public override bool Check(
     FeatureSelectionState selectionState,
     UnitDescriptor unit,
     LevelUpState state)
 {
     return(!unit.Ensure <UnitPartSelfEvolution>().hasPermanentEvolution(evolution));
 }
 public override bool Check(
     FeatureSelectionState selectionState,
     UnitDescriptor unit,
     LevelUpState state)
 {
     return(unit.Ensure <UnitPartSelfEvolution>().hasEvolution(evolution) != not);;
 }
 public override bool Check(
     FeatureSelectionState selectionState,
     UnitDescriptor unit,
     LevelUpState state)
 {
     return(unit.Ensure <UnitPartSelfEvolution>().getNumEvolutionPoints() >= amount || unit.Progression.Features.HasFact((BlueprintFact)this.feature));
 }
        private int getRemainingGroupSize(UnitDescriptor unit)
        {
            int remaining_group_size = unit.Ensure <UnitPartActivatableAbility>().GetGroupSize(this.group);

            foreach (var a in unit.ActivatableAbilities)
            {
                if (a.Blueprint.Group == group && a.IsOn)
                {
                    remaining_group_size -= a.Blueprint.WeightInGroup;
                }
            }
            return(remaining_group_size);
        }
Exemplo n.º 5
0
 static void Postfix(UnitDescriptor __instance, ref bool __result)
 {
     try
     {
         if (!__result)
         {
             __result = __instance.Ensure <UnitPartConsiderUndeadForHealing>().active();
         }
     }
     catch (Exception ex)
     {
         Main.logger.LogException(ex);
     }
 }
Exemplo n.º 6
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 public static bool isSwashbucklerWeapon(BlueprintItemWeapon weapon, UnitDescriptor wielder)
 {
     // Identical check for Duelist weapons
     if (weapon.IsMelee && (weapon.Category.HasSubCategory(WeaponSubCategory.Light) || weapon.Category.HasSubCategory(WeaponSubCategory.OneHandedPiercing) || (wielder.State.Features.DuelingMastery && weapon.Category == WeaponCategory.DuelingSword) || wielder.Ensure <DamageGracePart>().HasEntry(weapon.Category)))
     {
         return(true);
     }
     return(false);
 }