示例#1
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    // imp's attack power
    if (GetEntry() == ENTRY_IMP)
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else if (!isHunterPet())
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK); // Hunter pets gain 100% of owner's AP
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.5f)); // Bonus damage is equal to 50% of owner's AP
        }
        else if (IsPetGhoul()) // ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        else if (isPet() && GetEntry() != ENTRY_WATER_ELEMENTAL) // demons benefit from warlocks shadow or fire damage
        {
            int32 spd = owner->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_SPELL);
            SetBonusDamage(int32(spd * 0.15f));
            bonusAP = spd;
        }
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL) // water elementals benefit from mage's frost damage
        {
            SetBonusDamage(int32(m_owner->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_FROST)));
        }
        // Summon Gargoyle AP
        else if (GetEntry() == 27829)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.4f;
            SetBonusDamage(int32(m_owner->GetTotalAttackPowerValue(BASE_ATTACK)));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
示例#2
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = GetStat(STAT_STRENGTH) - 20.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    uint32 entry = isHunterPet() ? 1 : GetEntry();
    if (PetLevelInfo const* pInfo = sObjectMgr->GetPetLevelInfo(entry, getLevel()))
        val += pInfo->attackpower;

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, (int32)attPowerMod);
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    UpdateDamagePhysical(BASE_ATTACK);    //automatically update weapon damage after attack power modification
}
示例#3
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == 416)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.125f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet() && owner->getClass() == CLASS_WARLOCK)
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == 510 && owner->getClass() == CLASS_MAGE)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
示例#4
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.425f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
        else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet())
        {
            int32 spd = owner->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_SPELL);
            SetBonusDamage(int32(spd * 0.15f));
            bonusAP = spd;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
示例#5
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat >= MAX_STATS)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit *owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner->getClass() == CLASS_WARLOCK && isPet() || isHunterPet())
        {
            // TOTAL_PCT should be applied after ownersBonus
            UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
            value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
            value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
        }
    }
    else if (stat == STAT_INTELLECT)
    {
        // Warlock and Mage pets gain 30% of owners intellect
        if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
        {
            // TOTAL_PCT should be applied after ownersBonus
            UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
            value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
            ownersBonus = CalculatePct(owner->GetStat(stat), 30);
            value += ownersBonus;
            value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
        }
    }

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
示例#6
0
void Guardian::UpdateMaxHealth()
{
    UnitMods unitMod = UNIT_MOD_HEALTH;
    float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);

    float multiplicator;
    switch (GetEntry())
    {
        case ENTRY_IMP:
            multiplicator = 8.4f;
            break;
        case ENTRY_VOIDWALKER:
        case ENTRY_FELGUARD:
            multiplicator = 11.0f;
            break;
        case ENTRY_SUCCUBUS:
            multiplicator = 9.1f;
            break;
        case ENTRY_FELHUNTER:
            multiplicator = 14.46f;
            break;
        case ENTRY_GHOUL:
        case ENTRY_GARGOYLE:
            multiplicator = 15.0f;
            break;
        case ENTRY_WATER_ELEMENTAL:
            multiplicator = 1.0f;
            stamina = 0.0f;
            break;
        case ENTRY_BLOODWORM:
        case ENTRY_PSYFIEND:
            SetMaxHealth(GetCreateHealth());
            return;
        default:
            multiplicator = 10.0f;
            break;
    }

     if (isHunterPet())
    {
        if (gtOCTHpPerStaminaEntry const* hpBase = sGtOCTHpPerStaminaStore.LookupEntry(getLevel()))
            multiplicator = hpBase->ratio;
    }

    float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * multiplicator;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetMaxHealth((uint32)value);
}
示例#7
0
void Guardian::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        Unit* owner = GetOwner();
        // hunter and warlock pets gain 40% of owner's resistance
        if (owner && (isHunterPet() || (isPet() && owner->getClass() == CLASS_WARLOCK)))
            value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}
示例#8
0
void Guardian::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    Unit* owner = GetOwner();
    // hunter and warlock pets gain 35% of owner's armor value
    if (owner && (isHunterPet() || (isPet() && owner->getClass() == CLASS_WARLOCK)))
        bonus_armor = 0.35f * float(owner->GetArmor());

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetStat(STAT_AGILITY) * 2.0f;
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
void Guardian::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    // hunter pets gain 35% of owner's armor value, warlock pets gain 100% of owner's armor
    if (isHunterPet())
        bonus_armor = float(CalculatePct(m_owner->GetArmor(), 70));
    else if (isPet())
        bonus_armor = m_owner->GetArmor();

