Fix data model for elemental damage and resistance

This commit is contained in:
2024-09-07 01:07:47 -07:00
parent b478ad39fe
commit 33d282ebfb
7 changed files with 37 additions and 61 deletions

View File

@@ -4,27 +4,27 @@ namespace GameJamDungeon
{
public static class DamageCalculator
{
public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo)
public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, WeaponInfo weapon)
{
var baseDamage = attackDamage + playerStatInfo.BaseAttack;
var elementADamage = (playerStatInfo.BaseHydricDamageBonus > 0 ? playerStatInfo.BaseHydricDamageBonus - enemyStatInfo.HydricResistance : 0) / 100;
var elementBDamage = (playerStatInfo.IgneousDamageBonus > 0 ? playerStatInfo.IgneousDamageBonus - enemyStatInfo.IgneousResistance : 0) / 100;
var elementCDamage = (playerStatInfo.TelluricDamageBonus > 0 ? playerStatInfo.TelluricDamageBonus - enemyStatInfo.TelluricResistance : 0) / 100;
var elementDDamage = (playerStatInfo.AeolicDamageBonus > 0 ? playerStatInfo.AeolicDamageBonus - enemyStatInfo.AeolicResistance : 0) / 100;
var elementADamage = (weapon.BaseHydricDamageBonus > 0 ? weapon.BaseHydricDamageBonus - enemyStatInfo.HydricResistance : 0) / 100;
var elementBDamage = (weapon.IgneousDamageBonus > 0 ? weapon.IgneousDamageBonus - enemyStatInfo.IgneousResistance : 0) / 100;
var elementCDamage = (weapon.TelluricDamageBonus > 0 ? weapon.TelluricDamageBonus - enemyStatInfo.TelluricResistance : 0) / 100;
var elementDDamage = (weapon.AeolicDamageBonus > 0 ? weapon.AeolicDamageBonus - enemyStatInfo.AeolicResistance : 0) / 100;
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage);
var calculatedDamage = elementalBonusDamage - enemyStatInfo.BaseDefense;
return calculatedDamage;
}
public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo)
public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, ArmorInfo armor)
{
var baseDamage = attackDamage + enemyStatInfo.BaseAttack;
var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - playerStatInfo.HydricResistance : 0) / 100;
var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - playerStatInfo.IgneousResistance : 0) / 100;
var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - playerStatInfo.TelluricResistance : 0) / 100;
var elementDDamage = (enemyStatInfo.AeolicDamageBonus > 0 ? enemyStatInfo.AeolicDamageBonus - playerStatInfo.AeolicResistance : 0) / 100;
var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - armor.HydricResistance : 0) / 100;
var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - armor.IgneousResistance : 0) / 100;
var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - armor.TelluricResistance : 0) / 100;
var elementDDamage = (enemyStatInfo.AeolicDamageBonus > 0 ? enemyStatInfo.AeolicDamageBonus - armor.AeolicResistance : 0) / 100;
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage);
var calculatedDamage = elementalBonusDamage - playerStatInfo.BaseDefense;
var calculatedDamage = elementalBonusDamage - playerStatInfo.BaseDefense - armor.Defense;
return calculatedDamage;
}
}