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C# Character.ActiveBuffsContains方法代码示例

本文整理汇总了C#中Character.ActiveBuffsContains方法的典型用法代码示例。如果您正苦于以下问题:C# Character.ActiveBuffsContains方法的具体用法?C# Character.ActiveBuffsContains怎么用?C# Character.ActiveBuffsContains使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Character的用法示例。


在下文中一共展示了Character.ActiveBuffsContains方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: GetCharacterStats

        /// <summary>
        /// Gets the total Stats of the Character
        /// </summary>
        /// <param name="character">The Character to get the total Stats of</param>
        /// <param name="additionalItem">An additional item to grant the Character the stats of (as if it were worn)</param>
        /// <returns>The total stats for the Character</returns>
        public override Stats GetCharacterStats(Character character, Item additionalItem)
        {
            CalculationOptionsBear calcOpts = character.CalculationOptions as CalculationOptionsBear ?? new CalculationOptionsBear();

            DruidTalents talents = character.DruidTalents;

            bool hasCritBuff = false;
            foreach (Buff buff in character.ActiveBuffs) {
                if (buff.Group == "Critical Strike Chance") {
                    hasCritBuff = true;
                    break;
                }
            }

            StatsBear statsTotal = new StatsBear()
            {
                BonusAttackPowerMultiplier = 0.25f,
                BonusBleedDamageMultiplier = (character.ActiveBuffsContains("Mangle") || character.ActiveBuffsContains("Trauma") ? 0f : 0.3f),

                Dodge = 0.02f * talents.FeralSwiftness + 0.03f * talents.NaturalReaction,
                FurySwipesChance = 0.05f * talents.FurySwipes,
                BonusEnrageDamageMultiplier = 0.05f * talents.KingOfTheJungle,
                HasteOnFeralCharge = 0.15f * talents.Stampede,
                BaseArmorMultiplier = 2.2f * (1f + 0.10f * talents.ThickHide / 3f) * (1f + 0.26f * talents.ThickHide) - 1f,
                CritChanceReduction = 0.02f * talents.ThickHide,
                PhysicalCrit = (hasCritBuff ? 0f : 0.05f * talents.LeaderOfThePack) + (talents.Pulverize > 0 ? 0.09f: 0f),
                SpellCrit = (hasCritBuff ? 0f : 0.05f * talents.LeaderOfThePack),
                BonusPulverizeDuration = 4f * talents.EndlessCarnage,
                DamageTakenReductionMultiplier = 0.09f * talents.NaturalReaction,
                BonusMaulDamageMultiplier = 0.04f * talents.RendAndTear,
                
                BonusStaminaMultiplier = (1f + 0.02f * talents.HeartOfTheWild) * (Character.ValidateArmorSpecialization(character, ItemType.Leather) ? 1.05f : 1f) - 1f,
                BonusPhysicalDamageMultiplier = 0.04f * talents.MasterShapeshifter,
                BonusMangleDamageMultiplier = talents.GlyphOfMangle ? 0.1f : 0f,
                BonusLacerateCritChance = talents.GlyphOfLacerate ? 0.05f : 0f,
                BonusFaerieFireStacks = talents.FeralAggression,
                BerserkDuration = (talents.GlyphOfBerserk ? 10f : 0f),
            };

            #region Set Bonuses
            int PvPCount;
            character.SetBonusCount.TryGetValue("Gladiator's Sanctuary", out PvPCount);
            if (PvPCount >= 2)
            {
                statsTotal.Agility += 70f;
                statsTotal.Resilience += 400f;
            }
            if (PvPCount >= 4)
            {
                // the 15% movement speed is only outdoors which most dungeons are not
                statsTotal.Agility += 90f;
            }
            int T11Count;
            character.SetBonusCount.TryGetValue("Stormrider's Battlegarb", out T11Count);
            if (T11Count >= 2) {
                //statsTotal.BonusDamageMultiplierRakeTick = (1f + statsTotal.BonusDamageMultiplierRakeTick) * (1f + 0.10f) - 1f;
                statsTotal.BonusDamageMultiplierLacerate = (1f + statsTotal.BonusDamageMultiplierLacerate) * (1f + 0.10f) - 1f;
            }
            if (T11Count >= 4)
            {
                /*statsBuffs.AddSpecialEffect(new SpecialEffect(Trigger.MangleCatHit,
                    new Stats() { BonusAttackPowerMultiplier = 0.01f, },
                    30, 0, 1f, 3));*/
                statsTotal.BonusSurvivalInstinctsDurationMultiplier = 0.5f;
            }
            int T12Count;
            character.SetBonusCount.TryGetValue("Obsidian Arborweave Battlegarb", out T12Count);
            if (T12Count >= 2)
            {
                statsTotal.BonusMangleDamageMultiplier = (1f + statsTotal.BonusMangleDamageMultiplier) * (1f + 0.10f) - 1f;
                statsTotal.BonusMaulDamageMultiplier = (1f + statsTotal.BonusMaulDamageMultiplier) * (1f + 0.10f) - 1f;
            }
            if (T12Count >= 4)
            {
                statsTotal.AddSpecialEffect(SpecialEffect4T12);
            }
            
