public bool canUseSupply(SupplyType supplyType) { if (machineState != StateMachine.PLAYER_TURN || playerActions == 0) { return(false); } if (supplyType == SupplyType.INJECTION_SPEED || supplyType == SupplyType.INJECTION_ARMOR || supplyType == SupplyType.INJECTION_REGENERATION) { StatusEffectType type = supplyType.toStatusEffectType(); foreach (StatusEffect eff in fightScreen.playerStatusEffects) { if (eff.statusType == type && eff.isFired) { Messenger.showMessage("Персонаж уже находится под действием эффекта '" + eff.statusType.name() + "'"); return(false); } } } else if (supplyType == SupplyType.GRENADE_FLASH || supplyType == SupplyType.GRENADE_PARALIZE) { StatusEffectType type = supplyType.toStatusEffectType(); foreach (StatusEffect eff in fightScreen.enemyStatusEffects) { if (eff.statusType == type && eff.isFired) { Messenger.showMessage("Противник уже находится под действием эффекта '" + eff.statusType.name() + "'"); return(false); } } } return(true); }
private void _addStatusEffect(object[] args) { // addStatusEffect(string partyMemberSelector, StatusEffectType statusEffectType) string partyMemberSelector = (string)args[0]; StatusEffectType statusEffectType = (StatusEffectType)args[1]; StatusEffect statusEffect; switch (statusEffectType) { case StatusEffectType.Poison: statusEffect = new StatusEffects.Poison(); break; case StatusEffectType.Paralysis: statusEffect = new StatusEffects.Paralysis(); break; case StatusEffectType.Fear: statusEffect = new StatusEffects.Fear(actor); break; case StatusEffectType.Doom: statusEffect = new StatusEffects.Doom(actor); break; default: statusEffect = null; break; } if (statusEffect != null) { PartyMember partyMember = getPartyMemberFromSelector(partyMemberSelector); partyMember.AddStatusEffect(statusEffect); } }
/// <summary> /// Creates a new status effect. /// </summary> /// <param name="statusEffectType">The type of status effect to link this ability to.</param> /// <returns>A status effect builder with the configured options.</returns> public StatusEffectBuilder Create(StatusEffectType statusEffectType) { _activeStatusEffect = new StatusEffectDetail(); _statusEffects[statusEffectType] = _activeStatusEffect; return(this); }
public StatusEffect(string name, int level, StatusEffectType statusEffectType, bool isBuff, bool isInfinite, bool isStackable, bool isRemovable, float[] degreeArray, Stat amountStat, float[] amountFactorArray, int remainAmount, int remainPhase, int remainStack, int cooldown, bool toBeRemoved, string effectName, EffectVisualType effectVisualType, EffectMoveType effectMoveType) { this.name = name; this.level = level; this.statusEffectType = statusEffectType; this.isBuff = isBuff; this.isInfinite = isInfinite; this.isStackable = isStackable; this.isRemovable = isRemovable; this.degreeArray = degreeArray; this.amountStat = amountStat; this.amountFactorArray = amountFactorArray; this.remainAmount = remainAmount; this.remainPhase = remainPhase; this.remainStack = remainStack; this.cooldown = cooldown; this.toBeRemoved = toBeRemoved; this.effectName = effectName; this.effectVisualType = effectVisualType; this.effectMoveType = effectMoveType; }
public void Initialize(StatusEffect _o, StatusEffectType _type, Sprite image, String descr) { o = _o; type = _type; effectImage.sprite = image; switch (type) { case StatusEffectType.BLEED: timeLeft.color = Color.red; if (valueText != null) { valueText.color = Color.red; } break; case StatusEffectType.ARMOR: case StatusEffectType.DEFLECT: timeLeft.color = Color.green; if (valueText != null) { valueText.color = Color.green; } break; } if (descrText != null) { descrText.text = descr; } if (nameText != null) { nameText.text = type.ToString(); } }
public void ApplyEffect(StatusEffectType effect, float duration) { if (enabled) { networkView.RPC("applyEffect", RPCMode.All, (int)effect, duration); } }
