Weapon tags, change

This commit is contained in:
2024-09-07 19:55:13 -07:00
parent c308fadb87
commit c6eaf19eb0
11 changed files with 94 additions and 15 deletions

View File

@@ -4,27 +4,52 @@ namespace GameJamDungeon
{
public static class DamageCalculator
{
public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, Weapon weapon)
public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, Weapon weapon, bool isCriticalHit)
{
var baseDamage = attackDamage + playerStatInfo.BaseAttack;
var elementADamage = (weapon.WeaponInfo.BaseHydricDamageBonus > 0 ? weapon.WeaponInfo.BaseHydricDamageBonus - enemyStatInfo.HydricResistance : 0) / 100;
var elementBDamage = (weapon.WeaponInfo.IgneousDamageBonus > 0 ? weapon.WeaponInfo.IgneousDamageBonus - enemyStatInfo.IgneousResistance : 0) / 100;
var elementCDamage = (weapon.WeaponInfo.TelluricDamageBonus > 0 ? weapon.WeaponInfo.TelluricDamageBonus - enemyStatInfo.TelluricResistance : 0) / 100;
var elementDDamage = (weapon.WeaponInfo.AeolicDamageBonus > 0 ? weapon.WeaponInfo.AeolicDamageBonus - enemyStatInfo.AeolicResistance : 0) / 100;
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage);
var hydricResistance = enemyStatInfo.HydricResistance;
var igneousResistance = enemyStatInfo.IgneousResistance;
var telluricResistance = enemyStatInfo.TelluricResistance;
var aeolicResistance = enemyStatInfo.AeolicResistance;
var ferrumResistance = enemyStatInfo.FerrumResistance;
if (weapon.WeaponInfo.WeaponTags.Contains(WeaponTag.IgnoreAffinity))
{
hydricResistance = 0;
igneousResistance = 0;
telluricResistance = 0;
aeolicResistance = 0;
ferrumResistance = 0;
}
var elementADamage = (weapon.WeaponInfo.BaseHydricDamageBonus > 0 ? weapon.WeaponInfo.BaseHydricDamageBonus - hydricResistance : 0) / 100;
var elementBDamage = (weapon.WeaponInfo.IgneousDamageBonus > 0 ? weapon.WeaponInfo.IgneousDamageBonus - igneousResistance : 0) / 100;
var elementCDamage = (weapon.WeaponInfo.TelluricDamageBonus > 0 ? weapon.WeaponInfo.TelluricDamageBonus - telluricResistance : 0) / 100;
var elementDDamage = (weapon.WeaponInfo.AeolicDamageBonus > 0 ? weapon.WeaponInfo.AeolicDamageBonus - aeolicResistance : 0) / 100;
var elementEDamage = (weapon.WeaponInfo.FerrumDamageBonus > 0 ? weapon.WeaponInfo.FerrumDamageBonus - ferrumResistance : 0) / 100;
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage) + (baseDamage * elementEDamage);
var calculatedDamage = elementalBonusDamage - enemyStatInfo.BaseDefense;
if (isCriticalHit)
calculatedDamage *= 2;
return calculatedDamage;
}
public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, Armor armor)
public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, Armor armor, bool isCriticalHit)
{
var baseDamage = attackDamage + enemyStatInfo.BaseAttack;
var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - armor.ArmorInfo.HydricResistance : 0) / 100;
var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - armor.ArmorInfo.IgneousResistance : 0) / 100;
var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - armor.ArmorInfo.TelluricResistance : 0) / 100;
var elementDDamage = (enemyStatInfo.AeolicDamageBonus > 0 ? enemyStatInfo.AeolicDamageBonus - armor.ArmorInfo.AeolicResistance : 0) / 100;
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage);
var elementEDamage = (enemyStatInfo.FerrumDamageBonus > 0 ? enemyStatInfo.FerrumDamageBonus - armor.ArmorInfo.FerrumResistance : 0) / 100;
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage) + (baseDamage * elementDDamage);
var calculatedDamage = elementalBonusDamage - playerStatInfo.BaseDefense - (armor != null ? armor.ArmorInfo.Defense : 0);
if (isCriticalHit)
calculatedDamage *= 2;
return calculatedDamage;
}
}