49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
using UnityEngine;
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public class BasicStatMitigationCalculator : BrokerInterceptor
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{
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float percentStatMitigation;
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float reducedDamage;
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float finalValue;
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protected override void Awake()
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{
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base.Awake();
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broker.OnIncomingDamage.Subscribe(HandleStatMitigation, GameConstants.BrokerEventPriority.BasicStatMitigation);
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}
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private void HandleStatMitigation(DamageArgs args)
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{
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if (args.currentValue >= 0) return;
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finalValue = args.currentValue;
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switch (args.damageType)
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{
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case DamageType.Attack:
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default:
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{
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percentStatMitigation = Mathf.Clamp((stats.GetStat("armor").Value * GameConstants.CharacterStatsBalancing.PercentArmorIntoDamageReduction), 0, GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromArmor);
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}
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break;
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case DamageType.Spell:
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{
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percentStatMitigation = Mathf.Clamp((stats.GetStat("magicresistance").Value * GameConstants.CharacterStatsBalancing.PercentMagicResistanceIntoDamageReduction), 0, GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromMagicResistance);
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}
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break;
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}
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reducedDamage = args.currentValue * percentStatMitigation;
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finalValue += Mathf.Abs(reducedDamage);
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//Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + $" after mitigations from {(dmgType == DamageType.Attack ? nameof(character.Armor) : nameof(character.MagicResistance))}");
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if (finalValue > 0) //avoid damage ultra mitigated turning into healing
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finalValue = 0;
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args.currentValue = finalValue;
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}
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}
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