1182 lines
39 KiB
C++
1182 lines
39 KiB
C++
/*
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* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Unit.h"
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#include "Creature.h"
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#include "DBCStores.h"
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#include "Item.h"
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#include "Pet.h"
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#include "Player.h"
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#include "SharedDefines.h"
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#include "SpellAuraEffects.h"
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#include "SpellAuras.h"
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#include "SpellMgr.h"
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#include "World.h"
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#include <G3D/g3dmath.h>
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#include <numeric>
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inline bool _ModifyUInt32(bool apply, uint32& baseValue, int32& amount)
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{
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// If amount is negative, change sign and value of apply.
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if (amount < 0)
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{
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apply = !apply;
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amount = -amount;
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}
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if (apply)
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baseValue += amount;
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else
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{
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// Make sure we do not get uint32 overflow.
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if (amount > int32(baseValue))
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amount = baseValue;
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baseValue -= amount;
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}
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return apply;
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}
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/*#######################################
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######## ########
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######## UNIT STAT SYSTEM ########
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######## ########
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#######################################*/
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void Unit::UpdateAllResistances()
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{
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for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
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UpdateResistances(i);
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}
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void Unit::UpdateDamagePhysical(WeaponAttackType attType)
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{
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float minDamage = 0.0f;
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float maxDamage = 0.0f;
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CalculateMinMaxDamage(attType, false, true, minDamage, maxDamage);
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switch (attType)
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{
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case BASE_ATTACK:
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default:
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SetStatFloatValue(UNIT_FIELD_MINDAMAGE, minDamage);
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SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxDamage);
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break;
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case OFF_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, minDamage);
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SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxDamage);
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break;
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case RANGED_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, minDamage);
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SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxDamage);
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break;
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}
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}
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/*#######################################
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######## ########
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######## PLAYERS STAT SYSTEM ########
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######## ########
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#######################################*/
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bool Player::UpdateStats(Stats stat)
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{
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if (stat > STAT_SPIRIT)
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return false;
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// value = ((base_value * base_pct) + total_value) * total_pct
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float value = GetTotalStatValue(stat);
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SetStat(stat, int32(value));
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switch (stat)
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{
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case STAT_AGILITY:
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UpdateArmor();
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UpdateAllCritPercentages();
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UpdateDodgePercentage();
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break;
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case STAT_STAMINA:
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UpdateMaxHealth();
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break;
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case STAT_INTELLECT:
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UpdateMaxPower(POWER_MANA);
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UpdateAllSpellCritChances();
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UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
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break;
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case STAT_SPIRIT:
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break;
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default:
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break;
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}
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if (stat == STAT_STRENGTH)
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UpdateAttackPowerAndDamage(false);
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else if (stat == STAT_AGILITY)
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{
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UpdateAttackPowerAndDamage(false);
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UpdateAttackPowerAndDamage(true);
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}
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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// Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
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uint32 mask = 0;
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AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
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for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
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if (Stats((*i)->GetMiscValueB()) == stat)
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mask |= (*i)->GetMiscValue();
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if (mask)
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{
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for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
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if (mask & (1 << rating))
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ApplyRatingMod(CombatRating(rating), 0, true);
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}
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return true;
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}
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void Player::ApplySpellPowerBonus(int32 amount, bool apply)
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{
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apply = _ModifyUInt32(apply, m_baseSpellPower, amount);
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// For speed just update for client
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ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
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Unit::AuraEffectList const& modDamageAuras = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
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for (uint16 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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{
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SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, std::accumulate(modDamageAuras.begin(), modDamageAuras.end(), 0, [i](int32 negativeMod, AuraEffect const* aurEff)
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{
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if (aurEff->GetAmount() < 0 && aurEff->GetMiscValue() & (1 << i))
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negativeMod += aurEff->GetAmount();
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return negativeMod;
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}));
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SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)) - GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i));
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}
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}
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void Player::UpdateSpellDamageAndHealingBonus()
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{
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// Handle overrides first
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AuraEffectList const& overrideSpellPowerAuras = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT);
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if (!overrideSpellPowerAuras.empty())
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{
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for (auto itr : overrideSpellPowerAuras)
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SetFloatValue(PLAYER_FIELD_OVERRIDE_SPELL_POWER_BY_AP_PCT, float(itr->GetAmount()));
