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C# SNOPower.Equals方法代码示例

本文整理汇总了C#中SNOPower.Equals方法的典型用法代码示例。如果您正苦于以下问题:C# SNOPower.Equals方法的具体用法?C# SNOPower.Equals怎么用?C# SNOPower.Equals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SNOPower的用法示例。


在下文中一共展示了SNOPower.Equals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: CreateAbility

        public override Ability CreateAbility(SNOPower Power)
        {
            Ability returnAbility=null;

                     #region Shadow Power
                     // Shadow Power
                     if (Power.Equals(SNOPower.DemonHunter_ShadowPower))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(1, 1, true),
                                Cost=14,
                                SecondaryEnergy=true,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated|AbilityConditions.CheckRecastTimer|AbilityConditions.CheckEnergy),

                                Fcriteria=new Func<bool>(() =>
                                {
                                     return (Bot.Character.dCurrentHealthPct<=0.99d||Bot.Character.bIsRooted||Bot.Combat.iElitesWithinRange[(int)RangeIntervals.Range_25]>=1||Bot.Combat.iAnythingWithinRange[(int)RangeIntervals.Range_15]>=3);

                                }),
                          };
                     }
                     #endregion
                     #region Smoke Screen
                     // Smoke Screen
                     if (Power.Equals(SNOPower.DemonHunter_SmokeScreen))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(0, 1, true),
                                Cost=28,
                                SecondaryEnergy=true,
                                Range=0,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.High,
                                //PreCastConditions=,

                                Fcriteria=new Func<bool>(() =>
                                {
                                     return (!HasBuff(SNOPower.DemonHunter_ShadowPower)||Bot.Character.bIsIncapacitated)
                                                &&(Bot.Character.dDiscipline>=28||(Bot.Character.dDiscipline>=14&&Bot.Combat.IsFleeing))
                                                &&(Bot.Character.dCurrentHealthPct<=0.90||Bot.Character.bIsRooted||Bot.Combat.iElitesWithinRange[(int)RangeIntervals.Range_20]>=1||Bot.Combat.iAnythingWithinRange[(int)RangeIntervals.Range_15]>=3||Bot.Character.bIsIncapacitated);
                                }),
                          };
                     }
                     #endregion
                     #region Preparation
                     // Preparation
                     if (Power.Equals(SNOPower.DemonHunter_Preparation))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(1, 1, true),
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated|AbilityConditions.CheckRecastTimer|AbilityConditions.CheckCanCast),
                                Cost=this.RuneIndexCache[SNOPower.DemonHunter_Preparation]==0?25:0,
                                Fcriteria=new Func<bool>(() =>
                                {
                                     return Bot.Character.dDisciplinePct<0.25d
                                          //Rune: Punishment (Restores all Hatered for 25 disc)
                                          ||(this.RuneIndexCache[Power]==0&&Bot.Character.dCurrentEnergyPct<0.20d);
                                }),
                          };
                     }
                     #endregion

                     #region Evasive Fire
                     // Evasive Fire
                     if (Power.Equals(SNOPower.DemonHunter_EvasiveFire))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Target,
                                WaitVars=new WaitLoops(1, 1, true),
                                Cost=0,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.Low,

                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated|AbilityConditions.CheckRecastTimer),
                                UnitsWithinRangeConditions=new Tuple<RangeIntervals,int>(RangeIntervals.Range_20,1),

                          };
                     }
                     #endregion
                     #region Companion
                     // Companion
//.........这里部分代码省略.........
开发者ID:NEVEROYATNII,项目名称:Funky,代码行数:101,代码来源:DemonHunter.cs

示例2: CreateAbility

        public override Ability CreateAbility(SNOPower Power)
        {
            Ability returnAbility=null;
                     #region Spirit Walk
                     // Spirit Walk Cast on 65% health or while avoiding anything but molten core or incapacitated or Chasing Goblins
                     if (Power.Equals(SNOPower.Witchdoctor_SpiritWalk))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(0, 0, true),
                                Cost=49,
                                UseAvoiding=true,
                                UseOOCBuff=true,
                                IsNavigationSpecial=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckEnergy|AbilityConditions.CheckCanCast),
                                //TestCustomCombatConditionAlways=true,
                                Fcriteria=new Func<bool>(() =>
                                {
                                     return (Bot.Character.dCurrentHealthPct<=0.65
                                          ||(Bot.Combat.FleeingLastTarget&&Bot.Combat.iAnythingWithinRange[(int)RangeIntervals.Range_25]>1)
                                          ||(Bot.Combat.AvoidanceLastTarget&&Bot.Combat.NearbyAvoidances.Count>0)
                                          ||Bot.Character.bIsIncapacitated
                                          ||Bot.Character.bIsRooted
                                          ||Bot.SettingsFunky.OutOfCombatMovement);
                                }),
                          };
                     }
                     #endregion
                     #region Soul Harvest
                     // Soul Harvest Any Elites or 2+ Norms and baby it's harvest season
                     if (Power.Equals(SNOPower.Witchdoctor_SoulHarvest))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(0, 1, true),
                                Cost=59,
                                Counter=5,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.High,