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
示例#10
0
void Guardian::UpdateMaxHealth()
{
    UnitMods unitMod = UNIT_MOD_HEALTH;
    //Ghouls have no base hp. only the one gained from stamina
    float stamina = GetStat(STAT_STAMINA) - (GetEntry()==ENTRY_GHOUL ? 0.0f : GetCreateStat(STAT_STAMINA));

    float multiplicator;
    switch(GetEntry())
    {
        case ENTRY_IMP:         multiplicator = 8.4f;   break;
        case ENTRY_VOIDWALKER:  multiplicator = 11.0f;  break;
        case ENTRY_SUCCUBUS:    multiplicator = 9.1f;   break;
        case ENTRY_FELHUNTER:   multiplicator = 9.5f;   break;
        case ENTRY_FELGUARD:    multiplicator = 11.0f;  break;
        case ENTRY_GHOUL:       multiplicator = 10.0f;   break;
		case ENTRY_FIRE_ELEMENTAL:       multiplicator = 1.0f;  break;
		case ENTRY_EARTH_ELEMENTAL:       multiplicator = 20.0f;  break;
		default:
			{
			if (isGuardian() || isTotem())
				multiplicator = 0.0f;                 // Guardians and Totems gain no hp from the owner
			else
			    multiplicator = 10.0f;                // Pets, and Minions do get health from stamina
			break;
			}
    }
	if (isHunterPet())
		multiplicator = 10.0f;
    
	//Ghouls have no base hp. only the one gained from stamina
	float value   = (GetEntry()==ENTRY_GHOUL ? 0 : GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth());
    value  *= GetModifierValue(unitMod, BASE_PCT);
    value  += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * multiplicator;
    value  *= GetModifierValue(unitMod, TOTAL_PCT);

    SetMaxHealth((uint32)value);
}
示例#11
0
bool Guardian::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit* owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner && (isHunterPet() || owner->getClass() == CLASS_WARLOCK))
            value += float(owner->GetStat(stat)) * 0.3f;
    }
                                                            //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT && isPet())
    {
        if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
            value += float(owner->GetStat(stat)) * 0.3f;
    }

    SetStat(stat, int32(value));

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:        UpdateMaxPower(POWER_MANA);          break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
示例#12
0
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        //force of nature
        if (GetEntry() == ENTRY_TREANT)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.4f;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

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

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;
    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(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

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

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch (ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
    {
        switch ((*itr)->GetSpellInfo()->Id)
        {
            case 61682:
            case 61683:
                AddPct(mindamage, -(*itr)->GetAmount());
                AddPct(maxdamage, -(*itr)->GetAmount());
                break;
            default:
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
示例#13
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            float mod = 1.0f;                                                 //Hunter contribution modifier
            if (isPet())
            {
                PetSpellMap::const_iterator itr = ToPet()->m_spells.find(62758);    //Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            //Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellInfo const* sProto = sSpellMgr->GetSpellInfo(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += CalculatePct(1.0f, sProto->Effects[1].CalcValue());
                }
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f * mod));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet() && !IsPetGhoul())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    // Animal Handler rank 1, 2
    if (owner->HasAura(34453) || owner->HasAura(34454))
    {
        SpellInfo const* sProto = sSpellMgr->GetSpellInfo((owner->HasAura(34453)) ? 34453 : 34454);
        attPowerMultiplier += ((float)sProto->Effects[EFFECT_1].CalcValue() / 100);
    }

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
示例#14
0
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (Unit* owner = GetOwner())
    {
        //force of nature
        if (GetEntry() == 1964)
        {
            int32 spellDmg = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == 15438)
        {
            if (Unit* shaman = owner->GetOwner())
            {
                int32 spellDmg = int32(shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.4f;
            }
        }
        // shadowfiend 65.7% per 10 hits so 6.57 per hit
        else if (GetEntry() == 19668)
        {
            if (Unit* owner = GetOwner())
            {
                int32 spellDmg = int32(owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW));
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.0657f;
            }
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

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

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;
    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(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

    int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);
    base_pct *= 100.0f/(100.0f+float(speed_mod/2));

