reworked Guild Wars 2 builds
total rework of RandomizeWithBoons
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parent
bc2983584c
commit
90794ed4a2
11 changed files with 879 additions and 247 deletions
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@ -23,28 +23,40 @@
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<p>
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<label>
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<InputCheckbox @bind-Value="_hasMight" />
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<InputCheckbox @bind-Value="_build.UseInRandomRaid" />
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Use for random raids
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</label>
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</p>
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<p>
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<label>
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<InputCheckbox @bind-Value="_build.Might" />
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Might
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</label>
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</p>
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<p>
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<label>
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<InputCheckbox @bind-Value="_hasHeal" />
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Heal
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</label>
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</p>
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<p>
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<label>
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<InputCheckbox @bind-Value="_hasQuickness" />
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<InputCheckbox @bind-Value="_build.Quickness" />
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Quickness
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</label>
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</p>
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<p>
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<label>
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<InputCheckbox @bind-Value="_hasAlacrity" />
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<InputCheckbox @bind-Value="_build.Alacrity" />
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Alacrity
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</label>
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</p>
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<p>
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<label>
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Damage Type:
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<InputSelect @bind-Value="_build.DamageType">
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@foreach(DamageType damageType in Enum.GetValues(typeof(DamageType)))
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{
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<option value="@damageType">@damageType.ToString()</option>
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}
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</InputSelect>
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</label>
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</p>
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<p>
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<label>
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@ -68,6 +80,12 @@
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</InputSelect>
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</label>
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</p>
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<p>
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<label>
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Source:
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<InputText @bind-Value="_build.Source" />
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</label>
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</p>
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<ValidationSummary />
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<button type="submit">Submit</button>
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@ -85,20 +103,12 @@
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public GuildWars2Build _build;
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private bool _hasMight;
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private bool _hasHeal;
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private bool _hasQuickness;
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private bool _hasAlacrity;
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protected override async Task OnInitializedAsync()
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{
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if(!string.IsNullOrEmpty(buildId) && int.TryParse(buildId, out int parsedId))
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{
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_build = GuildWars2BuildService.GetBuild(parsedId);
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_hasMight = _build.Might > 0;
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_hasHeal = _build.Heal > 0;
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_hasQuickness = _build.Quickness > 0;
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_hasAlacrity = _build.Alacrity > 0;
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}
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else
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{
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@ -118,11 +128,6 @@
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private async Task HandleValidSubmit()
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{
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_build.Might = _hasMight ? (short)5 : (short)0;
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_build.Heal = _hasHeal ? (short)5 : (short)0;
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_build.Quickness = _hasQuickness ? (short)5 : (short)0;
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_build.Alacrity = _hasAlacrity ? (short)5 : (short)0;
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await GuildWars2BuildService.AddOrEditBuild(_build);
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NavigationManager.NavigateTo("buildoverview");
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}
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@ -32,9 +32,15 @@
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<th>Class</th>
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<th>Elite</th>
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<th>Might</th>
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<th>Heal</th>
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<th>Quick</th>
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<th>Alac</th>
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<th>Heal</th>
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<th>Power</th>
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<th>Condition</th>
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<th>Hybrid</th>
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<th>Other</th>
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<th>Random</th>
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<th>Source</th>
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</tr>
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@foreach (var build in _buildsToShow.OrderBy(b => b.Class).ThenBy(b => b.EliteSpecialization))
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{
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@ -45,10 +51,16 @@
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</td>
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<td>@build.Class.ToString()</td>
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<td>@build.EliteSpecialization.ToString()</td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Might > 0)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Heal > 0)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Quickness > 0)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Alacrity > 0)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Might)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Quickness)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.Alacrity)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.DamageType == DamageType.Heal)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.DamageType == DamageType.Power)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.DamageType == DamageType.Condition)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.DamageType == DamageType.Hybrid)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.DamageType == DamageType.Other)" disabled="disabled" /></td>
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<td class="checkboxfield"><input type="checkbox" checked="@(build.UseInRandomRaid)" disabled="disabled" /></td>
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<td>@build.Source</td>
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</tr>
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}
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</table>
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