[Feature] Add support for -1 extradmgskill to allow all skills to be scaled. (#3136)

* [Feature] Add support for -1 extradmgskill to allow all skills to be scaled.

- `$mob->GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.

- `statbonuses:GetSkillDamageAmount(skill_id)` now uses `-1` properly.
- `mob:GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.

- A `-1` value in `extradmgskill` denotes the ability to scale all skills at once.
- Consolidated `AddItemBonuses()`, `AdditiveWornBonuses()`, `CalcItemBonuses()`, and `CalcRecommendedLevelBonus()` to mob-based methods to avoid code duplication.
- Bots, NPCs, and Mercs can now use additive worn effects if the rule is enabled, as well as all other proper stat bonuses that only clients had before.
- No SQL update required to change `extradmgskill` and `extradmgamt` to `int` as they already are this type in the database, just had to adjust `item_data.h` and `shareddb.cpp`.

* Update mob.cpp

* Cleanup.

* Cleanup.

* Move #include <vector> to header.

* Add method for GetExtraDamageSkills

* fix additembonuses

* Update bonuses.cpp

* Update mob.cpp

* Out of bounds.

* Update bonuses.cpp

---------

Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
This commit is contained in:
Alex King
2023-03-25 20:26:01 -04:00
committed by GitHub
parent ec3ef411a1
commit 9d1ace627c
17 changed files with 569 additions and 1167 deletions
-348
View File
@@ -7009,354 +7009,6 @@ void Bot::ProcessBotInspectionRequest(Bot* inspectedBot, Client* client) {
}
}
void Bot::CalcItemBonuses(StatBonuses* newbon)
{
const EQ::ItemData* itemtmp = nullptr;
for (int i = EQ::invslot::BONUS_BEGIN; i <= EQ::invslot::BONUS_STAT_END; ++i) {
const EQ::ItemInstance* item = GetBotItem(i);
if (item) {
AddItemBonuses(item, newbon);
}
}
// Caps
if (newbon->HPRegen > CalcHPRegenCap())
newbon->HPRegen = CalcHPRegenCap();
if (newbon->ManaRegen > CalcManaRegenCap())
newbon->ManaRegen = CalcManaRegenCap();
if (newbon->EnduranceRegen > CalcEnduranceRegenCap())
newbon->EnduranceRegen = CalcEnduranceRegenCap();
}
void Bot::AddItemBonuses(const EQ::ItemInstance *inst, StatBonuses* newbon, bool isAug, bool isTribute, int rec_override) {
if (!inst || !inst->IsClassCommon())
{
return;
}
if (inst->GetAugmentType()==0 && isAug)
{
return;
}
const EQ::ItemData *item = inst->GetItem();
if (!isTribute && !inst->IsEquipable(GetBaseRace(),GetClass()))
{
if (item->ItemType != EQ::item::ItemTypeFood && item->ItemType != EQ::item::ItemTypeDrink)
return;
}
if (GetLevel() < inst->GetItemRequiredLevel(true))
{
return;
}
auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
if (GetLevel() >= rec_level)
{
newbon->AC += item->AC;
newbon->HP += item->HP;
newbon->Mana += item->Mana;
newbon->Endurance += item->Endur;
newbon->ATK += item->Attack;
newbon->STR += (item->AStr + item->HeroicStr);
newbon->STA += (item->ASta + item->HeroicSta);
newbon->DEX += (item->ADex + item->HeroicDex);
newbon->AGI += (item->AAgi + item->HeroicAgi);
newbon->INT += (item->AInt + item->HeroicInt);
newbon->WIS += (item->AWis + item->HeroicWis);
newbon->CHA += (item->ACha + item->HeroicCha);
newbon->MR += (item->MR + item->HeroicMR);
newbon->FR += (item->FR + item->HeroicFR);
newbon->CR += (item->CR + item->HeroicCR);
newbon->PR += (item->PR + item->HeroicPR);
newbon->DR += (item->DR + item->HeroicDR);
newbon->Corrup += (item->SVCorruption + item->HeroicSVCorrup);
newbon->STRCapMod += item->HeroicStr;
newbon->STACapMod += item->HeroicSta;
newbon->DEXCapMod += item->HeroicDex;
newbon->AGICapMod += item->HeroicAgi;
newbon->INTCapMod += item->HeroicInt;
newbon->WISCapMod += item->HeroicWis;
newbon->CHACapMod += item->HeroicCha;
newbon->MRCapMod += item->HeroicMR;
newbon->CRCapMod += item->HeroicFR;
newbon->FRCapMod += item->HeroicCR;
newbon->PRCapMod += item->HeroicPR;
newbon->DRCapMod += item->HeroicDR;
newbon->CorrupCapMod += item->HeroicSVCorrup;
newbon->HeroicSTR += item->HeroicStr;
newbon->HeroicSTA += item->HeroicSta;
newbon->HeroicDEX += item->HeroicDex;
newbon->HeroicAGI += item->HeroicAgi;
newbon->HeroicINT += item->HeroicInt;
newbon->HeroicWIS += item->HeroicWis;
newbon->HeroicCHA += item->HeroicCha;
newbon->HeroicMR += item->HeroicMR;
newbon->HeroicFR += item->HeroicFR;
newbon->HeroicCR += item->HeroicCR;
newbon->HeroicPR += item->HeroicPR;
newbon->HeroicDR += item->HeroicDR;
newbon->HeroicCorrup += item->HeroicSVCorrup;
}
else
{
int lvl = GetLevel();
newbon->AC += CalcRecommendedLevelBonus( lvl, rec_level, item->AC );