                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated| AbilityConditions.CheckCanCast | AbilityConditions.CheckExisitingBuff | AbilityConditions.CheckEnergy),
                                UnitsWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_12, 3),

                          };
                     }
                     #endregion
                     #region Sacrifice
                     // Sacrifice AKA Zombie Dog Jihad, use on Elites Only or to try and Save yourself
                     if (Power.Equals(SNOPower.Witchdoctor_Sacrifice))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(1, 0, true),
                                Cost=10,
                                Range=48,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.None,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated| AbilityConditions.CheckCanCast),
                                ElitesWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_15, 1),
                                TargetUnitConditionFlags=new UnitTargetConditions(TargetProperties.IsSpecial, 15),

                          };
                     }
                     #endregion
                     #region Gargantuan
                     // Gargantuan, Recast on 1+ Elites or Bosses to trigger Restless Giant
                     if (Power.Equals(SNOPower.Witchdoctor_Gargantuan))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(2, 1, true),
                                Cost=147,
                                Counter=1,
                                UseAvoiding=true,
                                UseOOCBuff=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated| AbilityConditions.CheckCanCast | AbilityConditions.CheckEnergy | AbilityConditions.CheckPetCount),
                                Fbuff=new Func<bool>(() => { return this.RuneIndexCache[SNOPower.Witchdoctor_Gargantuan]!=0&&Bot.Character.PetData.Gargantuan==0; }),
                                Fcriteria=new Func<bool>(() =>
                                {
                                     return (this.RuneIndexCache[SNOPower.Witchdoctor_Gargantuan]==0&&(Bot.Combat.iElitesWithinRange[(int)RangeIntervals.Range_15]>=1||(Bot.Target.CurrentUnitTarget.IsEliteRareUnique&&Bot.Target.CurrentTarget.RadiusDistance<=15f))
                                                ||this.RuneIndexCache[SNOPower.Witchdoctor_Gargantuan]!=0&&Bot.Character.PetData.Gargantuan==0);
                                }),
                          };
                     }
                     #endregion
                     #region Zombie dogs
                     // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
                     if (Power.Equals(SNOPower.Witchdoctor_SummonZombieDog))
//.........这里部分代码省略.........
开发者ID:NEVEROYATNII,项目名称:Funky,代码行数:101,代码来源:WitchDoctor.cs

示例3: CreateAbility

        public override Ability CreateAbility(SNOPower Power)
        {
            Ability returnAbility=null;

                     #region IgnorePain
                     // Ignore Pain when low on health
                     if (Power.Equals(SNOPower.Barbarian_IgnorePain))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(0, 0, true),
                                Cost=0,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                IsSpecialAbility=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckRecastTimer|AbilityConditions.CheckCanCast),

                                Fcriteria=new Func<bool>(() => { return Bot.Character.dCurrentHealthPct<=0.45; }),
                          };
                     }
                     #endregion
                     #region Earthquake
                     // Earthquake, elites close-range only
                     if (Power.Equals(SNOPower.Barbarian_Earthquake))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(4, 4, true),
                                Cost=0,
                                UseAvoiding=false,
                                UseOOCBuff=false,
                                IsSpecialAbility=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckRecastTimer|AbilityConditions.CheckEnergy|AbilityConditions.CheckExisitingBuff|AbilityConditions.CheckCanCast|AbilityConditions.CheckPlayerIncapacitated),
                                ElitesWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_15, 1),
                                TargetUnitConditionFlags=new UnitTargetConditions(TargetProperties.IsSpecial, 13),
                          };