            int T13Count;
            character.SetBonusCount.TryGetValue("Deep Earth Battlegarb", out T13Count);
            if (T13Count >= 2)
            {
                statsTotal.Tier_13_2_piece = true;
            }
            if (T13Count >= 4)
            {
                statsTotal.Tier_13_4_piece = (10f + 25f)/2;
            }
            #endregion

            // Leader of the Pack self-heal
            statsTotal.AddSpecialEffect(LeaderOfThePackSpecialEffect);

            // Survival Instincts
            SpecialEffect SurvivalInstinctsSpecialEffect = new SpecialEffect(Trigger.Use, new Stats() { DamageTakenReductionMultiplier = 0.50f, }, 12f * (1f + statsTotal.BonusSurvivalInstinctsDurationMultiplier), 180f, 1f);
//.........这里部分代码省略.........
开发者ID:LucasPeacecraft,项目名称:rawr,代码行数:101,代码来源:CalculationsBear.cs

示例2: Minion

        /// <summary>
        /// Default constructor
        /// </summary>
        /// <param name="name">The minion's type name [imp, succy, felguard, etc]</param>
        /// <param name="master">A reference to the minion owner's character sheet - required because there are talents / buffs that apply to the minion too.</param>
        /// <param name="stats">A reference to the minion owner's cumulative stats - required because many stats are inherited by the minion.</param>
        protected Minion( String name, Character master, Stats stats )
        {
            Name = name;
            Master = master;
            OwnerStats = stats;

            HealthModifier = 1;
            MaxHealthModifier = 1;
            PowerModifier = 1;

            InheritedCriticalStrikeChance = (master.WarlockTalents.ImprovedDemonicTactics * 0.10f);

            #region minion buffs
            //A minion will inherit nearly all the buffs applied to its master,
            //so (to keep things simple), we copy all buffs on the master and remove the ones that dont apply
            CalculationsWarlock calcs = new CalculationsWarlock();
            Stats buffs = calcs.GetBuffsStats(master.ActiveBuffs);

            //focus magic cannot be applied to minions
            if (master.ActiveBuffsContains("Focus Magic"))
            {
                buffs -= Buff.GetBuffByName("Focus Magic").Stats;
            }

            //food and flask/elixir/potions consumed by the master do not apply to minions
            foreach (Buff buff in master.ActiveBuffs)
            {
                if (buff.Group == "Elixirs and Flasks")
                {
                    buffs -= buff.Stats;
                    //TODO: Remove any buff improvements
                    //foreach (Buff ImpBuff in buff.Improvements) buffs -= ImpBuff.Stats; ;
                }
                if (buff.Group == "Food") buffs -= buff.Stats;
            }

            //however, minions do eat food (e.g. Kibler's), so we'll assume that if the master has food, then the minion does too.
            //TODO: minion food buffs

            MinionStats = buffs;
            #endregion

        }
开发者ID:ArPharazon,项目名称:Rawr.WarlockSim,代码行数:49,代码来源:Minion.cs

示例3: GetCharacterStats


//.........这里部分代码省略.........
            AccumulateBuffsStats(statsTotal, character.ActiveBuffs);

            statsTotal.Stamina = (float)Math.Floor(statsTotal.Stamina * (1f + statsTotal.BonusStaminaMultiplier));
            statsTotal.Strength = (float)Math.Floor(statsTotal.Strength * (1f + statsTotal.BonusStrengthMultiplier));
            statsTotal.Agility = (float)Math.Floor(statsTotal.Agility * (1f + statsTotal.BonusAgilityMultiplier));
            statsTotal.AttackPower += statsTotal.Strength * 1f + (statsTotal.Agility * 2f - 20f); //-20 to account for the first 20 str and first 20 agi only giving 1ap each
            statsTotal.AttackPower = (float)Math.Floor(statsTotal.AttackPower * (1f + statsTotal.BonusAttackPowerMultiplier));
            statsTotal.Health += (float)Math.Floor((statsTotal.Stamina - 20f) * 14f + 20f);
            statsTotal.Health = (float)Math.Floor(statsTotal.Health * (1f + statsTotal.BonusHealthMultiplier));
            statsTotal.Armor = (float)Math.Floor(statsTotal.Armor * (1f + statsTotal.BonusArmorMultiplier));
            statsTotal.NatureResistance += statsTotal.NatureResistanceBuff;
            statsTotal.FireResistance += statsTotal.FireResistanceBuff;
            statsTotal.FrostResistance += statsTotal.FrostResistanceBuff;
            statsTotal.ShadowResistance += statsTotal.ShadowResistanceBuff;
            statsTotal.ArcaneResistance += statsTotal.ArcaneResistanceBuff;

