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PlayerCharacter.cpp
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#include "PlayerCharacter.h"
#include "Weapon.h"
#include <random>
#include "DamageSimulation.h"
#include "GlobalAbilityList.h"
int32_t PlayerCharacter::getIntellect() const
{
return intellect;
}
void PlayerCharacter::setIntellect(const int32_t &value)
{
intellect = value;
}
int32_t PlayerCharacter::getArmor() const
{
return armor;
}
void PlayerCharacter::setArmor(const int32_t &value)
{
armor = value;
}
int32_t PlayerCharacter::getSpirit() const
{
return spirit;
}
void PlayerCharacter::setSpirit(const int32_t &value)
{
spirit = value;
}
int32_t PlayerCharacter::getStamina() const
{
return stamina;
}
void PlayerCharacter::setStamina(const int32_t &value)
{
stamina = value;
}
int32_t PlayerCharacter::getAgility() const
{
return agility;
}
void PlayerCharacter::setAgility(const int32_t &value)
{
agility = value;
}
int32_t PlayerCharacter::getStrength() const
{
return strength;
}
void PlayerCharacter::setStrength(const int32_t &value)
{
strength = value;
}
int32_t PlayerCharacter::getFinalStrengthValue()
{
int32_t str = this->strength;
for (int i=0; i<this->Buffs.size(); ++i) {
int32_t rank = 0;
if (this->Buffs[i]->getBuff()->getParent() != nullptr) {
rank = this->Buffs[i]->getBuff()->getParent()->getRank();
}
if (this->Buffs[i]->getBuff()->getOnCalculateStrengthBoost() != nullptr) {
str += this->Buffs[i]->getBuff()->getOnCalculateStrengthBoost()(this, rank);
}
if (this->Buffs[i]->getBuff()->getOnCalculateAllStatsBoost() != nullptr) {
str += this->Buffs[i]->getBuff()->getOnCalculateAllStatsBoost()(this, rank);
}
}
for (int i=0; i<this->Buffs.size(); ++i) {
int32_t rank = 0;
if (this->Buffs[i]->getBuff()->getParent() != nullptr) {
rank = this->Buffs[i]->getBuff()->getParent()->getRank();
}
if (this->Buffs[i]->getBuff()->getOnCalculatePercentStatBoost() != nullptr) {
str *= this->Buffs[i]->getBuff()->getOnCalculatePercentStatBoost()(this, rank);
}
}
return str;
}
int32_t PlayerCharacter::getCalculatedWeaponSkill()
{
int32_t racialBoost = 0;
if (this->getPlayerRace() == "Human") {
racialBoost = 5;
}
return Combatant::getCalculatedWeaponSkill() + racialBoost;
}
void PlayerCharacter::disableAutoAttack()
{
PriorityAction *mhAttack = this->getPriorityActionList()->getMainHandAutoAttackAction();
PriorityAction *ohAttack = this->getPriorityActionList()->getOffHandAutoAttackAction();
if (mhAttack)
mhAttack->setDisabled(true);
if (ohAttack)
ohAttack->setDisabled(true);
}
void PlayerCharacter::enableAndResetAutoAttack(float timestamp)
{
PriorityAction *mhAttack = this->getPriorityActionList()->getMainHandAutoAttackAction();
PriorityAction *ohAttack = this->getPriorityActionList()->getOffHandAutoAttackAction();
if (mhAttack) {
mhAttack->setDisabled(false);
mhAttack->getAbility()->triggerCooldown(this, timestamp, false);
}
if (ohAttack) {
ohAttack->setDisabled(false);
ohAttack->getAbility()->triggerCooldown(this, timestamp, false);
}
}
void PlayerCharacter::addTalent(std::string name, int32_t rank)
{
this->talents.push_back(new Talent(name, rank));
}
int32_t PlayerCharacter::getTalentRank(std::string name)
{
