Table of Contents

Class AdventureBossSimulator

Namespace
Nekoyume.Battle.AdventureBoss
Assembly
Lib9c.dll
public class AdventureBossSimulator : Simulator, IStageSimulator, ISimulator
Inheritance
AdventureBossSimulator
Implements
Inherited Members

Constructors

AdventureBossSimulator(int, int, IRandom, AvatarState, SimulatorSheets, bool, long)

public AdventureBossSimulator(int bossId, int floorId, IRandom random, AvatarState avatarState, SimulatorSheets simulatorSheets, bool logEvent = true, long shatterStrikeMaxDamage = 400000)

Parameters

bossId int
floorId int
random IRandom
avatarState AvatarState
simulatorSheets SimulatorSheets
logEvent bool
shatterStrikeMaxDamage long

AdventureBossSimulator(int, int, IRandom, AvatarState, List<Guid>, AllRuneState, RuneSlotState, Row, Row, SimulatorSheets, EnemySkillSheet, CostumeStatSheet, List<ItemBase>, List<StatModifier>, DeBuffLimitSheet, BuffLinkSheet, bool, long)

public AdventureBossSimulator(int bossId, int floorId, IRandom random, AvatarState avatarState, List<Guid> foods, AllRuneState runeStates, RuneSlotState runeSlotState, AdventureBossFloorSheet.Row floorRow, AdventureBossFloorWaveSheet.Row floorWaveRow, SimulatorSheets simulatorSheets, EnemySkillSheet enemySkillSheet, CostumeStatSheet costumeStatSheet, List<ItemBase> waveRewards, List<StatModifier> collectionModifiers, DeBuffLimitSheet deBuffLimitSheet, BuffLinkSheet buffLinkSheet, bool logEvent = true, long shatterStrikeMaxDamage = 400000)

Parameters

bossId int
floorId int
random IRandom
avatarState AvatarState
foods List<Guid>
runeStates AllRuneState
runeSlotState RuneSlotState
floorRow AdventureBossFloorSheet.Row
floorWaveRow AdventureBossFloorWaveSheet.Row
simulatorSheets SimulatorSheets
enemySkillSheet EnemySkillSheet
costumeStatSheet CostumeStatSheet
waveRewards List<ItemBase>
collectionModifiers List<StatModifier>
deBuffLimitSheet DeBuffLimitSheet
buffLinkSheet BuffLinkSheet
logEvent bool
shatterStrikeMaxDamage long

Properties

BossId

public int BossId { get; }

Property Value

int

EnemySkillSheet

public EnemySkillSheet EnemySkillSheet { get; }

Property Value

EnemySkillSheet

FloorId

public int FloorId { get; }

Property Value

int

ItemMap

public CollectionMap ItemMap { get; }

Property Value

CollectionMap

Reward

public override IEnumerable<ItemBase> Reward { get; }

Property Value

IEnumerable<ItemBase>

StageId

public int StageId { get; }

Property Value

int

Methods

AddBreakthrough(List<int>, AdventureBossFloorWaveSheet)

public void AddBreakthrough(List<int> floorIdList, AdventureBossFloorWaveSheet adventureBossFloorWaveSheet)

Parameters

floorIdList List<int>
adventureBossFloorWaveSheet AdventureBossFloorWaveSheet

GetWaveRewards(IRandom, Row, MaterialItemSheet, int)

public static List<ItemBase> GetWaveRewards(IRandom random, AdventureBossFloorSheet.Row floorRow, MaterialItemSheet materialItemSheet, int playCount = 1)

Parameters

random IRandom
floorRow AdventureBossFloorSheet.Row
materialItemSheet MaterialItemSheet
playCount int

Returns

List<ItemBase>

SetItemSelector(Row, IRandom)

public static WeightedSelector<AdventureBossFloorSheet.RewardData> SetItemSelector(AdventureBossFloorSheet.Row floorRow, IRandom random)

Parameters

floorRow AdventureBossFloorSheet.Row
random IRandom

Returns

WeightedSelector<AdventureBossFloorSheet.RewardData>

SetReward(WeightedSelector<RewardData>, int, IRandom, MaterialItemSheet)

public static List<ItemBase> SetReward(WeightedSelector<AdventureBossFloorSheet.RewardData> itemSelector, int maxCount, IRandom random, MaterialItemSheet materialItemSheet)

Parameters

itemSelector WeightedSelector<AdventureBossFloorSheet.RewardData>
maxCount int
random IRandom
materialItemSheet MaterialItemSheet

Returns

List<ItemBase>

Simulate()

public Player Simulate()

Returns

Player