public static MinMaxRange CalculateDamageConversion(ActorData data, int[] convertedDamageMin, int[] convertedDamageMax, IEnumerable <GroupType> tags, MinMaxRange damageContainer, float[] conversions, ElementType element, HashSet <BonusType> multi, StatBonus minBonus, StatBonus maxBonus, StatBonus multiplierBonus) { float baseMin = damageContainer.min + minBonus.CalculateStat(0); float baseMax = damageContainer.max + maxBonus.CalculateStat(0); float finalBaseMin = baseMin; float finalBaseMax = baseMax; for (int i = 0; i < 7; i++) { if (conversions[i] == 0) { continue; } float convertedMin = baseMin * conversions[i]; float convertedMax = baseMax * conversions[i]; finalBaseMin -= convertedMin; finalBaseMax -= convertedMax; HashSet <BonusType> bonusesForConverted = new HashSet <BonusType>(multi); bonusesForConverted.UnionWith(Helpers.GetMultiplierTypes(AbilityType.NON_ABILITY, element, (ElementType)i)); StatBonus totalMultiplierBonus = data.GetMultiStatBonus(null, tags, bonusesForConverted.ToArray()); totalMultiplierBonus.AddBonuses(multiplierBonus); convertedMin = totalMultiplierBonus.CalculateStat(convertedMin); convertedMax = totalMultiplierBonus.CalculateStat(convertedMax); convertedDamageMin[i] += (int)Math.Max(convertedMin, 0); convertedDamageMax[i] += (int)Math.Max(convertedMax, 0); } MinMaxRange returnValue = new MinMaxRange(); if (finalBaseMin < 1) { finalBaseMin = 0; } if (finalBaseMax < 1) { finalBaseMax = 0; } if (finalBaseMax == 0 && finalBaseMin == 0) { returnValue.min = 0; returnValue.max = 0; } else { StatBonus finalMultiplier = data.GetMultiStatBonus(null, tags, multi.ToArray()); finalMultiplier.AddBonuses(multiplierBonus); returnValue.min = (int)Math.Max(finalMultiplier.CalculateStat(finalBaseMin), 0); returnValue.max = (int)Math.Max(finalMultiplier.CalculateStat(finalBaseMax), 0); } return(returnValue); }
protected static float CalculateStat(float stat, Dictionary <BonusType, StatBonus> dic, params BonusType[] bonusTypes) { StatBonus totalBonus = new StatBonus(); foreach (BonusType bonusType in bonusTypes) { if (dic.TryGetValue(bonusType, out StatBonus bonus)) { totalBonus.AddBonuses(bonus); } } return(totalBonus.CalculateStat(stat)); }
public StatBonus GetTotalStatBonus(IEnumerable <GroupType> groupTypes) { StatBonus returnBonus = new StatBonus(); if (groupTypes == null) { return(returnBonus); } var intersectingTypes = GetGroupTypeIntersect(groupTypes); if (intersectingTypes.Count() == 0) { return(returnBonus); } foreach (GroupType type in intersectingTypes) { returnBonus.AddBonuses(statBonuses[type]); } returnBonus.UpdateCurrentMultiply(); return(returnBonus); }
/// <summary> /// Calculates Elemental Conversions. Each element is run once so conversion chains cannot happen. /// After conversion, the converted damage is calculated with all multiplier bonuses and /// is added to an array. Afterwards it should be added to the main damage dictionary/array. /// </summary> /// <param name="data"></param> /// <param name="flatDamageMod"></param> /// <param name="convertedDamageMin"></param> /// <param name="convertedDamageMax"></param> /// <param name="tags"></param> /// <param name="damageContainer"></param> /// <param name="element"></param> /// <param name="multi"></param> /// <param name="minBonus"></param> /// <param name="maxBonus"></param> /// <param name="multiplierBonus"></param> /// <returns></returns> private MinMaxRange CalculateDamageConversion(ActorData data, float flatDamageMod, int[] convertedDamageMin, int[] convertedDamageMax, IEnumerable <GroupType> tags, AbilityDamageContainer damageContainer, ElementType element, HashSet <BonusType> multi, StatBonus minBonus = null, StatBonus maxBonus = null, StatBonus multiplierBonus = null) { float baseMin, baseMax; if (minBonus != null) { baseMin = damageContainer.baseMin + minBonus.CalculateStat(0) * flatDamageMod; } else { baseMin = damageContainer.baseMin + damageContainer.minBonus.CalculateStat(0) * flatDamageMod; } if (maxBonus != null) { baseMax = damageContainer.baseMax + maxBonus.CalculateStat(0) * flatDamageMod; } else { baseMax = damageContainer.baseMax + damageContainer.maxBonus.CalculateStat(0) * flatDamageMod; } float finalBaseMin = baseMin; float finalBaseMax = baseMax; for (int i = 0; i < 7; i++) { if (damageContainer.conversions[i] == 0) { continue; } float convertedMin = baseMin * damageContainer.conversions[i]; float convertedMax = baseMax * damageContainer.conversions[i]; finalBaseMin -= convertedMin; finalBaseMax -= convertedMax; HashSet <BonusType> bonusesForConverted = new HashSet <BonusType>(multi); bonusesForConverted.UnionWith(Helpers.GetMultiplierTypes(abilityBase.abilityType, element, (ElementType)i)); StatBonus totalMultiplierBonus = data.GetMultiStatBonus(abilityBonuses, tags, bonusesForConverted.ToArray()); totalMultiplierBonus.AddBonuses(multiplierBonus); convertedMin = totalMultiplierBonus.CalculateStat(convertedMin); convertedMax = totalMultiplierBonus.CalculateStat(convertedMax); convertedDamageMin[i] += (int)Math.Max(convertedMin * finalDamageModifier, 0); convertedDamageMax[i] += (int)Math.Max(convertedMax * finalDamageModifier, 0); } MinMaxRange returnValue = new MinMaxRange(); if (finalBaseMin < 1) { finalBaseMin = 0; } if (finalBaseMax < 1) { finalBaseMax = 0; } if (finalBaseMax == 0 && finalBaseMin == 0) { returnValue.min = 0; returnValue.max = 0; } else { StatBonus finalMultiplier = data.GetMultiStatBonus(abilityBonuses, tags, multi.ToArray()); finalMultiplier.AddBonuses(multiplierBonus); returnValue.min = (int)Math.Max(finalMultiplier.CalculateStat(finalBaseMin) * finalDamageModifier, 0); returnValue.max = (int)Math.Max(finalMultiplier.CalculateStat(finalBaseMax) * finalDamageModifier, 0); } return(returnValue); }
public Dictionary <ElementType, float> ScaleSecondaryDamageValue(Actor target, Dictionary <ElementType, MinMaxRange> baseDamage, IEnumerable <GroupType> effectTags) { HashSet <GroupType> targetTypes = target.GetActorTagsAsTarget(); Dictionary <BonusType, StatBonus> whenHitBonusDict = new Dictionary <BonusType, StatBonus>(); int[] minDamage = new int[7]; int[] maxDamage = new int[7]; int[] convertedMinDamage = new int[7]; int[] convertedMaxDamage = new int[7]; float[] conversions = new float[7]; HashSet <GroupType> tagsToUse = new HashSet <GroupType>(effectTags); tagsToUse.UnionWith(GetActorTagsAndDataTags()); foreach (TriggeredEffect triggeredEffect in Data.TriggeredEffects[TriggerType.WHEN_HITTING]) { if (targetTypes.Contains(triggeredEffect.BaseEffect.restriction) && triggeredEffect.RollTriggerChance()) { if (whenHitBonusDict.ContainsKey(triggeredEffect.BaseEffect.statBonusType)) { whenHitBonusDict[triggeredEffect.BaseEffect.statBonusType].AddBonus(triggeredEffect.BaseEffect.statModifyType, triggeredEffect.Value); } else { StatBonus bonus = new StatBonus(); bonus.AddBonus(triggeredEffect.BaseEffect.statModifyType, triggeredEffect.Value); whenHitBonusDict.Add(triggeredEffect.BaseEffect.statBonusType, bonus); } } } foreach (ElementType elementType in Enum.GetValues(typeof(ElementType))) { if (!baseDamage.ContainsKey(elementType)) { baseDamage[elementType] = new MinMaxRange(); } minDamage[(int)elementType] = baseDamage[elementType].min; maxDamage[(int)elementType] = baseDamage[elementType].max; HashSet <BonusType> minTypes = new HashSet <BonusType>(); HashSet <BonusType> maxTypes = new HashSet <BonusType>(); HashSet <BonusType> multiTypes = new HashSet <BonusType>(); Helpers.GetGlobalAndFlatDamageTypes(elementType, tagsToUse, minTypes, maxTypes, multiTypes); multiTypes.UnionWith(Helpers.GetMultiplierTypes(AbilityType.NON_ABILITY, elementType)); StatBonus minBonus = Data.GetMultiStatBonus(tagsToUse, minTypes.ToArray()); StatBonus maxBonus = Data.GetMultiStatBonus(tagsToUse, maxTypes.ToArray()); StatBonus multiBonus = new StatBonus(); foreach (KeyValuePair <BonusType, StatBonus> keyValue in whenHitBonusDict) { if (minTypes.Contains(keyValue.Key)) { minBonus.AddBonuses(keyValue.Value); } else if (maxTypes.Contains(keyValue.Key)) { maxBonus.AddBonuses(keyValue.Value); } else if (multiTypes.Contains(keyValue.Key)) { multiBonus.AddBonuses(keyValue.Value); } } HashSet <BonusType> availableConversions = Data.BonusesIntersection(null, Helpers.GetConversionTypes(elementType)); if (availableConversions.Count > 0) { Array.Clear(conversions, 0, 7); ActorAbility.GetElementConversionValues(Data, tagsToUse, availableConversions, conversions, null); MinMaxRange baseRange = ActorAbility.CalculateDamageConversion(Data, convertedMinDamage, convertedMaxDamage, tagsToUse, baseDamage[elementType], conversions, elementType, multiTypes, minBonus, maxBonus, multiBonus); minDamage[(int)elementType] = baseRange.min; maxDamage[(int)elementType] = baseRange.max; } else { Data.GetMultiStatBonus(multiBonus, null, tagsToUse, multiTypes.ToArray()); minDamage[(int)elementType] = (int)Math.Max(multiBonus.CalculateStat(baseDamage[elementType].min + minBonus.CalculateStat(0f)), 0); maxDamage[(int)elementType] = (int)Math.Max(multiBonus.CalculateStat(baseDamage[elementType].max + maxBonus.CalculateStat(0f)), 0); } } float critChance = Data.GetMultiStatBonus(tagsToUse, BonusType.GLOBAL_CRITICAL_CHANCE).CalculateStat(0f); bool isCrit = UnityEngine.Random.Range(0f, 100f) < critChance; Dictionary <ElementType, float> returnDict = new Dictionary <ElementType, float>(); foreach (ElementType elementType in Enum.GetValues(typeof(ElementType))) { float damage = UnityEngine.Random.Range(minDamage[(int)elementType] + convertedMinDamage[(int)elementType], maxDamage[(int)elementType] + convertedMaxDamage[(int)elementType] + 1); if (isCrit) { damage *= 1 + (Data.GetMultiStatBonus(tagsToUse, BonusType.GLOBAL_CRITICAL_DAMAGE).CalculateStat(50) / 100f); } returnDict.Add(elementType, damage); } return(returnDict); }