newbon->HP += CalcRecommendedLevelBonus( lvl, rec_level, item->HP );
newbon->Mana += CalcRecommendedLevelBonus( lvl, rec_level, item->Mana );
newbon->Endurance += CalcRecommendedLevelBonus( lvl, rec_level, item->Endur );
newbon->ATK += CalcRecommendedLevelBonus( lvl, rec_level, item->Attack );
newbon->STR += CalcRecommendedLevelBonus( lvl, rec_level, (item->AStr + item->HeroicStr) );
newbon->STA += CalcRecommendedLevelBonus( lvl, rec_level, (item->ASta + item->HeroicSta) );
newbon->DEX += CalcRecommendedLevelBonus( lvl, rec_level, (item->ADex + item->HeroicDex) );
newbon->AGI += CalcRecommendedLevelBonus( lvl, rec_level, (item->AAgi + item->HeroicAgi) );
newbon->INT += CalcRecommendedLevelBonus( lvl, rec_level, (item->AInt + item->HeroicInt) );
newbon->WIS += CalcRecommendedLevelBonus( lvl, rec_level, (item->AWis + item->HeroicWis) );
newbon->CHA += CalcRecommendedLevelBonus( lvl, rec_level, (item->ACha + item->HeroicCha) );
newbon->MR += CalcRecommendedLevelBonus( lvl, rec_level, (item->MR + item->HeroicMR) );
newbon->FR += CalcRecommendedLevelBonus( lvl, rec_level, (item->FR + item->HeroicFR) );
newbon->CR += CalcRecommendedLevelBonus( lvl, rec_level, (item->CR + item->HeroicCR) );
newbon->PR += CalcRecommendedLevelBonus( lvl, rec_level, (item->PR + item->HeroicPR) );
newbon->DR += CalcRecommendedLevelBonus( lvl, rec_level, (item->DR + item->HeroicDR) );
newbon->Corrup += CalcRecommendedLevelBonus( lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup) );
newbon->STRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicStr );
newbon->STACapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSta );
newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDex );
newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicAgi );
newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicInt );
newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicWis );
newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCha );
newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicMR );
newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicFR );
newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCR );
newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicPR );
newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDR );
newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSVCorrup );
newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicStr );
newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSta );
newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDex );
newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicAgi );
newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicInt );
newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicWis );
newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCha );
newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicMR );
newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicFR );
newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCR );
newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicPR );
newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDR );
newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSVCorrup );
}
//FatherNitwit: New style haste, shields, and regens
if (newbon->haste < (int32)item->Haste) {
newbon->haste = item->Haste;
}
if (item->Regen > 0)
newbon->HPRegen += item->Regen;
if (item->ManaRegen > 0)
newbon->ManaRegen += item->ManaRegen;
if (item->EnduranceRegen > 0)
newbon->EnduranceRegen += item->EnduranceRegen;
if (item->DamageShield > 0) {
if ((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap))
newbon->DamageShield = RuleI(Character, ItemDamageShieldCap);
else
newbon->DamageShield += item->DamageShield;
}
if (item->SpellShield > 0) {
if ((newbon->SpellShield + item->SpellShield) > RuleI(Character, ItemSpellShieldingCap))
newbon->SpellShield = RuleI(Character, ItemSpellShieldingCap);
else
newbon->SpellShield += item->SpellShield;
}
if (item->Shielding > 0) {
if ((newbon->MeleeMitigation + item->Shielding) > RuleI(Character, ItemShieldingCap))
newbon->MeleeMitigation = RuleI(Character, ItemShieldingCap);
else
newbon->MeleeMitigation += item->Shielding;
}
if (item->StunResist > 0) {
if ((newbon->StunResist + item->StunResist) > RuleI(Character, ItemStunResistCap))
newbon->StunResist = RuleI(Character, ItemStunResistCap);
else
newbon->StunResist += item->StunResist;
}
if (item->StrikeThrough > 0) {
