mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-17 10:55:43 +00:00
* Class Comparison Logic Encapsulation - Parity * Add Context to IsClass * Add Unit IsClass script hook * Replace additional getClass with IsClass * Update CanUseItem to replace getClass with IsClass * Add separate context for pet vs ability * Change Create to Init since not all referenced contexts are creation * Align spacing in ClassContext * Drop context on LFGManager max power * Update IsClass context that wraps around Missle Barrage * Rename context for swapping weapons * Be more specific than CLASS_CONTEXT_TALENT * Remove duplicate context * Moved IsClass Hook to Player * Removed unused parameter in virtual base function * Added maybe_unused to IsClass virtual in order to compile To match the override signature, the virtual base needs to include the parameter in question, so using [maybe_unused] to signal to the compiler to allow it * Remove extra blank line * Add ABILITY_REACTIVE context * Add context for PET_CHARM * Remove explicit nullopt check per review * Code Readability - Change if to if else in pet Due to the return pattern, this doesn't change functionality in any way * Add OnPlayer to disambiguate --------- Co-authored-by: NathanHandley <nathanhandley@protonmail.com>
1377 lines
46 KiB
C++
1377 lines
46 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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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 Affero General Public License as published by the
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* Free Software Foundation; either version 3 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 Affero 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 "Config.h"
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#include "Creature.h"
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#include "Pet.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "SharedDefines.h"
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#include "SpellAuraEffects.h"
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#include "SpellMgr.h"
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#include "Unit.h"
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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 totalMin = 0.f;
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float totalMax = 0.f;
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float tmpMin, tmpMax;
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for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
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{
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CalculateMinMaxDamage(attType, false, true, tmpMin, tmpMax, i);
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totalMin += tmpMin;
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totalMax += tmpMax;
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}
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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, totalMin);
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SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, totalMax);
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break;
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case OFF_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, totalMin);
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SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, totalMax);
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break;
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case RANGED_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, totalMin);
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SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, totalMax);
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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_STRENGTH:
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UpdateShieldBlockValue();
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break;
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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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default:
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break;
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}
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if (stat == STAT_STRENGTH)
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{
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UpdateAttackPowerAndDamage(false);
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if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, stat))
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UpdateAttackPowerAndDamage(true);
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}
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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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else
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{
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// Need update (exist AP from stat auras)
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if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT, stat))
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UpdateAttackPowerAndDamage(false);
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if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, stat))
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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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for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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ApplyModInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply);
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}
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void Player::UpdateSpellDamageAndHealingBonus()
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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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for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)));
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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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UpdateDefenseBonusesMod();
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UpdateShieldBlockValue();