/// <summary> /// Checks if a creature has a status effect. /// If ignoreExpiration is true, even if the effect is expired this will return true. /// This should only be used within this class to avoid confusion. /// </summary> /// <param name="creature">The creature to check.</param> /// <param name="statusEffectType">The status effect type to look for.</param> /// <param name="ignoreExpiration">If true, expired effects will return true. Otherwise, expiration will be checked.</param> /// <returns>true if creature has status effect, false otherwise</returns> private static bool HasStatusEffect(uint creature, StatusEffectType statusEffectType, bool ignoreExpiration) { // Creature doesn't exist in the cache. if (!_creaturesWithStatusEffects.ContainsKey(creature)) { return(false); } // Status effect doesn't exist for this creature in the cache. if (!_creaturesWithStatusEffects[creature].ContainsKey(statusEffectType)) { return(false); } // Status effect has expired, but hasn't cleaned up yet. if (!ignoreExpiration) { var now = DateTime.UtcNow; if (now > _creaturesWithStatusEffects[creature][statusEffectType].Expiration) { return(false); } } // Status effect hasn't expired. return(true); }
public void RemoveStatusEffect(StatusEffectType statusEffectType) { if (log.IsInfoEnabled) log.InfoFormat("Remove StatusEffect `{0}`", statusEffectType); _statusEffects.Remove(statusEffectType); }
public bool PassesStatusResistCheck(StatusEffectType inType) { //can never be turned to stone if asleep if (inType == StatusEffectType.STONE && HasStatusEffect(StatusEffectType.SLEEP)) { return(true); } //ore can't receive any status if (isOre) { return(true); } //"marked" can't be resisted if (inType == StatusEffectType.MARKED) { return(false); } //roll a check based on our status resist stat long resistChance = stats.Get(Stat.status_resist); return(Utils.PercentageChance((int)resistChance)); }
public void AddStatusEffect(StatusEffectType statusEffectType, ushort power, ushort secsLeft) { if (log.IsInfoEnabled) log.InfoFormat("Add StatusEffect `{0}`, power: `{1}`, secsLeft: `{2}`", statusEffectType, power, secsLeft); _statusEffects.Add(statusEffectType, power, secsLeft, GetTime()); }
public StatusEffect(StatusType statusType, float value, long removeEffectTimeStamp, StatusEffectType type) { StatusType = statusType; Value = value; RemoveEffectTimeStamp = removeEffectTimeStamp; Type = type; }
public static PacketWriter RemoveStatusEffect(StatusEffectType statusEffectType) { var pw = GetWriter(ServerPacketID.RemoveStatusEffect); pw.WriteEnum(statusEffectType); return(pw); }
/// <summary> /// Returns the source of a status effect which was applied onto a target creature. /// If the status effect cannot be found, OBJECT_INVALID will be returned. /// If source cannot be determined, OBJECT_INVALID will be returned. /// </summary> /// <param name="creature">The creature to check.</param> /// <param name="statusEffectType">The status effect type to look for.</param> /// <returns>The source of a status effect, or OBJECT_INVALID if it cannot be determined.</returns> public static uint GetSource(uint creature, StatusEffectType statusEffectType) { if (!HasStatusEffect(creature, statusEffectType)) { return(OBJECT_INVALID); } return(_creaturesWithStatusEffects[creature][statusEffectType].Source); }
public static Type GetStatusEffect(StatusEffectType type) { if (!_statusEffects.ContainsKey(type)) { throw new Exception("Status effect not defined: " + type.ToString()); } return(_statusEffects[type]); }
private void _removeStatusEffect(object[] args) { // removeStatusEffect(string partyMemberSelector, StatusEffectType statusEffectType) string partyMemberSelector = (string)args[0]; StatusEffectType statusEffectType = (StatusEffectType)args[1]; PartyMember partyMember = getPartyMemberFromSelector(partyMemberSelector); partyMember.RemoveStatusEffect(statusEffectType); }
