public LeanMyWorldObject(ExtendedMyWorldObject myWorldObject) { ExtendedMyWorldObject = myWorldObject; EquippableSlots = myWorldObject.EquippableSlots; Coverage = myWorldObject.Coverage; ItemSetId = myWorldObject.IntValues.ContainsKey(265) ? myWorldObject.IntValues[265] : 0; ObjectClass = myWorldObject.ObjectClass; Material = myWorldObject.Material; CalcedStartingArmorLevel = myWorldObject.CalcedStartingArmorLevel; damRating = myWorldObject.DamRating; damResistRating = myWorldObject.DamResistRating; critRating = myWorldObject.CritRating; critResistRating = myWorldObject.CritResistRating; critDamRating = myWorldObject.CritDamRating; critDamResistRating = myWorldObject.CritDamResistRating; healBoostRating = myWorldObject.HealBoostRating; vitalityRating = myWorldObject.VitalityRating; }
public bool ItemPassesRules(ExtendedMyWorldObject item) { if (CantripsToLookFor.Count > 0) { foreach (Spell cantrip in CantripsToLookFor) { foreach (Spell itemSpell in item.CachedSpells) { if (itemSpell.IsSameOrSurpasses(cantrip)) { goto end; } } } end :; } // If we're don't want to use any set pieces, remove them if (PrimaryArmorSet == 0 && SecondaryArmorSet == 0 && item.EquippableSlots.IsBodyArmor() && item.ItemSetId != 0) { return(false); } // If we're building a two set armor suit, and we don't want any blanks or fillers, remove any pieces of armor of other sets if (PrimaryArmorSet != 0 && SecondaryArmorSet != 0 && PrimaryArmorSet != 255 && SecondaryArmorSet != 255 && item.EquippableSlots.IsBodyArmor() && item.ItemSetId != PrimaryArmorSet && item.ItemSetId != SecondaryArmorSet) { return(false); } return(true); }
void AddEquipmentPieceToClipboard(ExtendedMyWorldObject mwo, StringBuilder sb) { if (mwo == null) { sb.AppendLine(); return; } var itemInfo = new ItemInfo(mwo); sb.AppendLine(mwo.Owner.PadRight(20) + ", " + itemInfo); }