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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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// cant use GetTotalAuraModValue because of total pct multiplier :P
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float value = 0.0f;
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UnitMods unitMod = UnitMods(UNIT_MOD_RESISTANCE_START + school);
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value = GetModifierValue(unitMod, BASE_VALUE);
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE);
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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() & (1 << (school - 1)) )
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value += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f);
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}
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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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 += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
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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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float stamina = GetStat(STAT_STAMINA);
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float baseStam = stamina < 20 ? stamina : 20;
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float moreStam = stamina - baseStam;
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return baseStam + (moreStam * 10.0f);
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}
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float Player::GetManaBonusFromIntellect()
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{
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float intellect = GetStat(STAT_INTELLECT);
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float baseInt = intellect < 20 ? intellect : 20;
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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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sScriptMgr->OnAfterUpdateMaxHealth(this, value);
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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(static_cast<uint16>(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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sScriptMgr->OnAfterUpdateMaxPower(this, power, value);
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SetMaxPower(power, uint32(value));
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}
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void Player::ApplyFeralAPBonus(int32 amount, bool apply)
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{
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_ModifyUInt32(apply, m_baseFeralAP, amount);
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UpdateAttackPowerAndDamage();
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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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sScriptMgr->OnBeforeUpdateAttackPowerAndDamage(this, level, val2, ranged);
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UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
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uint16 index = UNIT_FIELD_ATTACK_POWER;
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uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
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uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
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if (ranged)
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{
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index = UNIT_FIELD_RANGED_ATTACK_POWER;
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index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
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index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
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if (IsClass(CLASS_HUNTER, CLASS_CONTEXT_STATS))
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{
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val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f;
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}
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else if (IsClass(CLASS_ROGUE, CLASS_CONTEXT_STATS) || IsClass(CLASS_WARRIOR, CLASS_CONTEXT_STATS))
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{
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val2 = level + GetStat(STAT_AGILITY) - 10.0f;
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}
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else if (IsClass(CLASS_DRUID, CLASS_CONTEXT_STATS))
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{
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switch (GetShapeshiftForm())
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{
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case FORM_CAT:
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case FORM_BEAR:
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case FORM_DIREBEAR:
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val2 = 0.0f;
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break;
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default:
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val2 = GetStat(STAT_AGILITY) - 10.0f;
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break;
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}
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}
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else
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{
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val2 = GetStat(STAT_AGILITY) - 10.0f;
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}
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}
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else
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{
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if (IsClass(CLASS_PALADIN, CLASS_CONTEXT_STATS) || IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_STATS) || IsClass(CLASS_WARRIOR, CLASS_CONTEXT_STATS))
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{
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val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
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}