                     }
                     #endregion
                     #region Wrath of the berserker
                     // Wrath of the berserker, elites only (wrath of berserker)
                     if (Power.Equals(SNOPower.Barbarian_WrathOfTheBerserker))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(4, 4, true),
                                Cost=50,
                                UseAvoiding=true,
                                UseOOCBuff=false,
                                IsSpecialAbility=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckEnergy|AbilityConditions.CheckExisitingBuff|AbilityConditions.CheckCanCast),
                                Fcriteria=new Func<bool>(() =>
                                {
                                     return Bot.Combat.bAnyChampionsPresent
                        || (Bot.SettingsFunky.Class.bBarbUseWOTBAlways && Bot.Combat.bAnyMobsInCloseRange)
                        || (Bot.SettingsFunky.Class.bGoblinWrath && Bot.Target.CurrentTarget.IsTreasureGoblin);
                                }),
                          };
                     }
                     #endregion
                     #region Call of the ancients
                     // Call of the ancients, elites only
                     if (Power.Equals(SNOPower.Barbarian_CallOfTheAncients))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(4, 4, true),
                                Cost=50,
                                UseAvoiding=false,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckRecastTimer|AbilityConditions.CheckEnergy|AbilityConditions.CheckCanCast|AbilityConditions.CheckPlayerIncapacitated),
                                ElitesWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_25, 1),
                                TargetUnitConditionFlags=new UnitTargetConditions(TargetProperties.IsSpecial, 25),
                          };
                     }
                     #endregion

                     #region BattleRage
                     if (Power.Equals(SNOPower.Barbarian_BattleRage))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
//.........这里部分代码省略.........
开发者ID:NEVEROYATNII,项目名称:Funky,代码行数:101,代码来源:Barb.cs

示例4: CreateAbility

        public override Ability CreateAbility(SNOPower Power)
        {
            Ability returnAbility=null;
                     #region Teleport
                     // Teleport in combat for critical-mass wizards
                     if (Power.Equals(SNOPower.Wizard_Teleport))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.ClusterLocation|AbilityUseType.ZigZagPathing,
                                WaitVars=new WaitLoops(0,1,true),
                                Cost=15,
                                Range=35,
                                UseAvoiding=false,
                                UseOOCBuff=false,
                                IsNavigationSpecial=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated|AbilityConditions.CheckCanCast|AbilityConditions.CheckEnergy),
                                ClusterConditions=new ClusterConditions(5d, 48f, 2, false),
                                //TestCustomCombatConditionAlways=true,
                                Fcriteria=new Func<bool>(() =>
                                {
                                     return ((Bot.SettingsFunky.Class.bTeleportFleeWhenLowHP&&Bot.Character.dCurrentHealthPct<0.5d)
                                            ||(Bot.SettingsFunky.Class.bTeleportIntoGrouping&&Bot.Combat.Clusters(new ClusterConditions(5d, 48f, 2, false)).Count>0&&Bot.Combat.Clusters(new ClusterConditions(5d, 48f, 2, false))[0].Midpoint.Distance(Bot.Character.PointPosition)>15f)
                                            ||(!Bot.SettingsFunky.Class.bTeleportFleeWhenLowHP&&!Bot.SettingsFunky.Class.bTeleportIntoGrouping));
                                }),
                          };
                     }
                     #endregion
                     #region Archon
                     // Archon
                     if (Power.Equals(SNOPower.Wizard_Archon))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(4, 5, true),
                                Cost=25,
                                UseAvoiding=false,
                                UseOOCBuff=false,
                                IsSpecialAbility=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated|AbilityConditions.CheckCanCast|AbilityConditions.CheckEnergy),
                                UnitsWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_25, 1),
                                ElitesWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_30, 1),
                                TargetUnitConditionFlags=new UnitTargetConditions(TargetProperties.IsSpecial, 30),
                                Fcriteria=new Func<bool>(()=>
                                {
                                     bool missingBuffs=this.MissingBuffs();
                                     if (missingBuffs)
                                          base.bWaitingForSpecial=true;

                                     return !missingBuffs;
                                }),
                          };
                     }
                     #endregion
                     #region Explosive Blast
                     // Explosive Blast SPAM when enough AP, blow erry thing up, nah mean
                     if (Power.Equals(SNOPower.Wizard_ExplosiveBlast))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(0, 0, true),
                                Cost=20,
                                Range=10,
                                UseAvoiding=false,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.Low,
                                PreCastConditions=(AbilityConditions.CheckPlayerIncapacitated|AbilityConditions.CheckCanCast|AbilityConditions.CheckEnergy),
                                UnitsWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_25, 1),
                                ElitesWithinRangeConditions=new Tuple<RangeIntervals, int>(RangeIntervals.Range_25, 1),
                                TargetUnitConditionFlags=new UnitTargetConditions(TargetProperties.IsSpecial, 12),
                          };
                     }
                     #endregion

                     #region Energy Twister
                     // Energy Twister SPAMS whenever 35 or more ap to generate Arcane Power
                     if (Power.Equals(SNOPower.Wizard_EnergyTwister))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Location,
                                WaitVars=new WaitLoops(0, 0, true),
                                Cost=35,
                                Range=this.bUsingCriticalMassPassive?9:28,
                                IsRanged=true,
                                UseAvoiding=false,
                                UseOOCBuff=false,
                                Priority=AbilityPriority.Low,
//.........这里部分代码省略.........
开发者ID:NEVEROYATNII,项目名称:Funky,代码行数:101,代码来源:Wizard.cs

