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src/game/Object/StatSystem.cpp
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01 янв 2023, 00:29
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01 янв 2023, 00:29
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/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Unit.h" #include "Player.h" #include "Pet.h" #include "Creature.h" #include "SharedDefines.h" #include "SpellAuras.h" /*####################################### ######## ######## ######## PLAYERS STAT SYSTEM ######## ######## ######## #######################################*/ bool Player::UpdateStats(Stats stat) { if (stat > STAT_SPIRIT) { return false; } // value = ((base_value * base_pct) + total_value) * total_pct float value = GetTotalStatValue(stat); SetStat(stat, int32(value)); switch (stat) { case STAT_STRENGTH: break; case STAT_AGILITY: UpdateArmor(); UpdateAllCritPercentages(); UpdateDodgePercentage(); break; case STAT_STAMINA: UpdateMaxHealth(); break; case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); UpdateAllSpellCritChances(); UpdateArmor(); // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently break; case STAT_SPIRIT: break; default: break; } // Need update (exist AP from stat auras) UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); return true; } void Player::UpdateSpellDamageAndHealingBonus() { // Magic damage modifiers implemented in Unit::SpellDamageBonusDone // This information for client side use only // Get healing bonus for all schools // Get damage bonus for all schools for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) { SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(GetSchoolMask(i))); } } bool Player::UpdateAllStats() { for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), (int32)value); } UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); UpdateArmor(); UpdateMaxHealth(); for (int i = POWER_MANA; i < MAX_POWERS; ++i) { UpdateMaxPower(Powers(i)); } UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateDefenseBonusesMod(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { UpdateResistances(i); } return true; } void Player::UpdateResistances(uint32 school) { if (school > SPELL_SCHOOL_NORMAL) { float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school)); SetResistance(SpellSchools(school), int32(value)); } else { UpdateArmor(); } } void Player::UpdateArmor() { float value; UnitMods unitMod = UNIT_MOD_ARMOR; value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items) value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats value += GetModifierValue(unitMod, TOTAL_VALUE); // add dynamic flat mods AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT); for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i) { Modifier* mod = (*i)->GetModifier(); if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) { value += int32(GetStat(STAT_INTELLECT) * mod->m_amount / 100.0f); } } value *= GetModifierValue(unitMod, TOTAL_PCT); SetArmor(int32(value)); } float Player::GetHealthBonusFromStamina() { float stamina = GetStat(STAT_STAMINA); float baseStam = stamina < 20 ? stamina : 20; float moreStam = stamina - baseStam; return baseStam + (moreStam * 10.0f); } float Player::GetManaBonusFromIntellect() { float intellect = GetStat(STAT_INTELLECT); float baseInt = intellect < 20 ? intellect : 20; float moreInt = intellect - baseInt; return baseInt + (moreInt * 15.0f); } void Player::UpdateMaxHealth() { UnitMods unitMod = UNIT_MOD_HEALTH; float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth(); value *= GetModifierValue(unitMod, BASE_PCT); value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina(); value *= GetModifierValue(unitMod, TOTAL_PCT); SetMaxHealth((uint32)value); } void Player::UpdateMaxPower(Powers power) { UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power); uint32 create_power = GetCreatePowers(power); // ignore classes without mana float bonusPower = (power == POWER_MANA && create_power > 0) ? GetManaBonusFromIntellect() : 0; float value = GetModifierValue(unitMod, BASE_VALUE) + create_power; value *= GetModifierValue(unitMod, BASE_PCT); value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower; value *= GetModifierValue(unitMod, TOTAL_PCT); SetMaxPower(power, uint32(value)); } void Player::UpdateAttackPowerAndDamage(bool ranged) { float val2 = 0.0f; float level = float(getLevel()); UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER; uint16 index = UNIT_FIELD_ATTACK_POWER; uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS; uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER; if (ranged) { index = UNIT_FIELD_RANGED_ATTACK_POWER; index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS; index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER; switch (getClass()) { case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) * 2.0f - 10.0f; break; case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break; case CLASS_WARRIOR: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break; case CLASS_DRUID: switch (GetShapeshiftForm()) { case FORM_CAT: case FORM_BEAR: case FORM_DIREBEAR: val2 = 0.0f; break; default: val2 = GetStat(STAT_AGILITY) - 10.0f; break; } break; default: val2 = GetStat(STAT_AGILITY) - 10.0f; break; } } else { switch (getClass()) { case CLASS_WARRIOR: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break; case CLASS_PALADIN: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break; case CLASS_ROGUE: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break; case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break; case CLASS_SHAMAN: val2 = level * 2.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break; case CLASS_DRUID: { ShapeshiftForm form = GetShapeshiftForm(); // Check if Predatory Strikes is skilled float mLevelMult = 0.0; switch (form) { case FORM_CAT: case FORM_BEAR: case FORM_DIREBEAR: case FORM_MOONKIN: { Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY); for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { // Predatory Strikes if ((*itr)->GetSpellProto()->SpellIconID == 1563) { mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f; break; } } break; } default: break; } switch (form) { case FORM_CAT: val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f; break; case FORM_BEAR: case FORM_DIREBEAR: val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break; case FORM_MOONKIN: val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break; default: val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break; } break; } case CLASS_MAGE: val2 = GetStat(STAT_STRENGTH) - 10.0f; break; case CLASS_PRIEST: val2 = GetStat(STAT_STRENGTH) - 10.0f; break; case CLASS_WARLOCK: val2 = GetStat(STAT_STRENGTH) - 10.0f; break; } } SetModifierValue(unitMod, BASE_VALUE, val2); float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT); float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE); float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f; SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field // automatically update weapon damage after attack power modification if (ranged) { UpdateDamagePhysical(RANGED_ATTACK); } else { UpdateDamagePhysical(BASE_ATTACK); if (CanDualWield() && haveOffhandWeapon()) // allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon { UpdateDamagePhysical(OFF_ATTACK); } } } void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type { uint32 lvl = getLevel(); if (lvl > 60) { lvl = 60; } weapon_mindamage = lvl * 0.85f * att_speed; weapon_maxdamage = lvl * 1.25f * att_speed; } else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage { std::pair<float,float> ammoDps = GetAmmoDPS(); weapon_mindamage += ammoDps.first * att_speed; weapon_maxdamage += ammoDps.second * att_speed; } min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; } void Player::UpdateDamagePhysical(WeaponAttackType attType) { float mindamage; float maxdamage; CalculateMinMaxDamage(attType, false, mindamage, maxdamage); switch (attType) { case BASE_ATTACK: default: SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); break; case OFF_ATTACK: SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage); break; case RANGED_ATTACK: SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage); break; } } void Player::UpdateDefenseBonusesMod() { UpdateBlockPercentage(); UpdateParryPercentage(); UpdateDodgePercentage(); } void Player::UpdateBlockPercentage() { // No block float value = 0.0f; if (CanBlock()) { // Base value value = 5.0f; // Modify value from defense skill value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f; // Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT); value = value < 0.0f ? 0.0f : value; } SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value); } void Player::UpdateCritPercentage(WeaponAttackType attType) { BaseModGroup modGroup; uint16 index; switch (attType) { case RANGED_ATTACK: modGroup = RANGED_CRIT_PERCENTAGE; index = PLAYER_RANGED_CRIT_PERCENTAGE; break; case BASE_ATTACK: modGroup = CRIT_PERCENTAGE; index = PLAYER_CRIT_PERCENTAGE; break; case OFF_ATTACK: // client have only main hand crit default: return; } float value = GetTotalPercentageModValue(modGroup); // Modify crit from weapon skill and maximized defense skill of same level victim difference value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f; value = value < 0.0f ? 