/// <summary> /// Calculates the raw damage, assuming this move has no additional effects. /// </summary> /// <param name="user">The Pokémon using this move.</param> /// <param name="defender">The Pokémon defending against this move.</param> /// <returns></returns> public int CalculateDamage(Pokémon user, Pokémon defender) { //Attacker's Level int A = user.Level; //Attacker's Attack or Special stat int B; //Attack's power int C = AttackPower; //Defender's Defense or Special stat int D; //STAB modifier (1.5 if this attack's type is one of the user's types; 1, otherwise). double X = user.Types.Contains(AttackType)?1.5:1; var temp = AttackType.AttackMultipliers(); var temp2 = temp[Type.Grass]; //Type effectiveness modifier. Product of the type effectiveness modifiers of this move's type against each of the defender's types. double Y = defender.Types.Aggregate ( seed: 1.0, func: (result, item) => result * AttackType.AttackMultipliers()[item], resultSelector: result => result ); //Random number between 217 and 255 int Z = new Random().Next(217, 256); switch (Category) { case MoveCategory.Physical: B = user.Stats[Stat.Attack]; D = defender.Stats[Stat.Defense]; break; case MoveCategory.Special: B = user.Stats[Stat.Special]; D = user.Stats[Stat.Special]; break; default: B = 0; D = int.MaxValue; break; } double damage = 2 * A / 5.0 + 2; damage *= B; damage *= C; damage /= D; damage = damage / 50 + 2; damage *= X; damage *= Y; damage *= Z; damage /= 255.0; return((int)damage); }
/// <summary> /// Calculates the raw damage, assuming this move has no additional effects. /// </summary> /// <param name="user">The Pokémon using this move.</param> /// <param name="defender">The Pokémon defending against this move.</param> /// <returns></returns> public int CalculateDamage(Pokémon user, Pokémon defender) { //Attacker's Level int A = user.Level; //Attacker's Attack or Special stat int B; //Attack's power int C = AttackPower; //Defender's Defense or Special stat int D; //STAB modifier (1.5 if this attack's type is one of the user's types; 1, otherwise). double X = user.Types.Contains(AttackType)?1.5:1; var temp = AttackType.AttackMultipliers(); var temp2 = temp[Type.Grass]; //Type effectiveness modifier. Product of the type effectiveness modifiers of this move's type against each of the defender's types. double Y = defender.Types.Aggregate ( seed: 1.0, //seed: r.NextDouble(), func: (result, item) => result * AttackType.AttackMultipliers()[item], resultSelector: result => result ); //TESTING //Manually put in the type effectiveness chart for our limited state space //(note, we use 'fire' to represent only charizard, including his 'flying' type, so 'fire' typing here may look inaccurate) //Same deal with gengar (ghost, poison) and bulbasaur (grass, poison) if ((defender.Types[0] == Type.Grass && (AttackType == Type.Ice || AttackType == Type.Fire)) || (defender.Types[0] == Type.Water && (AttackType == Type.Electric || AttackType == Type.Grass)) || (defender.Types[0] == Type.Fire && (AttackType == Type.Water || AttackType == Type.Electric || AttackType == Type.Ground)) || (defender.Types[0] == Type.Ghost && (AttackType == Type.Ground || AttackType == Type.Psychic))) { Y = 2.0; } else if ((defender.Types[0] == Type.Water && (AttackType == Type.Ice || AttackType == Type.Fire)) || (defender.Types[0] == Type.Grass && (AttackType == Type.Electric || AttackType == Type.Water || AttackType == Type.Ground)) || (defender.Types[0] == Type.Fire && AttackType == Type.Grass) || (defender.Types[0] == Type.Ghost && AttackType == Type.Grass)) { Y = 0.5; } else if (defender.Types[0] == Type.Ghost && AttackType == Type.Normal) { Y = 0.0; } else { Y = 1.0; } Console.WriteLine("Type effectiveness of " + AttackType + " against " + defender.Species.Name + ": " + Y); //Random number between 217 and 255 int Z = new Random().Next(217, 256); //int Z = r.Next(217, 256); switch (Category) { case MoveCategory.Physical: B = user.Stats[Stat.Attack]; D = defender.Stats[Stat.Defense]; break; case MoveCategory.Special: B = user.Stats[Stat.Special]; D = user.Stats[Stat.Special]; break; default: B = 0; D = int.MaxValue; break; } double damage = 2 * A / 5.0 + 2; damage *= B; damage *= C; damage /= D; damage = damage / 50 + 2; damage *= X; damage *= Y; damage *= Z; damage /= 255.0; /* * double damage2 = 2 * A / 5.0 + 2; * damage2 *= B; * damage2 *= C; * damage2 /= D; * damage2 = damage2 / 50 + 2; * damage2 *= X; * //damage2 *= Y; * damage2 *= Z; * damage2 /= 255.0; * * //Console.WriteLine("Damage with attack type multiplier: " + damage); * //Console.WriteLine("Damage without attack type multiplier: " + damage2); */ return((int)damage); }