Register many battle classes in AngelScript.
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2020-01-26 15:18:04 +01:00
parent af9fa61245
commit cade351bc2
15 changed files with 376 additions and 15 deletions

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#include "DamageLibrary.hpp"
#include "../Pokemon/Pokemon.hpp"
int PkmnLib::Battling::DamageLibrary::GetDamage(CreatureLib::Battling::ExecutingAttack* attack,
CreatureLib::Battling::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 PkmnLib::Battling::DamageLibrary::GetBasePower(CreatureLib::Battling::ExecutingAttack* attack,
CreatureLib::Battling::Creature* target, uint8_t hitIndex) const {
auto bp = attack->GetAttack()->GetAttack()->GetBasePower();
// HOOK: modify base power.
return bp;
}
float PkmnLib::Battling::DamageLibrary::GetStatModifier(CreatureLib::Battling::ExecutingAttack* attack,
CreatureLib::Battling::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);
CreatureLib::Core::Statistic offensiveStat;
CreatureLib::Core::Statistic defensiveStat;
auto learnedMove = dynamic_cast<LearnedMove*>(attack->GetAttack());
auto moveData = learnedMove->GetMoveData();
if (moveData->GetCategory() == Library::MoveCategory::Physical) {
offensiveStat = Library::Statistic::PhysicalAttack;
defensiveStat = Library::Statistic::PhysicalDefense;
} else {
offensiveStat = Library::Statistic::SpecialAttack;
defensiveStat = Library::Statistic::SpecialDefense;
}
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 PkmnLib::Battling::DamageLibrary::GetDamageModifier(CreatureLib::Battling::ExecutingAttack* attack,
CreatureLib::Battling::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;
}