Condition = condition; this.Object = Object; }
public static int CharactersAround(Gw2Character character) { return(Game.GetSurrounding(character.Position, 10).Count()); }
public static int CharactersAround(Gw2Character character) { return Game.GetSurrounding(character.Position, 10).Count(); }
internal List<Gw2Skill> GetBuffs(Gw2Character player) { if (player != null) { return player.Buffs.ToList(); } return null; }