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()
Returns
- Player