void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage) { UnitMods unitMod; UnitMods attPower; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; attPower = UNIT_MOD_ATTACK_POWER_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 = GetModifierValue(unitMod, TOTAL_PCT); 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 { uint32 lvl = getLevel(); if (lvl > 60) lvl = 60; weapon_mindamage = lvl*0.85f*att_speed; weapon_maxdamage = lvl*1.25f*att_speed; } else if (!IsUseEquippedWeapon(attType == BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * att_speed; } if (attType == BASE_ATTACK) { int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED); base_pct *= 100.0f/(100.0f+float(speed_mod/2)); } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
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; } else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * 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; }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage) { UnitMods unitMod; UnitMods attPower; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; attPower = UNIT_MOD_ATTACK_POWER; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; attPower = UNIT_MOD_ATTACK_POWER_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 = GetModifierValue(unitMod, TOTAL_PCT); 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, non main hand attacks not allowed for this mode so not check attack type { float weaponSpeed = GetAttackTime(attType) / 1000.0f; switch (GetShapeshiftForm()) { case FORM_CAT: weapon_mindamage = weapon_mindamage / weaponSpeed; weapon_maxdamage = weapon_maxdamage / weaponSpeed; break; case FORM_BEAR: weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f; weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f; break; } } else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * 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; }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage, uint8 index) { 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 = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetBaseWeaponDamage(attType, MINDAMAGE, index); float weapon_maxdamage = GetBaseWeaponDamage(attType, MAXDAMAGE, index); if (IsInFeralForm()) // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type { uint32 lvl = getLevel(); if (lvl > 60) lvl = 60; weapon_mindamage = lvl * 0.85f * att_speed; weapon_maxdamage = lvl * 1.25f * att_speed; } else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else { total_value += GetEnchantmentModifier(attType); if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage { weapon_mindamage += GetAmmoDPS() * att_speed; weapon_maxdamage += GetAmmoDPS() * att_speed; } if (index != 0) { base_value = 0.0f; total_value = 0.0f; } } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
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; }