Пример #1
0
 public StatsData(IStatsOwner owner, PlayerFields name, int valueBase, int limit)
 {
     this.ValueBase = valueBase;
     this.m_limit   = new int?(limit);
     this.Name      = name;
     this.Owner     = owner;
 }
Пример #2
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        private void OnActorAttacked(TriggerBuff buff, BuffTriggerType trigger, object token)
        {
            System.Collections.Generic.IEnumerable <StatBuff> source = buff.Target.GetBuffs((Buff entry) => entry.Spell == base.Spell).OfType <StatBuff>();
            int num = (
                from entry in source
                where (int)entry.Duration == this.Effect.Duration
                select entry).Sum((StatBuff entry) => (int)entry.Value);
            short diceFace = base.Dice.DiceFace;

            if (num < (int)diceFace)
            {
                Fights.Damage damage = (Fights.Damage)token;
                int           num2   = damage.Amount;
                if (num2 + num > (int)diceFace)
                {
                    num2 = (int)((short)((int)diceFace - num));
                }
                PlayerFields punishmentBoostType = Punishment.GetPunishmentBoostType(base.Dice.DiceNum);
                StatBuff     buff2 = new StatBuff(buff.Target.PopNextBuffId(), buff.Target, base.Caster, base.Dice, base.Spell, (short)num2, punishmentBoostType, false, true, (short)Punishment.GetBuffEffectId(punishmentBoostType))
                {
                    Duration = base.Dice.Value
                };
                buff.Target.AddAndApplyBuff(buff2, true);
            }
        }
Пример #3
0
        /// <summary>
        /// Creates a column model for a player
        /// </summary>
        /// <param name="fields">The visible columns</param>
        public static ColumnModel CreateColumnModel(PlayerFields fields)
        {
            ImageColumn  visibleColumn                  = CreateImageColumn(string.Empty, 20, VillageGridExRes.Player_VisibleTooltip);
            TextColumn   playerNameColumn               = CreateTextColumn(VillageGridExRes.Name, 85, VillageGridExRes.Player_NameTooltip);
            TextColumn   playerTribeColumn              = CreateTextColumn(VillageGridExRes.Tribe, 60, VillageGridExRes.Player_TribeTooltip);
            NumberColumn playerPointsColumn             = CreateNumberColumn(VillageGridExRes.Points, 72, VillageGridExRes.Player_PointsTooltip);
            NumberColumn playerVillagesColumn           = CreateNumberColumn(VillageGridExRes.Villages, 60, VillageGridExRes.Player_VillagesTooltip);
            TextColumn   playerVillagesDifferenceColumn = CreateTextColumn(VillageGridExRes.Difference, 60, VillageGridExRes.Player_VillagesDiffTooltip);
            TextColumn   playerTribeDifferenceColumn    = CreateTextColumn(VillageGridExRes.TribeOld, 65, VillageGridExRes.Player_TribeOldTooltip);
            NumberColumn playerPointsDifferenceColumn   = CreateNumberColumn(VillageGridExRes.Difference, 55, VillageGridExRes.Player_PointsDiffTooltip);

            playerNameColumn.Visible               = (fields & PlayerFields.Name) != 0;
            playerPointsColumn.Visible             = (fields & PlayerFields.Points) != 0;
            playerPointsDifferenceColumn.Visible   = (fields & PlayerFields.PointsDifference) != 0;
            playerTribeColumn.Visible              = (fields & PlayerFields.Tribe) != 0;
            playerTribeDifferenceColumn.Visible    = (fields & PlayerFields.TribeDifference) != 0;
            playerVillagesColumn.Visible           = (fields & PlayerFields.Villages) != 0;
            playerVillagesDifferenceColumn.Visible = (fields & PlayerFields.VillagesDifference) != 0;

            return(new ColumnModel(new Column[] {
                visibleColumn,
                playerNameColumn,
                playerTribeDifferenceColumn,
                playerTribeColumn,
                playerPointsColumn,
                playerPointsDifferenceColumn,
                playerVillagesColumn,
                playerVillagesDifferenceColumn
            }));
        }
Пример #4
0
        private static EffectsEnum GetBuffEffectId(PlayerFields caracteristic)
        {
            EffectsEnum result;

            switch (caracteristic)
            {
            case PlayerFields.Strength:
                result = EffectsEnum.Effect_AddStrength;
                break;