示例5: CreateAbility

        public override Ability CreateAbility(SNOPower Power)
        {
            Ability returnAbility=null;

                     #region Mantras
                     if (Power.Equals(SNOPower.Monk_MantraOfEvasion)||Power.Equals(SNOPower.Monk_MantraOfConviction)||Power.Equals(SNOPower.Monk_MantraOfHealing)||Power.Equals(SNOPower.Monk_MantraOfRetribution))
                     {
                          return new Ability
                          {
                                Power=Power,

                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(0, 1, true),
                                Cost=50,
                                UseAvoiding=true,
                                UseOOCBuff=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckEnergy),
                                IsSpecialAbility=true,
                                Fbuff=new Func<bool>(() =>
                                {
                                     return !HasBuff(Power);
                                }),

                                Fcriteria=new Func<bool>(() =>
                                {

                                     return
                                          !HasBuff(Power)
                                          ||Bot.SettingsFunky.Class.bMonkSpamMantra&&Bot.Target.CurrentTarget!=null&&(Bot.Combat.iElitesWithinRange[(int)RangeIntervals.Range_25]>0||Bot.Combat.iAnythingWithinRange[(int)RangeIntervals.Range_20]>=2||(Bot.Combat.iAnythingWithinRange[(int)RangeIntervals.Range_20]>=1&&Bot.SettingsFunky.Class.bMonkInnaSet)||(Bot.Target.CurrentUnitTarget.IsEliteRareUnique||Bot.Target.CurrentTarget.IsBoss)&&Bot.Target.CurrentTarget.RadiusDistance<=25f)&&
                                          // Check if either we don't have blinding flash, or we do and it's been cast in the last 6000ms
                                          //DateTime.Now.Subtract(dictAbilityLastUse[SNOPower.Monk_BlindingFlash]).TotalMilliseconds <= 6000)) &&
                                          (!Bot.Class.HotbarPowers.Contains(SNOPower.Monk_BlindingFlash)||
                                          (Bot.Class.HotbarPowers.Contains(SNOPower.Monk_BlindingFlash)&&(HasBuff(SNOPower.Monk_BlindingFlash)))&&
                                          // Check our mantras, if we have them, are up first
                                          this.HasMantraBuff());
                                }),
                          };
                     }
                     #endregion
                     #region Mystic ally
                     // Mystic ally
                     if (Power.Equals(SNOPower.Monk_MysticAlly))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(2, 2, true),
                                Cost=25,
                                UseAvoiding=true,
                                UseOOCBuff=true,
                                Priority=AbilityPriority.High,
                                IsSpecialAbility=true,
                                Counter=1,
                                PreCastConditions=(AbilityConditions.CheckEnergy|AbilityConditions.CheckCanCast|AbilityConditions.CheckPetCount),
                                Fcriteria=new Func<bool>(() => { return true; }),
                          };
                     }
                     #endregion
                     #region InnerSanctuary
                     // InnerSanctuary
                     if (Power.Equals(SNOPower.Monk_InnerSanctuary))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(1, 1, true),
                                Cost=30,
                                UseAvoiding=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckEnergy|AbilityConditions.CheckCanCast|AbilityConditions.CheckRecastTimer),

                                Fcriteria=new Func<bool>(() => { return Bot.Character.dCurrentHealthPct<=0.45; }),
                          };
                     }
                     #endregion
                     #region Serenity
                     // Serenity if health is low
                     if (Power.Equals(SNOPower.Monk_Serenity))
                     {
                          return new Ability
                          {
                                Power=Power,
                                UsageType=AbilityUseType.Buff,
                                WaitVars=new WaitLoops(1, 1, true),
                                Cost=10,
                                UseAvoiding=true,
                                UseOOCBuff=true,
                                Priority=AbilityPriority.High,
                                PreCastConditions=(AbilityConditions.CheckEnergy|AbilityConditions.CheckCanCast|AbilityConditions.CheckRecastTimer),

                                Fcriteria=new Func<bool>(() => { return Bot.Character.dCurrentHealthPct<=0.50; }),
                          };
                     }
                     #endregion
                     #region Breath of heaven
                     // Breath of heaven when needing healing or the buff
                     if (Power.Equals(SNOPower.Monk_BreathOfHeaven))
//.........这里部分代码省略.........
开发者ID:NEVEROYATNII,项目名称:Funky,代码行数:101,代码来源:Monk.cs


注:本文中的SNOPower.Equals方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。