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

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch (ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
示例#15
0
void Creature::Regenerate(Powers power)
{
    uint32 curValue = GetPower(power);
    uint32 maxValue = GetMaxPower(power);

    if (curValue >= maxValue)
        return;

    float addvalue = 0.0f;

    switch (power)
    {
        case POWER_FOCUS:
        {
            // For hunter pets.
            addvalue = 24 * sWorld->getRate(RATE_POWER_FOCUS);
            break;
        }
        case POWER_ENERGY:
        {
            // For deathknight's ghoul.
            addvalue = 20;
            break;
        }
        default:
            return;
    }

    // Apply modifiers (if any).
    AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
    for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
        if (Powers((*i)->GetMiscValue()) == power)
            AddPctN(addvalue, (*i)->GetAmount());

    addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * (isHunterPet()? PET_FOCUS_REGEN_INTERVAL : CREATURE_REGEN_INTERVAL) / (5 * IN_MILLISECONDS);

    ModifyPower(power, int32(addvalue));
}
示例#16
0
void Guardian::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    // hunter pets gain 35% of owner's armor value, warlock pets gain 100% of owner's armor
    if (isHunterPet())
    {
        int pct = 50;

        // Looks for creature template
        if(CreatureTemplate const* cinfo = GetCreatureTemplate())
        {
            // Checks the pet talent type
            CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(cinfo->family);
            if (pet_family)
            {
                switch(pet_family->petTalentType)
                {
                    // Ferocity
                    case 0:
                        pct = 50;
                        break;
                    // Tenacity
                    case 1:
                        pct = 70;
                        break;
                    // Cunning
                    case 2:
                        pct = 60;
                        break;
                }
            }
        }

        bonus_armor = float(CalculatePct(m_owner->GetArmor(), pct));
    }
    else if (isPet() && !IsPetGhoul())
    {
        bonus_armor = m_owner->GetArmor();

        switch(m_owner->getClass())
        {
            case CLASS_SHAMAN:
            case CLASS_MAGE:
            case CLASS_WARLOCK:
                bonus_armor = CalculatePct(m_owner->GetArmor(), 35);
                break;
        }
    }
    else
    {
        if(m_owner)
        {
            switch(m_owner->getClass())
            {
                case CLASS_SHAMAN:
                    bonus_armor = CalculatePct(m_owner->GetArmor(), 35);
                    break;
            }
        }
    }

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
示例#17
0
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if(attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if(m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        //force of nature
        if(GetEntry() == ENTRY_TREANT)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if(spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if(GetEntry() == ENTRY_FIRE_ELEMENTAL)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            if(spellDmg > 0)
                bonusDamage = spellDmg * 0.4f;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

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

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;
    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(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

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

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch(((Pet*)this)->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25;
                maxdamage = maxdamage * 1.25;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75;
                maxdamage = maxdamage * 0.75;
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
示例#18
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod_pos = UNIT_MOD_ATTACK_POWER_POS;
    UnitMods unitMod_neg = UNIT_MOD_ATTACK_POWER_NEG;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            float mod = 1.0f;                                                 //Hunter contribution modifier
            if (isPet())
            {
                PetSpellMap::const_iterator itr = ToPet()->m_spells.find(62758);    //Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            //Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellEntry const* sProto = sSpellStore.LookupEntry(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += (SpellMgr::CalculateSpellEffectAmount(sProto, 1) / 100.0f);
                }
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.425f * mod));
        }
        else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    if(bonusAP > 0)
    {
        SetModifierValue(UNIT_MOD_ATTACK_POWER_POS, BASE_VALUE, val + bonusAP);
    }
    else
    {
        SetModifierValue(UNIT_MOD_ATTACK_POWER_POS, BASE_VALUE, val);
        SetModifierValue(UNIT_MOD_ATTACK_POWER_NEG, BASE_VALUE, -bonusAP);
    }

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) + (1 - GetModifierValue(unitMod_neg, BASE_PCT)));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);
    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, TOTAL_PCT))) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, (int32)attPowerMod_pos);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_NEG, (int32)attPowerMod_neg);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
示例#19
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    // Base attack power is fixed for every pet
    float bonusAP = 932.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            float mod = 0.425f;                                                 //Hunter contribution modifier
            bonusAP += owner->GetTotalAttackPowerValue(RANGED_ATTACK) * mod;
            //SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
        else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP += owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.12f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        else if (IsSpiritWolf()) //wolf benefit from shaman's attack power
        {
            float dmg_multiplier = 0.50f;
            if (m_owner->GetAuraEffect(63271, 0)) // Glyph of Feral Spirit
                dmg_multiplier = 0.80f;
            bonusAP += owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP += maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}