109 lines
3.8 KiB
C#
109 lines
3.8 KiB
C#
using Kryz.CharacterStats;
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using Kryz.CharacterStats.Examples;
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using UnityEngine;
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public class BasicStatModifierCalculator : BrokerInterceptor
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{
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float percentStatMitigation;
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float reducedDamage;
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protected override void Awake()
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{
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base.Awake();
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broker.OnOutgoingDamage.Subscribe(CalculateDamageModsBasedOnStats, GameConstants.BrokerEventPriority.BasicStatAmplification);
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broker.OnIncomingDamage.Subscribe(HandleStatMitigation, GameConstants.BrokerEventPriority.BasicStatMitigation);
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}
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private void CalculateDamageModsBasedOnStats(DamageArgs args)
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{
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float finalValue = args.currentValue;
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if (stats == null)
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{
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Debug.LogError("character stat influence calculator: stats null");
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return;
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}
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for (int i = 0; i < args.sourceEffect.influencingStats.Count; i++)
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{
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if (stats.primaryStatsDictionary.TryGetValue(args.sourceEffect.influencingStats[i].statTag.name.ToLower(), out CharacterStat stat))
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{
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finalValue += stat.Value * args.sourceEffect.influencingStats[i].percentInfluence;
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}
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else if (stats.secondaryStatsDictionary.TryGetValue(args.sourceEffect.influencingStats[i].statTag.name.ToLower(), out CharacterStat secondaryStat))
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{
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finalValue += secondaryStat.Value * args.sourceEffect.influencingStats[i].percentInfluence;
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}
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}
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if (IsCrit(stats))
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{
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finalValue *= (1 + stats.GetStat("critdamage").Value / 100f);
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args.isCrit = true;
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}
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else
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args.isCrit = false;
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args.currentValue = finalValue;
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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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float finalValue = args.currentValue;
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switch (GetCorrectMitigationType(args))
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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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private DamageType GetCorrectMitigationType(DamageArgs args)
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{
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switch (args.damageType)
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{
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default:
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case DamageType.Physical:
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case DamageType.Attack:
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return DamageType.Attack;
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case DamageType.Spell:
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case DamageType.Fire:
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case DamageType.Cold:
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case DamageType.Lightning:
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case DamageType.Mystic:
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case DamageType.Poison:
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case DamageType.Shadow:
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return DamageType.Spell;
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}
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}
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private bool IsCrit(CharacterStats stats)
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{
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return MathHelpers.RollChancePercent(stats.GetStat("critchance").Value);
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//return Random.Range(0, 100) < stats.CritChance.Value;
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}
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}
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