Remove creature classes from Library lib, merged with Battling lib.
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@@ -1,10 +1,10 @@
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#include "BattleStatCalculator.hpp"
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#include "../Models/BattleCreature.hpp"
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#include "../Models/Creature.hpp"
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using namespace CreatureLib;
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Core::StatisticSet<uint32_t>
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Battling::BattleStatCalculator::CalculateFlatStats(Battling::BattleCreature *creature) const {
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Battling::BattleStatCalculator::CalculateFlatStats(Battling::Creature *creature) const {
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return Core::StatisticSet<uint32_t>(
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CalculateFlatStat(creature, Core::Statistic::Health),
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CalculateFlatStat(creature, Core::Statistic::PhysicalAttack),
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@@ -16,7 +16,7 @@ Battling::BattleStatCalculator::CalculateFlatStats(Battling::BattleCreature *cre
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}
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Core::StatisticSet<uint32_t>
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Battling::BattleStatCalculator::CalculateBoostedStats(Battling::BattleCreature *creature) const {
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Battling::BattleStatCalculator::CalculateBoostedStats(Battling::Creature *creature) const {
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return Core::StatisticSet<uint32_t>(
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CalculateBoostedStat(creature, Core::Statistic::Health),
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CalculateBoostedStat(creature, Core::Statistic::PhysicalAttack),
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@@ -27,29 +27,27 @@ return Core::StatisticSet<uint32_t>(
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);
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}
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uint32_t CalculateHealthStat(Battling::BattleCreature *creature){
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auto base = creature->GetBackingCreature();
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uint32_t CalculateHealthStat(Battling::Creature *creature){
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auto level = creature->GetLevel();
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auto a = (base->GetBaseStat(Core::Statistic::Health) + base->GetStatPotential(Core::Statistic::Health)) * 2 +
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floor(sqrt(base->GetStatExperience(Core::Statistic::Health) / 4)) * level;
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auto a = (creature->GetBaseStat(Core::Statistic::Health) + creature->GetStatPotential(Core::Statistic::Health)) * 2 +
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floor(sqrt(creature->GetStatExperience(Core::Statistic::Health) / 4)) * level;
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return floor(a / 100) + level + 10;
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}
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uint32_t CalculateOtherStat(Battling::BattleCreature *creature, Core::Statistic stat){
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auto base = creature->GetBackingCreature();
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uint32_t CalculateOtherStat(Battling::Creature *creature, Core::Statistic stat){
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auto level = creature->GetLevel();
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auto a = (base->GetBaseStat(stat) + base->GetStatPotential(stat)) * 2 +
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floor(sqrt(base->GetStatExperience(stat) / 4)) * level;
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auto a = (creature->GetBaseStat(stat) + creature->GetStatPotential(stat)) * 2 +
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floor(sqrt(creature->GetStatExperience(stat) / 4)) * level;
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return floor(a / 100) + 10;
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}
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uint32_t Battling::BattleStatCalculator::CalculateFlatStat(Battling::BattleCreature *creature, Core::Statistic stat) const{
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uint32_t Battling::BattleStatCalculator::CalculateFlatStat(Battling::Creature *creature, Core::Statistic stat) const{
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if (stat == Core::Statistic::Health)
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return CalculateHealthStat(creature);
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return CalculateOtherStat(creature, stat);
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}
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uint32_t Battling::BattleStatCalculator::CalculateBoostedStat(Battling::BattleCreature *creature, Core::Statistic stat) const{
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uint32_t Battling::BattleStatCalculator::CalculateBoostedStat(Battling::Creature *creature, Core::Statistic stat) const{
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throw "TODO";
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}
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