Ejemplo n.º 1
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        uint8 lvl = getLevel();
        if (lvl > 60)
            lvl = 60;

        weapon_mindamage = lvl*0.85f*att_speed;
        weapon_maxdamage = lvl*1.25f*att_speed;
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    /*
    TODO: Is this still needed after ammo has been removed?
    else if (attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += ammo * att_speed;
        weapon_maxdamage += ammo * att_speed;
    }*/

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
Ejemplo n.º 2
0
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
    UnitMods unitMod;
    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    //float att_speed = float(GetAttackTime(attType))/1000.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    /* difference in AP between current attack power and base value from DB */
    // creature's damage in battleground is calculated in Creature::SelectLevel
    // so don't change it with ap and dmg multipliers
    float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->attackpower;
    float base_value  = ((GetMap()->IsBattleground()) ? GetModifierValue(unitMod, BASE_VALUE) : (GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f)));
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
    float dmg_multiplier = ((GetMap()->IsBattleground()) ? 1.0f : GetCreatureTemplate()->dmg_multiplier);

    if (!CanUseAttackType(attType))
    {
        weapon_mindamage = 0;
        weapon_maxdamage = 0;
    }

    float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
            break;
        case OFF_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage);
            break;
        case RANGED_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage);
            break;
    }
}
Ejemplo n.º 3
0
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
    UnitMods unitMod;
    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    //float att_speed = float(GetAttackTime(attType))/1000.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    /* difference in AP between current attack power and base value from DB */
    float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->attackpower;
    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f);
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
    float dmg_multiplier = GetCreatureTemplate()->dmg_multiplier;

    if (!CanUseAttackType(attType))
    {
        weapon_mindamage = 0;
        weapon_maxdamage = 0;
    }

    float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            SetStatFloatValue(UNIT_FIELD_MIN_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_DAMAGE, maxdamage);
            break;
        case OFF_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MIN_OFF_HAND_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_OFF_HAND_DAMAGE, maxdamage);
            break;
        case RANGED_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MIN_RANGED_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_RANGED_DAMAGE, maxdamage);
            break;
    }
}
Ejemplo n.º 4
0
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{ 
    UnitMods unitMod;
    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

	// pussywizard: subtract value from database till its fixed (the way it worked before creature_levelstats damage implementation)
	float attackPower      = GetTotalAttackPowerValue(attType) - (attType == RANGED_ATTACK ? GetCreatureTemplate()->rangedattackpower : GetCreatureTemplate()->attackpower);
    float baseValue        = GetModifierValue(unitMod, BASE_VALUE) + (attackPower * GetAPMultiplier(attType, normalized) / 14.0f);
    float basePct          = GetModifierValue(unitMod, BASE_PCT);
    float totalValue       = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct         = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier    = GetCreatureTemplate()->dmg_multiplier; // = dmg_multiplier * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;

	// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
	if (minDamage < 0.0f || minDamage > 1000000000.0f)
		minDamage = 0.0f;
	if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
		maxDamage = 0.0f;
	if (minDamage > maxDamage)
		minDamage = maxDamage;
}
Ejemplo n.º 5
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float attackPowerMod = std::max(GetAPMultiplier(attType, normalized), 0.25f);

    float baseValue  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 3.5f * attackPowerMod;
    float basePct    = GetModifierValue(unitMod, BASE_PCT);
    float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    SpellShapeshiftFormEntry const* shapeshift = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
    if (shapeshift && shapeshift->CombatRoundTime)
    {
        weaponMinDamage = weaponMinDamage * shapeshift->CombatRoundTime / 1000.0f / attackPowerMod;
        weaponMaxDamage = weaponMaxDamage * shapeshift->CombatRoundTime / 1000.0f / attackPowerMod;
    }
    else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
    {
        // cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            minDamage = 0;
            maxDamage = 0;
            return;
        }
        weaponMinDamage = BASE_MINDAMAGE;
        weaponMaxDamage = BASE_MAXDAMAGE;
    }

    minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;
}
Ejemplo n.º 6
0
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
    float variance = 1.0f;
    UnitMods unitMod;
    switch (attType)
    {
    case BASE_ATTACK:
    default:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_MAINHAND;
        break;
    case OFF_ATTACK:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_OFFHAND;
        break;
    case RANGED_ATTACK:
        variance = GetCreatureTemplate()->RangeVariance;
        unitMod = UNIT_MOD_DAMAGE_RANGED;
        break;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

    float attackPower      = GetTotalAttackPowerValue(attType);
    float attackSpeedMulti = GetAPMultiplier(attType, normalized);
    float baseValue        = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f) * variance;
    float basePct          = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti;
    float totalValue       = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct         = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier    = GetCreatureTemplate()->ModDamage; // = ModDamage * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
}
Ejemplo n.º 7
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
        if (Item* weapon = GetWeaponForAttack(BASE_ATTACK, true))
            weaponSpeed =  weapon->GetTemplate()->Delay / 1000;

        if (GetShapeshiftForm() == FORM_CAT)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed;
        }
        else if (GetShapeshiftForm() == FORM_BEAR)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5;
            weapon_maxdamage = weapon_mindamage / weaponSpeed + weapon_maxdamage / 2.5;
        }
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    /*
    TODO: Is this still needed after ammo has been removed?
    else if (attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += ammo * att_speed;
        weapon_maxdamage += ammo * att_speed;
    }*/

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
Ejemplo n.º 8
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{ 
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float attackSpeedMod = GetAPMultiplier(attType, normalized);

    float baseValue  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod;
    float basePct    = GetModifierValue(unitMod, BASE_PCT);
    float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm()) // check if player is druid and in cat or bear forms
    {
        uint8 lvl = getLevel();
        if (lvl > 60)
            lvl = 60;

        weaponMinDamage = lvl * 0.85f * attackSpeedMod;
        weaponMaxDamage = lvl * 1.25f * attackSpeedMod;
    }
    else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
    {
        // cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            minDamage = 0.0f;
            maxDamage = 0.0f;
            return;
        }
        weaponMinDamage = BASE_MINDAMAGE;
        weaponMaxDamage = BASE_MAXDAMAGE;
    }
    else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
    {
        weaponMinDamage += GetAmmoDPS() * attackSpeedMod;
        weaponMaxDamage += GetAmmoDPS() * attackSpeedMod;
    }

    minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;

	// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
	if (minDamage < 0.0f || minDamage > 1000000000.0f)
		minDamage = 0.0f;
	if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
		maxDamage = 0.0f;
	if (minDamage > maxDamage)
		minDamage = maxDamage;
}
Ejemplo n.º 9
0
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
        // Maybe fix that in GetWeaponForAttack ?
        if (Item* weapon = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
            if (weapon->GetTemplate()->Class == ITEM_CLASS_WEAPON)
                weaponSpeed = float(0.001f * weapon->GetTemplate()->Delay); 

        if (GetShapeshiftForm() == FORM_CAT)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed;
        }
        else if (GetShapeshiftForm() == FORM_BEAR)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5;
        }
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}