for (int i=0; i<this->talents.size(); ++i) {
if (this->talents[i]->getName() == name) {
return this->talents[i]->getRank();
}
}
return 0;
}
Talent *PlayerCharacter::getTalent(std::string name)
{
for (int i=0; i<this->talents.size(); ++i) {
if (this->talents[i]->getName() == name) {
return this->talents[i];
}
}
return nullptr;
}
bool PlayerCharacter::hasTwoHandedWeaponEquipped()
{
if (this->mainHandItem != nullptr) {
if (Weapon *wep = dynamic_cast<Weapon *>(this->mainHandItem)) {
if (wep->getSlot() == ItemSlot::TwoHand) {
return true;
}
}
}
return false;
}
int32_t PlayerCharacter::applyMeleeApBuffs(int32_t AP)
{
for (int i=0; i<this->Buffs.size(); ++i) {
if (this->Buffs[i]->getBuff()->getOnCalculateAttackPower() != nullptr && this->Buffs[i]->getBuff()->getParent() != nullptr) {
AP = this->Buffs[i]->getBuff()->getOnCalculateAttackPower()(this, this->Buffs[i]->getBuff()->getParent()->getRank(), AP);
}
}
return AP;
}
//strictly less than 1
float PlayerCharacter::getRandomFloat()
{
std::uniform_real_distribution<> dist(0.0f, 1.0f);
return dist(DamageSimulation::getRandEngine());
}
int32_t PlayerCharacter::maybeApplyCritDamage(Ability *source, int32_t value, bool& didCrit)
{
didCrit = false;
if (this->canCrit) {
if (this->alwaysUseAverageDamage && this->bakeCritIntoAverageDamage) {
float nonCritPortion = 1.0f - this->critChance;
float critPortion = this->critChance;
int32_t weightedAverage = nonCritPortion*value + critPortion*(value*this->getCritStrikeDamageMultiplier(this->isWhiteAttack(source)));
return weightedAverage;
} else {
float critDiceRoll = this->getRandomFloat();
if (critDiceRoll < this->critChance) {
didCrit = true;
}
if (didCrit)
value *= this->getCritStrikeDamageMultiplier(this->isWhiteAttack(source));
return value;
}
}
return value;
}
int32_t PlayerCharacter::applyCritDamage(Ability *source, int32_t value)
{
if (this->canCrit) {
if (this->alwaysUseAverageDamage && this->bakeCritIntoAverageDamage) {
float nonCritPortion = 1.0f - this->critChance;
float critPortion = this->critChance;
int32_t weightedAverage = nonCritPortion*value + critPortion*(value*this->getCritStrikeDamageMultiplier(this->isWhiteAttack(source)));
return weightedAverage;
} else {
value *= this->getCritStrikeDamageMultiplier(this->isWhiteAttack(source));
return value;
}
}
return value;
}
bool PlayerCharacter::isWhiteAttack(Ability *ability)
{
if (ability != nullptr) {
if (ability->getName() == "Main-hand attack" || ability->getName() == "Off-hand attack") {
return true;
}
}
return false;
}
float PlayerCharacter::getCritStrikeDamageMultiplier(bool whiteAttack)
{
if (!whiteAttack) {
int32_t impale = this->getTalentRank("Impale");
if (impale > 0) {
return (this->baseCritStrikeDamageMultipier + 0.10f*impale);
}
}
return this->baseCritStrikeDamageMultipier;
}
void PlayerCharacter::downrankAbilitiesIfRequired()
{
if (this->getPriorityActionList() != nullptr) {
for (auto& action : this->getPriorityActionList()->getPriorityActions()) {
if (action->getAbility() != nullptr) {
std::vector<int32_t>& learnLevels = action->getAbility()->getLearnLevels();
for (int i=0; i<learnLevels.size(); ++i) {
int32_t learnLevel = learnLevels[i];
if (this->getLevel() < learnLevel) {
int32_t rank = i;