            case PlayerFields.Vitality:
                result = EffectsEnum.Effect_AddVitality;
                break;

            case PlayerFields.Wisdom:
                result = EffectsEnum.Effect_AddWisdom;
                break;

            case PlayerFields.Chance:
                result = EffectsEnum.Effect_AddChance;
                break;

            case PlayerFields.Agility:
                result = EffectsEnum.Effect_AddAgility;
                break;

            case PlayerFields.Intelligence:
                result = EffectsEnum.Effect_AddIntelligence;
                break;

            default:
                throw new System.Exception(string.Format("Buff Effect not found for caracteristic {0}", caracteristic));
            }
            return(result);
        }
Пример #5
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 public StatsData(IStatsOwner owner, PlayerFields name, int valueBase, StatsFormulasHandler formulas = null)
 {
     ValueBase  = valueBase;
     m_formulas = formulas;
     Name       = name;
     Owner      = owner;
 }
Пример #6
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 public StatsData this[PlayerFields name]
 {
     get
     {
         StatsData statsData;
         return(this.Fields.TryGetValue(name, out statsData) ? statsData : null);
     }
 }
Пример #7
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 public StatsData this[PlayerFields name]
 {
     get
     {
         StatsData value;
         return(Fields.TryGetValue(name, out value) ? value : null);
     }
 }
Пример #8
0
 public StatsData(IStatsOwner owner, PlayerFields name, int valueBase, int?limit, bool limitEquippedOnly = false)
 {
     ValueBase           = valueBase;
     m_limit             = limit;
     m_limitEquippedOnly = limitEquippedOnly;
     Name  = name;
     Owner = owner;
 }
        public StatBuff AddStatBuff(FightActor target, short value, PlayerFields caracteritic, bool dispelable, CustomActionsEnum customAction)
        {
            int      id       = target.PopNextBuffId();
            StatBuff statBuff = new StatBuff(id, target, this.Caster, this.Effect, this.Spell, value, caracteritic, this.Critical, dispelable, (short)customAction);

            target.AddAndApplyBuff(statBuff, true);
            return(statBuff);
        }
Пример #10
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        public Buff AddStatBuff(FightActor target, short value, PlayerFields caracteritic, short?customActionId = null)
        {
            if (IsTriggerBuff())
            {
                return(AddTriggerBuff(target, (buff, triggerrer, type, token) => AddStatBuffDirectly(target, value, caracteritic, customActionId, triggerrer: triggerrer)));
            }

            return(AddStatBuffDirectly(target, value, caracteritic, customActionId));
        }
Пример #11
0
        short AdjustBonusStat(short bonus, PlayerFields characteristic)
        {
            if (Target.Stats[characteristic].Additional >= StatBonusLimit)
            {
                return(0);
            }

            return(Target.Stats[characteristic].Additional + bonus > StatBonusLimit ? StatBonusLimit : bonus);
        }
Пример #12
0
 public Skill(SkillCollection skills, PlayerFields field, SkillRecord record, SkillLine skillLine)
 {
     PlayerField = field;
     m_skills    = skills;
     m_record    = record;
     SkillLine   = skillLine;
     m_skills.Owner.SetUInt16Low(field, (ushort)skillLine.Id);
     m_skills.Owner.SetUInt16High(field, skillLine.Abandonable);
     SetCurrentValueSilently(record.CurrentValue);
     MaxValue = record.MaxValue;
 }
Пример #13
0
 public Skill(SkillCollection skills, PlayerFields field, SkillRecord record, SkillLine skillLine)
 {
     this.PlayerField = field;
     this.m_skills    = skills;
     this.m_record    = record;
     this.SkillLine   = skillLine;
     this.m_skills.Owner.SetUInt16Low((UpdateFieldId)field, (ushort)skillLine.Id);
     this.m_skills.Owner.SetUInt16High((UpdateFieldId)field, skillLine.Abandonable);
     this.SetCurrentValueSilently(record.CurrentValue);
     this.MaxValue = record.MaxValue;
 }
Пример #14
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 /// <summary>
 /// Returns the next free Player's skill-field
 /// </summary>
 public PlayerFields FindFreeField()
 {
     for (PlayerFields i = PlayerFields.SKILL_INFO_1_1; i < SkillHandler.HighestField; i += 3)
     {
         if (m_owner.GetUInt32(i) == 0)
         {
             return(i);
         }
     }
     // should never happen
     throw new Exception("No more free skill-fields? Impossible!");
 }
Пример #15
0
        public Skill(SkillCollection skills, PlayerFields field, SkillRecord record, SkillLine skillLine)
        {
            PlayerField = field;
            m_skills = skills;
            m_record = record;