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else if (IsClass(CLASS_HUNTER, CLASS_CONTEXT_STATS) || IsClass(CLASS_SHAMAN, CLASS_CONTEXT_STATS) || IsClass(CLASS_ROGUE, CLASS_CONTEXT_STATS))
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{
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val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f;
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}
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else if (IsClass(CLASS_DRUID, CLASS_CONTEXT_STATS))
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{
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// Check if Predatory Strikes is skilled
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float mLevelMult = 0.0f;
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float weapon_bonus = 0.0f;
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if (IsInFeralForm())
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{
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Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_DUMMY);
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for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
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{
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AuraEffect* aurEff = *itr;
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if (aurEff->GetSpellInfo()->SpellIconID == 1563)
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{
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switch (aurEff->GetEffIndex())
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{
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case 0: // Predatory Strikes (effect 0)
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mLevelMult = CalculatePct(1.0f, aurEff->GetAmount());
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break;
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case 1: // Predatory Strikes (effect 1)
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if (Item* mainHand = m_items[EQUIPMENT_SLOT_MAINHAND])
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{
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// also gains % attack power from equipped weapon
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ItemTemplate const* proto = mainHand->GetTemplate();
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if (!proto)
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continue;
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uint32 ap = proto->getFeralBonus();
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// Get AP Bonuses from weapon
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for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
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{
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if (i >= proto->StatsCount)
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break;
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if (proto->ItemStat[i].ItemStatType == ITEM_MOD_ATTACK_POWER)
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ap += proto->ItemStat[i].ItemStatValue;
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}
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|
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// Get AP Bonuses from weapon spells
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for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
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{
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// no spell
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if (!proto->Spells[i].SpellId || proto->Spells[i].SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
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continue;
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// check if it is valid spell
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SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(proto->Spells[i].SpellId);
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if (!spellproto)
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continue;
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for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j)
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if (spellproto->Effects[j].ApplyAuraName == SPELL_AURA_MOD_ATTACK_POWER)
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ap += spellproto->Effects[j].CalcValue();
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}
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weapon_bonus = CalculatePct(float(ap), aurEff->GetAmount());
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}
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break;
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default:
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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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switch (GetShapeshiftForm())
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{
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case FORM_CAT:
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val2 = (GetLevel() * mLevelMult) + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f + weapon_bonus + m_baseFeralAP;
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break;
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case FORM_BEAR:
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case FORM_DIREBEAR:
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val2 = (GetLevel() * mLevelMult) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + weapon_bonus + m_baseFeralAP;
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break;
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case FORM_MOONKIN:
|
|
val2 = (GetLevel() * mLevelMult) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP;
|
|
break;
|
|
default:
|
|
val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
|
|
break;
|
|
}
|
|
}
|
|
else if (IsClass(CLASS_MAGE, CLASS_CONTEXT_STATS) || IsClass(CLASS_PRIEST, CLASS_CONTEXT_STATS) || IsClass(CLASS_WARLOCK, CLASS_CONTEXT_STATS))
|
|
{
|
|
val2 = GetStat(STAT_STRENGTH) - 10.0f;
|
|
}
|
|
}
|
|
|
|
SetModifierValue(unitMod, BASE_VALUE, val2);
|
|
|
|
float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
|
|
float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
|
|
|
|
//add dynamic flat mods
|
|
if (ranged)
|
|
{
|
|
if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
|
|
{
|
|
AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
|
|
for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
|
|
attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
|
|
for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
|
|
attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());
|
|
|
|
AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
|
|
for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
|
|
// always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
|
|
attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
|
|
}
|
|
|
|
float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
|
|
|
|
sScriptMgr->OnAfterUpdateAttackPowerAndDamage(this, level, base_attPower, attPowerMod, attPowerMultiplier, ranged);
|
|
SetInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
|
|
SetInt32Value(index_mod, (uint32)attPowerMod); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
|
|
SetFloatValue(index_mult, attPowerMultiplier); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
|
|
|
|
//automatically update weapon damage after attack power modification
|
|
if (ranged)
|
|
{
|
|
UpdateDamagePhysical(RANGED_ATTACK);
|
|
}
|
|
else
|
|
{
|
|
UpdateDamagePhysical(BASE_ATTACK);
|
|
if (CanDualWield() && haveOffhandWeapon()) //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
|
|
UpdateDamagePhysical(OFF_ATTACK);
|
|
if (IsClass(CLASS_SHAMAN, CLASS_CONTEXT_STATS) || IsClass(CLASS_PALADIN, CLASS_CONTEXT_STATS)) // mental quickness
|
|
UpdateSpellDamageAndHealingBonus();
|
|
}
|
|
}
|
|
|
|
void Player::UpdateShieldBlockValue()
|
|
{
|
|
SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockValue());
|
|
}
|
|
|
|
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage, uint8 damageIndex)
|
|
{
|
|
// Only proto damage, not affected by any mods
|
|
if (damageIndex != 0)
|
|
{
|
|
minDamage = 0.0f;
|
|
maxDamage = 0.0f;
|
|
|
|
if (!IsInFeralForm() && CanUseAttackType(attType))
|
|
{
|
|
minDamage = GetWeaponDamageRange(attType, MINDAMAGE, damageIndex);
|
|
maxDamage = GetWeaponDamageRange(attType, MAXDAMAGE, damageIndex);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
UnitMods unitMod;
|
|
|
|
switch (attType)
|
|
{
|
|
case BASE_ATTACK:
|
|
default:
|
|
unitMod = UNIT_MOD_DAMAGE_MAINHAND;
|
|
break;
|
|
case OFF_ATTACK:
|
|
unitMod = UNIT_MOD_DAMAGE_OFFHAND;
|
|
break;
|
|
case RANGED_ATTACK:
|
|
unitMod = UNIT_MOD_DAMAGE_RANGED;
|
|
break;
|
|
}
|
|
|
|
float attackSpeedMod = GetAPMultiplier(attType, normalized);
|
|
|
|
float baseValue = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod;
|
|
float basePct = GetModifierValue(unitMod, BASE_PCT);
|
|
float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
|
|
float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
|
|
|
|
float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
|
|
float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);
|
|
|
|
if (IsInFeralForm()) // check if player is druid and in cat or bear forms
|
|
{
|
|
uint8 lvl = GetLevel();
|
|
if (lvl > 60)
|
|
lvl = 60;
|
|
|
|
weaponMinDamage = lvl * 0.85f * attackSpeedMod;
|
|
weaponMaxDamage = lvl * 1.25f * attackSpeedMod;
|
|
}
|
|
else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
|
|
{
|
|
// cannot use ranged/off attack, set values to 0
|
|
if (attType != BASE_ATTACK)
|
|
{
|
|
minDamage = 0.0f;
|
|
maxDamage = 0.0f;
|
|
return;
|
|
}
|
|
weaponMinDamage = BASE_MINDAMAGE;
|
|
weaponMaxDamage = BASE_MAXDAMAGE;
|
|
}
|
|
else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
|
|
{
|
|
weaponMinDamage += GetAmmoDPS() * attackSpeedMod;
|
|
weaponMaxDamage += GetAmmoDPS() * attackSpeedMod;
|
|
}
|
|
|
|
minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
|
|
maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;
|
|
|
|
// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
|
|
if (minDamage < 0.0f || minDamage > 1000000000.0f)
|
|
minDamage = 0.0f;
|
|
if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
|
|
maxDamage = 0.0f;
|
|
if (minDamage > maxDamage)
|
|
minDamage = maxDamage;
|
|
}
|
|
|
|
void Player::UpdateDefenseBonusesMod()
|
|
{
|
|
UpdateBlockPercentage();
|
|
UpdateParryPercentage();
|
|
UpdateDodgePercentage();
|
|
}
|
|
|
|
void Player::UpdateBlockPercentage()
|
|
{
|
|
// No block
|
|
float value = 0.0f;
|
|
if (CanBlock())
|
|
{
|
|
// Base value
|
|
value = 5.0f;
|
|
// Modify value from defense skill
|
|
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
|
|
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
|
|
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
|
|
// Increase from rating
|
|
value += GetRatingBonusValue(CR_BLOCK);
|
|
|
|
if (sConfigMgr->GetOption<bool>("Stats.Limits.Enable", false))
|
|
{
|
|
value = value > sConfigMgr->GetOption<float>("Stats.Limits.Block", 95.0f) ? sConfigMgr->GetOption<float>("Stats.Limits.Block", 95.0f) : 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(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
|
|
|
|
if (sConfigMgr->GetOption<bool>("Stats.Limits.Enable", false))
|
|
{
|
|
value = value > sConfigMgr->GetOption<float>("Stats.Limits.Crit", 95.0f) ? sConfigMgr->GetOption<float>("Stats.Limits.Crit", 95.0f) : 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);
|
|
}
|
|
|
|
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
|
|
};
|
|
|
|
float Player::GetMissPercentageFromDefence() const
|
|
{
|
|
float const miss_cap[MAX_CLASSES] =
|
|
{
|
|
16.00f, // Warrior //correct
|
|
16.00f, // Paladin //correct
|
|
16.00f, // Hunter //?
|
|
16.00f, // Rogue //?
|
|
16.00f, // Priest //?
|
|
16.00f, // DK //correct
|
|
16.00f, // Shaman //?
|
|
16.00f, // Mage //?
|
|
16.00f, // Warlock //?
|
|
0.0f, // ??
|
|
16.00f // Druid //?
|
|
};
|
|
|
|
float diminishing = 0.0f, nondiminishing = 0.0f;
|
|
// Modify value from defense skill (only bonus from defense rating diminishes)
|
|
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
|
|
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
|
|
|
|
// apply diminishing formula to diminishing miss chance
|
|
uint32 pclass = getClass() - 1;
|
|
return nondiminishing + (diminishing * miss_cap[pclass] / (diminishing + miss_cap[pclass] * m_diminishing_k[pclass]));
|
|
}
|
|
|
|
void Player::UpdateParryPercentage()
|
|
{
|
|
const float parry_cap[MAX_CLASSES] =
|
|
{
|
|
47.003525f, // Warrior
|
|
47.003525f, // Paladin
|
|
145.560408f, // Hunter
|
|
145.560408f, // Rogue
|
|
0.0f, // Priest
|
|
47.003525f, // DK
|
|
145.560408f, // Shaman
|
|
0.0f, // Mage
|
|
0.0f, // Warlock
|
|
0.0f, // ??