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}
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else
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{
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// Magic damage modifiers implemented in Unit::SpellDamageBonusDone
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// This information for client side use only
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// Get healing bonus for all schools
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SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL));
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// Get damage bonus for all schools
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Unit::AuraEffectList const& modDamageAuras = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
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for (uint16 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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{
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SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, std::accumulate(modDamageAuras.begin(), modDamageAuras.end(), 0, [i](int32 negativeMod, AuraEffect const* aurEff)
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{
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if (aurEff->GetAmount() < 0 && aurEff->GetMiscValue() & (1 << i))
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negativeMod += aurEff->GetAmount();
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return negativeMod;
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}));
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SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)) - GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i));
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}
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}
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}
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bool Player::UpdateAllStats()
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{
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for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
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{
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float value = GetTotalStatValue(Stats(i));
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SetStat(Stats(i), int32(value));
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}
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UpdateArmor();
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// calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
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UpdateAttackPowerAndDamage(true);
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UpdateMaxHealth();
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for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
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UpdateMaxPower(Powers(i));
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UpdateAllRatings();
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UpdateAllCritPercentages();
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UpdateAllSpellCritChances();
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UpdateBlockPercentage();
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UpdateParryPercentage();
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UpdateDodgePercentage();
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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UpdateExpertise(BASE_ATTACK);
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UpdateExpertise(OFF_ATTACK);
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RecalculateRating(CR_ARMOR_PENETRATION);
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UpdateAllResistances();
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return true;
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}
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void Player::ApplySpellPenetrationBonus(int32 amount, bool apply)
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{
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ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -amount, apply);
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m_spellPenetrationItemMod += apply ? amount : -amount;
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}
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void Player::UpdateResistances(uint32 school)
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{
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if (school > SPELL_SCHOOL_NORMAL)
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{
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float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
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SetResistance(SpellSchools(school), int32(value));
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}
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else
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UpdateArmor();
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}
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void Player::UpdateArmor()
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{
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UnitMods unitMod = UNIT_MOD_ARMOR;
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float value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
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value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
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value += GetModifierValue(unitMod, TOTAL_VALUE);
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//add dynamic flat mods
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AuraEffectList const& mResbyIntellect = GetAuraEffectsByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
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for (AuraEffectList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
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{
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if ((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL)
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value += CalculatePct(GetStat(Stats((*i)->GetMiscValueB())), (*i)->GetAmount());
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}
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetArmor(int32(value));
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UpdateAttackPowerAndDamage(); // armor dependent auras update for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
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}
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float Player::GetHealthBonusFromStamina()
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{
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// Taken from PaperDollFrame.lua - 4.3.4.15595
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float ratio = 10.0f;
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if (gtOCTHpPerStaminaEntry const* hpBase = sGtOCTHpPerStaminaStore.LookupEntry((getClass() - 1) * GT_MAX_LEVEL + getLevel() - 1))
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ratio = hpBase->ratio;
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float stamina = GetStat(STAT_STAMINA);
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float baseStam = std::min(20.0f, stamina);
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float moreStam = stamina - baseStam;
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return baseStam + moreStam * ratio;
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}
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float Player::GetManaBonusFromIntellect()
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{
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// Taken from PaperDollFrame.lua - 4.3.4.15595
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float intellect = GetStat(STAT_INTELLECT);
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float baseInt = std::min(20.0f, intellect);
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float moreInt = intellect - baseInt;
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return baseInt + (moreInt * 15.0f);
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}
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void Player::UpdateMaxHealth()
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{
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UnitMods unitMod = UNIT_MOD_HEALTH;
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float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina();
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxHealth((uint32)value);
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}
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void Player::UpdateMaxPower(Powers power)
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{
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UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
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float bonusPower = (power == POWER_MANA && GetCreatePowers(power) > 0) ? GetManaBonusFromIntellect() : 0;
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float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxPower(power, uint32(value));
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}
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void Player::UpdateAttackPowerAndDamage(bool ranged)
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{
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float val2 = 0.0f;
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float level = float(getLevel());
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ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
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UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
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uint16 index = ranged ? UNIT_FIELD_RANGED_ATTACK_POWER : UNIT_FIELD_ATTACK_POWER;
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uint16 index_mod_pos = ranged ? UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS : UNIT_FIELD_ATTACK_POWER_MOD_POS;
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uint16 index_mod_neg = ranged ? UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG : UNIT_FIELD_ATTACK_POWER_MOD_NEG;
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uint16 index_mult = ranged ? UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER : UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
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if (ranged)
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val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
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else
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{
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float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrength, 0.0f);
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float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);
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SpellShapeshiftFormEntry const* form = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
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// Directly taken from client, SHAPESHIFT_FLAG_AP_FROM_STRENGTH ?
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if (form && form->flags1 & 0x20)
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agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerStrength, 0.0f);
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val2 = strengthValue + agilityValue;
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}
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SetModifierValue(unitMod, BASE_VALUE, val2);
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float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
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float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
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//add dynamic flat mods
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if (!ranged)
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{
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AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
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for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
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// always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
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attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
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}
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float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
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SetInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
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SetInt32Value(index_mod_pos, uint32(attPowerMod > 0.f ? attPowerMod : 0.f)); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
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SetInt32Value(index_mod_neg, uint32(attPowerMod < 0.f ? -attPowerMod : 0.f)); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG field
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SetFloatValue(index_mult, attPowerMultiplier); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
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//automatically update weapon damage after attack power modification
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if (ranged)
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UpdateDamagePhysical(RANGED_ATTACK);
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else
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{
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UpdateDamagePhysical(BASE_ATTACK);
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if (CanDualWield() && haveOffhandWeapon()) //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
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UpdateDamagePhysical(OFF_ATTACK);
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if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN) // mental quickness
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UpdateSpellDamageAndHealingBonus();
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}
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}
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void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
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{
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UnitMods unitMod;
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switch (attType)
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{
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case BASE_ATTACK:
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default:
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unitMod = UNIT_MOD_DAMAGE_MAINHAND;
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break;
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case OFF_ATTACK:
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unitMod = UNIT_MOD_DAMAGE_OFFHAND;
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break;
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case RANGED_ATTACK:
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unitMod = UNIT_MOD_DAMAGE_RANGED;
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break;
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}
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float const attackPowerMod = std::max(GetAPMultiplier(attType, normalized), 0.25f);
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float baseValue = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackPowerMod;
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float basePct = GetModifierValue(unitMod, BASE_PCT);
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float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
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float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
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float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
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float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);
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if (IsInFeralForm()) // check if player is druid and in cat or bear forms
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{
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float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
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if (Item* weapon = GetWeaponForAttack(BASE_ATTACK, true))
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weaponSpeed = weapon->GetTemplate()->Delay / 1000;
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if (GetShapeshiftForm() == FORM_CAT)
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{
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weaponMinDamage = weaponMinDamage / weaponSpeed;
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weaponMaxDamage = weaponMaxDamage / weaponSpeed;
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}
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else if (GetShapeshiftForm() == FORM_BEAR)
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{
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weaponMinDamage = weaponMinDamage / weaponSpeed + weaponMinDamage / 2.5;
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weaponMaxDamage = weaponMinDamage / weaponSpeed + weaponMaxDamage / 2.5;
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}
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}
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else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
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{
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// cannot use ranged/off attack, set values to 0
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if (attType != BASE_ATTACK)
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{
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minDamage = 0;
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maxDamage = 0;
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return;
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}
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weaponMinDamage = BASE_MINDAMAGE;
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weaponMaxDamage = BASE_MAXDAMAGE;
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}
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/*
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TODO: Is this still needed after ammo has been removed?
