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State.cs
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namespace DaLion.Overhaul.Modules.Combat;
#region using directives
using DaLion.Overhaul.Modules.Combat.Enums;
using DaLion.Overhaul.Modules.Combat.Events.GameLoop;
using Microsoft.Xna.Framework;
using StardewValley.Monsters;
using StardewValley.Tools;
#endregion using directives
/// <summary>The runtime state variables for CMBT.</summary>
internal sealed class State
{
private ComboHitStep _hitQueued;
private ComboHitStep _hitStep;
private bool _animating;
private int _warriorKillCount;
internal bool HoldingWeaponSwing { get; set; }
internal ComboHitStep ComboHitQueued
{
get => this._hitQueued;
set
{
Log.D($"[Combo]: Queued {value}");
this._hitQueued = value;
}
}
internal ComboHitStep ComboHitStep
{
get => this._hitStep;
set
{
Log.D($"[Combo]: Doing {value}");
this._hitStep = value;
}
}
internal int ComboCooldown { get; set; }
internal bool FarmerAnimating
{
get => this._animating;
set
{
if (value)
{
EventManager.Disable<ComboResetUpdateTickedEvent>();
}
else
{
EventManager.Enable<ComboResetUpdateTickedEvent>();
}
this._animating = value;
}
}
internal int SlingshotCooldown { get; set; }
internal MeleeWeapon? AutoSelectableMelee { get; set; }
internal Slingshot? AutoSelectableRanged { get; set; }
internal Vector2 DriftVelocity { get; set; }
internal double ContainerDropAccumulator { get; set; }
internal double MonsterDropAccumulator { get; set; }
internal Monster? HoveredEnemy { get; set; }
internal HeroQuest? HeroQuest { get; set; } = null;
internal bool DidArtfulParry { get; set; }
internal bool GatlingModeEngaged { get; set; }
internal int DoublePressTimer { get; set; }
internal int WarriorKillCount
{
get
{
return this._warriorKillCount;
}
set
{
this._warriorKillCount = Math.Min(value, 20);
}
}
internal int SavageExcitedness { get; set; }
internal int YobaShieldHealth { get; set; } = -1;
internal bool CanReceiveYobaShield { get; set; } = true;
internal bool DidPrayToday { get; set; } = false;
}