|
|
0.0f // Druid
|
|
};
|
|
|
|
// No parry
|
|
float value = 0.0f;
|
|
m_realParry = 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);
|
|
// Modify value from defense skill (only bonus from defense rating diminishes)
|
|
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
|
|
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
|
|
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
|
|
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
|
|
// apply diminishing formula to diminishing parry chance
|
|
m_realParry = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
|
|
m_realParry = m_realParry < 0.0f ? 0.0f : m_realParry;
|
|
|
|
value = std::max(diminishing + nondiminishing, 0.0f);
|
|
|
|
if (sConfigMgr->GetOption<bool>("Stats.Limits.Enable", false))
|
|
{
|
|
value = value > sConfigMgr->GetOption<float>("Stats.Limits.Parry", 95.0f) ? sConfigMgr->GetOption<float>("Stats.Limits.Parry", 95.0f) : value;
|
|
}
|
|
}
|
|
|
|
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
|
|
}
|
|
|
|
void Player::UpdateDodgePercentage()
|
|
{
|
|
const float dodge_cap[MAX_CLASSES] =
|
|
{
|
|
88.129021f, // Warrior
|
|
88.129021f, // Paladin
|
|
145.560408f, // Hunter
|
|
145.560408f, // Rogue
|
|
150.375940f, // Priest
|
|
88.129021f, // 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);
|
|
// Modify value from defense skill (only bonus from defense rating diminishes)
|
|
nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f;
|
|
diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f;
|
|
// 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;
|
|
m_realDodge = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
|
|
|
|
m_realDodge = m_realDodge < 0.0f ? 0.0f : m_realDodge;
|
|
float value = std::max(diminishing + nondiminishing, 0.0f);
|
|
|
|
if (sConfigMgr->GetOption<bool>("Stats.Limits.Enable", false))
|
|
{
|
|
value = value > sConfigMgr->GetOption<float>("Stats.Limits.Dodge", 95.0f) ? sConfigMgr->GetOption<float>("Stats.Limits.Dodge", 95.0f) : 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 += GetTotalAuraModifierAreaExclusive(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 + static_cast<uint16>(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( HasAuraTypeWithMiscvalue(SPELL_AURA_PREVENT_REGENERATE_POWER, POWER_MANA + 1) )
|
|
{
|
|
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, 0);
|
|
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 0);
|
|
return;
|
|
}
|
|
|
|
float Intellect = GetStat(STAT_INTELLECT);
|
|
// Mana regen from spirit and intellect
|
|
float power_regen = std::sqrt(Intellect) * OCTRegenMPPerSpirit();
|
|
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
|
|
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
|
|
|
|
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
|
|
float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f;
|
|
|
|
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
|
|
AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
|
|
for (AuraEffectList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
|
|
{
|
|
power_regen_mp5 += GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 500.0f;
|
|
}
|
|
|
|
// Set regen rate in cast state apply only on spirit based regen
|
|
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
|
|
if (modManaRegenInterrupt > 100)
|
|
modManaRegenInterrupt = 100;
