mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 00:58:33 +00:00
Rewrite stats weight and item score calculation
This commit is contained in:
467
src/factory/StatsWeightCalculator.cpp
Normal file
467
src/factory/StatsWeightCalculator.cpp
Normal file
@@ -0,0 +1,467 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
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* and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#include "StatsWeightCalculator.h"
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#include <memory>
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#include "AiFactory.h"
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#include "DBCStores.h"
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#include "ObjectMgr.h"
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#include "PlayerbotAI.h"
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#include "SharedDefines.h"
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#include "StatsCollector.h"
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#include "Unit.h"
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StatsWeightCalculator::StatsWeightCalculator(Player* player) : player_(player)
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{
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if (PlayerbotAI::IsCaster(player))
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type_ = CollectorType::SPELL;
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else if (PlayerbotAI::IsMelee(player))
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type_ = CollectorType::MELEE;
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else
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type_ = CollectorType::RANGED;
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collector_ = std::make_unique<StatsCollector>(type_);
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cls = player->getClass();
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tab = AiFactory::GetPlayerSpecTab(player);
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enable_overflow_penalty_ = true;
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enable_item_set_bonus_ = true;
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}
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void StatsWeightCalculator::Reset()
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{
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collector_->Reset();
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weight_ = 0;
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for (uint32 i = 0; i < STATS_TYPE_MAX; i++)
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{
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stats_weights_[i] = 0;
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}
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}
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float StatsWeightCalculator::CalculateItem(uint32 itemId)
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{
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ItemTemplate const* proto = &sObjectMgr->GetItemTemplateStore()->at(itemId);
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if (!proto)
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return 0.0f;
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Reset();
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collector_->CollectItemStats(proto);
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GenerateWeights(player_);
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for (uint32 i = 0; i < STATS_TYPE_MAX; i++)
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{
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weight_ += stats_weights_[i] * collector_->stats[i];
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}
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CalculateItemTypePenalty(proto);
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if (enable_item_set_bonus_)
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CalculateItemSetBonus(player_, proto);
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CalculateSocketBonus(player_, proto);
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// Blend with item quality and level
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weight_ *= (proto->Quality + 1) * proto->ItemLevel;
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return weight_;
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}
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float StatsWeightCalculator::CalculateEnchant(uint32 enchantId)
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{
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SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId);
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if (!enchant)
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return 0.0f;
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Reset();
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collector_->CollectEnchantStats(enchant);
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GenerateWeights(player_);
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for (uint32 i = 0; i < STATS_TYPE_MAX; i++)
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{
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weight_ += stats_weights_[i] * collector_->stats[i];
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}
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return weight_;
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}
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void StatsWeightCalculator::GenerateWeights(Player* player)
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{
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GenerateBasicWeights(player);
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GenerateAdditionalWeights(player);
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if (enable_overflow_penalty_)
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ApplyOverflowPenalty(player);
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}
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void StatsWeightCalculator::GenerateBasicWeights(Player* player)
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{
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// Basic weights
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stats_weights_[STATS_TYPE_STAMINA] += 0.01f;
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stats_weights_[STATS_TYPE_ARMOR] += 0.001f;
