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

@@ -177,7 +177,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
{ {
if (CurrentHP.Value > 0) if (CurrentHP.Value > 0)
{ {
var damage = DamageCalculator.CalculatePlayerDamage(hitBox.Damage, hitBox.GetParent<IPlayer>().PlayerStatInfo, EnemyStatInfo); var damage = DamageCalculator.CalculatePlayerDamage(hitBox.Damage, hitBox.GetParent<IPlayer>().PlayerStatInfo, EnemyStatInfo, GameRepo.EquippedWeapon);
GD.Print($"Enemy Hit for {damage} damage."); GD.Print($"Enemy Hit for {damage} damage.");
EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(damage)); EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(damage));
} }

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@@ -7,4 +7,16 @@ public partial class ArmorInfo : InventoryItemInfo
{ {
[Export] [Export]
public int Defense { get; set; } public int Defense { get; set; }
[Export]
public double TelluricResistance { get; set; }
[Export]
public double AeolicResistance { get; set; }
[Export]
public double HydricResistance { get; set; }
[Export]
public double IgneousResistance { get; set; }
} }

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@@ -6,5 +6,17 @@ public partial class WeaponInfo : InventoryItemInfo
[Export] [Export]
public required int Damage { get; set; } public required int Damage { get; set; }
[Export]
public double TelluricDamageBonus { get; set; }
[Export]
public double AeolicDamageBonus { get; set; }
[Export]
public double BaseHydricDamageBonus { get; set; }
[Export]
public double IgneousDamageBonus { get; set; }
public static WeaponInfo Default => new WeaponInfo() { Damage = 1 }; public static WeaponInfo Default => new WeaponInfo() { Damage = 1 };
} }

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@@ -154,7 +154,7 @@ namespace GameJamDungeon
if (_currentHP.Value > 0) if (_currentHP.Value > 0)
{ {
var enemy = hitBox.GetParent<IEnemy>(); var enemy = hitBox.GetParent<IEnemy>();
var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo); var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo, GameRepo.EquippedArmor);
_currentHP.OnNext(_currentHP.Value - damage); _currentHP.OnNext(_currentHP.Value - damage);
GD.Print($"Player hit for {damage} damage."); GD.Print($"Player hit for {damage} damage.");
} }

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@@ -16,29 +16,5 @@ namespace GameJamDungeon
[Export] [Export]
public int BaseDefense { get; set; } public int BaseDefense { get; set; }
[Export]
public double TelluricResistance { get; set; }
[Export]
public double AeolicResistance { get; set; }
[Export]
public double HydricResistance { get; set; }
[Export]
public double IgneousResistance { get; set; }
[Export]
public double TelluricDamageBonus { get; set; }
[Export]
public double AeolicDamageBonus { get; set; }
[Export]
public double BaseHydricDamageBonus { get; set; }
[Export]
public double IgneousDamageBonus { get; set; }
} }
} }

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

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@@ -9,29 +9,5 @@ namespace GameJamDungeon
public int BaseAttack { get; } public int BaseAttack { get; }
public int BaseDefense { get; } public int BaseDefense { get; }
[Export]
public double TelluricResistance { get; set; }
[Export]
public double AeolicResistance { get; set; }
[Export]
public double HydricResistance { get; set; }
[Export]
public double IgneousResistance { get; set; }
[Export]
public double TelluricDamageBonus { get; set; }
[Export]
public double AeolicDamageBonus { get; set; }
[Export]
public double BaseHydricDamageBonus { get; set; }
[Export]
public double IgneousDamageBonus { get; set; }
} }
} }