public DataDrivenMechanics(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >( () => CollectionToList(CreateCollection())); }
public CharacterGivenStats( IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, CharacterBaseStats characterBaseStats) : base(builderFactories) { _modifierBuilder = modifierBuilder; _characterBaseStats = characterBaseStats; _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList()); }
public GameStateDependentMods( IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, IMetaStatBuilders metaStatBuilders) : base(builderFactories) { _modifierBuilder = modifierBuilder; _stat = metaStatBuilders; _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList()); }
protected LevelBasedStats( IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, MonsterBaseStats monsterBaseStats) : base(builderFactories) { ModifierBuilder = modifierBuilder; MonsterBaseStats = monsterBaseStats; _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList()); }
private IReadOnlyList <IStatMatchers> CreateStatMatchers(IModifierBuilder modifierBuilder) => new IStatMatchers[] { new SpecialMatchers(_builderFactories, _matchContexts, modifierBuilder), new StatManipulatorMatchers(_builderFactories, _matchContexts, modifierBuilder), new ValueConversionMatchers(_builderFactories, _matchContexts, modifierBuilder), new FormAndStatMatchers(_builderFactories, _matchContexts, modifierBuilder), new FormMatchers(_builderFactories, _matchContexts, modifierBuilder), new GeneralStatMatchers(_builderFactories, _matchContexts, modifierBuilder), new DamageStatMatchers(_builderFactories, _matchContexts, modifierBuilder), new PoolStatMatchers(_builderFactories, _matchContexts, modifierBuilder), new ConditionMatchers(_builderFactories, _matchContexts, modifierBuilder), };
private IReadOnlyList <IGivenStats> CreateCollection(IModifierBuilder modifierBuilder) => new IGivenStats[] { new CommonGivenStats(_builderFactories, modifierBuilder), new CharacterGivenStats(_builderFactories, modifierBuilder, _characterBaseStats), new MonsterGivenStats(_builderFactories, modifierBuilder), new TotemGivenStats(_builderFactories, modifierBuilder), new EffectStats(_builderFactories, modifierBuilder), new DataDrivenMechanics(_builderFactories, modifierBuilder, _metaStatBuilders), new GameStateDependentMods(_builderFactories, modifierBuilder, _metaStatBuilders), new EnemyLevelBasedStats(_builderFactories, modifierBuilder, _monsterBaseStats), new AllyLevelBasedStats(_builderFactories, modifierBuilder, _monsterBaseStats), };
private IReadOnlyList <IStatMatchers> CreateStatMatchers( IModifierBuilder modifierBuilder, IReadOnlyList <PassiveNodeDefinition> passives) => new IStatMatchers[] { new SpecialMatchers(_builderFactories, modifierBuilder), new StatManipulatorMatchers(_builderFactories, modifierBuilder), new ValueConversionMatchers(_builderFactories, modifierBuilder), new FormAndStatMatchers(_builderFactories, modifierBuilder), new KeystoneStatMatchers(_builderFactories, modifierBuilder, passives), new FormMatchers(_builderFactories, modifierBuilder), new GeneralStatMatchers(_builderFactories, modifierBuilder), new DamageStatMatchers(_builderFactories, modifierBuilder), new PoolStatMatchers(_builderFactories, modifierBuilder), new ConditionMatchers(_builderFactories, modifierBuilder), new ActionConditionMatchers(_builderFactories, modifierBuilder), };
private IReadOnlyList <IGivenStats> CreateCollection(IModifierBuilder modifierBuilder) => new IGivenStats[] { new CommonGivenStats(_builderFactories, modifierBuilder), new CommonMechanics(_builderFactories, modifierBuilder), new EffectStats(_builderFactories, modifierBuilder), new MonsterGivenStats(_builderFactories, modifierBuilder), new AllyGivenStats(_builderFactories, modifierBuilder, _monsterBaseStats), new AllyMechanics(_builderFactories, modifierBuilder), new TotemGivenStats(_builderFactories, modifierBuilder), new EnemyGivenStats(_builderFactories, modifierBuilder, _monsterBaseStats), new EnemyMechanics(_builderFactories, modifierBuilder), new CharacterGivenStats(_builderFactories, modifierBuilder, _characterBaseStats), new CharacterMechanics(_builderFactories, modifierBuilder), new DamageMechanics(_builderFactories, modifierBuilder), new GameStateDependentMods(_builderFactories, modifierBuilder), new AdditionalSkillStats(_builderFactories, modifierBuilder), new SkillBaseRadii(_builderFactories, modifierBuilder), };
public DataDrivenMechanicCollection(IModifierBuilder modifierBuilder, IBuilderFactories builderFactories) : base(modifierBuilder, builderFactories.ValueBuilders) => _builderFactories = builderFactories;
public EffectStatCollection(IModifierBuilder modifierBuilder, IValueBuilders valueFactory) { _modifierBuilder = modifierBuilder; _valueFactory = valueFactory; }
/// <param name="builder">An empty <see cref="IModifierBuilder"/> instance to build new /// <see cref="IIntermediateModifier"/>s from.</param> public IntermediateModifierResolver(IModifierBuilder builder) { _builder = builder; }
public PropertyMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder) { }
public ValueConversionMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder) { }
public ConditionMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder) { }
public EnemyGivenStats( IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, MonsterBaseStats monsterBaseStats) : base(builderFactories, modifierBuilder, monsterBaseStats) { }
public PropertyMatchers(IBuilderFactories builderFactories, IMatchContexts matchContexts, IModifierBuilder modifierBuilder) : base(builderFactories, matchContexts) { _modifierBuilder = modifierBuilder; }
protected DataDrivenMechanicsBase(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { ModifierBuilder = modifierBuilder; }
public FormAndStatMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; }
public CharacterMechanics(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories, modifierBuilder) { _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >( () => CreateCollection().ToList()); }
public KeystoneStatMatchers( IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, IReadOnlyList <PassiveNodeDefinition> passives) : base(builderFactories) => (_modifierBuilder, _passives) = (modifierBuilder, passives);
public ConditionMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; }
public StatManipulatorMatcherCollection(IModifierBuilder modifierBuilder) : base(modifierBuilder) { }
public AdditionalSkillStats(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; _lazyGivenStats = new Lazy <IReadOnlyList <IIntermediateModifier> >(() => CreateCollection().ToList()); }
public StatManipulatorMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; }
public DamageStatMatchers( IBuilderFactories builderFactories, IMatchContexts matchContexts, IModifierBuilder modifierBuilder) : base(builderFactories, matchContexts) { _modifierBuilder = modifierBuilder; }
public SpecialMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; }
public GeneralStatMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; }
public ValueConversionMatchers(IBuilderFactories builderFactories, IModifierBuilder modifierBuilder) : base(builderFactories) { _modifierBuilder = modifierBuilder; }
public AllyLevelBasedStats( IBuilderFactories builderFactories, IModifierBuilder modifierBuilder, MonsterBaseStats monsterBaseStats) : base(builderFactories, modifierBuilder, monsterBaseStats) { }
public FormMatcherCollection(IModifierBuilder modifierBuilder, IValueBuilders valueFactory) : base(modifierBuilder) { _valueFactory = valueFactory; }