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47 lines
1.4 KiB
C++
47 lines
1.4 KiB
C++
#include <cmath>
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#include <Exd/ExdDataGenerated.h>
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#include <Common.h>
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#include "Actor/Chara.h"
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#include "Actor/Player.h"
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#include "CalcBattle.h"
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#include "Framework.h"
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extern Core::Framework g_fw;
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using namespace Core::Math;
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using namespace Core::Entity;
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/*
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Class used for battle-related formulas and calculations.
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Big thanks to the Theoryjerks group!
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NOTE:
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Formulas here shouldn't be considered final. It's possible that the formula it was based on is correct but
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wasn't implemented correctly here, or approximated things due to limited knowledge of how things work in retail.
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It's also possible that we're using formulas that were correct for previous patches, but not the current version.
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TODO:
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Damage outgoing calculations. This includes auto-attacks, etc.
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More formulas in general. Most of it was moved to another class, but work can be done in this area as well already.
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*/
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uint32_t CalcBattle::calculateHealValue( PlayerPtr pPlayer, uint32_t potency )
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{
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auto pExdData = g_fw.get< Data::ExdDataGenerated >();
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auto classInfo = pExdData->get< Core::Data::ClassJob >( static_cast< uint8_t >( pPlayer->getClass() ) );
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auto paramGrowthInfo = pExdData->get< Core::Data::ParamGrow >( pPlayer->getLevel() );
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if( !classInfo || !paramGrowthInfo )
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return 0;
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//auto jobModVal = classInfoIt->second;
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// consider 3% variation
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return potency / 10;
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}
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