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if (cls == CLASS_HUNTER)
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{
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stats_weights_[STATS_TYPE_AGILITY] += 2.5f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_ARMOR_PENETRATION] += 2.5f;
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stats_weights_[STATS_TYPE_HIT] += 2.0f;
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stats_weights_[STATS_TYPE_CRIT] += 2.0f;
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stats_weights_[STATS_TYPE_HASTE] += 2.0f;
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stats_weights_[STATS_TYPE_RANGED_DPS] += 5.0f;
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}
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else if (cls == CLASS_ROGUE || (cls == CLASS_DRUID && tab == DRUID_TAB_FERAL && !PlayerbotAI::IsTank(player)))
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{
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stats_weights_[STATS_TYPE_AGILITY] += 2.0f;
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stats_weights_[STATS_TYPE_STRENGTH] += 1.0f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_ARMOR_PENETRATION] += 1.5f;
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stats_weights_[STATS_TYPE_HIT] += 1.5f;
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stats_weights_[STATS_TYPE_CRIT] += 1.5f;
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stats_weights_[STATS_TYPE_HASTE] += 1.5f;
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stats_weights_[STATS_TYPE_EXPERTISE] += 2.5f;
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stats_weights_[STATS_TYPE_MELEE_DPS] += 5.0f;
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}
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else if ((cls == CLASS_PALADIN && tab == 2) || // retribution
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(cls == CLASS_WARRIOR && tab != 2) || // arm / fury
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(cls == CLASS_DEATH_KNIGHT && tab != 0) // ice / unholy
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)
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{
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stats_weights_[STATS_TYPE_AGILITY] += 1.0f;
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stats_weights_[STATS_TYPE_STRENGTH] += 2.0f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_ARMOR_PENETRATION] += 2.0f;
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stats_weights_[STATS_TYPE_HIT] += 1.5f;
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stats_weights_[STATS_TYPE_CRIT] += 1.5f;
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stats_weights_[STATS_TYPE_HASTE] += 1.5f;
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stats_weights_[STATS_TYPE_EXPERTISE] += 2.0f;
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stats_weights_[STATS_TYPE_MELEE_DPS] += 5.0f;
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}
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else if ((cls == CLASS_SHAMAN && tab == SHAMAN_TAB_ENHANCEMENT)) // enhancement
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{
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stats_weights_[STATS_TYPE_AGILITY] += 1.6f;
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stats_weights_[STATS_TYPE_STRENGTH] += 1.1f;
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stats_weights_[STATS_TYPE_INTELLECT] += 0.5f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_SPELL_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_ARMOR_PENETRATION] += 1.2f;
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stats_weights_[STATS_TYPE_HIT] += 1.7f;
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stats_weights_[STATS_TYPE_CRIT] += 1.4f;
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stats_weights_[STATS_TYPE_HASTE] += 1.8f;
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stats_weights_[STATS_TYPE_EXPERTISE] += 2.0f;
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stats_weights_[STATS_TYPE_MELEE_DPS] += 5.0f;
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}
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else if (cls == CLASS_WARLOCK || cls == CLASS_MAGE ||
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(cls == CLASS_PRIEST && tab == PRIEST_TAB_SHADOW) || // shadow
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(cls == CLASS_SHAMAN && tab == SHAMAN_TAB_ELEMENTAL) || // element
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(cls == CLASS_DRUID && tab == DRUID_TAB_BALANCE)) // balance
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{
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stats_weights_[STATS_TYPE_INTELLECT] += 0.5f;
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stats_weights_[STATS_TYPE_SPIRIT] += 0.5f;
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stats_weights_[STATS_TYPE_SPELL_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_SPELL_PENETRATION] += 1.0f;
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stats_weights_[STATS_TYPE_HIT] += 1.0f;
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stats_weights_[STATS_TYPE_CRIT] += 1.0f;
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stats_weights_[STATS_TYPE_HASTE] += 1.0f;
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stats_weights_[STATS_TYPE_RANGED_DPS] += 1.0f;
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}
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else if ((cls == CLASS_PALADIN && tab == PALADIN_TAB_HOLY) || // holy
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(cls == CLASS_PRIEST && tab != PRIEST_TAB_SHADOW) || // discipline / holy
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(cls == CLASS_SHAMAN && tab == SHAMAN_TAB_RESTORATION) || // heal
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(cls == CLASS_DRUID && tab == DRUID_TAB_RESTORATION))
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{
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stats_weights_[STATS_TYPE_INTELLECT] += 0.5f;
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stats_weights_[STATS_TYPE_SPIRIT] += 0.5f;
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stats_weights_[STATS_TYPE_SPELL_POWER] += 1.0f;
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stats_weights_[STATS_TYPE_MANA_REGENERATION] += 0.5f;
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stats_weights_[STATS_TYPE_CRIT] += 0.5f;