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else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
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{
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weaponMinDamage += GetAmmoDPS() * attackPowerMod;
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weaponMaxDamage += GetAmmoDPS() * attackPowerMod;
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|
}*/
|
|
|
|
minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
|
|
maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;
|
|
}
|
|
|
|
void Player::UpdateBlockPercentage()
|
|
{
|
|
// No block
|
|
float value = 0.0f;
|
|
if (CanBlock())
|
|
{
|
|
// Base value
|
|
value = 5.0f;
|
|
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
|
|
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
|
|
// Increase from rating
|
|
value += GetRatingBonusValue(CR_BLOCK);
|
|
|
|
if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
|
|
value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_BLOCK) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_BLOCK) : value;
|
|
|
|
value = value < 0.0f ? 0.0f : value;
|
|
}
|
|
SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
|
|
}
|
|
|
|
void Player::UpdateCritPercentage(WeaponAttackType attType)
|
|
{
|
|
BaseModGroup modGroup;
|
|
uint16 index;
|
|
CombatRating cr;
|
|
|
|
switch (attType)
|
|
{
|
|
case OFF_ATTACK:
|
|
modGroup = OFFHAND_CRIT_PERCENTAGE;
|
|
index = PLAYER_OFFHAND_CRIT_PERCENTAGE;
|
|
cr = CR_CRIT_MELEE;
|
|
break;
|
|
case RANGED_ATTACK:
|
|
modGroup = RANGED_CRIT_PERCENTAGE;
|
|
index = PLAYER_RANGED_CRIT_PERCENTAGE;
|
|
cr = CR_CRIT_RANGED;
|
|
break;
|
|
case BASE_ATTACK:
|
|
default:
|
|
modGroup = CRIT_PERCENTAGE;
|
|
index = PLAYER_CRIT_PERCENTAGE;
|
|
cr = CR_CRIT_MELEE;
|
|
break;
|
|
}
|
|
|
|
float value = GetTotalPercentageModValue(modGroup) + GetRatingBonusValue(cr);
|
|
// Modify crit from weapon skill and maximized defense skill of same level victim difference
|
|
value += (int32(GetMaxSkillValueForLevel()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
|
|
|
|
if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
|
|
value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_CRIT) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_CRIT) : value;
|
|
|
|
value = value < 0.0f ? 0.0f : value;
|
|
SetStatFloatValue(index, value);
|
|
}
|
|
|
|
void Player::UpdateAllCritPercentages()
|
|
{
|
|
float value = GetMeleeCritFromAgility();
|
|
|
|
SetBaseModValue(CRIT_PERCENTAGE, PCT_MOD, value);
|
|
SetBaseModValue(OFFHAND_CRIT_PERCENTAGE, PCT_MOD, value);
|
|
SetBaseModValue(RANGED_CRIT_PERCENTAGE, PCT_MOD, value);
|
|
|
|
UpdateCritPercentage(BASE_ATTACK);
|
|
UpdateCritPercentage(OFF_ATTACK);
|
|
UpdateCritPercentage(RANGED_ATTACK);
|
|
}
|
|
|
|
void Player::UpdateMastery()
|
|
{
|
|
if (!CanUseMastery())
|
|
{
|
|
SetFloatValue(PLAYER_MASTERY, 0.0f);
|
|
return;
|
|
}
|
|
|
|
float value = GetTotalAuraModifier(SPELL_AURA_MASTERY);
|
|
value += GetRatingBonusValue(CR_MASTERY);
|
|
SetFloatValue(PLAYER_MASTERY, value);
|
|
|
|
TalentTabEntry const* talentTab = sTalentTabStore.LookupEntry(GetPrimaryTalentTree(GetActiveSpec()));
|
|
if (!talentTab)
|
|
return;
|
|
|
|
for (uint32 i = 0; i < MAX_MASTERY_SPELLS; ++i)
|
|
{
|
|
if (!talentTab->MasterySpellId[i])
|
|
continue;
|
|
|
|
if (Aura* aura = GetAura(talentTab->MasterySpellId[i]))
|
|
{
|
|
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
|
|
{
|
|
if (!aura->HasEffect(j))
|
|
continue;
|
|
|
|
float mult = aura->GetSpellInfo()->Effects[j].BonusMultiplier;
|
|
if (G3D::fuzzyEq(mult, 0.0f))
|
|
continue;
|
|
|
|
aura->GetEffect(j)->ChangeAmount(int32(value * aura->GetSpellInfo()->Effects[j].BonusMultiplier));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const float m_diminishing_k[MAX_CLASSES] =
|
|
{
|
|
0.9560f, // Warrior
|
|
0.9560f, // Paladin
|
|
0.9880f, // Hunter
|
|
0.9880f, // Rogue
|
|
0.9830f, // Priest
|
|
0.9560f, // DK
|
|
0.9880f, // Shaman
|
|
0.9830f, // Mage
|
|
0.9830f, // Warlock
|
|
0.0f, // ??
