Trigger spell availability check

This commit is contained in:
Yunfan Li
2024-08-10 02:33:32 +08:00
parent 017e36333e
commit 7db30c96b8
3 changed files with 338 additions and 213 deletions

View File

@@ -53,7 +53,7 @@ void StatsCollector::CollectItemStats(ItemTemplate const* proto)
} }
} }
void StatsCollector::CollectSpellStats(uint32 spellId, bool isTrigger) void StatsCollector::CollectSpellStats(uint32 spellId, bool isTriggered)
{ {
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
@@ -63,171 +63,49 @@ void StatsCollector::CollectSpellStats(uint32 spellId, bool isTrigger)
if (CollectSpecialCaseSpellStats(spellId)) if (CollectSpecialCaseSpellStats(spellId))
return; return;
float multiplier = isTrigger ? 0.25f : 1.0f; /// @todo Not all triggered spell need this penalty
float multiplier = isTriggered ? 0.25f : 1.0f;
bool canNextTrigger = true;
uint32 procFlags;
const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
if (eventEntry && eventEntry->procFlags)
procFlags = eventEntry->procFlags;
else
procFlags = spellInfo->ProcFlags;
if (procFlags && !CanBeTriggeredByType(spellInfo, procFlags))
canNextTrigger = false;
// if (!eventEntry || eventEntry->cooldown == 0)
// {
// }
// if (spellInfo->ProcChance == 100)
if (spellInfo->StackAmount) if (spellInfo->StackAmount)
multiplier *= spellInfo->StackAmount; multiplier *= spellInfo->StackAmount;
// spellInfo->ProcFlags
// const SpellProcEntry* procEntry = sSpellMgr->GetSpellProcEntry(spellId);
// spellInfo->SpellFamilyFlags
// spellInfo->ProcFlags
// procEntry->SpellTypeMask
for (int i = 0; i < MAX_SPELL_EFFECTS; i++) for (int i = 0; i < MAX_SPELL_EFFECTS; i++)
{ {
if (spellInfo->IsPositive()) if (spellInfo->IsPositive())
CollectPositiveSpellEffectStats(spellInfo->Effects[i], multiplier); CollectPositiveSpellEffectStats(spellInfo->Effects[i], multiplier, canNextTrigger);
} }
} }
void StatsCollector::CollectPositiveSpellEffectStats(const SpellEffectInfo& effectInfo, float multiplier) void StatsCollector::CollectPositiveSpellEffectStats(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger)
{ {
if (effectInfo.Effect != SPELL_EFFECT_APPLY_AURA)
return;
int32 val = effectInfo.CalcValue(); switch (effectInfo.Effect)
switch (effectInfo.ApplyAuraName)
{ {
case SPELL_AURA_MOD_DAMAGE_DONE: case SPELL_EFFECT_APPLY_AURA:
// case SPELL_AURA_MOD_HEALING_DONE is duplicated HandleApplyAura(effectInfo, multiplier, canNextTrigger);
stats[STATS_TYPE_SPELL_POWER] += val * multiplier;
break; break;
case SPELL_AURA_MOD_ATTACK_POWER: // case SPELL_EFFECT_HEAL:
stats[STATS_TYPE_ATTACK_POWER] += val * multiplier; // int32 val = effectInfo.CalcValue();
break; // stats[STATS_TYPE_HEAL_POWER] += (float)val / 5 * multiplier;
case SPELL_AURA_MOD_SHIELD_BLOCKVALUE: // break;
stats[STATS_TYPE_BLOCK_VALUE] += val * multiplier;
break;
case SPELL_AURA_MOD_STAT:
{
uint32 statType = effectInfo.MiscValue;
switch (statType)
{
case STAT_STRENGTH:
stats[STATS_TYPE_STRENGTH] += val * multiplier;
break;
case STAT_AGILITY:
stats[STATS_TYPE_AGILITY] += val * multiplier;
break;
case STAT_STAMINA:
stats[STATS_TYPE_STAMINA] += val * multiplier;
break;
case STAT_INTELLECT:
stats[STATS_TYPE_INTELLECT] += val * multiplier;
break;
case STAT_SPIRIT:
stats[STATS_TYPE_SPIRIT] += val * multiplier;
break;
case -1: // Stat all
stats[STATS_TYPE_STRENGTH] += val * multiplier;
stats[STATS_TYPE_AGILITY] += val * multiplier;
stats[STATS_TYPE_STAMINA] += val * multiplier;
stats[STATS_TYPE_INTELLECT] += val * multiplier;
stats[STATS_TYPE_SPIRIT] += val * multiplier;
break;
default:
break;
}
break;
}
case SPELL_AURA_MOD_RESISTANCE:
{
uint32 statType = effectInfo.MiscValue;
if (statType & SPELL_SCHOOL_MASK_NORMAL) // physical
stats[STATS_TYPE_ARMOR] += val * multiplier;
break;
}
case SPELL_AURA_MOD_RATING:
{
for (uint32 rating = CR_WEAPON_SKILL; rating < MAX_COMBAT_RATING; ++rating)
{
if (effectInfo.MiscValue & (1 << rating))
{
switch (rating)
{
case CR_DEFENSE_SKILL:
stats[STATS_TYPE_DEFENSE] += val * multiplier;
break;
case CR_DODGE:
stats[STATS_TYPE_DODGE] += val * multiplier;
break;
case CR_PARRY:
stats[STATS_TYPE_PARRY] += val * multiplier;
break;
case CR_BLOCK:
stats[STATS_TYPE_BLOCK_RATING] += val * multiplier;
break;
case CR_HIT_MELEE:
if (type_ == CollectorType::MELEE)
stats[STATS_TYPE_HIT] += val * multiplier;
break;
case CR_HIT_RANGED:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_HIT] += val * multiplier;
break;
case CR_HIT_SPELL:
if (type_ == CollectorType::SPELL)
stats[STATS_TYPE_HIT] += val * multiplier;
break;
case CR_CRIT_MELEE:
if (type_ == CollectorType::MELEE)
stats[STATS_TYPE_CRIT] += val * multiplier;
break;
case CR_CRIT_RANGED:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_CRIT] += val * multiplier;
break;
case CR_CRIT_SPELL:
if (type_ == CollectorType::SPELL)
stats[STATS_TYPE_CRIT] += val * multiplier;
break;
case CR_HASTE_MELEE:
if (type_ == CollectorType::MELEE)
stats[STATS_TYPE_HASTE] += val * multiplier;
break;
case CR_HASTE_RANGED:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_HASTE] += val * multiplier;
break;
case CR_HASTE_SPELL:
if (type_ == CollectorType::SPELL)
stats[STATS_TYPE_HASTE] += val * multiplier;
break;
case CR_EXPERTISE:
stats[STATS_TYPE_EXPERTISE] += val * multiplier;
break;
case CR_ARMOR_PENETRATION:
stats[STATS_TYPE_ARMOR_PENETRATION] += val * multiplier;
break;
default:
break;
}
}
break;
}
}
case SPELL_AURA_MOD_POWER_REGEN:
{
uint32 powerType = effectInfo.MiscValue;
switch (powerType)
{
case POWER_MANA:
stats[STATS_TYPE_MANA_REGENERATION] += val * multiplier;
default:
break;
}
break;
}
case SPELL_AURA_PROC_TRIGGER_SPELL:
{
CollectSpellStats(effectInfo.TriggerSpell, true);
break;
}
case SPELL_AURA_PERIODIC_TRIGGER_SPELL:
{
CollectSpellStats(effectInfo.TriggerSpell, true);
break;
}
default: default:
break; break;
} }
@@ -271,16 +149,16 @@ void StatsCollector::CollectEnchantStats(SpellItemEnchantmentEntry const* enchan
} }
} }
/// @todo Special case for some spell that hard to calculate, like trinket, libram, etc. /// @todo Special case for some spell that hard to calculate, like trinket, relic, etc.