            int targetLevel = bossOpts.Level;
            float hasteBonus = StatConversion.GetPhysicalHasteFromRating(statsTotal.HasteRating, CharacterClass.Druid);
            hasteBonus = (1f + hasteBonus) * (1f + statsTotal.PhysicalHaste) - 1f;
            float meleeHitInterval = 1f / ((1f + hasteBonus) + 1f / (3.5f / hasteBonus));
            float hitBonus = StatConversion.GetPhysicalHitFromRating(statsTotal.HitRating) + statsTotal.PhysicalHit;
            float expertiseBonus = StatConversion.GetDodgeParryReducFromExpertise(StatConversion.GetExpertiseFromRating(statsTotal.ExpertiseRating, CharacterClass.Druid) + statsTotal.Expertise, CharacterClass.Druid);
            float chanceDodge = Math.Max(0f, StatConversion.WHITE_DODGE_CHANCE_CAP[targetLevel - 85] - expertiseBonus);
            float chanceParry = 0f;
            float chanceMiss = Math.Max(0f, StatConversion.WHITE_MISS_CHANCE_CAP[targetLevel - 85] - hitBonus);
            float chanceAvoided = chanceMiss + chanceDodge + chanceParry;

            float rawChanceCrit = StatConversion.GetPhysicalCritFromRating(statsTotal.CritRating)
                                + StatConversion.GetPhysicalCritFromAgility(statsTotal.Agility, CharacterClass.Druid)
                                + statsTotal.PhysicalCrit
                                + StatConversion.NPC_LEVEL_CRIT_MOD[targetLevel - 85];
            float chanceCrit = rawChanceCrit * (1f - chanceAvoided);
            float chanceHit = 1f - chanceAvoided;
            bool usesMangle = (!character.ActiveBuffsContains("Mangle") && !character.ActiveBuffsContains("Trauma"));

            Dictionary<Trigger, float> triggerIntervals = new Dictionary<Trigger, float>();
            Dictionary<Trigger, float> triggerChances = new Dictionary<Trigger, float>();
            triggerIntervals[Trigger.Use] = 0f;
            triggerIntervals[Trigger.MeleeAttack] = meleeHitInterval;
            triggerIntervals[Trigger.MeleeHit] = meleeHitInterval;
            triggerIntervals[Trigger.PhysicalHit] = meleeHitInterval;
            triggerIntervals[Trigger.PhysicalAttack] = meleeHitInterval;
            triggerIntervals[Trigger.MeleeCrit] = meleeHitInterval;
            triggerIntervals[Trigger.PhysicalCrit] = meleeHitInterval;
            triggerIntervals[Trigger.DoTTick] = 1.5f;
            triggerIntervals[Trigger.DamageDone] = meleeHitInterval / 2f;
            triggerIntervals[Trigger.DamageOrHealingDone] = meleeHitInterval / 2f; // Need to Add Self-Heals
            triggerIntervals[Trigger.RakeTick] = 3f;
            if (usesMangle) {
                triggerIntervals[Trigger.MangleCatHit] = 60f;
                triggerIntervals[Trigger.MangleCatAttack] = 60f;
            }
            triggerIntervals[Trigger.MangleCatOrShredHit] = usesMangle ? 3.76f : 3.87f;
            triggerIntervals[Trigger.MangleCatOrShredOrInfectedWoundsHit] = triggerIntervals[Trigger.MangleCatOrShredHit] / ((talents.InfectedWounds > 0) ? 2f : 1f);
            triggerIntervals[Trigger.EnergyOrFocusDropsBelow20PercentOfMax] = 4f; // doing 80% chance every 4 seconds per Astry
            triggerIntervals[Trigger.FinishingMove] = 9f; // Assume it takes 9 seconds between to perform a finishing move
            triggerIntervals[Trigger.Berserk] = 180f;
            triggerChances[Trigger.Use] = 1f;
            triggerChances[Trigger.MeleeAttack] = 1f;
            triggerChances[Trigger.MeleeHit] = Math.Max(0f, chanceHit);
            triggerChances[Trigger.PhysicalHit] = Math.Max(0f, chanceHit);
            triggerChances[Trigger.PhysicalAttack] = 1f;
            triggerChances[Trigger.MeleeCrit] = Math.Max(0f, chanceCrit);
            triggerChances[Trigger.PhysicalCrit] = Math.Max(0f, chanceCrit);
            triggerChances[Trigger.DoTTick] = 1f;
            triggerChances[Trigger.DamageDone] = 1f - chanceAvoided / 2f;
开发者ID:LucasPeacecraft,项目名称:rawr,代码行数:67,代码来源:CalculationsCat.cs