0.0f : value; SetStatFloatValue(index, value); } void Player::UpdateAllCritPercentages() { float value = GetMeleeCritFromAgility(); SetBaseModValue(CRIT_PERCENTAGE, PCT_MOD, value); SetBaseModValue(OFFHAND_CRIT_PERCENTAGE, PCT_MOD, value); SetBaseModValue(RANGED_CRIT_PERCENTAGE, PCT_MOD, value); UpdateCritPercentage(BASE_ATTACK); UpdateCritPercentage(OFF_ATTACK); UpdateCritPercentage(RANGED_ATTACK); } void Player::UpdateParryPercentage() { // No parry float value = 0.0f; if (CanParry()) { // Base parry value = 5.0f; // Modify value from defense skill value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f; // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT); value = value < 0.0f ? 0.0f : value; } SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value); } void Player::UpdateDodgePercentage() { // Dodge from agility float value = GetDodgeFromAgility(); // Modify value from defense skill value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f; // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); value = value < 0.0f ? 0.0f : value; SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value); } void Player::UpdateSpellCritChance(uint32 school) { // For normal school set zero crit chance if (school == SPELL_SCHOOL_NORMAL) { m_SpellCritPercentage[1] = 0.0f; return; } // For others recalculate it from: float crit = 0.0f; // Crit from Intellect crit += GetSpellCritFromIntellect(); // Increase crit from SPELL_AURA_MOD_SPELL_CRIT_CHANCE crit += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE); // Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1 << school); // Store crit value m_SpellCritPercentage[school] = crit; } void Player::UpdateAllSpellCritChances() { for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { UpdateSpellCritChance(i); } } void Player::UpdateManaRegen() { // Mana regen from spirit float power_regen = OCTRegenMPPerSpirit(); // Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA); // Mana regen from SPELL_AURA_MOD_POWER_REGEN aura float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f; // Set regen rate in cast state apply only on spirit based regen int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT); if (modManaRegenInterrupt > 100) { modManaRegenInterrupt = 100; } m_modManaRegenInterrupt = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f; m_modManaRegen = power_regen_mp5 + power_regen; } void Player::_ApplyAllStatBonuses() { SetCanModifyStats(false); _ApplyAllAuraMods(); _ApplyAllItemMods(); SetCanModifyStats(true); UpdateAllStats(); } void Player::_RemoveAllStatBonuses() { SetCanModifyStats(false); _RemoveAllItemMods(); _RemoveAllAuraMods(); SetCanModifyStats(true); UpdateAllStats(); } /*####################################### ######## ######## ######## MOBS STAT SYSTEM ######## ######## ######## #######################################*/ bool Creature::UpdateStats(Stats /*stat*/) { return true; } bool Creature::UpdateAllStats() { UpdateMaxHealth(); UpdateAttackPowerAndDamage(); for (int i = POWER_MANA; i < MAX_POWERS; ++i) { UpdateMaxPower(Powers(i)); } for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { UpdateResistances(i); } return true; } void Creature::UpdateResistances(uint32 school) { if (school > SPELL_SCHOOL_NORMAL) { float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school)); SetResistance(SpellSchools(school), int32(value)); } else { UpdateArmor(); } } void Creature::UpdateArmor() { float value = GetTotalAuraModValue(UNIT_MOD_ARMOR); SetArmor(int32(value)); } void Creature::UpdateMaxHealth() { float value = GetTotalAuraModValue(UNIT_MOD_HEALTH); SetMaxHealth((uint32)value); } void Creature::UpdateMaxPower(Powers power) { UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power); float value = GetTotalAuraModValue(unitMod); SetMaxPower(power, uint32(value)); } void Creature::UpdateAttackPowerAndDamage(bool ranged) { UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER; uint16 index = UNIT_FIELD_ATTACK_POWER; uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS; uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER; if (ranged) { index = UNIT_FIELD_RANGED_ATTACK_POWER; index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS; index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER; } float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT); float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE); float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f; SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field if (ranged) { return; } // automatically update weapon damage after attack power modification UpdateDamagePhysical(BASE_ATTACK); UpdateDamagePhysical(OFF_ATTACK); } void