            SkillLine = skillLine;
            m_skills.Owner.SetUInt16Low(field, (ushort)skillLine.Id);
            m_skills.Owner.SetUInt16High(field, skillLine.Abandonable);

            SetCurrentValueSilently(record.CurrentValue);
            MaxValue = record.MaxValue;
        }
Пример #16
0
        /// <summary>Returns the next free Player's skill-field</summary>
        public PlayerFields FindFreeField()
        {
            PlayerFields field = PlayerFields.SKILL_INFO_1_1;

            while (field < PlayerFields.CHARACTER_POINTS1)
            {
                if (m_owner.GetUInt32(field) == 0U)
                {
                    return(field);
                }
                field += 3;
            }

            throw new Exception("No more free skill-fields? Impossible!");
        }
Пример #17
0
 public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
 {
     m_record = new SkillRecord
     {
         SkillId = skill.Id,
         OwnerId = skills.Owner.Record.Guid
     };
     m_skills    = skills;
     PlayerField = field;
     SkillLine   = skill;
     m_skills.Owner.SetUInt16Low(field, (ushort)skill.Id);
     m_skills.Owner.SetUInt16High(field, skill.Abandonable);
     CurrentValue = (ushort)value;
     MaxValue     = (ushort)max;
     m_record.CreateLater();
 }
Пример #18
0
        public void UpdateValue <T>(PlayerFields pos, T value, int increment = 0)
        {
            m_touched[OBJECT_TYPES.TYPE_PLAYER] = true;

            m_playerfields.Set((int)pos + increment, true);
            if (value is long || value is ulong) //64bit needs to store + append two 32 bits - obviously
            {
                m_playerfields.Set((int)pos + 1 + increment, true);
                m_playervalues[(int)pos + increment]     = Convert.ToInt32(Convert.ToInt64(value) & uint.MaxValue);
                m_playervalues[(int)pos + 1 + increment] = Convert.ToInt32((Convert.ToInt64(value) >> 32) & uint.MaxValue);
            }
            else
            {
                m_playervalues[(int)pos + increment] = value;
            }
        }
Пример #19
0
 public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
 {
     this.m_record = new SkillRecord()
     {
         SkillId = skill.Id,
         OwnerId = skills.Owner.Record.Guid
     };
     this.m_skills    = skills;
     this.PlayerField = field;
     this.SkillLine   = skill;
     this.m_skills.Owner.SetUInt16Low((UpdateFieldId)field, (ushort)skill.Id);
     this.m_skills.Owner.SetUInt16High((UpdateFieldId)field, skill.Abandonable);
     this.CurrentValue = (ushort)value;
     this.MaxValue     = (ushort)max;
     this.m_record.CreateLater();
 }
Пример #20
0
        public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
        {
            m_record = new SkillRecord { SkillId = skill.Id, OwnerId = skills.Owner.Record.Guid };

            m_skills = skills;
            PlayerField = field;
            SkillLine = skill;

            m_skills.Owner.SetUInt16Low(field, (ushort)skill.Id);
            m_skills.Owner.SetUInt16High(field, skill.Abandonable);

            CurrentValue = (ushort)value;
            MaxValue = (ushort)max;

            m_record.CreateLater();
        }
Пример #21
0
		public Skill(SkillCollection skills, PlayerFields field, SkillLine skill, uint value, uint max)
		{
			m_record = new SkillRecord { SkillId = skill.Id, OwnerId = skills.Owner.Record.Guid };

			m_skills = skills;
			PlayerField = field;
			SkillLine = skill;

			m_skills.Owner.SetUInt16Low(field, (ushort)skill.Id);
			m_skills.Owner.SetUInt16High(field, skill.Abandonable);


			CurrentValue = (ushort)value;
			MaxValue = (ushort)max;

			RealmWorldDBMgr.DatabaseProvider.SaveOrUpdate(m_record);
		}
Пример #22
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        public override void Process(CmdTrigger <RealmServerCmdArgs> trigger)
        {
            Character target = (Character)trigger.Args.Target;
            ZoneId    id     = trigger.Text.NextEnum <ZoneId>(ZoneId.None);

            if (id == ZoneId.None)
            {
                for (PlayerFields playerFields = PlayerFields.EXPLORED_ZONES_1;
                     playerFields < (PlayerFields)(1041L + (long)UpdateFieldMgr.ExplorationZoneFieldSize);
                     ++playerFields)
                {
                    target.SetUInt32((UpdateFieldId)playerFields, uint.MaxValue);
                }
            }
            else
            {
                target.SetZoneExplored(id, !target.IsZoneExplored(id));
            }
        }
Пример #23
0
        protected Buff AddStatBuffDirectly(FightActor target, short value, PlayerFields caracteritic, short?customActionId = null, bool noDelay = false, FightActor triggerrer = null)
        {
            var id   = target.PopNextBuffId();
            var buff = new StatBuff(id, target, Caster, this, Spell, value, caracteritic, Critical, DefaultDispellableStatus, triggerrer);

            if (customActionId != null)
            {
                buff.CustomActionId = customActionId;
            }

            if (noDelay)
            {
                buff.Delay = 0;
            }

            target.AddBuff(buff);

            return(buff);
        }
Пример #24
0
        public static PlayerFields GetEffectCaracteristic(EffectsEnum effect)
        {
            if (effect <= EffectsEnum.Effect_SubDamageBonus)
            {
                if (effect == EffectsEnum.Effect_SubRange || effect == EffectsEnum.Effect_SubRange_135)
                {
                    PlayerFields result = PlayerFields.Range;
                    return(result);
                }
                if (effect == EffectsEnum.Effect_SubDamageBonus)
                {
                    PlayerFields result = PlayerFields.DamageBonus;
                    return(result);
                }
            }
            else
            {
                if (effect <= EffectsEnum.Effect_SubCriticalHit)
                {
                    switch (effect)
                    {
                    case EffectsEnum.Effect_SubChance:
                    {
                        PlayerFields result = PlayerFields.Chance;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubVitality:
                    case EffectsEnum.Effect_IncreaseWeight:
                    case EffectsEnum.Effect_DecreaseWeight:
                        break;

                    case EffectsEnum.Effect_SubAgility:
                    {
                        PlayerFields result = PlayerFields.Agility;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubIntelligence:
                    {
                        PlayerFields result = PlayerFields.Intelligence;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubWisdom:
                    {
                        PlayerFields result = PlayerFields.Wisdom;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubStrength:
                    {
                        PlayerFields result = PlayerFields.Strength;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubDodgeAPProbability:
                    {
                        PlayerFields result = PlayerFields.DodgeAPProbability;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubDodgeMPProbability:
                    {
                        PlayerFields result = PlayerFields.DodgeMPProbability;
                        return(result);
                    }

                    default:
                        if (effect == EffectsEnum.Effect_SubCriticalHit)
                        {
                            PlayerFields result = PlayerFields.CriticalHit;
                            return(result);
                        }
                        break;
                    }
                }
                else
                {
                    if (effect == EffectsEnum.Effect_SubDamageBonusPercent)
                    {
                        PlayerFields result = PlayerFields.DamageBonusPercent;
                        return(result);
                    }
                    switch (effect)
                    {
                    case EffectsEnum.Effect_SubDodge:
                    {
                        PlayerFields result = PlayerFields.TackleEvade;
                        return(result);
                    }

                    case EffectsEnum.Effect_SubLock:
                    {
                        PlayerFields result = PlayerFields.TackleBlock;
                        return(result);
                    }
                    }
                }
            }
            throw new System.Exception(string.Format("'{0}' has no binded caracteristic", effect));
        }
Пример #25
0
        public int GetTotal(PlayerFields name)
        {
            var field = this[name];

            return(field == null ? 0 : field.Total);
        }
Пример #26
0
        private static void HandleValuesUpdate(uint blockId, UpdateType updateType, ObjectType objectType, Packet packet)
        {
            var  maskSizeBlocks = packet.ReadByte("{0}. MaskSize", blockId);
            var  maskSizeBytes  = maskSizeBlocks * 4;
            var  maskSizeBits   = maskSizeBytes * 8;
            var  bits           = new BitArray(maskSizeBits);
            var  fields         = new Hashtable();
            byte dynamicUpdateCount;