action->getAbility()->setRank(rank);
break;
}
}
}
}
}
}
float PlayerCharacter::calculateGlobalDamageBonus()
{
int32_t spec2h = this->getTalentRank("Two-Handed Weapon Specialization");
float specDamageBonus = 1.0f;
if (this->hasTwoHandedWeaponEquipped()) {
specDamageBonus = 1.0f + spec2h/100.0f;
}
if (this->hasBuff(GlobalAbilityList::activeList->Enrage)) {
specDamageBonus *= 1.20f;
}
specDamageBonus *= this->globalDamageModifier;
return specDamageBonus;
}
int32_t PlayerCharacter::calculateSimulatedMainhandSwing()
{
if (this->alwaysUseAverageDamage) {
return this->calculatedMainhandWeaponAverageDamage();
}
return DamageSimulation::randomIntBetween(this->calculatedMainhandWeaponMinDamage(), this->calculatedMainhandWeaponMaxDamage());
}
int32_t PlayerCharacter::calculateSimulatedOffhandSwing()
{
if (this->alwaysUseAverageDamage) {
return this->calculatedOffhandWeaponAverageDamage();
}
return DamageSimulation::randomIntBetween(this->calculatedOffhandWeaponMinDamage(), this->calculatedOffhandWeaponMaxDamage());
}
float PlayerCharacter::calculateDpsFromAttackPower(int32_t attackPower)
{
return attackPower/14.0f;
}
/**
* @brief PlayerCharacter::calculateMeleeAttackPower
* @return
*
*
* AP:
Death knight (Level x 3) + (Strength x 2 - 20)
Druid (Level x 3) + (Strength x 2 - 20)
Druid (Bear) [(Level x 3) + (Strength x 2 - 20) + (Agility x 2 - 20)] x 125%
Druid Druid (Cat) [(Level x 3) + (Strength x 2 - 20) + (Agility x 2 - 20)] x 125%
Hunter (Level x 2) + (Strength - 10) + (Agility - 10), ranged=(Level x 2) + (Agility x 2 - 20)
Mage Strength x 2 - 20
Paladin (Level x 3) + (Strength x 2 - 20)
Priest Strength x 2 - 20
Rogue (Level x 2) + (Strength - 10) + (Agility x 2 - 20), ranged=Level + (Agility - 10)
Shaman (Level x 2) + (Strength - 10) + (Agility x 2 - 20)
Warlock Strength x 2 - 20
Warrior (Level x 3) + (Strength x 2 - 20), ranged=Level + (Agility - 10)
*
*
*/
int32_t PlayerCharacter::calculateMeleeAttackPower()
{
if (this->attackPowerOverride == -1) {
if (this->playerClass.cls == this->playerClass.WARRIOR) {
return applyMeleeApBuffs(this->level*3 + (this->getFinalStrengthValue()*2-20));
}
return 0;
} else {
return this->attackPowerOverride;
}
}
int32_t PlayerCharacter::calculatedWeaponMinDamage()
{
int32_t mhMinDamage = 0;
int32_t ohMinDamage = 0;
mhMinDamage = this->calculatedMainhandWeaponMinDamage();
ohMinDamage = this->calculatedOffhandWeaponMinDamage();
return mhMinDamage + ohMinDamage;
}
int32_t PlayerCharacter::calculatedWeaponMaxDamage()
{
int32_t mhMaxDamage = 0;
int32_t ohMaxDamage = 0;
mhMaxDamage = this->calculatedMainhandWeaponMaxDamage();
ohMaxDamage = this->calculatedOffhandWeaponMaxDamage();
return mhMaxDamage + ohMaxDamage;
}
int32_t PlayerCharacter::calculatedMainhandWeaponMinDamage()
{
int32_t mhMinDamage = 0;
if (this->mainHandItem != nullptr) {
if (Weapon *weapon = dynamic_cast<Weapon *>(this->mainHandItem)) {
mhMinDamage = weapon->getMinDamage();
}
}
mhMinDamage += this->calculatedMainhandWeaponSpeed()*this->calculateDpsFromAttackPower(this->calculateMeleeAttackPower());
return mhMinDamage;
}
int32_t PlayerCharacter::calculatedMainhandWeaponMaxDamage()
{
int32_t mhMaxDamage = 0;
if (this->mainHandItem != nullptr) {