|
|
0.9720f // Druid
|
|
};
|
|
|
|
void Player::UpdateParryPercentage()
|
|
{
|
|
const float parry_cap[MAX_CLASSES] =
|
|
{
|
|
65.631440f, // Warrior
|
|
65.631440f, // Paladin
|
|
145.560408f, // Hunter
|
|
145.560408f, // Rogue
|
|
0.0f, // Priest
|
|
65.631440f, // DK
|
|
145.560408f, // Shaman
|
|
0.0f, // Mage
|
|
0.0f, // Warlock
|
|
0.0f, // ??
|
|
0.0f // Druid
|
|
};
|
|
|
|
// No parry
|
|
float value = 0.0f;
|
|
uint32 pclass = getClass()-1;
|
|
if (CanParry() && parry_cap[pclass] > 0.0f)
|
|
{
|
|
float nondiminishing = 5.0f;
|
|
// Parry from rating
|
|
float diminishing = GetRatingBonusValue(CR_PARRY);
|
|
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
|
|
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
|
|
// apply diminishing formula to diminishing parry chance
|
|
value = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
|
|
|
|
if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
|
|
value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_PARRY) : value;
|
|
|
|
value = value < 0.0f ? 0.0f : value;
|
|
}
|
|
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
|
|
}
|
|
|
|
void Player::UpdateDodgePercentage()
|
|
{
|
|
const float dodge_cap[MAX_CLASSES] =
|
|
{
|
|
65.631440f, // Warrior
|
|
65.631440f, // Paladin
|
|
145.560408f, // Hunter
|
|
145.560408f, // Rogue
|
|
150.375940f, // Priest
|
|
65.631440f, // DK
|
|
145.560408f, // Shaman
|
|
150.375940f, // Mage
|
|
150.375940f, // Warlock
|
|
0.0f, // ??
|
|
116.890707f // Druid
|
|
};
|
|
|
|
float diminishing = 0.0f, nondiminishing = 0.0f;
|
|
GetDodgeFromAgility(diminishing, nondiminishing);
|
|
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
|
|
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
|
|
// Dodge from rating
|
|
diminishing += GetRatingBonusValue(CR_DODGE);
|
|
// apply diminishing formula to diminishing dodge chance
|
|
uint32 pclass = getClass()-1;
|
|
float value = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
|
|
|
|
if (sWorld->getBoolConfig(CONFIG_STATS_LIMITS_ENABLE))
|
|
value = value > sWorld->getFloatConfig(CONFIG_STATS_LIMITS_DODGE) ? sWorld->getFloatConfig(CONFIG_STATS_LIMITS_DODGE) : value;
|
|
|
|
value = value < 0.0f ? 0.0f : value;
|
|
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
|
|
}
|
|
|
|
void Player::UpdateSpellCritChance(uint32 school)
|
|
{
|
|
// For normal school set zero crit chance
|
|
if (school == SPELL_SCHOOL_NORMAL)
|
|
{
|
|
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1, 0.0f);
|
|
return;
|
|
}
|
|
// For others recalculate it from:
|
|
float crit = 0.0f;
|
|
// Crit from Intellect
|
|
crit += GetSpellCritFromIntellect();
|
|
// Increase crit from SPELL_AURA_MOD_SPELL_CRIT_CHANCE
|
|
crit += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE);
|
|
// Increase crit from SPELL_AURA_MOD_CRIT_PCT
|
|
crit += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PCT);
|
|
// Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
|
|
crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1<<school);
|
|
// Increase crit from spell crit ratings
|
|
crit += GetRatingBonusValue(CR_CRIT_SPELL);
|
|
|
|
// Store crit value
|
|
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + school, crit);
|
|
}
|
|
|
|
void Player::UpdateArmorPenetration(int32 amount)
|
|
{
|
|
// Store Rating Value
|
|
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_ARMOR_PENETRATION, amount);
|
|
}
|
|
|
|
void Player::UpdateMeleeHitChances()
|
|
{
|
|
m_modMeleeHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
|
|
m_modMeleeHitChance += GetRatingBonusValue(CR_HIT_MELEE);
|
|
}
|
|
|
|
void Player::UpdateRangedHitChances()
|
|
{
|
|
m_modRangedHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
|
|
m_modRangedHitChance += GetRatingBonusValue(CR_HIT_RANGED);
