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add 99.99% accurate (probably) mp calculation
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2 changed files with 86 additions and 0 deletions
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@ -34,6 +34,9 @@ Sapphire::Action::Action::Action( Entity::CharaPtr caster, uint32_t actionId,
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m_costType = static_cast< Common::ActionCostType >( action->costType );
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m_cost = action->cost;
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if( caster->isPlayer() && isCastedAction() )
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calculateMPCost();
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}
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uint32_t Sapphire::Action::Action::getId() const
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@ -41,6 +44,86 @@ 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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}
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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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}
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void Sapphire::Action::Action::setPos( Sapphire::Common::FFXIVARR_POSITION3 pos )
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{
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m_pos = pos;
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@ -74,6 +74,9 @@ namespace Sapphire::Action
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protected:
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void calculateMPCost();
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void subtractCostFromCaster();
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/*!
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* @brief Some actions are capable of both healing and dealing damage. This identifies them.
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*/
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