示例4: GetCharacterCalculations

        public override CharacterCalculationsBase GetCharacterCalculations(Character character, Item additionalItem, bool referenceCalculation, bool significantChange, bool needsDisplayCalculations)
        {
            // First things first, we need to ensure that we aren't using bad data
            CharacterCalculationsEnhance calc = new CharacterCalculationsEnhance();
            if (character == null) { return calc; }
            CalculationOptionsEnhance calcOpts = character.CalculationOptions as CalculationOptionsEnhance;
            if (calcOpts == null) { return calc; }
            BossOptions bossOpts = character.BossOptions;
            if (bossOpts == null) { bossOpts = new BossOptions(); }
            
            #region Applied Stats
            Stats stats = GetCharacterStats(character, additionalItem);
            //StatsEnhance stats = GetCharacterStats(character, additionalItem) as StatsEnhance;
            calc.BasicStats = stats;
            calc.BuffStats = GetBuffsStats(character.ActiveBuffs, character.SetBonusCount);
            Item noBuffs = RemoveAddedBuffs(calc.BuffStats);
            calc.EnhSimStats = GetCharacterStats(character, noBuffs);
            calc.TargetLevel = bossOpts.Level;
            calc.ActiveBuffs = new List<Buff>(character.ActiveBuffs);
            float initialAP = stats.AttackPower;

            // deal with Special Effects - for now add into stats regardless of effect later need to be more precise
            StatsSpecialEffects se = new StatsSpecialEffects(character, stats, calcOpts, bossOpts);
            stats.Accumulate(se.getSpecialEffects());
            //Set up some talent variables
            float concussionMultiplier = 1f + .02f * character.ShamanTalents.Concussion; //
            float shieldBonus = 1f + .05f * character.ShamanTalents.ImprovedShields; //
            float callofFlameBonus = 1f + .1f * character.ShamanTalents.CallOfFlame; //
            float mentalQuickness = .5f;  //AP -> SP conversion
            float windfuryWeaponBonus = 4430f;  //WFAP (Check)
            float windfuryDamageBonus = 1f; //
            switch (character.ShamanTalents.ElementalWeapons)
            {
                case 1: windfuryDamageBonus = 1.20f; break;
                case 2: windfuryDamageBonus = 1.40f; break;
            }
            float focusedStrikes = 1f; //
            switch (character.ShamanTalents.FocusedStrikes)
            {
                case 1: focusedStrikes = 1.15f; break;
                case 2: focusedStrikes = 1.30f; break;
                case 3: focusedStrikes = 1.45f; break;
            }
            float unleashedRage = 0f;
            switch (character.ShamanTalents.UnleashedRage)
            {
                case 1: unleashedRage = .05f; break;
                case 2: unleashedRage = .10f; break;
            }

            // Tier Bonuses
            int setCount;
            float enhance2T11 = 0f;
            character.SetBonusCount.TryGetValue("Battlegear of the Raging Elements", out setCount);
            if (setCount >= 2)
            {
                enhance2T11 = 0.1f;
            }
            float enhance2T12 = 0f;
            float enhance4T12 = 0f;
            character.SetBonusCount.TryGetValue("Volcanic Battlegear", out setCount);
            if (setCount >= 2)
            {
                enhance2T12 = 0.05f;
            }
            if (setCount >= 4)
            {
                if (calcOpts.PriorityInUse(EnhanceAbility.StormStrike))
                {
                    enhance4T12 = 0.06f;
                    //enhance4T12 = 0.16f;
                }
            }
            //
            float FTspellpower = (float)Math.Floor((float)(748f * (1 + character.ShamanTalents.ElementalWeapons * .2f)));
            if (calcOpts.MainhandImbue == "Flametongue")
                stats.SpellPower += FTspellpower;
            if (calcOpts.OffhandImbue == "Flametongue")
                stats.SpellPower += FTspellpower;

            float addedAttackPower = stats.AttackPower - initialAP;
            float MQSpellPower = mentalQuickness * addedAttackPower * (1 + stats.BonusAttackPowerMultiplier);
            // make sure to add in the spellpower from MQ gained from all the bonus AP added in this section
            stats.SpellPower += MQSpellPower * (1 + stats.BonusSpellPowerMultiplier);
            // also add in bonus attack power
            stats.AttackPower += addedAttackPower * stats.BonusAttackPowerMultiplier;
            //
            #endregion