|
|
}
|
|
|
|
void Player::UpdateSpellHitChances()
|
|
{
|
|
m_modSpellHitChance = (float)GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_HIT_CHANCE);
|
|
m_modSpellHitChance += GetRatingBonusValue(CR_HIT_SPELL);
|
|
}
|
|
|
|
void Player::UpdateAllSpellCritChances()
|
|
{
|
|
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
|
|
UpdateSpellCritChance(i);
|
|
}
|
|
|
|
void Player::UpdateExpertise(WeaponAttackType attack)
|
|
{
|
|
if (attack == RANGED_ATTACK)
|
|
return;
|
|
|
|
int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));
|
|
|
|
Item* weapon = GetWeaponForAttack(attack, true);
|
|
|
|
AuraEffectList const& expAuras = GetAuraEffectsByType(SPELL_AURA_MOD_EXPERTISE);
|
|
for (AuraEffectList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
|
|
{
|
|
// item neutral spell
|
|
if ((*itr)->GetSpellInfo()->EquippedItemClass == -1)
|
|
expertise += (*itr)->GetAmount();
|
|
// item dependent spell
|
|
else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellInfo()))
|
|
expertise += (*itr)->GetAmount();
|
|
}
|
|
|
|
if (expertise < 0)
|
|
expertise = 0;
|
|
|
|
switch (attack)
|
|
{
|
|
case BASE_ATTACK:
|
|
SetUInt32Value(PLAYER_EXPERTISE, expertise);
|
|
break;
|
|
case OFF_ATTACK:
|
|
SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
|
|
{
|
|
_ModifyUInt32(apply, m_baseManaRegen, amount);
|
|
UpdateManaRegen();
|
|
}
|
|
|
|
void Player::ApplyHealthRegenBonus(int32 amount, bool apply)
|
|
{
|
|
_ModifyUInt32(apply, m_baseHealthRegen, amount);
|
|
}
|
|
|
|
void Player::UpdateManaRegen()
|
|
{
|
|
if (getPowerType() == POWER_MANA || getClass() == CLASS_DRUID)
|
|
{
|
|
// Mana regen from spirit
|
|
float spirit_regen = OCTRegenMPPerSpirit();
|
|
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
|
|
spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
|
|
|
|
// SpiritRegen(SPI, INT, LEVEL) = (0.001 + (SPI x sqrt(INT) x BASE_REGEN[LEVEL])) x 5
|
|
if (GetStat(STAT_INTELLECT) > 0.0f)
|
|
spirit_regen *= std::sqrt(GetStat(STAT_INTELLECT));
|
|
|
|
// CombatRegen = 5% of Base Mana
|
|
float base_regen = GetCreateMana() * 0.01f + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
|
|
|
|
// Set regen rate in cast state apply only on spirit based regen
|
|
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
|
|
|
|
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen + CalculatePct(spirit_regen, modManaRegenInterrupt));
|
|
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 0.001f + spirit_regen + base_regen);
|
|
}
|
|
else if (getClass() == CLASS_HUNTER)
|
|
SetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, -0.2f);
|
|
}
|
|
|
|
void Player::_ApplyAllStatBonuses()
|
|
{
|
|
SetCanModifyStats(false);
|
|
|
|
_ApplyAllAuraStatMods();
|
|
_ApplyAllItemMods();
|
|
|
|
SetCanModifyStats(true);
|
|
|
|
UpdateAllStats();
|
|
}
|
|
|
|
void Player::_RemoveAllStatBonuses()
|
|
{
|
|
SetCanModifyStats(false);
|
|
|
|
_RemoveAllItemMods();
|
|
_RemoveAllAuraStatMods();
|
|
|
|
SetCanModifyStats(true);
|
|
|
|
UpdateAllStats();
|
|
}
|
|
|
|
/*#######################################
|
|
######## ########
|
|
######## MOBS STAT SYSTEM ########
|
|
######## ########
|
|
#######################################*/
|
|
|
|
bool Creature::UpdateStats(Stats /*stat*/)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool Creature::UpdateAllStats()
|
|
{
|
|
UpdateMaxHealth();
|
|
UpdateAttackPowerAndDamage();
|
|
UpdateAttackPowerAndDamage(true);
|
|
|
|
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
|
|
UpdateMaxPower(Powers(i));
|
|
|
|
UpdateAllResistances();
|
|
|
|
return true;
|
|
}
|
|
|
|
void Creature::UpdateResistances(uint32 school)
|
|
{
|
|
if (school > SPELL_SCHOOL_NORMAL)
|
|
{
|
|
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
|
|