if (Weapon *weapon = dynamic_cast<Weapon *>(this->mainHandItem)) {
mhMaxDamage = weapon->getMaxDamage();
}
}
mhMaxDamage += this->calculatedMainhandWeaponSpeed()*this->calculateDpsFromAttackPower(this->calculateMeleeAttackPower());
return mhMaxDamage;
}
int32_t PlayerCharacter::calculatedMainhandWeaponAverageDamage()
{
return (this->calculatedMainhandWeaponMinDamage() + this->calculatedMainhandWeaponMaxDamage())/2;
}
int32_t PlayerCharacter::calculatedOffhandWeaponMinDamage()
{
int32_t ohMinDamage = 0;
if (this->offHandItem != nullptr) {
if (Weapon *weapon = dynamic_cast<Weapon *>(this->offHandItem)) {
ohMinDamage = weapon->getMinDamage() + this->calculatedOffhandWeaponSpeed()*this->calculateDpsFromAttackPower(this->calculateMeleeAttackPower());
}
ohMinDamage /= 2;
}
return ohMinDamage;
}
int32_t PlayerCharacter::calculatedOffhandWeaponMaxDamage()
{
int32_t ohMaxDamage = 0;
if (this->offHandItem != nullptr) {
if (Weapon *weapon = dynamic_cast<Weapon *>(this->offHandItem)) {
ohMaxDamage = weapon->getMaxDamage() + this->calculatedOffhandWeaponSpeed()*this->calculateDpsFromAttackPower(this->calculateMeleeAttackPower());
}
ohMaxDamage /= 2;
}
return ohMaxDamage;
}
int32_t PlayerCharacter::calculatedOffhandWeaponAverageDamage()
{
return (this->calculatedOffhandWeaponMinDamage() + this->calculatedOffhandWeaponMaxDamage())/2;
}
int32_t PlayerCharacter::calculatedWeaponAverageDamage()
{
return (this->calculatedWeaponMinDamage() + this->calculatedWeaponMaxDamage())/2;
}
float PlayerCharacter::calculatedMainhandWeaponSpeed()
{
if (this->mainHandItem != nullptr) {
float speedBoost = 1.0f;
if (this->hasRune("Frenzied Assault") && this->hasTwoHandedWeaponEquipped()) {
speedBoost = 1.20f;
}
if (Weapon *weapon = dynamic_cast<Weapon *>(this->mainHandItem)) {
return weapon->getWeaponSpeed()/speedBoost;
}
}
return 2.0f;
}
float PlayerCharacter::calculatedOffhandWeaponSpeed()
{
if (this->offHandItem != nullptr) {
float speedBoost = 1.0f;
if (Weapon *weapon = dynamic_cast<Weapon *>(this->offHandItem)) {
return weapon->getWeaponSpeed()/speedBoost;
}
}
return 0.0f;
}
float PlayerCharacter::calculatedMainhandWeaponDps()
{
return this->calculatedWeaponAverageDamage()/this->calculatedMainhandWeaponSpeed();
}
Item *PlayerCharacter::getMainHandItem() const
{
return mainHandItem;
}
void PlayerCharacter::setMainHandItem(Item *value)
{
mainHandItem = value;
}
Item *PlayerCharacter::getOffHandItem() const
{
return offHandItem;
}
void PlayerCharacter::setOffHandItem(Item *value)
{
offHandItem = value;
}
PlayerClass& PlayerCharacter::getPlayerClass()
{
return playerClass;
}
void PlayerCharacter::setPlayerClass(const PlayerClass &value)
{
playerClass = value;
this->initResourceValue();
}
void PlayerCharacter::initResourceValue()
{
if (this->getPlayerClass().cls == this->getPlayerClass().WARRIOR) {
this->setResource(0);
this->setResourceMax(100);
} else {
this->setResource(this->getResourceMax());
}
}
int32_t PlayerCharacter::getLevel() const
{
return level;
}
void PlayerCharacter::setLevel(const int32_t &value)
{
level = value;
this->downrankAbilitiesIfRequired();
}
bool PlayerCharacter::getAlwaysUseAverageDamage() const
{
return alwaysUseAverageDamage;
}