public void RemoveStatusEffect(StatusEffectType statusEffectType) { if (log.IsInfoEnabled) { log.InfoFormat("Remove StatusEffect `{0}`", statusEffectType); } _statusEffects.Remove(statusEffectType); }
public void AddStatusEffect(StatusEffectType statusEffectType, ushort power, ushort secsLeft) { if (log.IsInfoEnabled) { log.InfoFormat("Add StatusEffect `{0}`, power: `{1}`, secsLeft: `{2}`", statusEffectType, power, secsLeft); } _statusEffects.Add(statusEffectType, power, secsLeft, GetTime()); }
/// <summary> /// Initializes a new instance of the <see cref="StatusEffectCollectionItem"/> class. /// </summary> /// <param name="statusEffectType">The <see cref="StatusEffectType"/> to use.</param> /// <param name="power">The power of the status effect.</param> /// <param name="disableTime">The game time at which this status effect will be disabled.</param> public StatusEffectCollectionItem(StatusEffectType statusEffectType, ushort power, int disableTime) { _statusEffectType = statusEffectType; _power = power; _disableTime = disableTime; _statusEffectInfo = StatusEffectInfoManager.Instance.GetAttribute(statusEffectType); _grh = new Grh(_statusEffectInfo.Icon); }
/// <summary> /// Initializes a new instance of the <see cref="CharacterStatusEffectTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="power">The initial value for the corresponding property.</param> /// <param name="statusEffect">The initial value for the corresponding property.</param> /// <param name="timeLeftSecs">The initial value for the corresponding property.</param> public CharacterStatusEffectTable(CharacterID @characterID, ActiveStatusEffectID @iD, UInt16 @power, StatusEffectType @statusEffect, UInt16 @timeLeftSecs) { CharacterID = @characterID; ID = @iD; Power = @power; StatusEffect = @statusEffect; TimeLeftSecs = @timeLeftSecs; }
public static PacketWriter AddStatusEffect(StatusEffectType statusEffectType, ushort power, uint timeLeft) { var secsLeft = (ushort)((timeLeft / 1000).Clamp(ushort.MinValue, ushort.MaxValue)); var pw = GetWriter(ServerPacketID.AddStatusEffect); pw.WriteEnum(statusEffectType); pw.Write(power); pw.Write(secsLeft); return pw; }
public StatusEffect(StatusEffectType inType, int inTurnDuration) { type = inType; turnDuration = inTurnDuration; onlyProcsOnOwnTurn = (inType == StatusEffectType.MARKED); turnsActive = 0; statChangeAmt = 0; }
/// <summary> /// Initializes a new instance of the <see cref="StatusEffectEvent"/> class. /// </summary> /// <param name="srcEntity">Source entity.</param> /// <param name="statusEffectProperty">Status effect property.</param> /// <param name="statusEventType">Status event type.</param> /// <param name="statusType">Status type.</param> public StatusEffectEvent(BattleEntity srcEntity, StatusEffectProperty statusEffectProperty, StatusEventType statusEventType, StatusEffectType statusType) { this.SrcEntity = srcEntity; this.statusEffectProperty = statusEffectProperty; this.statusEventType = statusEventType; this.statusType = statusType; }
public void RemoveStatusEffect(StatusEffectType statusEffectType) { for (int i = StatusEffects.Count - 1; i >= 0; --i) { if (StatusEffects[i].Type == statusEffectType) { StatusEffects.RemoveAt(i); } } }
public void RemoveStatusEffect(StatusEffectType set) { foreach (StatusEffect se in statusEffects) { if (se.GetEffectType() == set) { se.SetTimeLeft(0.0f); } } }
public static IStatusEffect GetStatusEffect(StatusEffectType statusEffectType) { if (statusEffects.TryGetValue(statusEffectType, out IStatusEffect statusEffect)) { return(statusEffect); } else { throw new UnityException("This Status Effect Type has not yet been implemented."); } }