bool StatsCollector::CollectSpecialCaseSpellStats(uint32 spellId) { bool StatsCollector::CollectSpecialCaseSpellStats(uint32 spellId) {
// trinket // trinket
switch (spellId) switch (spellId)
{ {
case 71519: // Deathbringer's Will case 71519: // Deathbringer's Will
stats[STATS_TYPE_ATTACK_POWER] += 400; stats[STATS_TYPE_ATTACK_POWER] += 350;
return true; return true;
case 71562: // Deathbringer's Will case 71562: // Deathbringer's Will (heroic)
stats[STATS_TYPE_ATTACK_POWER] += 450; stats[STATS_TYPE_ATTACK_POWER] += 400;
return true; return true;
default: default:
break; break;
@@ -324,7 +202,20 @@ bool StatsCollector::CollectSpecialEnchantSpellStats(uint32 enchantSpellId)
// stats[STATS_TYPE_PARRY] += 50; // stats[STATS_TYPE_PARRY] += 50;
// } // }
// return true; // return true;
case 64571: case 53365: // Rune of the Fallen Crusader
if (type_ == CollectorType::MELEE)
{
stats[STATS_TYPE_STRENGTH] += 60;
}
return true;
case 62157: // Rune of the Stoneskin Gargoyle
if (type_ == CollectorType::MELEE)
{
stats[STATS_TYPE_DEFENSE] += 25;
stats[STATS_TYPE_STAMINA] += 40;
}
return true;
case 64571: // Blood draining
if (type_ == CollectorType::MELEE) if (type_ == CollectorType::MELEE)
{ {
stats[STATS_TYPE_STAMINA] += 50; stats[STATS_TYPE_STAMINA] += 50;
@@ -333,52 +224,108 @@ bool StatsCollector::CollectSpecialEnchantSpellStats(uint32 enchantSpellId)
default: default:
break; break;
} }
{ // {
int allStatsAmount = 0; // int allStatsAmount = 0;
switch (enchantSpellId) // switch (enchantSpellId)
{ // {
case 13624: // case 13624:
allStatsAmount = 1; // allStatsAmount = 1;
break; // break;
case 13625: // case 13625:
allStatsAmount = 2; // allStatsAmount = 2;
break; // break;
case 13824: // case 13824:
allStatsAmount = 3; // allStatsAmount = 3;
break; // break;
case 19988: // case 19988:
case 44627: // case 44627:
case 56527: // case 56527:
allStatsAmount = 4; // allStatsAmount = 4;
break; // break;
case 27959: // case 27959:
case 56529: // case 56529:
allStatsAmount = 6; // allStatsAmount = 6;
break; // break;
case 44624: // case 44624:
allStatsAmount = 8; // allStatsAmount = 8;
break; // break;
case 60694: // case 60694:
case 68251: // case 68251:
allStatsAmount = 10; // allStatsAmount = 10;
break; // break;
default: // default:
break; // break;
} // }
if (allStatsAmount != 0) // if (allStatsAmount != 0)
{ // {
stats[STATS_TYPE_AGILITY] += allStatsAmount; // stats[STATS_TYPE_AGILITY] += allStatsAmount;
stats[STATS_TYPE_STRENGTH] += allStatsAmount; // stats[STATS_TYPE_STRENGTH] += allStatsAmount;
stats[STATS_TYPE_INTELLECT] += allStatsAmount; // stats[STATS_TYPE_INTELLECT] += allStatsAmount;
stats[STATS_TYPE_SPIRIT] += allStatsAmount; // stats[STATS_TYPE_SPIRIT] += allStatsAmount;
stats[STATS_TYPE_STAMINA] += allStatsAmount; // stats[STATS_TYPE_STAMINA] += allStatsAmount;
return true; // return true;
} // }
} // }
return false; return false;
} }
bool StatsCollector::CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags)
{
const SpellProcEventEntry* eventEntry = sSpellMgr->GetSpellProcEvent(spellInfo->Id);
uint32 spellFamilyName = eventEntry ? eventEntry->spellFamilyName : 0;
if (spellFamilyName != 0)
/// @todo Check specific trigger spell by spellFamilyMask
