Пример #1
0
 public AdvancedTooltipSettings()
 {
     Enable    = true;
     ItemLevel = new ItemLevelSettings();
     ItemMods  = new ItemModsSettings();
     WeaponDps = new WeaponDpsSettings();
 }
Пример #2
0
 public AdvancedTooltipSettings()
 {
     Enable = true;
     ItemLevel = new ItemLevelSettings();
     ItemMods = new ItemModsSettings();
     WeaponDps = new WeaponDpsSettings();
 }
Пример #3
0
        private void DrawWeaponDps(RectangleF clientRect)
        {
            var   weapon            = itemEntity.GetComponent <Weapon>();
            float aSpd              = 1000f / weapon.AttackTime;
            int   cntDamages        = Enum.GetValues(typeof(DamageType)).Length;
            var   doubleDpsPerStat  = new float[cntDamages];
            float physDmgMultiplier = 1;

            doubleDpsPerStat[(int)DamageType.Physical] = weapon.DamageMax + weapon.DamageMin;
            foreach (ModValue mod in mods)
            {
                for (int iStat = 0; iStat < 4; iStat++)
                {
                    IntRange range = mod.Record.StatRange[iStat];
                    if (range.Min == 0 && range.Max == 0)
                    {
                        continue;
                    }

                    StatsDat.StatRecord theStat = mod.Record.StatNames[iStat];
                    int value = mod.StatValue[iStat];
                    switch (theStat.Key)
                    {
                    case "physical_damage_+%":
                    case "local_physical_damage_+%":
                        physDmgMultiplier += value / 100f;
                        break;

                    case "local_attack_speed_+%":
                        aSpd *= (100f + value) / 100;
                        break;

                    case "local_minimum_added_physical_damage":
                    case "local_maximum_added_physical_damage":
                        doubleDpsPerStat[(int)DamageType.Physical] += value;
                        break;

                    case "local_minimum_added_fire_damage":
                    case "local_maximum_added_fire_damage":
                    case "unique_local_minimum_added_fire_damage_when_in_main_hand":
                    case "unique_local_maximum_added_fire_damage_when_in_main_hand":
                        doubleDpsPerStat[(int)DamageType.Fire] += value;
                        break;

                    case "local_minimum_added_cold_damage":
                    case "local_maximum_added_cold_damage":
                    case "unique_local_minimum_added_cold_damage_when_in_off_hand":
                    case "unique_local_maximum_added_cold_damage_when_in_off_hand":
                        doubleDpsPerStat[(int)DamageType.Cold] += value;
                        break;

                    case "local_minimum_added_lightning_damage":
                    case "local_maximum_added_lightning_damage":
                        doubleDpsPerStat[(int)DamageType.Lightning] += value;
                        break;

                    case "unique_local_minimum_added_chaos_damage_when_in_off_hand":
                    case "unique_local_maximum_added_chaos_damage_when_in_off_hand":
                    case "local_minimum_added_chaos_damage":
                    case "local_maximum_added_chaos_damage":
                        doubleDpsPerStat[(int)DamageType.Chaos] += value;
                        break;
                    }
                }
            }

            doubleDpsPerStat[(int)DamageType.Physical] *= physDmgMultiplier;
            int quality = itemEntity.GetComponent <Quality>().ItemQuality;

            if (quality > 0)
            {
                doubleDpsPerStat[(int)DamageType.Physical] += (weapon.DamageMax + weapon.DamageMin) * quality / 100f;
            }

            float pDps      = doubleDpsPerStat[(int)DamageType.Physical] / 2 * aSpd;
            float eDps      = 0;
            int   firstEmg  = 0;
            Color eDpsColor = Color.White;

            for (int i = 1; i < cntDamages; i++)
            {
                eDps += doubleDpsPerStat[i] / 2 * aSpd;
                if (doubleDpsPerStat[i] > 0)
                {
                    if (firstEmg == 0)
                    {
                        firstEmg  = i;
                        eDpsColor = elementalDmgColors[i];
                    }
                    else
                    {
                        eDpsColor = Color.DarkViolet;
                    }
                }
            }

            WeaponDpsSettings settings = Settings.WeaponDps;
            var   textPosition         = new Vector2(clientRect.Right - 2, clientRect.Y + 1);
            Size2 pDpsSize             = pDps > 0
                ? Graphics.DrawText(pDps.ToString("#.#"), settings.DpsTextSize, textPosition, FontDrawFlags.Right)
                : new Size2();
            Size2 eDpsSize = eDps > 0
                ? Graphics.DrawText(eDps.ToString("#.#"), settings.DpsTextSize,
                                    textPosition.Translate(0, pDpsSize.Height), eDpsColor, FontDrawFlags.Right)
                : new Size2();
            Vector2 dpsTextPosition = textPosition.Translate(0, pDpsSize.Height + eDpsSize.Height);