if ((newbon->StrikeThrough + item->StrikeThrough) > RuleI(Character, ItemStrikethroughCap))
newbon->StrikeThrough = RuleI(Character, ItemStrikethroughCap);
else
newbon->StrikeThrough += item->StrikeThrough;
}
if (item->Avoidance > 0) {
if ((newbon->AvoidMeleeChance + item->Avoidance) > RuleI(Character, ItemAvoidanceCap))
newbon->AvoidMeleeChance = RuleI(Character, ItemAvoidanceCap);
else
newbon->AvoidMeleeChance += item->Avoidance;
}
if (item->Accuracy > 0) {
if ((newbon->HitChance + item->Accuracy) > RuleI(Character, ItemAccuracyCap))
newbon->HitChance = RuleI(Character, ItemAccuracyCap);
else
newbon->HitChance += item->Accuracy;
}
if (item->CombatEffects > 0) {
if ((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap))
newbon->ProcChance = RuleI(Character, ItemCombatEffectsCap);
else
newbon->ProcChance += item->CombatEffects;
}
if (item->DotShielding > 0) {
if ((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap))
newbon->DoTShielding = RuleI(Character, ItemDoTShieldingCap);
else
newbon->DoTShielding += item->DotShielding;
}
if (item->HealAmt > 0) {
if ((newbon->HealAmt + item->HealAmt) > RuleI(Character, ItemHealAmtCap))
newbon->HealAmt = RuleI(Character, ItemHealAmtCap);
else
newbon->HealAmt += item->HealAmt;
}
if (item->SpellDmg > 0) {
if ((newbon->SpellDmg + item->SpellDmg) > RuleI(Character, ItemSpellDmgCap))
newbon->SpellDmg = RuleI(Character, ItemSpellDmgCap);
else
newbon->SpellDmg += item->SpellDmg;
}
if (item->Clairvoyance > 0) {
if ((newbon->Clairvoyance + item->Clairvoyance) > RuleI(Character, ItemClairvoyanceCap))
newbon->Clairvoyance = RuleI(Character, ItemClairvoyanceCap);
else
newbon->Clairvoyance += item->Clairvoyance;
}
if (item->DSMitigation > 0) {
if ((newbon->DSMitigation + item->DSMitigation) > RuleI(Character, ItemDSMitigationCap))
newbon->DSMitigation = RuleI(Character, ItemDSMitigationCap);
else
newbon->DSMitigation += item->DSMitigation;
}
if (item->Worn.Effect > 0 && item->Worn.Type == EQ::item::ItemEffectWorn) {// latent effects
ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type);
}
if (item->Focus.Effect>0 && (item->Focus.Type == EQ::item::ItemEffectFocus)) { // focus effects
ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0);
}
switch(item->BardType)
{
case EQ::item::ItemTypeAllInstrumentTypes: // (e.g. Singing Short Sword)
{
if (item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue;
if (item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue;
if (item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue;
if (item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue;
if (item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue;
break;
}
case EQ::item::ItemTypeSinging:
{
if (item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue;
break;
}
case EQ::item::ItemTypeWindInstrument:
{
if (item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue;
break;
}
case EQ::item::ItemTypeStringedInstrument:
{
if (item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue;
break;
}
case EQ::item::ItemTypeBrassInstrument:
{
if (item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue;
break;
}
case EQ::item::ItemTypePercussionInstrument:
{
if (item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue;
break;
}
}
if (item->SkillModValue != 0 && item->SkillModType <= EQ::skills::HIGHEST_SKILL) {
if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) ||
(item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue))
{
newbon->skillmod[item->SkillModType] = item->SkillModValue;
}
}
if (item->ExtraDmgAmt != 0 && item->ExtraDmgSkill <= EQ::skills::HIGHEST_SKILL) {
if (
RuleI(Character, ItemExtraDmgCap) >= 0 &&
(newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > RuleI(Character, ItemExtraDmgCap)
) {
newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap);
} else {
newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt;
}
}
if (!isAug)
{
for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++)
AddItemBonuses(inst->GetAugment(i),newbon,true, false, rec_level);
}
}
int Bot::CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat)
{
if ( (reclevel > 0) && (level < reclevel) )
{
int32 statmod = (level * 10000 / reclevel) * basestat;
if ( statmod < 0 )
{
statmod -= 5000;
return (statmod/10000);
}
else
{
statmod += 5000;
return (statmod/10000);
}
}
return 0;
}
// This method is intended to call all necessary methods to do all bot stat calculations, including spell buffs, equipment, AA bonsues, etc.
void Bot::CalcBotStats(bool showtext) {
if (!GetBotOwner())