internal NonDirectDamageEvent(CombatItem evtcItem, AgentData agentData, SkillData skillData) : base(evtcItem, agentData, skillData)
        {
            Damage = evtcItem.BuffDmg;
            ArcDPSEnums.ConditionResult result = ArcDPSEnums.GetConditionResult(evtcItem.Result);

            IsAbsorbed = result == ArcDPSEnums.ConditionResult.InvulByBuff ||
                         result == ArcDPSEnums.ConditionResult.InvulByPlayerSkill1 ||
                         result == ArcDPSEnums.ConditionResult.InvulByPlayerSkill2 ||
                         result == ArcDPSEnums.ConditionResult.InvulByPlayerSkill3;
            HasHit       = result == ArcDPSEnums.ConditionResult.ExpectedToHit;
            ShieldDamage = evtcItem.IsShields > 0 ? Damage : 0;
        }
示例#2
0
        public static void AddIndirectDamageEvent(CombatItem damageEvent, List <AbstractHealthDamageEvent> hpDamage, List <AbstractBreakbarDamageEvent> brkBarDamage, AgentData agentData, SkillData skillData)
        {
            ArcDPSEnums.ConditionResult result = ArcDPSEnums.GetConditionResult(damageEvent.Result);
            switch (result)
            {
            /*case ArcDPSEnums.ConditionResult.BreakbarDamage:
             *  brkBarDamage.Add(new NonDirectBreakbarDamageEvent(c, agentData, skillData));
             *  break;*/
            case ArcDPSEnums.ConditionResult.Unknown:
                break;

            default:
                hpDamage.Add(new NonDirectHealthDamageEvent(damageEvent, agentData, skillData, result));
                break;
            }
        }
 public static bool IsHit(this ArcDPSEnums.ConditionResult result)
 {
     return(result == ArcDPSEnums.ConditionResult.ExpectedToHit);
 }
示例#4
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 internal NonDirectHealthDamageEvent(CombatItem evtcItem, AgentData agentData, SkillData skillData, ArcDPSEnums.ConditionResult result) : base(evtcItem, agentData, skillData)
 {
     HealthDamage = evtcItem.BuffDmg;
     IsAbsorbed   = result == ArcDPSEnums.ConditionResult.InvulByBuff ||
                    result == ArcDPSEnums.ConditionResult.InvulByPlayerSkill1 ||
                    result == ArcDPSEnums.ConditionResult.InvulByPlayerSkill2 ||
                    result == ArcDPSEnums.ConditionResult.InvulByPlayerSkill3;
     HasHit        = result == ArcDPSEnums.ConditionResult.ExpectedToHit;
     ShieldDamage  = evtcItem.IsShields > 0 ? HealthDamage : 0;
     _cycle        = GetBuffCycle(evtcItem.IsOffcycle);
     AgainstDowned = evtcItem.Pad1 == 1;
 }