Files
GameJamDungeon/src/system/stats/DamageCalculator.cs

57 lines
3.1 KiB
C#

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