Creature::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > OFF_ATTACK) { return; } UnitMods unitMod = (attType == BASE_ATTACK ? UNIT_MOD_DAMAGE_MAINHAND : UNIT_MOD_DAMAGE_OFFHAND); /* difference in AP between current attack power and base value from DB */ float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->MeleeAttackPower; float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f); float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float dmg_multiplier = GetCreatureInfo()->DamageMultiplier; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct; SetStatFloatValue(attType == BASE_ATTACK ? UNIT_FIELD_MINDAMAGE : UNIT_FIELD_MINOFFHANDDAMAGE, mindamage); SetStatFloatValue(attType == BASE_ATTACK ? UNIT_FIELD_MAXDAMAGE : UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage); } /*####################################### ######## ######## ######## PETS STAT SYSTEM ######## ######## ######## #######################################*/ bool Pet::UpdateStats(Stats stat) { if (stat > STAT_SPIRIT) { return false; } // value = ((base_value * base_pct) + total_value) * total_pct float value = GetTotalStatValue(stat); SetStat(stat, int32(value)); switch (stat) { case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break; case STAT_AGILITY: UpdateArmor(); break; case STAT_STAMINA: UpdateMaxHealth(); break; case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break; case STAT_SPIRIT: default: break; } return true; } bool Pet::UpdateAllStats() { for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) { UpdateStats(Stats(i)); } for (int i = POWER_MANA; i < MAX_POWERS; ++i) { UpdateMaxPower(Powers(i)); } for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { UpdateResistances(i); } return true; } void Pet::UpdateResistances(uint32 school) { if (school > SPELL_SCHOOL_NORMAL) { float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school)); SetResistance(SpellSchools(school), int32(value)); } else { UpdateArmor(); } } void Pet::UpdateArmor() { float value = 0.0f; UnitMods unitMod = UNIT_MOD_ARMOR; value = GetModifierValue(unitMod, BASE_VALUE); value *= GetModifierValue(unitMod, BASE_PCT); value += GetStat(STAT_AGILITY) * 2.0f; value += GetModifierValue(unitMod, TOTAL_VALUE); value *= GetModifierValue(unitMod, TOTAL_PCT); SetArmor(int32(value)); } void Pet::UpdateMaxHealth() { UnitMods unitMod = UNIT_MOD_HEALTH; float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA); float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth(); value *= GetModifierValue(unitMod, BASE_PCT); value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * 10.0f; value *= GetModifierValue(unitMod, TOTAL_PCT); SetMaxHealth((uint32)value); } void Pet::UpdateMaxPower(Powers power) { UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power); float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f; float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power); value *= GetModifierValue(unitMod, BASE_PCT); value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * 15.0f; value *= GetModifierValue(unitMod, TOTAL_PCT); SetMaxPower(power, uint32(value)); } void Pet::UpdateAttackPowerAndDamage(bool ranged) { if (ranged) { return; } float val = 0.0f; UnitMods unitMod = UNIT_MOD_ATTACK_POWER; if (GetEntry() == 416) // imp's attack power { val = GetStat(STAT_STRENGTH) - 10.0f; } else { val = 2 * GetStat(STAT_STRENGTH) - 20.0f; } SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val); // in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT); float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE); float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f; // UNIT_FIELD_(RANGED)_ATTACK_POWER field SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier); // automatically update weapon damage after attack power modification UpdateDamagePhysical(BASE_ATTACK); } void Pet::UpdateDamagePhysical(WeaponAttackType attType) { if (attType > BASE_ATTACK) { return; } UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND; float att_speed = float(GetAttackTime(BASE_ATTACK)) / 1000.0f; float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = GetModifierValue(unitMod, TOTAL_PCT); float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE); float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; // Pet's base damage changes depending on happiness if (getPetType() == HUNTER_PET && attType == BASE_ATTACK) { switch (GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25f; maxdamage = maxdamage * 1.25f; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75f; maxdamage = maxdamage * 0.75f; break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }