Implementation of damage calculation.
continuous-integration/drone/push Build was killed
Details
continuous-integration/drone/push Build was killed
Details
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@ -89,6 +89,8 @@ void CreatureLib::Battling::TurnHandler::HandleAttackForTarget(CreatureLib::Batt
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return;
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auto user = attack.GetUser();
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auto attackData = attack.GetAttack()->GetAttack();
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auto library = user->GetBattle()->GetLibrary();
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auto dmgLibrary = library->GetDamageLibrary();
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for (uint8_t hitIndex = 0; hitIndex < numHits; hitIndex++){
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if (user->IsFainted()){
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break;
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@ -98,9 +100,13 @@ void CreatureLib::Battling::TurnHandler::HandleAttackForTarget(CreatureLib::Batt
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break;
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}
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auto hit = targetData.GetHit(hitIndex);
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//TODO: calculate data for hit
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hit.SetEffectiveness(user->GetBattle()->GetLibrary()->GetTypeLibrary()->GetEffectiveness(hit.GetType(), target->GetTypes()));
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//HOOK: Change move type
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hit.SetEffectiveness(library->GetTypeLibrary()->GetEffectiveness(hit.GetType(), target->GetTypes()));
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//TODO: Critical calculation
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hit.SetCritical(false);
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hit.SetBasePower(dmgLibrary->GetBasePower(&attack, target, hitIndex));
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hit.SetDamage(dmgLibrary->GetDamage(&attack, target, hitIndex));
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if (attackData->GetCategory() == Library::AttackCategory::Status){
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//HOOK: Status attack
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@ -109,7 +115,7 @@ void CreatureLib::Battling::TurnHandler::HandleAttackForTarget(CreatureLib::Batt
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auto damage = hit.GetDamage();
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if (damage > target->GetCurrentHealth()){
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damage = target->GetCurrentHealth();
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hit.OverrideDamage(damage);
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hit.SetDamage(damage);
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}
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if (damage > 0){
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target->Damage(damage, DamageSource::AttackDamage);
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@ -29,3 +29,12 @@ const CreatureLib::Library::ItemLibrary* CreatureLib::Battling::BattleLibrary::G
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const CreatureLib::Library::AttackLibrary *CreatureLib::Battling::BattleLibrary::GetAttackLibrary() const {
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return _staticLib->GetAttackLibrary();
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}
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const CreatureLib::Library::TypeLibrary *CreatureLib::Battling::BattleLibrary::GetTypeLibrary() const {
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return _staticLib->GetTypeLibrary();
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}
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const CreatureLib::Battling::DamageLibrary *CreatureLib::Battling::BattleLibrary::GetDamageLibrary() const {
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return _damageLibrary;
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}
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@ -3,11 +3,13 @@
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#include "BattleStatCalculator.hpp"
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#include "../../Library/DataLibrary.hpp"
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#include "DamageLibrary.hpp"
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namespace CreatureLib::Battling {
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class BattleLibrary {
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const Library::DataLibrary* _staticLib;
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BattleStatCalculator* _statCalculator;
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DamageLibrary* _damageLibrary;
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public:
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BattleLibrary(Library::DataLibrary* staticLib, BattleStatCalculator* statCalculator);
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~BattleLibrary();
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@ -19,6 +21,7 @@ namespace CreatureLib::Battling {
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const Library::TypeLibrary* GetTypeLibrary() const;
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const BattleStatCalculator* GetStatCalculator() const;
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const DamageLibrary* GetDamageLibrary() const;
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};
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}
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@ -0,0 +1,66 @@
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#include "DamageLibrary.hpp"
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using namespace CreatureLib::Battling;
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int DamageLibrary::GetDamage(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
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auto levelMod = static_cast<float>(2 * attack->GetUser()->GetLevel());
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auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
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auto bp = hit.GetBasePower();
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auto statMod = GetStatModifier(attack, target, hitIndex);
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//HOOK: Modify stat modifier
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int damage = static_cast<int>((((levelMod * static_cast<float>(bp) * statMod) / 50) + 2)
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* GetDamageModifier(attack, target, hitIndex));
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//HOOK: Override damage
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return damage;
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}
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int DamageLibrary::GetBasePower(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
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auto bp = attack->GetAttack()->GetAttack()->GetBasePower();
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//HOOK: modify base power.
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return bp;
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}
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float DamageLibrary::GetStatModifier(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
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auto user = attack->GetUser();
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//HOOK: allow overriding for which users stat we use.