            #region Damage Model
            ////////////////////////////
            // Main calculation Block //
            ////////////////////////////

            CombatStats cs = new CombatStats(character, stats, calcOpts, bossOpts); // calculate the combat stats using modified stats

            // only apply unleashed rage talent if not already applied Unleashed Rage buff.
            if (!character.ActiveBuffsContains("Unleashed Rage") && 
                !character.ActiveBuffsContains("Trueshot Aura") && 
                !character.ActiveBuffsContains("Abomination's Might"))
//.........这里部分代码省略.........
开发者ID:LucasPeacecraft,项目名称:rawr,代码行数:101,代码来源:CalculationsEnhance.cs

示例5: AccumulateTalents


//.........这里部分代码省略.........
            }

            // Hand of Doom
            // Reduces the CD for Strangulate by 30/60 sec.

            if (r == Rotation.Type.Blood)
            {
                // Blood-Caked Blade
                // 10% chance per point to cause Blood-Caked strike
                // Implmented in WhiteDamage ability file.
                
                // Bone Shield
                // 6 Bones 
                // Takes 20% less damage from all sources
                // Does 2% more damage to target
                // Each damaging attack consumes a bone.
                // Lasts 5 mins

                // Toughness
                // Increases Armor Value from items by 3% per point.
                if (character.DeathKnightTalents.Toughness > 0)
                {
                    FullCharacterStats.BaseArmorMultiplier = AddStatMultiplierStat(FullCharacterStats.BaseArmorMultiplier, (.03f * character.DeathKnightTalents.Toughness));
                }

                // Abominations Might
                // increase AP by 5%/10% of raid.
                // 1% per point increase to str.
                if (character.DeathKnightTalents.AbominationsMight > 0)
                {
                    // This happens no matter what:
                    FullCharacterStats.BonusStrengthMultiplier += (0.01f * character.DeathKnightTalents.AbominationsMight);
                    // This happens only if there isn't Trueshot Aura/Unleashed Rage/Abom's might  available:
                    if (!(character.ActiveBuffsContains("Trueshot Aura") || character.ActiveBuffsContains("Unleashed Rage") || character.ActiveBuffsContains("Abomination's Might")))
                    {
                        FullCharacterStats.BonusAttackPowerMultiplier += (.05f * character.DeathKnightTalents.AbominationsMight);
                    }
                }

                // Sanguine Fortitude
                // Buff's IBF:
                // While Active, your IBF reduces Dam taken by 15/30% and costs 50/100% less RP to activate.
                // CD duration? 3min suggested on pwnwear.
                // Cost?  This is a CD stacker.
                // TODO: look into CD stacking code./max v average values.

                // Blood Parasite
                // Melee Attacks have 5% * PTS chance of spawning a blood worm.
                // Blood worm attacks your enemies, gorging itself on blood
                // until it bursts to heal nearby allies. Lasts 20 sec.
                if (character.DeathKnightTalents.BloodParasite > 0)
                {
                    float fDamageDone = 200f; // TODO: Put this in a way to increase DPS.
                    float fBWAttackSpeed = 1.4f; // TODO: Validate this speed.
                    float fBWDuration = 20f;
                    float avgstacks = 5; // TODO: Figure out the best way to determine avg Stacks of BloodGorged
                    float WormHealth = (FullCharacterStats.Health * 0.35f);
                    _SE_Bloodworms = new SpecialEffect[] {
                        null,
                        new SpecialEffect(Trigger.MeleeAttack, new Stats() { Healed = ((avgstacks * WormHealth * .05f) / fBWDuration), PhysicalDamage = (fDamageDone/fBWAttackSpeed) }, fBWDuration, 0, .05f * 1),
                        new SpecialEffect(Trigger.MeleeAttack, new Stats() { Healed = ((avgstacks * WormHealth * .05f) / fBWDuration), PhysicalDamage = (fDamageDone/fBWAttackSpeed) }, fBWDuration, 0, .05f * 2),
                    };
                    FullCharacterStats.AddSpecialEffect(_SE_Bloodworms[character.DeathKnightTalents.BloodParasite]);
                }

                // Improved Blood Presence
开发者ID:LucasPeacecraft,项目名称:rawr,代码行数:67,代码来源:CalculationsDPSDK.cs


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