public bool IsOfType(StatusEffectType statusEffectType) { bool isOfType = false; if (statusEffectType.Equals(this.GetStatusEffectType())) { isOfType = true; } return(isOfType); }
public void Add(StatusEffectType statusEffectType, ushort power, ushort secsLeft, TickCount currentTime) { Remove(statusEffectType); var msLeft = secsLeft * 1000; var life = msLeft + currentTime; var ase = new StatusEffectCollectionItem(statusEffectType, power, (int)life); _statusEffects.Add(ase); }
public static bool StatusEffectTypeIsNegative(StatusEffectType inType) { string key = inType.ToString(); if (effectsAreNegative.ContainsKey(key)) { return(effectsAreNegative[key]); } throw new System.Exception("Status effect type '" + inType + "' has no definition for it being negative or positive"); }
public bool HasStatusEffectOfType(StatusEffectType statusEffectType) { foreach (StatusEffect statusEffect in StatusEffects) { if (statusEffect.Type == statusEffectType) { return(true); } } return(false); }
// searching certain StatusEffectType public bool HasStatusEffect(StatusEffectType statusEffectType) { bool hasStatusEffect = false; if (statusEffectList.Any(k => k.IsOfType(statusEffectType))) { hasStatusEffect = true; } return(hasStatusEffect); }
public StatusEffect GetStatusEffect(StatusEffectType inType) { for (int i = 0; i < statusEffects.Count; i++) { if (statusEffects[i].type == inType) { return(statusEffects[i]); } } return(null); }
public int GetActualStat(Stat stat) { int actualStat = GetStat(stat); StatusEffectType statusChange = (StatusEffectType)Enum.Parse(typeof(StatusEffectType), stat.ToString() + "Change"); // 능력치 증감 효과 적용 if (this.HasStatusEffect(statusChange)) { actualStat = (int)GetActualEffect(actualStat, statusChange); } return(actualStat); }
/// <summary> /// When overridden in the derived class, tries to get the <see cref="ActiveStatusEffect"/> for a <see cref="StatusEffectType"/> /// in this collection. /// </summary> /// <param name="statusEffectType">The <see cref="StatusEffectType"/> to try to get the <see cref="ActiveStatusEffect"/> of.</param> /// <param name="statusEffect">When this method returns true, contains the <see cref="ActiveStatusEffect"/> instance from /// this collection for the given <paramref name="statusEffectType"/>.</param> /// <returns>True if the <see cref="ActiveStatusEffect"/> of the <paramref name="statusEffectType"/> was found in /// this collection; otherwise false.</returns> public override bool TryGetStatusEffect(StatusEffectType statusEffectType, out ActiveStatusEffect statusEffect) { foreach (var activeStatusEffect in this) { if (activeStatusEffect.StatusEffect.StatusEffectType == statusEffectType) { statusEffect = activeStatusEffect; return(true); } } statusEffect = null; return(false); }
/// <summary> /// Initializes a new instance of the <see cref="CharacterStatusEffectTable"/> class. /// </summary> /// <param name="characterID">The initial value for the corresponding property.</param> /// <param name="iD">The initial value for the corresponding property.</param> /// <param name="power">The initial value for the corresponding property.</param> /// <param name="statusEffect">The initial value for the corresponding property.</param> /// <param name="timeLeftSecs">The initial value for the corresponding property.</param> public CharacterStatusEffectTable(CharacterID @characterID, ActiveStatusEffectID @iD, UInt16 @power, StatusEffectType @statusEffect, UInt16 @timeLeftSecs) { CharacterID = @characterID; ID = @iD; Power = @power; StatusEffect = @statusEffect; TimeLeftSecs = @timeLeftSecs; }
bool TryGetStatusEffect(StatusEffectType statusEffectType, out ASEWithID statusEffect) { foreach (var item in _statusEffects) { if (item.Value.StatusEffect.StatusEffectType == statusEffectType) { statusEffect = item; return true; } } statusEffect = default(ASEWithID); return false; }