SetResistance(SpellSchools(school), int32(value));
|
|
}
|
|
else
|
|
UpdateArmor();
|
|
}
|
|
|
|
void Creature::UpdateArmor()
|
|
{
|
|
float value = GetTotalAuraModValue(UNIT_MOD_ARMOR);
|
|
SetArmor(int32(value));
|
|
}
|
|
|
|
void Creature::UpdateMaxHealth()
|
|
{
|
|
float value = GetTotalAuraModValue(UNIT_MOD_HEALTH);
|
|
SetMaxHealth(uint32(value));
|
|
}
|
|
|
|
void Creature::UpdateMaxPower(Powers power)
|
|
{
|
|
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
|
|
|
|
float value = GetTotalAuraModValue(unitMod);
|
|
SetMaxPower(power, uint32(value));
|
|
}
|
|
|
|
void Creature::UpdateAttackPowerAndDamage(bool ranged)
|
|
{
|
|
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
|
|
|
|
uint16 index = UNIT_FIELD_ATTACK_POWER;
|
|
uint16 indexModPos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
|
|
uint16 indexModNeg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
|
|
uint16 indexMulti = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
|
|
|
|
if (ranged)
|
|
{
|
|
index = UNIT_FIELD_RANGED_ATTACK_POWER;
|
|
indexModPos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
|
|
indexModNeg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
|
|
indexMulti = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
|
|
}
|
|
|
|
float baseAttackPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
|
|
float attackPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
|
|
float attackPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
|
|
|
|
SetInt32Value(index, uint32(baseAttackPower)); // UNIT_FIELD_(RANGED)_ATTACK_POWER
|
|
SetInt32Value(indexModPos, uint32(attackPowerMod > 0.f ? attackPowerMod : 0.f)); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS
|
|
SetInt32Value(indexModNeg, uint32(attackPowerMod < 0.f ? -attackPowerMod : 0.f)); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG
|
|
SetFloatValue(indexMulti, attackPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER
|
|
|
|
// automatically update weapon damage after attack power modification
|
|
if (ranged)
|
|
UpdateDamagePhysical(RANGED_ATTACK);
|
|
else
|
|
{
|
|
UpdateDamagePhysical(BASE_ATTACK);
|
|
UpdateDamagePhysical(OFF_ATTACK);
|
|
}
|
|
}
|
|
|
|
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
|
|
{
|
|
float variance = 1.0f;
|
|
UnitMods unitMod;
|
|
switch (attType)
|
|
{
|
|
case BASE_ATTACK:
|
|
default:
|
|
variance = GetCreatureTemplate()->BaseVariance;
|
|
unitMod = UNIT_MOD_DAMAGE_MAINHAND;
|
|
break;
|
|
case OFF_ATTACK:
|
|
variance = GetCreatureTemplate()->BaseVariance;
|
|
unitMod = UNIT_MOD_DAMAGE_OFFHAND;
|
|
break;
|
|
case RANGED_ATTACK:
|
|
variance = GetCreatureTemplate()->RangeVariance;
|
|
unitMod = UNIT_MOD_DAMAGE_RANGED;
|
|
break;
|
|
}
|
|
|
|
if (attType == OFF_ATTACK && !haveOffhandWeapon())
|
|
{
|
|
minDamage = 0.0f;
|
|
maxDamage = 0.0f;
|
|
return;
|
|
}
|
|
|
|
float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
|
|
float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);
|
|
|
|
if (!CanUseAttackType(attType)) // disarm case
|
|
{
|
|
weaponMinDamage = 0.0f;
|
|
weaponMaxDamage = 0.0f;
|
|
}
|
|
|
|
float attackPower = GetTotalAttackPowerValue(attType);
|
|
float attackSpeedMulti = GetAPMultiplier(attType, normalized);
|
|
float baseValue = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f) * variance;
|
|
float basePct = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti;
|
|
float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
|
|
float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
|
|
float dmgMultiplier = GetCreatureTemplate()->ModDamage; // = ModDamage * _GetDamageMod(rank);
|
|
|
|
minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
|
|
maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
|
|
}
|
|
|
|