|
|
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen_mp5 + CalculatePct(power_regen, modManaRegenInterrupt));
|
|
|
|
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);
|
|
}
|
|
|
|
void Player::UpdateRuneRegen(RuneType rune)
|
|
{
|
|
if (rune >= NUM_RUNE_TYPES)
|
|
return;
|
|
|
|
uint32 cooldown = 0;
|
|
|
|
for (uint32 i = 0; i < MAX_RUNES; ++i)
|
|
if (GetBaseRune(i) == rune)
|
|
{
|
|
cooldown = GetRuneBaseCooldown(i, true);
|
|
break;
|
|
}
|
|
|
|
if (cooldown <= 0)
|
|
return;
|
|
|
|
float regen = float(1 * IN_MILLISECONDS) / float(cooldown);
|
|
SetFloatValue(PLAYER_RUNE_REGEN_1 + uint8(rune), regen);
|
|
}
|
|
|
|
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(static_cast<uint16>(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 indexMod = UNIT_FIELD_ATTACK_POWER_MODS;
|
|
uint16 indexMulti = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
|
|
|
|
if (ranged)
|
|
{
|
|
index = UNIT_FIELD_RANGED_ATTACK_POWER;
|
|
indexMod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
|
|
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(indexMod, uint32(attackPowerMod)); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS
|
|
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, uint8 damageIndex /*= 0*/)
|
|
{
|
|
// creatures only have one damage
|
|
if (damageIndex != 0)
|
|
{
|
|
minDamage = 0.f;
|
|
maxDamage = 0.f;
|
|
return;
|
|
}
|
|
|
|
UnitMods unitMod;
|
|
float variance = 1.0f;
|
|
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()->DamageModifier; // = DamageModifier * _GetDamageMod(rank);
|
|
|
|
minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
|
|
maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
|
|
|
|
// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
|
|
if (minDamage < 0.0f || minDamage > 1000000000.0f)
|
|
minDamage = 0.0f;
|
|
if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
|
|
maxDamage = 0.0f;
|
|
if (minDamage > maxDamage)
|
|
minDamage = maxDamage;
|
|
}
|
|
|
|
/*#######################################
|
|
######## ########
|
|
######## PETS STAT SYSTEM ########
|
|
######## ########
|
|
#######################################*/
|
|
|
|
bool Guardian::UpdateStats(Stats stat)
|
|
{
|
|
if (stat >= MAX_STATS)
|
|
return false;
|
|
|
|
float value = GetTotalStatValue(stat);
|
|
SetStat(stat, int32(value));
|
|
|
|
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;
|
|
}
|
|
|
|
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::UpdateArmor()
|
|
{
|
|
float value = GetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE);
|
|
value *= GetModifierValue(UNIT_MOD_ARMOR, BASE_PCT);
|
|
value += std::max<float>(GetStat(STAT_AGILITY) - GetCreateStat(STAT_AGILITY), 0.0f) * 2.0f;
|
|
value += GetModifierValue(UNIT_MOD_ARMOR, TOTAL_VALUE);
|
|
value *= GetModifierValue(UNIT_MOD_ARMOR, TOTAL_PCT);
|
|
SetArmor(int32(value));
|
|
}
|
|
|
|
void Guardian::UpdateMaxHealth()
|
|
{
|
|
UnitMods unitMod = UNIT_MOD_HEALTH;
|
|
float stamina = std::max<float>(GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA), 0.0f);
|
|
|
|
float multiplicator;
|
|
switch (GetEntry())
|
|
{
|
|
case NPC_IMP:
|
|
multiplicator = 8.4f;
|
|
break;
|
|
case NPC_WATER_ELEMENTAL_TEMP:
|
|
multiplicator = 7.5f;
|
|
break;
|
|
case NPC_WATER_ELEMENTAL_PERM:
|
|
multiplicator = 7.5f;
|
|
break;
|
|
case NPC_VOIDWALKER:
|
|
multiplicator = 11.0f;