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stats_weights_[STATS_TYPE_HASTE] += 1.0f;
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stats_weights_[STATS_TYPE_RANGED_DPS] += 1.0f;
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}
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else if ((cls == CLASS_WARRIOR && tab == 2) || (cls == CLASS_PALADIN && tab == 1))
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{
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stats_weights_[STATS_TYPE_AGILITY] += 2.0f;
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stats_weights_[STATS_TYPE_STRENGTH] += 1.0f;
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stats_weights_[STATS_TYPE_STAMINA] += 3.0f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 0.2f;
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stats_weights_[STATS_TYPE_DEFENSE] += 2.5f;
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stats_weights_[STATS_TYPE_PARRY] += 2.0f;
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stats_weights_[STATS_TYPE_DODGE] += 2.0f;
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stats_weights_[STATS_TYPE_RESILIENCE] += 2.0f;
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stats_weights_[STATS_TYPE_BLOCK_RATING] += 1.0f;
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stats_weights_[STATS_TYPE_BLOCK_VALUE] += 0.5f;
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stats_weights_[STATS_TYPE_ARMOR] += 0.3f;
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stats_weights_[STATS_TYPE_HIT] += 2.0f;
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stats_weights_[STATS_TYPE_CRIT] += 0.2f;
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stats_weights_[STATS_TYPE_HASTE] += 0.5f;
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stats_weights_[STATS_TYPE_EXPERTISE] += 3.0f;
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stats_weights_[STATS_TYPE_MELEE_DPS] += 2.0f;
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}
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else if (cls == CLASS_DEATH_KNIGHT && tab == 0)
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{
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stats_weights_[STATS_TYPE_AGILITY] += 2.0f;
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stats_weights_[STATS_TYPE_STRENGTH] += 1.0f;
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stats_weights_[STATS_TYPE_STAMINA] += 2.5f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 0.2f;
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stats_weights_[STATS_TYPE_DEFENSE] += 3.5f;
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stats_weights_[STATS_TYPE_PARRY] += 2.0f;
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stats_weights_[STATS_TYPE_DODGE] += 2.0f;
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stats_weights_[STATS_TYPE_RESILIENCE] += 2.0f;
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stats_weights_[STATS_TYPE_ARMOR] += 0.3f;
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stats_weights_[STATS_TYPE_HIT] += 2.0f;
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stats_weights_[STATS_TYPE_CRIT] += 0.5f;
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stats_weights_[STATS_TYPE_HASTE] += 0.5f;
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stats_weights_[STATS_TYPE_EXPERTISE] += 3.5f;
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stats_weights_[STATS_TYPE_MELEE_DPS] += 2.0f;
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}
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else
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{
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// BEAR DRUID TANK
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stats_weights_[STATS_TYPE_AGILITY] += 1.5f;
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stats_weights_[STATS_TYPE_STRENGTH] += 1.0f;
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stats_weights_[STATS_TYPE_STAMINA] += 1.5f;
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stats_weights_[STATS_TYPE_ATTACK_POWER] += 0.2f;
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stats_weights_[STATS_TYPE_DEFENSE] += 2.0f;
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stats_weights_[STATS_TYPE_DODGE] += 2.0f;
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stats_weights_[STATS_TYPE_RESILIENCE] += 2.0f;
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stats_weights_[STATS_TYPE_ARMOR] += 0.3f;
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stats_weights_[STATS_TYPE_HIT] += 2.0f;
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stats_weights_[STATS_TYPE_CRIT] += 0.5f;
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stats_weights_[STATS_TYPE_HASTE] += 0.5f;
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stats_weights_[STATS_TYPE_EXPERTISE] += 3.0f;
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stats_weights_[STATS_TYPE_MELEE_DPS] += 2.0f;
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}
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}
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void StatsWeightCalculator::GenerateAdditionalWeights(Player* player)
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{
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uint8 cls = player->getClass();
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// int tab = AiFactory::GetPlayerSpecTab(player);
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if (cls == CLASS_HUNTER)
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{
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if (player->HasAura(34484))
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stats_weights_[STATS_TYPE_INTELLECT] += 1.0f;
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}
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else if (cls == CLASS_WARRIOR)
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{
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if (player->HasAura(61222))
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stats_weights_[STATS_TYPE_ARMOR] += 0.03f;
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}
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else if (cls == CLASS_SHAMAN)
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{
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if (player->HasAura(51885))
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stats_weights_[STATS_TYPE_INTELLECT] += 1.0f;
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}