            for (int i = 0, b = 0; i < maskSizeBlocks; i++)
            {
                uint mask = packet.ReadUInt32("{0}. Mask[{1}]", blockId, i);
                packet.SetLastDataField("{0:X8}", mask);

                var bytes     = BitConverter.GetBytes(mask);
                var blockBits = new BitArray(bytes);

                for (int x = 0; x < 32; x++)
                {
                    bits[b++] = blockBits[x];
                }
            }

            for (int i = 0; i < maskSizeBits; i++)
            {
                if (!bits.Get(i))
                {
                    continue;
                }

                ObjectFields objectField = (ObjectFields)i;
                UnitFields   unitField   = (UnitFields)i;
                PlayerFields playerField = (PlayerFields)i;

                if (Enum.IsDefined(typeof(ObjectFields), i))
                {
                    Debug.Print(objectField.GetFullName());
                }
                else if (Enum.IsDefined(typeof(UnitFields), i))
                {
                    Debug.Print(unitField.GetFullName());
                }
                else if (Enum.IsDefined(typeof(PlayerFields), i))
                {
                    Debug.Print(playerField.GetFullName());
                }
                else
                {
                    Debug.Print("Unknown: {0}", i);
                }

                if (i < (int)ObjectFields.End)
                {
                    switch (objectField)
                    {
                    case ObjectFields.Scale:
                        fields[i] = packet.ReadSingle(objectField.GetFullName());
                        break;

                    default:
                        fields[i] = packet.ReadUInt32(objectField.GetFullName());
                        break;
                    }
                }
                else
                {
                    // NOTE: This assumes a unit or player of some kind.
                    // It does not allow for game objects or such (yet).
                    switch (objectType)
                    {
                    case ObjectType.Player:
                    case ObjectType.Unit:
                        switch (i)
                        {
                        case (int)UnitFields.BoundingRadius:
                        case (int)UnitFields.CombatReach:
                        case (int)UnitFields.MinDamage:
                        case (int)UnitFields.MaxDamage:
                        case (int)UnitFields.MinOffHandDamage:
                        case (int)UnitFields.MaxOffHandDamage:
                        case (int)UnitFields.ModCastingSpeed:
                        case (int)UnitFields.ModHaste:
                        case (int)UnitFields.ModRangedHaste:
                        case (int)UnitFields.AttackPowerMultiplier:
                        case (int)UnitFields.RangedAttackPowerMultiplier:
                        case (int)UnitFields.MinRangedDamage:
                        case (int)UnitFields.MaxRangedDamage:
                        case (int)UnitFields.PowerCostMultiplier:
                        case (int)PlayerFields.BlockPercentage:
                        case (int)PlayerFields.DodgePercentage:
                        case (int)PlayerFields.ParryPercentage:
                        case (int)PlayerFields.CritPercentage:
                        case (int)PlayerFields.RangedCritPercentage:
                        case (int)PlayerFields.OffhandCritPercentage:
                        case (int)PlayerFields.Mastery:
                        case (int)PlayerFields.ModHealingPercent:
                        case (int)PlayerFields.ModHealingDonePercent:
                        case (int)PlayerFields.WeaponDmgMultipliers:
                        case (int)PlayerFields.ModSpellPowerPercent:
                        case (int)PlayerFields.ModResiliencePercent:
                        case (int)PlayerFields.OverrideSpellPowerByAPPercent:
                        case (int)PlayerFields.OverrideAPBySpellPowerPercent:
                        case (int)PlayerFields.RuneRegen:
                        case (int)PlayerFields.RuneRegen1:
                        case (int)PlayerFields.RuneRegen2:
                        case (int)PlayerFields.RuneRegen3:
                        case (int)PlayerFields.UiHitModifier:
                        case (int)PlayerFields.UiSpellHitModifier:
                        case (int)PlayerFields.HomeRealmTimeOffset:
                        case (int)PlayerFields.ModPetHaste:
                            fields[i] = packet.ReadSingle(i < (int)UnitFields.End ? unitField.GetFullName() : playerField.GetFullName());
                            break;