/*#######################################
|
|
######## ########
|
|
######## PETS STAT SYSTEM ########
|
|
######## ########
|
|
#######################################*/
|
|
|
|
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;
|
|
|
|
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:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Guardian::UpdateAllStats()
|
|
{
|
|
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
|
|
UpdateStats(Stats(i));
|
|
|
|
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
|
|
UpdateMaxPower(Powers(i));
|
|
|
|
UpdateAllResistances();
|
|
|
|
return true;
|
|
}
|
|
|
|
void Guardian::UpdateResistances(uint32 school)
|
|
{
|
|
if (school > SPELL_SCHOOL_NORMAL)
|
|
{
|
|
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
|
|
SetResistance(SpellSchools(school), int32(value));
|
|
}
|
|
else
|
|
UpdateArmor();
|
|
}
|
|
|
|
void Guardian::UpdateArmor()
|
|
{
|
|
float value = 0.0f;
|
|
float bonus_armor = 0.0f;
|
|
UnitMods unitMod = UNIT_MOD_ARMOR;
|
|
|
|
value = GetModifierValue(unitMod, BASE_VALUE);
|
|
value *= GetModifierValue(unitMod, BASE_PCT);
|
|
value += GetModifierValue(unitMod, TOTAL_VALUE);
|
|
value *= GetModifierValue(unitMod, TOTAL_PCT);
|
|
|
|
SetArmor(int32(value));
|
|
}
|
|
|
|
void Guardian::UpdateMaxHealth()
|
|
{
|
|
UnitMods unitMod = UNIT_MOD_HEALTH;
|
|
float stamina = GetStat(STAT_STAMINA);
|
|
float multiplicator = 10.0f;
|
|
uint32 healthDamage = GetMaxHealth() - GetHealth();
|
|
|
|
switch (GetEntry())
|
|
{
|
|
case ENTRY_WATER_ELEMENTAL:
|
|
multiplicator = 7.5f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
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);
|
|
SetHealth(GetMaxHealth() - healthDamage);
|
|
}
|
|
|
|
void Guardian::UpdateMaxPower(Powers power)
|
|
{
|
|
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
|
|
|
|
float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f;
|
|
float multiplicator = 15.0f;
|
|
uint32 usedPower = GetMaxPower(power) - GetPower(power);
|
|
|
|
switch (GetEntry())
|
|
{
|
|
case ENTRY_WATER_ELEMENTAL:
|
|
multiplicator = 5.0f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
|
|
value *= GetModifierValue(unitMod, BASE_PCT);
|
|
value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * multiplicator;
|
|
value *= GetModifierValue(unitMod, TOTAL_PCT);
|
|
|
|
SetMaxPower(power, uint32(value));
|
|
SetPower(power, GetMaxPower(power) - usedPower);
|
|
}
|
|
|
|
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
|
|
{
|
|
if (ranged)
|
|
return;
|
|
|
|
float ap_per_agility = 2.0f;
|
|
float val = 0.0f;
|
|
|
|
if (IsHunterPet())
|
|
{
|
|
if (Unit* owner = GetOwner())
|
|
{
|
|
// Base attack power value at level 85 is 932
|
|
float agility = std::max(0.0f, owner->GetCreateStat(STAT_AGILITY) - 20.0f);
|
|
val += (agility * ap_per_agility) * 2.478f;
|
|
}
|
|
}
|
|
|
|
UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
|
|
|
|
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val);
|
|
|
|
// 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_MOD_POS field
|
|
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, int32(attPowerMod > 0.f ? attPowerMod : 0.f));
|
|
// UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG field
|
|
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_NEG, int32(attPowerMod < 0.f ? -attPowerMod : 0.f));
|
|
// 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);
|
|
}
|
|
|
|
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;
|
|
|
|
/// @todo: remove this
|
|
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);
|
|
}
|
|
|
|
void Guardian::SetBonusDamage(int32 damage)
|
|
{
|
|
m_bonusSpellDamage = damage;
|
|
if (GetOwner()->GetTypeId() == TYPEID_PLAYER)
|
|
GetOwner()->SetUInt32Value(PLAYER_PET_SPELL_POWER, damage);
|
|
}
|