return true;
uint32 triggerMask = TAKEN_HIT_PROC_FLAG_MASK; // Generic trigger mask
switch (type_) {
case CollectorType::MELEE:
{
triggerMask |= MELEE_PROC_FLAG_MASK;
triggerMask |= SPELL_PROC_FLAG_MASK;
triggerMask |= PERIODIC_PROC_FLAG_MASK;
if (procFlags & triggerMask)
return true;
break;
}
case CollectorType::RANGED:
{
triggerMask |= RANGED_PROC_FLAG_MASK;
triggerMask |= SPELL_PROC_FLAG_MASK;
triggerMask |= PERIODIC_PROC_FLAG_MASK;
if (procFlags & triggerMask)
return true;
break;
}
case CollectorType::SPELL_DMG:
{
triggerMask |= SPELL_PROC_FLAG_MASK;
// Healing spell cannot trigger
triggerMask &= ~PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS;
triggerMask &= ~PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS;
if (procFlags & triggerMask)
return true;
break;
}
case CollectorType::SPELL_HEAL:
{
triggerMask |= SPELL_PROC_FLAG_MASK;
// Dmg spell should not trigger
triggerMask &= ~PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG;
triggerMask &= ~PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG;
triggerMask &= ~PROC_FLAG_DONE_PERIODIC; // spellFamilyName = 0 and PROC_FLAG_DONE_PERIODIC -> it is a dmg spell
if (procFlags & triggerMask)
return true;
break;
}
default:
break;
}
return false;
}
void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val) void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
{ {
switch (itemStatType) switch (itemStatType)
@@ -481,6 +428,7 @@ void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
break; break;
case ITEM_MOD_SPELL_POWER: case ITEM_MOD_SPELL_POWER:
stats[STATS_TYPE_SPELL_POWER] += val; stats[STATS_TYPE_SPELL_POWER] += val;
stats[STATS_TYPE_HEAL_POWER] += val;
break; break;
case ITEM_MOD_HEALTH_REGEN: case ITEM_MOD_HEALTH_REGEN:
stats[STATS_TYPE_HEALTH_REGENERATION] += val; stats[STATS_TYPE_HEALTH_REGENERATION] += val;
@@ -497,3 +445,171 @@ void StatsCollector::CollectByItemStatType(uint32 itemStatType, int32 val)
break; break;
} }
} }
void StatsCollector::HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger)
{
if (effectInfo.Effect != SPELL_EFFECT_APPLY_AURA)
return;
int32 val = effectInfo.CalcValue();
switch (effectInfo.ApplyAuraName)
{
case SPELL_AURA_MOD_DAMAGE_DONE:
{
int32 schoolType = effectInfo.MiscValue;
if (schoolType & SPELL_SCHOOL_MASK_NORMAL)
stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
if ((schoolType & SPELL_SCHOOL_MASK_MAGIC) == SPELL_SCHOOL_MASK_MAGIC)
stats[STATS_TYPE_SPELL_POWER] += val * multiplier;
break;
}
case SPELL_AURA_MOD_HEALING_DONE:
stats[STATS_TYPE_HEAL_POWER] += val * multiplier;
break;
case SPELL_AURA_MOD_ATTACK_POWER:
stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
break;
case SPELL_AURA_MOD_RANGED_ATTACK_POWER:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_ATTACK_POWER] += val * multiplier;
break;
case SPELL_AURA_MOD_SHIELD_BLOCKVALUE:
stats[STATS_TYPE_BLOCK_VALUE] += val * multiplier;
break;
case SPELL_AURA_MOD_STAT:
{
int32 statType = effectInfo.MiscValue;
switch (statType)
{
case STAT_STRENGTH:
stats[STATS_TYPE_STRENGTH] += val * multiplier;
break;
case STAT_AGILITY:
stats[STATS_TYPE_AGILITY] += val * multiplier;
break;
case STAT_STAMINA:
