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add a bunch of stat calc functions in

This commit is contained in:
NotAdam 2019-03-24 14:25:00 +11:00
parent 8b6e78877d
commit aee78a21e5
2 changed files with 201 additions and 12 deletions

View file

@ -265,16 +265,16 @@ uint16_t CalcStats::calculateMpCost( const Sapphire::Entity::Chara& chara, uint1
return static_cast< uint16_t >( std::round( cost * baseCost ) ); return static_cast< uint16_t >( std::round( cost * baseCost ) );
} }
float CalcStats::pBlk( const Chara& chara ) float CalcStats::blockProbability( const Chara& chara )
{ {
auto level = chara.getLevel(); auto level = chara.getLevel();
float blockRate = static_cast< float >( chara.getBonusStat( Common::BaseParam::BlockRate ) ); auto blockRate = static_cast< float >( chara.getBonusStat( Common::BaseParam::BlockRate ) );
float levelVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] ); auto levelVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
return std::floor( ( 30 * blockRate ) / levelVal + 10 ); return std::floor( ( 30 * blockRate ) / levelVal + 10 );
} }
float CalcStats::pDhr( const Chara& chara ) float CalcStats::directHitProbability( const Chara& chara )
{ {
const auto& baseStats = chara.getStats(); const auto& baseStats = chara.getStats();
auto level = chara.getLevel(); auto level = chara.getLevel();
@ -282,13 +282,13 @@ float CalcStats::pDhr( const Chara& chara )
float dhRate = static_cast< float >( chara.getBonusStat( Common::BaseParam::DirectHitRate ) ) + float dhRate = static_cast< float >( chara.getBonusStat( Common::BaseParam::DirectHitRate ) ) +
baseStats.accuracy; baseStats.accuracy;
float divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] ); auto divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
float subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] ); auto subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] );
return std::floor( 550.f * ( dhRate - subVal ) / divVal ) / 10.f; return std::floor( 550.f * ( dhRate - subVal ) / divVal ) / 10.f;
} }
float CalcStats::pChr( const Chara& chara ) float CalcStats::criticalHitProbability( const Chara& chara )
{ {
const auto& baseStats = chara.getStats(); const auto& baseStats = chara.getStats();
auto level = chara.getLevel(); auto level = chara.getLevel();
@ -296,8 +296,122 @@ float CalcStats::pChr( const Chara& chara )
float chRate = static_cast< float >( chara.getBonusStat( Common::BaseParam::CriticalHit ) ) + float chRate = static_cast< float >( chara.getBonusStat( Common::BaseParam::CriticalHit ) ) +
baseStats.critHitRate; baseStats.critHitRate;
float divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] ); auto divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
float subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] ); auto subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] );
return std::floor( 200.f * ( chRate - subVal ) / divVal + 50.f ) / 10.f; return std::floor( 200.f * ( chRate - subVal ) / divVal + 50.f ) / 10.f;
} }
float CalcStats::potency( uint16_t potency )
{
return potency / 100.f;
}
float CalcStats::weaponDamage( const Sapphire::Entity::Chara& chara, float weaponDamage, bool isMagicDamage )
{
const auto& baseStats = chara.getStats();
auto level = chara.getLevel();
auto mainVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::MAIN ] );
float jobAttribute = 1.f;
}
// todo: this is all retarded, needs to be per weapon and etcetc
//uint32_t CalcStats::getPrimaryClassJobAttribute( const Sapphire::Entity::Chara& chara )
//{
//
//}
float CalcStats::calcAttackPower( uint32_t attackPower )
{
return std::floor( ( 125.f * ( attackPower - 292.f ) / 292.f ) + 100.f ) / 100.f;
}
float CalcStats::magicAttackPower( const Sapphire::Entity::Chara& chara )
{
const auto& baseStats = chara.getStats();
return calcAttackPower( baseStats.attackPotMagic );
}
float CalcStats::healingMagicPower( const Sapphire::Entity::Chara& chara )
{
const auto& baseStats = chara.getStats();
return calcAttackPower( baseStats.healingPotMagic );
}
float CalcStats::attackPower( const Sapphire::Entity::Chara& chara )
{
const auto& baseStats = chara.getStats();
return calcAttackPower( baseStats.attack );
}
float CalcStats::determination( const Sapphire::Entity::Chara& chara )
{
auto level = chara.getLevel();
const auto& baseStats = chara.getStats();
auto mainVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::MAIN ] );
auto divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
return std::floor( 130.f * ( baseStats.determination - mainVal ) / divVal + 1000.f ) / 1000.f;
}
float CalcStats::tenacity( const Sapphire::Entity::Chara& chara )
{
auto level = chara.getLevel();
const auto& baseStats = chara.getStats();
auto subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] );
auto divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
return std::floor( 100.f * ( baseStats.tenacity - subVal ) / divVal + 1000.f ) / 1000.f;
}
float CalcStats::speed( const Sapphire::Entity::Chara& chara )
{
auto level = chara.getLevel();
const auto& baseStats = chara.getStats();
auto subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] );
auto divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
uint32_t speedVal = 0;
// check whether we use spellspeed or skillspeed
// todo: this is kinda shitty though
switch( chara.getClass() )
{
case Common::ClassJob::Arcanist:
case Common::ClassJob::Astrologian:
case Common::ClassJob::Whitemage:
case Common::ClassJob::Redmage:
case Common::ClassJob::Bluemage:
case Common::ClassJob::Blackmage:
case Common::ClassJob::Summoner:
case Common::ClassJob::Scholar:
case Common::ClassJob::Thaumaturge:
speedVal = baseStats.spellSpeed;
break;
default:
speedVal = baseStats.skillSpeed;
}
return std::floor( 130.f * ( speedVal - subVal ) / divVal + 1000.f ) / 1000.f;
}
float CalcStats::criticalHitBonus( const Sapphire::Entity::Chara& chara )
{
auto level = chara.getLevel();
const auto& baseStats = chara.getStats();
auto subVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::SUB ] );
auto divVal = static_cast< float >( levelTable[ level ][ Common::LevelTableEntry::DIV ] );
return std::floor( 200.f * ( baseStats.critHitRate - subVal ) / divVal + 1400.f ) / 1000.f;
}

View file

@ -28,22 +28,97 @@ namespace Sapphire::Math
* @brief Calculates the probability of a block happening * @brief Calculates the probability of a block happening
* @return * @return
*/ */
static float pBlk( const Sapphire::Entity::Chara& ); static float blockProbability( const Sapphire::Entity::Chara& chara );
/*! /*!
* @brief Calculates the probability of a direct hit happening * @brief Calculates the probability of a direct hit happening
* @return * @return
*/ */
static float pDhr( const Sapphire::Entity::Chara& ); static float directHitProbability( const Sapphire::Entity::Chara& chara );
/*! /*!
* @brief Calculates the probability of a critical hit happening * @brief Calculates the probability of a critical hit happening
* @return * @return
*/ */
static float pChr( const Sapphire::Entity::Chara& ); static float criticalHitProbability( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates the contribution of potency to damage output.
* @param potency The action potency
* @return
*/
static float potency( uint16_t potency );
/*!
* @brief Weapon damage is the contribution the weapon's damage rating
* @param chara The source/casting character.
* @param weaponDamage the weapons physical or magic damage
* @param isMagicDamage true if the damage is magical, otherwise it's treated as physical damage
* @return
*/
static float weaponDamage( const Sapphire::Entity::Chara& chara, float weaponDamage, bool isMagicDamage );
/*!
* @brief Calculates the contribution of physical attack power to damage dealt
* @param chara The source/casting character.
* @return
*/
static float attackPower( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates the contribution of magical attack power to damage dealt
* @param chara The source/casting character.
* @return
*/
static float magicAttackPower( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates the contribution of healing magic power to healing dealt
* @param chara The source/casting character.
* @return
*/
static float healingMagicPower( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates determinations contribution to damage and healing output.
* @param chara The source/casting character.
* @return Returns a rational number rounded to 3 decimal places.
*/
static float determination( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates the tenacity contribution to damage, mitigation and healing.
* @param chara The source/casting character.
* @return Returns a rational number rounded to 3 decimal places.
*/
static float tenacity( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates the bonus granted by either spell speed or skill speed depending on the casters classjob.
* @param chara The source/casting character.
* @return
*/
static float speed( const Sapphire::Entity::Chara& chara );
/*!
* @brief Calculates the amount of bonus damaged applied on a critical hit
* @param chara
* @return
*/
static float criticalHitBonus( const Sapphire::Entity::Chara& chara );
static float physicalDefense( const Sapphire::Entity::Chara& chara );
static float magicDefense( const Sapphire::Entity::Chara& chara );
static float blockStrength( const Sapphire::Entity::Chara& chara );
private: private:
static uint32_t getPrimaryClassJobAttribute( const Sapphire::Entity::Chara& chara );
static float calcAttackPower( uint32_t attackPower );
}; };
} }