void PlayerCharacter::setAlwaysUseAverageDamage(bool value)
{
alwaysUseAverageDamage = value;
}
Enemy *PlayerCharacter::getTarget() const
{
return target;
}
void PlayerCharacter::setTarget(Enemy *value)
{
target = value;
}
std::string PlayerCharacter::getPlayerRace() const
{
return playerRace;
}
void PlayerCharacter::setPlayerRace(const std::string &value)
{
playerRace = value;
}
PriorityActionList *PlayerCharacter::getPriorityActionList() const
{
return priorityActionList;
}
void PlayerCharacter::setPriorityActionList(PriorityActionList *value)
{
priorityActionList = value;
}
void PlayerCharacter::resetAllTalentTimestamps()
{
for (int i=0; i<this->talents.size(); ++i) {
this->talents[i]->setLastUsedTimestamp(0.0f);
}
}
float PlayerCharacter::getCritChance() const
{
return critChance;
}
void PlayerCharacter::setCritChance(float value)
{
critChance = value;
}
Item *PlayerCharacter::getAmmoItem() const
{
return ammoItem;
}
void PlayerCharacter::setAmmoItem(Item *value)
{
ammoItem = value;
}
Item *PlayerCharacter::getRangedItem() const
{
return rangedItem;
}
void PlayerCharacter::setRangedItem(Item *value)
{
rangedItem = value;
}
Item *PlayerCharacter::getTrinket2Item() const
{
return trinket2Item;
}
void PlayerCharacter::setTrinket2Item(Item *value)
{
trinket2Item = value;
}
Item *PlayerCharacter::getTrinket1Item() const
{
return trinket1Item;
}
void PlayerCharacter::setTrinket1Item(Item *value)
{
trinket1Item = value;
}
Item *PlayerCharacter::getFinger2Item() const
{
return finger2Item;
}
void PlayerCharacter::setFinger2Item(Item *value)
{
finger2Item = value;
}
Item *PlayerCharacter::getFinger1Item() const
{
return finger1Item;
}
void PlayerCharacter::setFinger1Item(Item *value)
{
finger1Item = value;
}
Item *PlayerCharacter::getFeetItem() const
{
return feetItem;
}
void PlayerCharacter::setFeetItem(Item *value)
{
feetItem = value;
}
Item *PlayerCharacter::getLegItem() const
{
return legItem;
}
void PlayerCharacter::setLegItem(Item *value)
{
legItem = value;
}
Item *PlayerCharacter::getBeltItem() const
{
return beltItem;
}
void PlayerCharacter::setBeltItem(Item *value)
{
beltItem = value;
}
Item *PlayerCharacter::getHandItem() const
{
return handItem;
}
void PlayerCharacter::setHandItem(Item *value)
{
handItem = value;
}
Item *PlayerCharacter::getWristItem() const
{
return wristItem;
}
void PlayerCharacter::setWristItem(Item *value)
{
wristItem = value;
}
Item *PlayerCharacter::getTabardItem() const
{
return tabardItem;
}
void PlayerCharacter::setTabardItem(Item *value)
{
tabardItem = value;
}
Item *PlayerCharacter::getShirtItem() const
{
return shirtItem;
}
void PlayerCharacter::setShirtItem(Item *value)
{
shirtItem = value;
}
Item *PlayerCharacter::getChestItem() const
{
return chestItem;
}
void PlayerCharacter::setChestItem(Item *value)
{
chestItem = value;
}
Item *PlayerCharacter::getBackItem() const
{
return backItem;
}
void PlayerCharacter::setBackItem(Item *value)
{
backItem = value;
}
Item *PlayerCharacter::getShoulderItem() const
{
return shoulderItem;
}
void PlayerCharacter::setShoulderItem(Item *value)
{
shoulderItem = value;
}
Item *PlayerCharacter::getNeckItem() const
{
return neckItem;
}
void PlayerCharacter::setNeckItem(Item *value)
{
neckItem = value;
