128 lines
5.9 KiB
C++
128 lines
5.9 KiB
C++
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// Copyright Echo Devgroup
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#include "AbilitySystem/MMC/ExecCalc_Damage.h"
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#include "AbilitySystemComponent.h"
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#include "AuraGameplayTags.h"
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#include "AbilitySystem/AuraAbilitySystemLibrary.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "AbilitySystem/Data/CharacterClassInfo.h"
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#include "Interact/CombatInterface.h"
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struct AuraDamageStatics
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{
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DECLARE_ATTRIBUTE_CAPTUREDEF(Armor);
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DECLARE_ATTRIBUTE_CAPTUREDEF(ArmorPenetration);
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DECLARE_ATTRIBUTE_CAPTUREDEF(BlockChance);
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DECLARE_ATTRIBUTE_CAPTUREDEF(CriticalChance);
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DECLARE_ATTRIBUTE_CAPTUREDEF(CriticalResistance);
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DECLARE_ATTRIBUTE_CAPTUREDEF(CriticalDamage);
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AuraDamageStatics()
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{
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DEFINE_ATTRIBUTE_CAPTUREDEF(UAuraAttributeSet, Armor, Target, false);
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DEFINE_ATTRIBUTE_CAPTUREDEF(UAuraAttributeSet, ArmorPenetration, Source, false);
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DEFINE_ATTRIBUTE_CAPTUREDEF(UAuraAttributeSet, BlockChance, Target, false);
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DEFINE_ATTRIBUTE_CAPTUREDEF(UAuraAttributeSet, CriticalChance, Source, false);
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DEFINE_ATTRIBUTE_CAPTUREDEF(UAuraAttributeSet, CriticalResistance, Target, false);
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DEFINE_ATTRIBUTE_CAPTUREDEF(UAuraAttributeSet, CriticalDamage, Source, false);
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}
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};
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static const AuraDamageStatics DamageStatics()
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{
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static AuraDamageStatics DStatics;
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return DStatics;
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}
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UExecCalc_Damage::UExecCalc_Damage()
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{
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RelevantAttributesToCapture.Add(DamageStatics().ArmorDef);
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RelevantAttributesToCapture.Add(DamageStatics().BlockChanceDef);
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RelevantAttributesToCapture.Add(DamageStatics().ArmorPenetrationDef);
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RelevantAttributesToCapture.Add(DamageStatics().CriticalChanceDef);
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RelevantAttributesToCapture.Add(DamageStatics().CriticalResistanceDef);
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RelevantAttributesToCapture.Add(DamageStatics().CriticalDamageDef);
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}
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void UExecCalc_Damage::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams,
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FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const
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{
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//Set Gameplay Effect variables
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const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec();
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//Get Source info
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const UAbilitySystemComponent* SourceASC = ExecutionParams.GetSourceAbilitySystemComponent();
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AActor* SourceAvatar = SourceASC ? SourceASC->GetAvatarActor() : nullptr;
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ICombatInterface* SourceCombatInterface = Cast<ICombatInterface>(SourceAvatar);
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const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
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//Get Target info
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const UAbilitySystemComponent* TargetASC = ExecutionParams.GetTargetAbilitySystemComponent();
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AActor* TargetAvatar = TargetASC ? TargetASC->GetAvatarActor() : nullptr;
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ICombatInterface* TargetCombatInterface = Cast<ICombatInterface>(TargetAvatar);
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const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
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FAggregatorEvaluateParameters EvaluateParams;
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EvaluateParams.SourceTags = SourceTags;
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EvaluateParams.TargetTags = TargetTags;
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//Get Damage set by caller magnitude
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float Damage = Spec.GetSetByCallerMagnitude(FAuraGameplayTags::Get().Damage);
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//Capture BlockChance on Target, and determine if there was a successful block
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//If blocked, reduce damage to 50% damage
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float TargetBlockChance = 0.f;
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ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().BlockChanceDef, EvaluateParams, TargetBlockChance);
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TargetBlockChance = FMath::Max<float>(TargetBlockChance, 0.f);
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const bool bBlocked = FMath::RandRange(1, 100) < TargetBlockChance;
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Damage = bBlocked ? Damage / 2.f : Damage;
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//TODO: Elemental weaknesses
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//TODO: Add Resistances
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const UCharacterClassInfo* CharacterClassInfo = UAuraAbilitySystemLibrary::GetCharacterClassInfo(SourceAvatar);
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const FRealCurve* ArmorPenetrationCurve = CharacterClassInfo->DamageCalculationCoefficients->FindCurve(FName("ArmorPenetration"), FString());
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const float ArmorPenetrationCoefficient = ArmorPenetrationCurve->Eval(SourceCombatInterface->GetPlayerLevel());
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const FRealCurve* EffectiveArmorCurve = CharacterClassInfo->DamageCalculationCoefficients->FindCurve(FName("EffectiveArmor"), FString());
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const float EffectiveArmorCoefficient = ArmorPenetrationCurve->Eval(TargetCombatInterface->GetPlayerLevel());
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//Armor calculations
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//Get the Target's armor
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float TargetArmor = 0.f;
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ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().ArmorDef, EvaluateParams, TargetArmor);
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TargetArmor = FMath::Max<float>(TargetArmor, 0.f);
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//Source Armor Penetration, ignores a percentage of the Target's Armor.
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float SourceArmorPenetration = 0.f;
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ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().ArmorPenetrationDef, EvaluateParams, SourceArmorPenetration);
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SourceArmorPenetration = FMath::Max<float>(SourceArmorPenetration, 0.f);
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//4 points Armor penetration is 1% armor ignored
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const float EffectiveArmor = TargetArmor *= (100 - SourceArmorPenetration * ArmorPenetrationCoefficient) / 100.f;
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//Damage reduced by Armor % where 5 armor = 1%
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Damage *= (100 - EffectiveArmor * EffectiveArmorCoefficient) / 100.f;
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//Critical Hit Chance
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float SourceCriticalChance = 0.f;
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ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().CriticalChanceDef, EvaluateParams, SourceCriticalChance);
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SourceCriticalChance = FMath::Max<float>(SourceCriticalChance, 0.f);
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float TargetCriticalResistance = 0.f;
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ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().CriticalResistanceDef, EvaluateParams, TargetCriticalResistance);
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TargetCriticalResistance = FMath::Max<float>(TargetCriticalResistance, 0.f);
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float SourceCriticalDamage = 0.f;
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ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().CriticalDamageDef, EvaluateParams, SourceCriticalDamage);
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SourceCriticalDamage = FMath::Max<float>(SourceCriticalDamage, 0.f);
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const bool bCritical = FMath::RandRange(1, 100) < (SourceCriticalChance - TargetCriticalResistance);
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Damage = bCritical ? Damage * 1+SourceCriticalDamage : Damage;
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const FGameplayModifierEvaluatedData EvaluatedData(UAuraAttributeSet::GetIncomingDamageAttribute(), EGameplayModOp::Additive, Damage);
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OutExecutionOutput.AddOutputModifier(EvaluatedData);
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}
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