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auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
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Core::Statistic offensiveStat;
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Core::Statistic defensiveStat;
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if (attack->GetAttack()->GetAttack()->GetCategory() == Library::AttackCategory::Physical){
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offensiveStat = Core::Statistic::PhysicalAttack;
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defensiveStat = Core::Statistic::PhysicalDefense;
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}
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else{
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offensiveStat = Core::Statistic::MagicalAttack;
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defensiveStat = Core::Statistic::MagicalDefense;
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}
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auto bypassDefensive = hit.IsCritical() && target->GetStatBoost(defensiveStat) > 0;
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//HOOK: allow bypassing defensive stat modifiers.
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auto bypassOffensive = hit.IsCritical() && user->GetStatBoost(offensiveStat) < 0;
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//HOOK: Allow bypassing offensive stat modifiers.
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float offensiveValue;
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float defensiveValue;
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if (bypassOffensive){
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offensiveValue = user->GetFlatStat(offensiveStat);
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} else{
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offensiveValue = user->GetBoostedStat(offensiveStat);
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}
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if (bypassDefensive){
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defensiveValue = target->GetFlatStat(defensiveStat);
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} else{
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defensiveValue = target->GetBoostedStat(defensiveStat);
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}
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return offensiveValue / defensiveValue;
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}
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float DamageLibrary::GetDamageModifier(ExecutingAttack *attack, Creature *target, uint8_t hitIndex) const{
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float mod = 1;
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auto hit = attack->GetAttackDataForTarget(target).GetHit(hitIndex);
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mod *= hit.GetEffectiveness();
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//HOOK: Modify damage modifier.
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return mod;
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}
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@ -0,0 +1,19 @@
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#ifndef CREATURELIB_DAMAGELIBRARY_HPP
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#define CREATURELIB_DAMAGELIBRARY_HPP
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#include "../Models/Creature.hpp"
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#include "../Models/ExecutingAttack.hpp"
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namespace CreatureLib::Battling{
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class DamageLibrary {
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public:
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virtual int GetDamage(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const;
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virtual int GetBasePower(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const;
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virtual float GetStatModifier(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const;
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virtual float GetDamageModifier(ExecutingAttack* attack, Creature* target, uint8_t hitIndex) const;
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};
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}
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#endif //CREATURELIB_DAMAGELIBRARY_HPP
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@ -1,3 +1,4 @@
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#include <algorithm>
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#include "Creature.hpp"
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#include "../Models/Battle.hpp"
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@ -84,6 +85,10 @@ uint32_t Battling::Creature::GetStatExperience(Core::Statistic stat) const {
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return __StatExperience.GetStat(stat);
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}
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int8_t Battling::Creature::GetStatBoost(Core::Statistic stat) const {
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return _statBoost.GetStat(stat);
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}
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void Battling::Creature::RecalculateFlatStats() {
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this->_flatStats = this->_library->GetStatCalculator()->CalculateFlatStats(this);
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RecalculateBoostedStats();
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@ -129,3 +134,8 @@ const std::vector<uint8_t>& Battling::Creature::GetTypes() const {
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//HOOK: override types.
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return this->__Variant->GetTypes();
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}
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bool Battling::Creature::HasType(uint8_t type) const {
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auto t = GetTypes();
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return std::find(t.begin(), t.end(), type) != t.end();
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}
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@ -53,8 +53,9 @@ namespace CreatureLib::Battling{
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Battle* GetBattle() const;
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BattleSide* GetBattleSide() const;
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bool IsFainted() const;
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const std::vector<uint8_t>& GetTypes() const;
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[[nodiscard]] bool IsFainted() const;
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[[nodiscard]] const std::vector<uint8_t>& GetTypes() const;
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[[nodiscard]] bool HasType(uint8_t type) const;
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//region Stat APIs
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@ -67,6 +68,7 @@ namespace CreatureLib::Battling{
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[[nodiscard]] uint32_t GetBaseStat(Core::Statistic stat) const;
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[[nodiscard]] uint32_t GetStatPotential(Core::Statistic stat) const;
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[[nodiscard]] uint32_t GetStatExperience(Core::Statistic stat) const;
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[[nodiscard]] int8_t GetStatBoost(Core::Statistic stat) const;
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void RecalculateFlatStats();
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void RecalculateBoostedStats();
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void RecalculateFlatStat(Core::Statistic);
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@ -27,7 +27,7 @@ namespace CreatureLib::Battling {
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inline void SetCritical(bool value) {_critical = value;}
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inline void SetBasePower(uint8_t value) { _basePower = value; }
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inline void SetEffectiveness(float value) {_effectiveness = value;}
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inline void OverrideDamage(uint32_t value) {_damage = value;}
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inline void SetDamage(uint32_t value) { _damage = value;}
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inline void SetType(uint8_t value) {_type = value;}
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};
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