stats[STATS_TYPE_STAMINA] += val * multiplier;
break;
case STAT_INTELLECT:
stats[STATS_TYPE_INTELLECT] += val * multiplier;
break;
case STAT_SPIRIT:
stats[STATS_TYPE_SPIRIT] += val * multiplier;
break;
case -1: // Stat all
stats[STATS_TYPE_STRENGTH] += val * multiplier;
stats[STATS_TYPE_AGILITY] += val * multiplier;
stats[STATS_TYPE_STAMINA] += val * multiplier;
stats[STATS_TYPE_INTELLECT] += val * multiplier;
stats[STATS_TYPE_SPIRIT] += val * multiplier;
break;
default:
break;
}
break;
}
case SPELL_AURA_MOD_RESISTANCE:
{
int32 statType = effectInfo.MiscValue;
if (statType & SPELL_SCHOOL_MASK_NORMAL) // physical
stats[STATS_TYPE_ARMOR] += val * multiplier;
break;
}
case SPELL_AURA_MOD_RATING:
{
for (uint32 rating = CR_WEAPON_SKILL; rating < MAX_COMBAT_RATING; ++rating)
{
if (effectInfo.MiscValue & (1 << rating))
{
switch (rating)
{
case CR_DEFENSE_SKILL:
stats[STATS_TYPE_DEFENSE] += val * multiplier;
break;
case CR_DODGE:
stats[STATS_TYPE_DODGE] += val * multiplier;
break;
case CR_PARRY:
stats[STATS_TYPE_PARRY] += val * multiplier;
break;
case CR_BLOCK:
stats[STATS_TYPE_BLOCK_RATING] += val * multiplier;
break;
case CR_HIT_MELEE:
if (type_ == CollectorType::MELEE)
stats[STATS_TYPE_HIT] += val * multiplier;
break;
case CR_HIT_RANGED:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_HIT] += val * multiplier;
break;
case CR_HIT_SPELL:
if (type_ == CollectorType::SPELL)
stats[STATS_TYPE_HIT] += val * multiplier;
break;
case CR_CRIT_MELEE:
if (type_ == CollectorType::MELEE)
stats[STATS_TYPE_CRIT] += val * multiplier;
break;
case CR_CRIT_RANGED:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_CRIT] += val * multiplier;
break;
case CR_CRIT_SPELL:
if (type_ == CollectorType::SPELL)
stats[STATS_TYPE_CRIT] += val * multiplier;
break;
case CR_HASTE_MELEE:
if (type_ == CollectorType::MELEE)
stats[STATS_TYPE_HASTE] += val * multiplier;
break;
case CR_HASTE_RANGED:
if (type_ == CollectorType::RANGED)
stats[STATS_TYPE_HASTE] += val * multiplier;
break;
case CR_HASTE_SPELL:
if (type_ == CollectorType::SPELL)
stats[STATS_TYPE_HASTE] += val * multiplier;
break;
case CR_EXPERTISE:
stats[STATS_TYPE_EXPERTISE] += val * multiplier;
break;
case CR_ARMOR_PENETRATION:
stats[STATS_TYPE_ARMOR_PENETRATION] += val * multiplier;
break;
default:
break;
}
}
break;
}
}
case SPELL_AURA_MOD_POWER_REGEN:
{
int32 powerType = effectInfo.MiscValue;
switch (powerType)
{
case POWER_MANA:
stats[STATS_TYPE_MANA_REGENERATION] += val * multiplier;
default:
break;
}
break;
}
case SPELL_AURA_PROC_TRIGGER_SPELL:
{
if (canNextTrigger)
CollectSpellStats(effectInfo.TriggerSpell, true);
break;
}
case SPELL_AURA_PERIODIC_TRIGGER_SPELL:
{
if (canNextTrigger)
CollectSpellStats(effectInfo.TriggerSpell, true);
break;
}
default:
break;
}
}

View File

@@ -29,9 +29,11 @@ enum StatsType : uint8
STATS_TYPE_BLOCK_RATING, STATS_TYPE_BLOCK_RATING,
STATS_TYPE_RESILIENCE, STATS_TYPE_RESILIENCE,
STATS_TYPE_HEALTH_REGENERATION, STATS_TYPE_HEALTH_REGENERATION,
// Stats for spell damage and heal // Stats for spell damage
STATS_TYPE_SPELL_POWER, STATS_TYPE_SPELL_POWER,
STATS_TYPE_SPELL_PENETRATION, STATS_TYPE_SPELL_PENETRATION,
// Stats for heal
STATS_TYPE_HEAL_POWER,
STATS_TYPE_MANA_REGENERATION, STATS_TYPE_MANA_REGENERATION,
