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https://github.com/SapphireServer/Sapphire.git
synced 2025-05-01 08:27:46 +00:00
change action cost system to allow for a variable amount of costs
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commit
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3 changed files with 119 additions and 84 deletions
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@ -538,8 +538,9 @@ namespace Sapphire::Common
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Unaspected = 7 // Doesn't imply magical unaspected damage - could be unaspected physical
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};
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enum ActionCostType : uint8_t
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enum class ActionCostType : uint8_t
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{
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None = 0, // ?
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MagicPoints = 3,
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TacticsPoints = 5,
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ClassGaugeWAR = 22,
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@ -32,11 +32,14 @@ Sapphire::Action::Action::Action( Entity::CharaPtr caster, uint32_t actionId,
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{
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m_castTime = static_cast< uint32_t >( action->cast100ms ) * 100;
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m_costType = static_cast< Common::ActionCostType >( action->costType );
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m_cost = action->cost;
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m_actionCost.fill( { Common::ActionCostType::None, 0 } );
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if( caster->isPlayer() && isCastedAction() )
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calculateMPCost();
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m_actionCost[ 0 ] = {
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static_cast< Common::ActionCostType >( action->costType ),
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action->cost
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};
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calculateActionCost();
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}
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uint32_t Sapphire::Action::Action::getId() const
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@ -44,84 +47,6 @@ uint32_t Sapphire::Action::Action::getId() const
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return m_id;
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}
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void Sapphire::Action::Action::calculateMPCost()
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{
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auto level = m_pSource->getLevel();
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// each level range is 1-10, 11-20, 21-30, ... therefore:
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// level 50 should be in the 4th group, not the 5th
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// dividing by 10 on the border will break this unless we subtract 1
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auto levelGroup = std::max< uint8_t >( level - 1, 1 ) / 10;
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float cost = m_cost;
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// thanks to andrew for helping me figure this shit out, should be pretty accurate
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switch( levelGroup )
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{
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// level 1-10
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case 0:
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{
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// r^2 = 0.9999
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cost = 0.0952f * level + 0.9467f;
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break;
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}
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// level 11-20
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case 1:
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{
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// r^2 = 1
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cost = 0.19f * level;
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break;
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}
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// level 21-30
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case 2:
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{
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// r^2 = 1
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cost = 0.38f * level - 3.8f;
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break;
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}
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// level 31-40
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case 3:
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{
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// r^2 = 1
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cost = 0.6652f * level - 12.358f;
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break;
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}
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// level 41-50
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case 4:
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{
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// r^2 = 1
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cost = 1.2352f * level - 35.159f;
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break;
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}
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// level 51-60
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case 5:
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{
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// r^2 = 1
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cost = 0.0654f * std::exp( 0.1201f * level );
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break;
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}
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// level 61-70
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case 6:
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{
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// r^2 = 0.9998
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cost = 0.2313f * ( level * level ) - 26.98f * level + 875.21f;
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break;
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}
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default:
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return;
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}
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// m_cost is the base cost, cost is the multiplier for the current player level
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m_cost = static_cast< uint16_t >( std::round( cost * m_cost ) );
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}
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void Sapphire::Action::Action::subtractCostFromCaster()
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{
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if( !m_pSource->isPlayer() )
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@ -353,3 +278,99 @@ void Sapphire::Action::Action::healTarget( uint32_t amount, Entity::Chara& chara
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// todo: make sure that we don't add the same actor more than once
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m_effects[ EffectPacketIdentity::HealingEffect ].m_hitActors.emplace_back( chara.getId() );
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}
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const Sapphire::Action::Action::ActionCostArray& Sapphire::Action::Action::getCostArray() const
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{
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return m_actionCost;
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}
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void Sapphire::Action::Action::calculateActionCost()
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{
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for( uint8_t i = 0; i < m_actionCost.size(); ++i )
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{
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auto& entry = m_actionCost[ i ];
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if( entry.m_costType == ActionCostType::MagicPoints )
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calculateMPCost( i );
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}
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}
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void Sapphire::Action::Action::calculateMPCost( uint8_t costArrayIndex )
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{
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auto level = m_pSource->getLevel();
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// each level range is 1-10, 11-20, 21-30, ... therefore:
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// level 50 should be in the 4th group, not the 5th
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// dividing by 10 on the border will break this unless we subtract 1
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auto levelGroup = std::max< uint8_t >( level - 1, 1 ) / 10;
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auto& costEntry = m_actionCost[ costArrayIndex ];
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float cost = costEntry.m_cost;
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// thanks to andrew for helping me figure this shit out, should be pretty accurate
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switch( levelGroup )
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{
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// level 1-10
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case 0:
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{
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// r^2 = 0.9999
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cost = 0.0952f * level + 0.9467f;
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break;
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}
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// level 11-20
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case 1:
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{
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// r^2 = 1
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cost = 0.19f * level;
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break;
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}
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// level 21-30
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case 2:
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{
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// r^2 = 1
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cost = 0.38f * level - 3.8f;
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break;
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}
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// level 31-40
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case 3:
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{
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// r^2 = 1
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cost = 0.6652f * level - 12.358f;
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break;
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}
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// level 41-50
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case 4:
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{
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// r^2 = 1
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cost = 1.2352f * level - 35.159f;
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break;
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}
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// level 51-60
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case 5:
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{
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// r^2 = 1
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cost = 0.0654f * std::exp( 0.1201f * level );
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break;
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}
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// level 61-70
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case 6:
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{
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// r^2 = 0.9998
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cost = 0.2313f * ( level * level ) - 26.98f * level + 875.21f;
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break;
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}
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default:
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return;
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}
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// m_cost is the base cost, cost is the multiplier for the current player level
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costEntry.m_cost = static_cast< uint16_t >( std::round( cost * costEntry.m_cost ) );
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}
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@ -18,6 +18,14 @@ namespace Sapphire::Action
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{
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public:
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struct ActionCostEntry
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{
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Common::ActionCostType m_costType;
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uint16_t m_cost;
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};
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using ActionCostArray = std::array< ActionCostEntry, 2 >;
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Action();
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Action( Entity::CharaPtr caster, uint32_t actionId, Data::ActionPtr action, FrameworkPtr fw );
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@ -38,6 +46,8 @@ namespace Sapphire::Action
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uint32_t getCastTime() const;
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void setCastTime( uint32_t castTime );
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const ActionCostArray& getCostArray() const;
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/*!
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* @brief Tests whether the action is instantly usable or has a cast assoc'd with it
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* @return true if action has a cast time
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@ -74,7 +84,8 @@ namespace Sapphire::Action
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protected:
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void calculateMPCost();
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void calculateActionCost();
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void calculateMPCost( uint8_t costArrayIndex );
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void subtractCostFromCaster();
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/*!
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@ -99,6 +110,8 @@ namespace Sapphire::Action
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Common::ActionCostType m_costType;
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uint16_t m_cost;
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ActionCostArray m_actionCost;
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uint64_t m_startTime;
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uint32_t m_castTime;
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