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Buff.cpp
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#include "Buff.h"
#include "DamageSimulation.h"
std::string Buff::getName() const
{
return name;
}
void Buff::setName(const std::string &value)
{
name = value;
}
std::function<float (Combatant *Cbt, int32_t rank)> Buff::getOnCalculateDuration() const
{
return onCalculateDuration;
}
void Buff::setOnCalculateDuration(const std::function<float (Combatant *Cbt, int32_t rank)> &value)
{
onCalculateDuration = value;
}
Ability *Buff::getParent() const
{
return parent;
}
void Buff::setParent(Ability *value)
{
parent = value;
}
std::function<void (Combatant *Caster, Combatant *Target, int32_t rank, int32_t tickNumber, float buffDuration)> Buff::getOnBuffTick() const
{
return onBuffTick;
}
void Buff::setOnBuffTick(const std::function<void (Combatant *Caster, Combatant *Target, int32_t rank, int32_t tickNumber, float buffDuration)> &value)
{
onBuffTick = value;
}
std::function<float (Combatant *Cbt)> Buff::getOnGetMeleeAutoAttackMultiplier() const
{
return onGetMeleeAutoAttackMultiplier;
}
void Buff::setOnGetMeleeAutoAttackMultiplier(const std::function<float (Combatant *Cbt)> &value)
{
onGetMeleeAutoAttackMultiplier = value;
}
std::function<void (Combatant *Cbt)> Buff::getOnAutoAttack() const
{
return onAutoAttack;
}
void Buff::setOnAutoAttack(const std::function<void (Combatant *Cbt)> &value)
{
onAutoAttack = value;
}
std::function<void (Combatant *Cbt, float timestamp)> Buff::getOnAbilityDamageMelee() const
{
return onAbilityDamageMelee;
}
void Buff::setOnAbilityDamageMelee(const std::function<void (Combatant *Cbt, float timestamp)> &value)
{
onAbilityDamageMelee = value;
}
AbilityDamageType Buff::getAbilityDamageType() const
{
return abilityDamageType;
}
void Buff::setAbilityDamageType(const AbilityDamageType &value)
{
abilityDamageType = value;
}
bool Buff::getIgnoresArmor() const
{
return ignoresArmor;
}
void Buff::setIgnoresArmor(bool value)
{
ignoresArmor = value;
}
std::function<int32_t (PlayerCharacter *PC, int32_t rank)> Buff::getOnCalculateStrengthBoost() const
{
return onCalculateStrengthBoost;
}
void Buff::setOnCalculateStrengthBoost(const std::function<int32_t (PlayerCharacter *PC, int32_t rank)> &value)
{
onCalculateStrengthBoost = value;
}
std::function<int32_t (PlayerCharacter *PC, int32_t rank)> Buff::getOnCalculateAllStatsBoost() const
{
return onCalculateAllStatsBoost;
}
void Buff::setOnCalculateAllStatsBoost(const std::function<int32_t (PlayerCharacter *PC, int32_t rank)> &value)
{
onCalculateAllStatsBoost = value;
}
std::function<int32_t (PlayerCharacter *PC, int32_t rank)> Buff::getOnCalculateArmorBoost() const
{
return onCalculateArmorBoost;
}
void Buff::setOnCalculateArmorBoost(const std::function<int32_t (PlayerCharacter *PC, int32_t rank)> &value)
{
onCalculateArmorBoost = value;
}
std::function<float (PlayerCharacter *PC, int32_t rank)> Buff::getOnCalculatePercentStatBoost() const
{
return onCalculatePercentStatBoost;
}
void Buff::setOnCalculatePercentStatBoost(const std::function<float (PlayerCharacter *PC, int32_t rank)> &value)
{
onCalculatePercentStatBoost = value;
}
Buff::Buff(std::string name, Ability *parent)
{
this->name = name;
this->parent = parent;
}
std::function<int32_t (Combatant *Cbt, int32_t rank, int32_t attackPowerIn)> Buff::getOnCalculateAttackPower() const
{
return onCalculateAttackPower;
}
void Buff::setOnCalculateAttackPower(const std::function<int32_t (Combatant *Cbt, int32_t rank, int32_t attackPowerIn)> &value)
{
onCalculateAttackPower = value;
}
std::function<int32_t (Combatant *Caster, Combatant *Target, int32_t rank, int32_t tickNumber, float buffDuration)> Buff::getOnDotTickDamage() const
{
return onDotTickDamage;
}
void Buff::setOnDotTickDamage(const std::function<int32_t (Combatant *Caster, Combatant *Target, int32_t, int32_t, float buffDuration)> &value)
{
onDotTickDamage = value;
}
std::function<int32_t (Combatant *Cbt)> Buff::getOnCalculateDotTickPeriod() const
{
return onCalculateDotTickPeriod;
}
void Buff::setOnCalculateDotTickPeriod(const std::function<int32_t (Combatant *Cbt)> &value)
{
onCalculateDotTickPeriod = value;
}