            Graphics.DrawText("DPS", settings.DpsNameTextSize, dpsTextPosition, Color.White, FontDrawFlags.Right);
        }
Пример #4
0
        private void DrawWeaponDps(RectangleF clientRect)
        {
            var   weapon            = itemEntity.GetComponent <Weapon>();
            float aSpd              = (float)Math.Round(1000f / weapon.AttackTime, 2);
            int   cntDamages        = Enum.GetValues(typeof(DamageType)).Length;
            var   doubleDpsPerStat  = new float[cntDamages];
            float physDmgMultiplier = 1;
            int   PhysHi            = weapon.DamageMax;
            int   PhysLo            = weapon.DamageMin;

            foreach (ModValue mod in mods)
            {
                for (int iStat = 0; iStat < 4; iStat++)
                {
                    IntRange range = mod.Record.StatRange[iStat];
                    if (range.Min == 0 && range.Max == 0)
                    {
                        continue;
                    }

                    StatsDat.StatRecord theStat = mod.Record.StatNames[iStat];
                    int value = mod.StatValue[iStat];
                    switch (theStat.Key)
                    {
                    case "physical_damage_+%":
                    case "local_physical_damage_+%":
                        physDmgMultiplier += value / 100f;
                        break;

                    case "local_attack_speed_+%":
                        aSpd *= (100f + value) / 100;
                        break;

                    case "local_minimum_added_physical_damage":
                        PhysLo += value;
                        break;

                    case "local_maximum_added_physical_damage":
                        PhysHi += value;
                        break;

                    case "local_minimum_added_fire_damage":
                    case "local_maximum_added_fire_damage":
                    case "unique_local_minimum_added_fire_damage_when_in_main_hand":
                    case "unique_local_maximum_added_fire_damage_when_in_main_hand":
                        doubleDpsPerStat[(int)DamageType.Fire] += value;
                        break;

                    case "local_minimum_added_cold_damage":
                    case "local_maximum_added_cold_damage":
                    case "unique_local_minimum_added_cold_damage_when_in_off_hand":
                    case "unique_local_maximum_added_cold_damage_when_in_off_hand":
                        doubleDpsPerStat[(int)DamageType.Cold] += value;
                        break;

                    case "local_minimum_added_lightning_damage":
                    case "local_maximum_added_lightning_damage":
                        doubleDpsPerStat[(int)DamageType.Lightning] += value;
                        break;

                    case "unique_local_minimum_added_chaos_damage_when_in_off_hand":
                    case "unique_local_maximum_added_chaos_damage_when_in_off_hand":
                    case "local_minimum_added_chaos_damage":
                    case "local_maximum_added_chaos_damage":
                        doubleDpsPerStat[(int)DamageType.Chaos] += value;
                        break;
                    }
                }
            }
            WeaponDpsSettings settings = Settings.WeaponDps;

            Color[] elementalDmgColors = { Color.White,
                                           settings.DmgFireColor,
                                           settings.DmgColdColor,
                                           settings.DmgLightningColor,
                                           settings.DmgChaosColor };
            physDmgMultiplier += itemEntity.GetComponent <Quality>().ItemQuality / 100f;
            PhysLo             = (int)Math.Round(PhysLo * physDmgMultiplier);
            PhysHi             = (int)Math.Round(PhysHi * physDmgMultiplier);
            doubleDpsPerStat[(int)DamageType.Physical] = PhysLo + PhysHi;

            aSpd = (float)Math.Round(aSpd, 2);
            float pDps     = doubleDpsPerStat[(int)DamageType.Physical] / 2 * aSpd;
            float eDps     = 0;
            int   firstEmg = 0;
            Color DpsColor = settings.pDamageColor;

            for (int i = 1; i < cntDamages; i++)
            {
                eDps += doubleDpsPerStat[i] / 2 * aSpd;
                if (doubleDpsPerStat[i] > 0)
                {
                    if (firstEmg == 0)
                    {
                        firstEmg = i;
                        DpsColor = elementalDmgColors[i];
                    }
                    else
                    {
                        DpsColor = settings.eDamageColor;
                    }
                }
            }

            var   textPosition = new Vector2(clientRect.Right - 2, clientRect.Y + 1);
            Size2 pDpsSize     = pDps > 0
                ? Graphics.DrawText(pDps.ToString("#.#") + " pDps", settings.DpsTextSize, textPosition, FontDrawFlags.Right)
                : new Size2();
            Size2 eDpsSize = eDps > 0
                ? Graphics.DrawText(eDps.ToString("#.#") + " eDps", settings.DpsTextSize,
                                    textPosition.Translate(0, pDpsSize.Height), DpsColor, FontDrawFlags.Right)
                : new Size2();

            var   dps     = pDps + eDps;
            Size2 dpsSize = dps > 0
              ? Graphics.DrawText(dps.ToString("#.#") + " Dps", settings.DpsTextSize,
                                  textPosition.Translate(0, pDpsSize.Height + eDpsSize.Height), Color.White, FontDrawFlags.Right)
              : new Size2();
            Vector2 dpsTextPosition = textPosition.Translate(0, pDpsSize.Height + eDpsSize.Height + dpsSize.Height);

            Graphics.DrawText("dps", settings.DpsNameTextSize, dpsTextPosition, settings.TextColor, FontDrawFlags.Right);
            Graphics.DrawImage("preload-end.png", new RectangleF(textPosition.X - 86, textPosition.Y - 6, 90, 65), settings.BackgroundColor);
        }