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}
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void StatsWeightCalculator::CalculateItemSetBonus(Player* player, ItemTemplate const* proto)
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{
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uint32 itemSet = proto->ItemSet;
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if (!itemSet)
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return;
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float multiplier = 1.0f;
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size_t i = 0;
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for (i = 0; i < player->ItemSetEff.size(); i++)
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{
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if (player->ItemSetEff[i])
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{
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ItemSetEffect* eff = player->ItemSetEff[i];
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uint32 setId = eff->setid;
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if (itemSet != setId)
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continue;
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const ItemSetEntry *setEntry = sItemSetStore.LookupEntry(setId);
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if (!setEntry)
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continue;
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uint32 itemCount = eff->item_count;
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uint32 max_items = 0;
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for (size_t j = 0; j < MAX_ITEM_SET_SPELLS; j++)
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max_items = std::max(max_items, setEntry->items_to_triggerspell[j]);
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if (itemCount < max_items)
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{
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multiplier += 0.1f * itemCount; // 10% bonus for each item already equipped
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}
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else
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{
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multiplier = 1.0f; // All item set effect has been triggerred
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}
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break;
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}
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}
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if (i == player->ItemSetEff.size())
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multiplier = 1.05f; // this is the first item in the item set
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weight_ *= multiplier;
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}
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void StatsWeightCalculator::CalculateSocketBonus(Player* player, ItemTemplate const* proto)
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{
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uint32 socketNum = 0;
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for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
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{
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uint8 socketColor = proto->Socket[enchant_slot - SOCK_ENCHANTMENT_SLOT].Color;
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if (!socketColor) // no socket slot
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continue;
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socketNum++;
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}
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float multiplier = 1.0f + socketNum * 0.03f; // 3% bonus for socket
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weight_ *= multiplier;
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}
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void StatsWeightCalculator::CalculateItemTypePenalty(ItemTemplate const* proto)
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{
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// penalty for different type armor
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if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass >= ITEM_SUBCLASS_ARMOR_CLOTH &&
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proto->SubClass <= ITEM_SUBCLASS_ARMOR_PLATE && NotBestArmorType(proto->SubClass))
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{
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weight_ *= 0.8;
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}
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// double hand
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if (proto->Class == ITEM_CLASS_WEAPON)
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{
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bool isDoubleHand = proto->Class == ITEM_CLASS_WEAPON &&
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!(ITEM_SUBCLASS_MASK_SINGLE_HAND & (1 << proto->SubClass)) &&
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!(ITEM_SUBCLASS_MASK_WEAPON_RANGED & (1 << proto->SubClass));
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if (isDoubleHand)
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{
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weight_ *= 0.5;
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}
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// spec without double hand
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// enhancement, rogue, ice dk, unholy dk, shield tank, fury warrior without titan's grip but with duel wield
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if (isDoubleHand &&
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((cls == CLASS_SHAMAN && tab == SHAMAN_TAB_ENHANCEMENT && player_->CanDualWield()) ||
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(cls == CLASS_ROGUE) || (cls == CLASS_DEATH_KNIGHT && tab != DEATHKNIGT_TAB_BLOOD) ||
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(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && !player_->CanTitanGrip() && player_->CanDualWield()) ||
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(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_PROTECTION) ||
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(cls == CLASS_PALADIN && tab == PALADIN_TAB_PROTECTION)))