// Stats for physical damage and melee // Stats for physical damage and melee
STATS_TYPE_ATTACK_POWER, STATS_TYPE_ATTACK_POWER,
@@ -40,14 +42,16 @@ enum StatsType : uint8
// Stats for weapon dps // Stats for weapon dps
STATS_TYPE_MELEE_DPS, STATS_TYPE_MELEE_DPS,
STATS_TYPE_RANGED_DPS, STATS_TYPE_RANGED_DPS,
STATS_TYPE_MAX = 24 STATS_TYPE_MAX = 25
}; };
enum class CollectorType enum CollectorType : uint8
{ {
MELEE, MELEE = 1,
RANGED, RANGED = 2,
SPELL SPELL_DMG = 4,
SPELL_HEAL = 8,
SPELL = SPELL_DMG | SPELL_HEAL
}; };
class StatsCollector class StatsCollector
@@ -57,18 +61,21 @@ public:
StatsCollector(StatsCollector& stats) = default; StatsCollector(StatsCollector& stats) = default;
void Reset(); void Reset();
void CollectItemStats(ItemTemplate const* proto); void CollectItemStats(ItemTemplate const* proto);
void CollectSpellStats(uint32 spellId, bool isTrigger = false); void CollectSpellStats(uint32 spellId, bool isTriggered = false);
void CollectPositiveSpellEffectStats(const SpellEffectInfo& effectInfo, float multiplier = 1.0f); void CollectPositiveSpellEffectStats(const SpellEffectInfo& effectInfo, float multiplier = 1.0f, bool canNextTrigger = true);
void CollectEnchantStats(SpellItemEnchantmentEntry const* enchant); void CollectEnchantStats(SpellItemEnchantmentEntry const* enchant);
public: public:
int32 stats[STATS_TYPE_MAX]; int32 stats[STATS_TYPE_MAX];
private: private:
bool CanBeTriggeredByType(SpellInfo const* spellInfo, uint32 procFlags);
void CollectByItemStatType(uint32 itemStatType, int32 val); void CollectByItemStatType(uint32 itemStatType, int32 val);
bool CollectSpecialCaseSpellStats(uint32 spellId); bool CollectSpecialCaseSpellStats(uint32 spellId);
bool CollectSpecialEnchantSpellStats(uint32 enchantSpellId); bool CollectSpecialEnchantSpellStats(uint32 enchantSpellId);
void HandleApplyAura(const SpellEffectInfo& effectInfo, float multiplier, bool canNextTrigger);
private: private:
CollectorType type_; CollectorType type_;
}; };

View File

@@ -17,8 +17,10 @@
StatsWeightCalculator::StatsWeightCalculator(Player* player) : player_(player) StatsWeightCalculator::StatsWeightCalculator(Player* player) : player_(player)
{ {
if (PlayerbotAI::IsCaster(player)) if (PlayerbotAI::IsHeal(player))
type_ = CollectorType::SPELL; type_ = CollectorType::SPELL_HEAL;
else if (PlayerbotAI::IsCaster(player))
type_ = CollectorType::SPELL_DMG;
else if (PlayerbotAI::IsMelee(player)) else if (PlayerbotAI::IsMelee(player))
type_ = CollectorType::MELEE; type_ = CollectorType::MELEE;
else else
@@ -179,7 +181,7 @@ void StatsWeightCalculator::GenerateBasicWeights(Player* player)
{ {
stats_weights_[STATS_TYPE_INTELLECT] += 0.5f; stats_weights_[STATS_TYPE_INTELLECT] += 0.5f;
stats_weights_[STATS_TYPE_SPIRIT] += 0.5f; stats_weights_[STATS_TYPE_SPIRIT] += 0.5f;
stats_weights_[STATS_TYPE_SPELL_POWER] += 1.0f; stats_weights_[STATS_TYPE_HEAL_POWER] += 1.0f;
stats_weights_[STATS_TYPE_MANA_REGENERATION] += 0.5f; stats_weights_[STATS_TYPE_MANA_REGENERATION] += 0.5f;
stats_weights_[STATS_TYPE_CRIT] += 0.5f; stats_weights_[STATS_TYPE_CRIT] += 0.5f;
stats_weights_[STATS_TYPE_HASTE] += 1.0f; stats_weights_[STATS_TYPE_HASTE] += 1.0f;