|
|
break;
|
|
case NPC_SUCCUBUS:
|
|
multiplicator = 9.1f;
|
|
break;
|
|
case NPC_FELHUNTER:
|
|
multiplicator = 9.5f;
|
|
break;
|
|
case NPC_FELGUARD:
|
|
multiplicator = 11.0f;
|
|
break;
|
|
case NPC_BLOODWORM:
|
|
multiplicator = 1.0f;
|
|
break;
|
|
default:
|
|
multiplicator = 10.0f;
|
|
break;
|
|
}
|
|
|
|
float value = GetModifierValue(unitMod, BASE_VALUE);// xinef: Do NOT add base health TWICE + GetCreateHealth();
|
|
value *= GetModifierValue(unitMod, BASE_PCT);
|
|
value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * multiplicator;
|
|
value *= GetModifierValue(unitMod, TOTAL_PCT);
|
|
|
|
SetMaxHealth((uint32)value);
|
|
}
|
|
|
|
void Guardian::UpdateMaxPower(Powers power)
|
|
{
|
|
UnitMods unitMod = UnitMods(static_cast<uint16>(UNIT_MOD_POWER_START) + power);
|
|
|
|
float addValue = (power == POWER_MANA) ? std::max<float>(GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT), 0.0f) : 0.0f;
|
|
float multiplicator = 15.0f;
|
|
|
|
switch (GetEntry())
|
|
{
|
|
case NPC_IMP:
|
|
case NPC_WATER_ELEMENTAL_TEMP:
|
|
case NPC_WATER_ELEMENTAL_PERM:
|
|
multiplicator = 4.95f;
|
|
break;
|
|
case NPC_VOIDWALKER:
|
|
case NPC_SUCCUBUS:
|
|
case NPC_FELHUNTER:
|
|
case NPC_FELGUARD:
|
|
multiplicator = 11.5f;
|
|
break;
|
|
default:
|
|
multiplicator = 15.0f;
|
|
break;
|
|
}
|
|
|
|
// xinef: Do NOT add base mana TWICE
|
|
float value = GetModifierValue(unitMod, BASE_VALUE) + (power != POWER_MANA ? GetCreatePowers(power) : 0);
|
|
value *= GetModifierValue(unitMod, BASE_PCT);
|
|
value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * multiplicator;
|
|
value *= GetModifierValue(unitMod, TOTAL_PCT);
|
|
|
|
SetMaxPower(power, uint32(value));
|
|
}
|
|
|
|
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
|
|
{
|
|
if (ranged)
|
|
return;
|
|
|
|
float val = 0.0f;
|
|
UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
|
|
|
|
if (GetEntry() == NPC_IMP) // imp's attack power
|
|
val = GetStat(STAT_STRENGTH) - 10.0f;
|
|
else if (IsPetGhoul()) // DK's ghoul attack power
|
|
val = 589 /*xinef: base ap!*/ + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY);
|
|
else
|
|
val = 2 * GetStat(STAT_STRENGTH) - 20.0f;
|
|
|
|
SetModifierValue(unitMod, 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_MODS field
|
|
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
|
|
//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;
|
|
|
|
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;
|
|
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;
|
|
|
|
if (mindamage < 0.0f || mindamage > 10000000.0f)
|
|
mindamage = BASE_MINDAMAGE;
|
|
if (maxdamage < 0.0f || maxdamage > 10000000.0f)
|
|
maxdamage = BASE_MAXDAMAGE;
|
|
if (mindamage > maxdamage)
|
|
mindamage = maxdamage;
|
|
|
|
// Pet's base damage changes depending on happiness
|
|
if (IsHunterPet() && attType == BASE_ATTACK)
|
|
{
|
|
switch (ToPet()->GetHappinessState())
|
|
{
|
|
case HAPPY:
|
|
// 125% of normal damage
|
|
mindamage = mindamage * 1.25f;
|
|
maxdamage = maxdamage * 1.25f;
|
|
break;
|
|
case CONTENT:
|
|
// 100% of normal damage, nothing to modify
|
|
break;
|
|
case UNHAPPY:
|
|
// 75% of normal damage
|
|
mindamage = mindamage * 0.75f;
|
|
maxdamage = maxdamage * 0.75f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
|
|
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
|
|
}
|