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{
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weight_ *= 0.1;
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}
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// spec with double hand
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// fury without duel wield, arms, bear, retribution, blood dk
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if (isDoubleHand &&
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((cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && !player_->CanDualWield()) ||
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(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_ARMS) || (cls == CLASS_DRUID && tab == DRUID_TAB_FERAL) ||
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(cls == CLASS_PALADIN && tab == PALADIN_TAB_RETRIBUTION) ||
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(cls == CLASS_DEATH_KNIGHT && tab == DEATHKNIGT_TAB_BLOOD) ||
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(cls == CLASS_SHAMAN && tab == SHAMAN_TAB_ENHANCEMENT && !player_->CanDualWield())))
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{
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weight_ *= 10;
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}
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// fury with titan's grip
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if (isDoubleHand && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM &&
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(cls == CLASS_WARRIOR && tab == WARRIOR_TAB_FURY && player_->CanTitanGrip()))
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{
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weight_ *= 10;
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}
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}
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if (proto->Class == ITEM_CLASS_WEAPON)
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{
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if (cls == CLASS_HUNTER && proto->SubClass == ITEM_SUBCLASS_WEAPON_THROWN)
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{
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weight_ *= 0.1;
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}
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if (cls == CLASS_ROGUE && tab == ROGUE_TAB_ASSASSINATION && proto->SubClass != ITEM_SUBCLASS_WEAPON_DAGGER)
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{
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weight_ *= 0.1;
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}
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}
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}
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bool StatsWeightCalculator::NotBestArmorType(uint32 item_subclass_armor)
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{
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if (player_->HasSkill(SKILL_PLATE_MAIL))
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{
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return item_subclass_armor != ITEM_SUBCLASS_ARMOR_PLATE;
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}
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if (player_->HasSkill(SKILL_MAIL))
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{
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return item_subclass_armor != ITEM_SUBCLASS_ARMOR_MAIL;
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}
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if (player_->HasSkill(SKILL_LEATHER))
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{
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return item_subclass_armor != ITEM_SUBCLASS_ARMOR_LEATHER;
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}
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return false;
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}
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void StatsWeightCalculator::ApplyOverflowPenalty(Player* player)
|
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{
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||||
{
|
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float hit_current, hit_overflow;
|
||||
if (type_ == CollectorType::SPELL)
|
||||
{
|
||||
hit_current = player->GetRatingBonusValue(CR_HIT_SPELL);
|
||||
hit_overflow = SPELL_HIT_OVERFLOW;
|
||||
}
|
||||
else if (type_ == CollectorType::MELEE)
|
||||
{
|
||||
hit_current = player->GetRatingBonusValue(CR_HIT_MELEE);
|
||||
hit_overflow = MELEE_HIT_OVERFLOW;
|
||||
}
|
||||
else
|
||||
{
|
||||
hit_current = player->GetRatingBonusValue(CR_HIT_RANGED);
|
||||
hit_overflow = RANGED_HIT_OVERFLOW;
|
||||
}
|
||||
if (hit_current >= hit_overflow)
|
||||
stats_weights_[STATS_TYPE_HIT] = 0.0f;
|
||||
else if (hit_current >= hit_overflow * 0.8)
|
||||
stats_weights_[STATS_TYPE_HIT] /= 1.5;
|
||||
}
|
||||
|
||||
{
|
||||
if (type_ == CollectorType::MELEE)
|
||||
{
|
||||
float expertise_current, expertise_overflow;
|
||||
expertise_current = player->GetRatingBonusValue(CR_EXPERTISE);
|
||||
expertise_overflow = EXPERTISE_OVERFLOW;
|
||||
if (expertise_current >= expertise_overflow)
|
||||
stats_weights_[STATS_TYPE_EXPERTISE] = 0.0f;
|
||||
else if (expertise_current >= expertise_overflow * 0.8)
|
||||
stats_weights_[STATS_TYPE_EXPERTISE] /= 1.5;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
if (type_ == CollectorType::MELEE)
|
||||
{
|
||||
float defense_current, defense_overflow;
|
||||
defense_current = player->GetRatingBonusValue(CR_DEFENSE_SKILL);
|
||||
defense_overflow = EXPERTISE_OVERFLOW;
|
||||
if (defense_current >= defense_overflow)
|
||||
stats_weights_[STATS_TYPE_EXPERTISE] /= 2;
|
||||
else if (defense_current >= defense_overflow * 0.8)
|
||||
stats_weights_[STATS_TYPE_EXPERTISE] /= 1.5;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
if (type_ == CollectorType::MELEE || type_ == CollectorType::RANGED)
|
||||
{
|
||||
float armor_pnetration_current, armor_pnetration_overflow;
|
||||
armor_pnetration_current = player->GetRatingBonusValue(CR_ARMOR_PENETRATION);
|
||||
armor_pnetration_overflow = EXPERTISE_OVERFLOW;
|
||||
if (armor_pnetration_current >= armor_pnetration_overflow)
|
||||
stats_weights_[STATS_TYPE_ARMOR_PENETRATION] = 0.0f;
|
||||
if (armor_pnetration_current >= armor_pnetration_overflow * 0.8)
|
||||
stats_weights_[STATS_TYPE_ARMOR_PENETRATION] /= 1.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user