示例#1
0
 internal static void AddOptionIfGoingToChange(List<string> optionsToCheck, VTStateOptions desiredEnabledStates, VTStateOptions desiredDisabledStates, VTStateOptions checkState, string optionValueToAdd)
 {
     if ((desiredEnabledStates & checkState) != 0 || (desiredDisabledStates & checkState) != 0)
     {
         optionsToCheck.Add(optionValueToAdd);
     }
 }
示例#2
0
        public VTStateScope(VTStateOptions desiredEnabledStates, VTStateOptions desiredDisabledStates)
        {
            List<string> optionsToCheck = new List<string>();

            // Only check the options that will get changed.  That way we don't even mess with options
            // the scope doesn't care about.
            AddOptionIfGoingToChange(optionsToCheck, desiredEnabledStates, desiredDisabledStates, VTStateOptions.Combat, VTOptionNames.EnableCombat);
            AddOptionIfGoingToChange(optionsToCheck, desiredEnabledStates, desiredDisabledStates, VTStateOptions.Nav, VTOptionNames.EnableNav);
            AddOptionIfGoingToChange(optionsToCheck, desiredEnabledStates, desiredDisabledStates, VTStateOptions.Looting, VTOptionNames.EnableLooting);
            AddOptionIfGoingToChange(optionsToCheck, desiredEnabledStates, desiredDisabledStates, VTStateOptions.Buffing, VTOptionNames.EnableBuffing);
            AddOptionIfGoingToChange(optionsToCheck, desiredEnabledStates, desiredDisabledStates, VTStateOptions.Meta, VTOptionNames.EnableMeta);

            this._previousStateOptions = VTUtilities.GetVTOptions(optionsToCheck);

            REPlugin.Instance.Debug.WriteObject(this._previousStateOptions, "VTStateScope-CurrentBackup");

            // Apply enables first
            if (desiredEnabledStates != VTStateOptions.DontChange)
            {
                CheckAndSetState(desiredEnabledStates, VTStateOptions.Combat, VTActions.EnableCombat);
                CheckAndSetState(desiredEnabledStates, VTStateOptions.Nav, VTActions.EnableNav);
                CheckAndSetState(desiredEnabledStates, VTStateOptions.Looting, VTActions.EnableLooting);
                CheckAndSetState(desiredEnabledStates, VTStateOptions.Buffing, VTActions.EnableBuffing);
                CheckAndSetState(desiredEnabledStates, VTStateOptions.Meta, VTActions.EnableMeta);
            }

            // Then apply disables.  Yes, they could overwrite, consider that programmer error
            if (desiredDisabledStates != VTStateOptions.DontChange)
            {
                CheckAndSetState(desiredDisabledStates, VTStateOptions.Combat, VTActions.DisableCombat);
                CheckAndSetState(desiredDisabledStates, VTStateOptions.Nav, VTActions.DisableNav);
                CheckAndSetState(desiredDisabledStates, VTStateOptions.Looting, VTActions.DisableLooting);
                CheckAndSetState(desiredDisabledStates, VTStateOptions.Buffing, VTActions.DisableBuffing);
                CheckAndSetState(desiredDisabledStates, VTStateOptions.Meta, VTActions.DisableMeta);
            }
        }
示例#3
0
 private static void CheckAndSetState(VTStateOptions desiredState, VTStateOptions checkState, SafeAction matchAction)
 {
     if ((desiredState & checkState) != 0)
     {
         matchAction();
     }
 }
示例#4
0
 public static VTStateScope Enter(VTStateOptions enabledStates, VTStateOptions disabledStates)
 {
     return new VTStateScope(enabledStates, disabledStates);
 }