CreatureLib/src/Battling/Library/DamageLibrary.cpp

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#include "DamageLibrary.hpp"
using namespace CreatureLib::Battling;
int DamageLibrary::GetDamage(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel());
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
auto bp = hit->GetBasePower();
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auto statMod = GetStatModifier(attack, target, hitIndex);
// HOOK: Modify stat modifier
int damage = static_cast<int>((((levelMod * static_cast<float>(bp) * statMod) / 50) + 2) *
GetDamageModifier(attack, target, hitIndex));
// HOOK: Override damage
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return damage;
}
int DamageLibrary::GetBasePower(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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auto bp = attack->GetAttack()->GetAttack()->GetBasePower();
// HOOK: modify base power.
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return bp;
}
float DamageLibrary::GetStatModifier(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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auto user = attack->GetUser();
// HOOK: allow overriding for which users stat we use.
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auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
Core::Statistic offensiveStat;
Core::Statistic defensiveStat;
if (attack->GetAttack()->GetAttack()->GetCategory() == Library::AttackCategory::Physical) {
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offensiveStat = Core::Statistic::PhysicalAttack;
defensiveStat = Core::Statistic::PhysicalDefense;
} else {
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offensiveStat = Core::Statistic::MagicalAttack;
defensiveStat = Core::Statistic::MagicalDefense;
}
auto bypassDefensive = hit->IsCritical() && target->GetStatBoost(defensiveStat) > 0;
// HOOK: allow bypassing defensive stat modifiers.
auto bypassOffensive = hit->IsCritical() && user->GetStatBoost(offensiveStat) < 0;
// HOOK: Allow bypassing offensive stat modifiers.
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float offensiveValue;
float defensiveValue;
if (bypassOffensive) {
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offensiveValue = user->GetFlatStat(offensiveStat);
} else {
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offensiveValue = user->GetBoostedStat(offensiveStat);
}
if (bypassDefensive) {
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defensiveValue = target->GetFlatStat(defensiveStat);
} else {
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defensiveValue = target->GetBoostedStat(defensiveStat);
}
return offensiveValue / defensiveValue;
}
float DamageLibrary::GetDamageModifier(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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float mod = 1;
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
mod *= hit->GetEffectiveness();
// HOOK: Modify damage modifier.
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return mod;
}