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