}
Item *PlayerCharacter::getHeadItem() const
{
return headItem;
}
void PlayerCharacter::setHeadItem(Item *value)
{
headItem = value;
}
std::vector<Rune *>& PlayerCharacter::getRunes()
{
return runes;
}
bool PlayerCharacter::hasRune(std::string runeName)
{
for (int i=0; i<this->runes.size(); ++i) {
if (this->runes[i]->getName() == runeName)
return true;
}
return false;
}
PriorityAction *PlayerCharacter::getLastUsedAction() const
{
return lastUsedAction;
}
void PlayerCharacter::setLastUsedAction(PriorityAction *value)
{
lastUsedAction = value;
}
bool PlayerCharacter::getBakeCritIntoAverageDamage() const
{
return bakeCritIntoAverageDamage;
}
void PlayerCharacter::setBakeCritIntoAverageDamage(bool value)
{
bakeCritIntoAverageDamage = value;
}
bool PlayerCharacter::getCanCrit() const
{
return canCrit;
}
void PlayerCharacter::setCanCrit(bool value)
{
canCrit = value;
}
int32_t PlayerCharacter::getAttackPowerOverride() const
{
return attackPowerOverride;
}
void PlayerCharacter::setAttackPowerOverride(const int32_t &value)
{
attackPowerOverride = value;
}
bool PlayerCharacter::getBakeWildStrikesIntoAverageDamage() const
{
return bakeWildStrikesIntoAverageDamage;
}
void PlayerCharacter::setBakeWildStrikesIntoAverageDamage(bool value)
{
bakeWildStrikesIntoAverageDamage = value;
}
float PlayerCharacter::getGlobalDamageModifier() const
{
return globalDamageModifier;
}
void PlayerCharacter::setGlobalDamageModifier(float value)
{
globalDamageModifier = value;
}
float PlayerCharacter::getHitChanceModifier() const
{
return hitChanceModifier;
}
void PlayerCharacter::setHitChanceModifier(float value)
{
hitChanceModifier = value;
}
PlayerCharacter::PlayerCharacter()
{
;
}
PlayerCharacter::~PlayerCharacter()
{
for (int i=0; i<this->talents.size(); ++i) {
delete this->talents[i];
}
this->talents.clear();
if (headItem != nullptr) {delete headItem; headItem = nullptr;}
if (neckItem != nullptr) {delete neckItem; neckItem = nullptr;}
if (shoulderItem != nullptr) {delete shoulderItem; shoulderItem = nullptr;}
if (backItem != nullptr) {delete backItem; backItem = nullptr;}
if (chestItem != nullptr) {delete chestItem; chestItem = nullptr;}
if (shirtItem != nullptr) {delete shirtItem; shirtItem = nullptr;}
if (tabardItem != nullptr) {delete tabardItem; tabardItem = nullptr;}
if (wristItem != nullptr) {delete wristItem; wristItem = nullptr;}
if (handItem != nullptr) {delete handItem; handItem = nullptr;}
if (beltItem != nullptr) {delete beltItem; beltItem = nullptr;}
if (legItem != nullptr) {delete legItem; legItem = nullptr;}
if (feetItem != nullptr) {delete feetItem; feetItem = nullptr;}
if (finger1Item != nullptr) {delete finger1Item; finger1Item = nullptr;}
if (finger2Item != nullptr) {delete finger2Item; finger2Item = nullptr;}
if (trinket1Item != nullptr) {delete trinket1Item; trinket1Item = nullptr;}
if (trinket2Item != nullptr) {delete trinket2Item; trinket2Item = nullptr;}
if (mainHandItem != nullptr) {delete mainHandItem; mainHandItem = nullptr;}
if (offHandItem != nullptr) {delete offHandItem; offHandItem = nullptr;}
if (rangedItem != nullptr) {delete rangedItem; rangedItem = nullptr;}
if (ammoItem != nullptr) {delete ammoItem; ammoItem = nullptr;}
}