CreatureLib/src/Battling/Library/DamageLibrary.cpp

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#include "DamageLibrary.hpp"
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#include <Arbutils/Assert.hpp>
#include "../ScriptHandling/ScriptMacros.hpp"
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using namespace CreatureLib::Battling;
uint32_t DamageLibrary::GetDamage(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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AssertNotNull(attack)
AssertNotNull(target)
auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel()) / 5 + 2;
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
auto bp = hit.GetBasePower();
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auto statMod = GetStatModifier(attack, target, hitIndex);
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HOOK(ModifyStatModifier, attack, attack, target, hitIndex, &statMod);
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uint32_t damage = static_cast<uint32_t>((((levelMod * static_cast<float>(bp) * statMod) / 50) + 2) *
GetDamageModifier(attack, target, hitIndex));
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HOOK(OverrideDamage, attack, attack, target, hitIndex, &damage);
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return damage;
}
uint8_t DamageLibrary::GetBasePower(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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AssertNotNull(attack)
AssertNotNull(target)
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auto bp = attack->GetAttack()->GetAttack()->GetBasePower();
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HOOK(OverrideBasePower, attack, attack, target, hitIndex, &bp);
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return bp;
}
float DamageLibrary::GetStatModifier(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const {
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AssertNotNull(attack)
AssertNotNull(target)
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auto user = attack->GetUser();
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AssertNotNull(user)
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HOOK(ChangeDamageStatsUser, attack, attack, target, hitIndex, &user);
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
Library::Statistic offensiveStat;
Library::Statistic defensiveStat;
if (attack->GetAttack()->GetAttack()->GetCategory() == Library::AttackCategory::Physical) {
offensiveStat = Library::Statistic::PhysicalAttack;
defensiveStat = Library::Statistic::PhysicalDefense;
} else {
offensiveStat = Library::Statistic::MagicalAttack;
defensiveStat = Library::Statistic::MagicalDefense;
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}
auto bypassDefensive = hit.IsCritical() && target->GetStatBoost(defensiveStat) > 0;
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HOOK(BypassDefensiveStat, attack, attack, target, hitIndex, &bypassDefensive);
auto bypassOffensive = hit.IsCritical() && user->GetStatBoost(offensiveStat) < 0;
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HOOK(BypassOffensiveStat, attack, attack, target, hitIndex, &bypassOffensive);
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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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AssertNotNull(attack)
AssertNotNull(target)
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float mod = 1;
auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
mod *= hit.GetEffectiveness();
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HOOK(ModifyDamageModifier, attack, attack, target, hitIndex, &mod);
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return mod;
}