Demon wall implementation (attack data, takes damage, dies, etc) but mostly placeholders

This commit is contained in:
2025-03-25 00:09:33 -07:00
parent f69c6b94a1
commit 84c4d1b9ce
40 changed files with 20732 additions and 625 deletions

View File

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using Godot;
using Zennysoft.Ma.Adapter.Entity;
namespace Zennysoft.Ma.Adapter
{
public class DamageCalculator : IDamageCalculator
{
public double CalculateDamage(double damage,
ElementType elementType,
double defense,
ElementalResistanceSet elementalResistanceSet,
bool isCriticalHit = false,
bool ignoreDefense = false,
bool ignoreElementalResistance = false)
{
var calculatedDamage = damage;
if (!ignoreElementalResistance)
calculatedDamage = CalculateElementalResistance(calculatedDamage, elementType, elementalResistanceSet);
if (!ignoreDefense)
calculatedDamage = CalculateDefenseResistance(calculatedDamage, defense);
if (isCriticalHit)
calculatedDamage *= 2;
return calculatedDamage;
}
private static double CalculateDefenseResistance(double incomingDamage, double defense)
{
return Mathf.Max(incomingDamage - defense, 0.0);
}
private static double CalculateElementalResistance(
double incomingDamage,
ElementType incomingElementType,
ElementalResistanceSet elementalResistanceSet)
{
var resistance = elementalResistanceSet.ElementalResistance[incomingElementType];
return Mathf.Max(incomingDamage - (incomingDamage * resistance), 0.0);
}
}
public interface IDamageCalculator
{
public double CalculateDamage(double damage,
ElementType elementType,
double defense,
ElementalResistanceSet elementalResistanceSet,
bool isCriticalHit = false,
bool ignoreDefense = false,
bool ignoreElementalResistance = false);
}
}