public static PacketWriter RemoveStatusEffect(StatusEffectType statusEffectType) { var pw = GetWriter(ServerPacketID.RemoveStatusEffect); pw.WriteEnum(statusEffectType); return pw; }
public bool HasStatusEffectOfType(StatusEffectType statusEffectType) { foreach (StatusEffect statusEffect in StatusEffects) { if (statusEffect.Type == statusEffectType) return true; } return false; }
public void RemoveStatusEffect(StatusEffectType statusEffectType) { for (int i = StatusEffects.Count - 1; i >= 0; --i) { if (StatusEffects[i].Type == statusEffectType) StatusEffects.RemoveAt(i); } }
/// <summary> /// Initializes a new instance of the <see cref="StatusEffectCollectionItem"/> class. /// </summary> /// <param name="statusEffectType">The <see cref="StatusEffectType"/> to use.</param> /// <param name="power">The power of the status effect.</param> /// <param name="disableTime">The game time at which this status effect will be disabled.</param> public StatusEffectCollectionItem(StatusEffectType statusEffectType, ushort power, int disableTime) { _statusEffectType = statusEffectType; _power = power; _disableTime = disableTime; _statusEffectInfo = StatusEffectInfoManager.Instance.GetAttribute(statusEffectType); _grh = new Grh(_statusEffectInfo.Icon); }
public void Remove(StatusEffectType statusEffectType) { _statusEffects.RemoveAll(x => x.StatusEffectType == statusEffectType); }
public void Add(StatusEffectType statusEffectType, ushort power, ushort secsLeft, TickCount currentTime) { Remove(statusEffectType); var msLeft = secsLeft * 1000; var life = msLeft + currentTime; var ase = new StatusEffectCollectionItem(statusEffectType, power, (int)life); _statusEffects.Add(ase); }
public StatusEffect(StatusEffectType type) { Type = type; }
/// <summary> /// When overridden in the derived class, gets if this collection contains a given <see cref="StatusEffectType"/>. /// </summary> /// <param name="statusEffectType">The <see cref="StatusEffectType"/> to check for.</param> /// <returns>True if this collection contains the <paramref name="statusEffectType"/>; otherwise false.</returns> public override bool Contains(StatusEffectType statusEffectType) { return _statusEffects.Any(x => _statusEffectTypeComparer.Equals(x.Value.StatusEffect.StatusEffectType, statusEffectType)); }
/// <summary> /// When overridden in the derived class, gets if this collection contains a given <see cref="StatusEffectType"/>. /// </summary> /// <param name="statusEffectType">The <see cref="StatusEffectType"/> to check for.</param> /// <returns>True if this collection contains the <paramref name="statusEffectType"/>; otherwise false.</returns> public override bool Contains(StatusEffectType statusEffectType) { return _statusEffects.Any(x => x.StatusEffect.StatusEffectType == statusEffectType); }
/// <summary> /// When overridden in the derived class, tries to get the <see cref="ActiveStatusEffect"/> for a <see cref="StatusEffectType"/> /// in this collection. /// </summary> /// <param name="statusEffectType">The <see cref="StatusEffectType"/> to try to get the <see cref="ActiveStatusEffect"/> of.</param> /// <param name="statusEffect">When this method returns true, contains the <see cref="ActiveStatusEffect"/> instance from /// this collection for the given <paramref name="statusEffectType"/>.</param> /// <returns>True if the <see cref="ActiveStatusEffect"/> of the <paramref name="statusEffectType"/> was found in /// this collection; otherwise false.</returns> public override bool TryGetStatusEffect(StatusEffectType statusEffectType, out ActiveStatusEffect statusEffect) { foreach (var activeStatusEffect in this) { if (activeStatusEffect.StatusEffect.StatusEffectType == statusEffectType) { statusEffect = activeStatusEffect; return true; } } statusEffect = null; return false; }