                        default:
                            fields[i] = packet.ReadUInt32(i < (int)UnitFields.End ? unitField.GetFullName() : playerField.GetFullName());
                            break;
                        }
                        break;

                    default:
                        break;
                    }
                }
            }

            dynamicUpdateCount = packet.ReadByte("Dynamic update count");
        }
Пример #27
0
 public StatBuff(int id, FightActor target, FightActor caster, SpellEffectHandler effect, Spell spell, short value, PlayerFields caracteristic, bool critical, FightDispellableEnum dispelable, FightActor triggerer = null)
     : base(id, target, caster, effect, spell, critical, dispelable, triggerer: triggerer)
 {
     Value         = value;
     Caracteristic = caracteristic;
 }
Пример #28
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="val"></param>
 public UpdateFieldId( PlayerFields value )
 {
     m_RawId = (int)value;
 }
Пример #29
0
        public int GetTotal(PlayerFields name)
        {
            StatsData statsData = this[name];

            return((statsData == null) ? 0 : statsData.Total);
        }
Пример #30
0
		public ExtendedUpdateFieldId(PlayerFields val)
		{
			RawId = (int)val;
			ObjectType = ObjectTypeId.Player;
		}
Пример #31
0
 public int GetInt32(PlayerFields field)
 {
     return m_updateValues[(int)field].Int32;
 }
Пример #32
0
        /// <summary>
        /// Creates a column model for a player
        /// </summary>
        /// <param name="fields">The visible columns</param>
        public static ColumnModel CreateColumnModel(PlayerFields fields)
        {
            ImageColumn visibleColumn = CreateImageColumn(string.Empty, 20, "Show image if at least one village of the player is currently visible on the main map.");
            TextColumn playerNameColumn = CreateTextColumn("Name", 85, "The name of the player");
            TextColumn playerTribeColumn = CreateTextColumn("Tribe", 60, "The tribe the player belongs to");
            NumberColumn playerPointsColumn = CreateNumberColumn("Points", 72, "Points of the player");
            NumberColumn playerVillagesColumn = CreateNumberColumn("Villages", 60, "Villages of the player");
            TextColumn playerVillagesDifferenceColumn = CreateTextColumn("Diff.", 60, "Villages gained and/or lost since previous data");
            TextColumn playerTribeDifferenceColumn = CreateTextColumn("Old tribe", 65, "The tribe the player switched from since previous data");
            NumberColumn playerPointsDifferenceColumn = CreateNumberColumn("Diff.", 55, "The difference in player points since previous data");

            playerNameColumn.Visible = (fields & PlayerFields.Name) != 0;
            playerPointsColumn.Visible = (fields & PlayerFields.Points) != 0;
            playerPointsDifferenceColumn.Visible = (fields & PlayerFields.PointsDifference) != 0;
            playerTribeColumn.Visible = (fields & PlayerFields.Tribe) != 0;
            playerTribeDifferenceColumn.Visible = (fields & PlayerFields.TribeDifference) != 0;
            playerVillagesColumn.Visible = (fields & PlayerFields.Villages) != 0;
            playerVillagesDifferenceColumn.Visible = (fields & PlayerFields.VillagesDifference) != 0;

            return new ColumnModel(new Column[] {
                visibleColumn,
                playerNameColumn,
                playerTribeDifferenceColumn,
                playerTribeColumn,
                playerPointsColumn,
                playerPointsDifferenceColumn,
                playerVillagesColumn,
                playerVillagesDifferenceColumn});
        }
Пример #33
0
 public StatBuff(int id, FightActor target, FightActor caster, EffectBase effect, Spell spell, short value, PlayerFields caracteristic, bool critical, bool dispelable, short customActionId) : base(id, target, caster, effect, spell, critical, dispelable, customActionId)
 {
     this.Value         = value;
     this.Caracteristic = caracteristic;
 }
Пример #34
0
 public ExtendedUpdateFieldId(PlayerFields val)
 {
     RawId      = (int)val;
     ObjectType = ObjectTypeId.Player;
 }
Пример #35
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="val"></param>
 public UpdateFieldId(PlayerFields value)
 {
     m_RawId = (int)value;
 }
Пример #36
0
 public uint GetUInt32(PlayerFields field)
 {
     return(m_updateValues[(int)field].UInt32);
 }
Пример #37
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 public int GetInt32(PlayerFields field)
 {
     return(this.m_updateValues[(int)field].Int32);
 }