CreatureLib/src/Battling/Library/DamageLibrary.cpp

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2019-11-05 13:31:54 +00:00
#include "DamageLibrary.hpp"
using namespace CreatureLib::Battling;
int DamageLibrary::GetDamage(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel());
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
auto bp = hit.GetBasePower();
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
return damage;
}
int DamageLibrary::GetBasePower(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
auto bp = attack->GetAttack()->GetAttack()->GetBasePower();
//HOOK: modify base power.
return bp;
}
float DamageLibrary::GetStatModifier(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
auto user = attack->GetUser();
//HOOK: allow overriding for which users stat we use.
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
Core::Statistic offensiveStat;
Core::Statistic defensiveStat;
if (attack->GetAttack()->GetAttack()->GetCategory() == Library::AttackCategory::Physical){
offensiveStat = Core::Statistic::PhysicalAttack;
defensiveStat = Core::Statistic::PhysicalDefense;
}
else{
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.
float offensiveValue;
float defensiveValue;
if (bypassOffensive){
offensiveValue = user->GetFlatStat(offensiveStat);
} else{
offensiveValue = user->GetBoostedStat(offensiveStat);
}
if (bypassDefensive){
defensiveValue = target->GetFlatStat(defensiveStat);
} else{
defensiveValue = target->GetBoostedStat(defensiveStat);
}
return offensiveValue / defensiveValue;
}
float DamageLibrary::GetDamageModifier(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
float mod = 1;
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
mod *= hit.GetEffectiveness();
//HOOK: Modify damage modifier.
return mod;
}