feature-attributes (#7)
ci/woodpecker/push/woodpecker Pipeline was successful Details

Updates #2.

Co-authored-by: Branden J Brown <zephyrtronium@gmail.com>
Reviewed-on: #7
This commit is contained in:
zephyr 2023-07-30 10:58:19 -05:00
parent 4245513c7c
commit 51fabc12b6
13 changed files with 190 additions and 34 deletions

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@ -1,38 +1,24 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public struct Attribute
{
[SerializeField]
private long _base;
public long Base;
public Attribute(long stat)
{
_base = stat;
}
/// <summary>
/// Permanently increase the stat value.
/// </summary>
/// <param name="by">Increase amount.</param>
public void LevelUp(long by)
{
_base += by;
}
public Attribute(long stat) { Base = stat; }
/// <summary>
/// Calculates the stat value with accumulated buff and debuff modifiers.
/// </summary>
/// <param name="baseBonus">Additive bonus applied before multiplicative scaling.</param>
/// <param name="permyriadBonus">Multiplicative scaling in hundredths of a percent. E.g., 625 permyriad corresponds to 6.25%.</param>
/// <param name="flatBonus">Additive bonus applied after multiplicative scaling.</param>
/// <returns>(base + baseBonus) * (100% + permyriadBonus) + flatBonus, bounded below by 0.</returns>
public long Calc(long baseBonus, long permyriadBonus, long flatBonus)
public long Calc(EffectSO effect)
{
var r = _base + baseBonus;
var m = permyriadBonus + 10000;
r = r * (m / 10000) + (r / 10000) * (m % 10000) + flatBonus;
var r = Base + effect.Base;
var m = effect.Permyriad + 10000;
r = r * (m / 10000) + (r / 10000) * (m % 10000) + effect.Flat;
if (r <= 0)
{
return 0;

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@ -0,0 +1,45 @@
using UnityEngine;
[CreateAssetMenu(fileName = "StatEffect", menuName = "Stat Effect")]
public class EffectSO : ScriptableObject
{
/// <summary>
/// Additive change applied before multiplicative scaling.
/// </summary>
public long Base;
/// <summary>
/// Multiplicative scaling in units of hundredth of a percent.
/// E.g., 625 permyriad is 6.25%.
/// </summary>
public long Permyriad;
/// <summary>
/// Additive change applied after multiplicative scaling.
/// </summary>
public long Flat;
/// <summary>
/// Create a new attribute effect instance.
/// </summary>
/// <param name="baseBonus"></param>
/// <param name="permyriad"></param>
/// <param name="flat"></param>
/// <returns></returns>
public static EffectSO New(long baseBonus = 0, long permyriad = 0, long flat = 0)
{
var effect = ScriptableObject.CreateInstance<EffectSO>();
effect.Base = baseBonus;
effect.Permyriad = permyriad;
effect.Flat = flat;
return effect;
}
/// <summary>
/// Create a new EffectSO from a percentage.
/// </summary>
/// <param name="p">Percentage. E.g., 6.25f results in a Permyriad of 625.</param>
/// <returns>Effect with the given percentage.</returns>
public static EffectSO FromPercent(float p)
{
return New(permyriad: (long)(p * 100));
}
}

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@ -0,0 +1,18 @@
using UnityEngine;
[CreateAssetMenu(fileName = "EnemyAttributes", menuName = "Enemy Attributes")]
public class EnemyAttributesSO : ScriptableObject
{
[SerializeField] private Attribute STR;
[SerializeField] private Attribute CON;
[SerializeField] private Attribute SPD;
[SerializeField] private Attribute RNG;
[SerializeField] private Attribute MND;
public long XP { get; private set; }
public long Threat { get; private set; }
public static EnemyAttributesSO New()
{
return ScriptableObject.CreateInstance<EnemyAttributesSO>();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HeroAttributesSO : ScriptableObject
{
[SerializeField] private Attribute STR;
[SerializeField] private Attribute MAG;
[SerializeField] private Attribute DEX;
[SerializeField] private Attribute CON;
[SerializeField] private Attribute CHA;
[SerializeField] private Attribute FTH;
public static HeroAttributesSO New()
{
return ScriptableObject.CreateInstance<HeroAttributesSO>();
}
}

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@ -7,19 +7,18 @@ using UnityEngine.TestTools;
public class AttributeTest
{
[Test]
[TestCase(1000000, 0, 0, 0, 0, ExpectedResult = 1000000)]
[TestCase(1000000, 1, 0, 0, 0, ExpectedResult = 1000001)]
[TestCase(1000000, 0, 2, 0, 0, ExpectedResult = 1000002)]
[TestCase(1000000, 0, 0, 10000, 0, ExpectedResult = 2000000)]
[TestCase(1000000, 0, 0, 0, 3, ExpectedResult = 1000003)]
[TestCase(0, 1000000, 1000000, 5000, 1000, ExpectedResult = 3001000)]
[TestCase(1000000, 0, 0, -10000, 0, ExpectedResult = 0)]
[TestCase(1000000, 0, 0, -20000, 0, ExpectedResult = 0)]
[TestCase(1000000, 0, 0, -20000, 50, ExpectedResult = 0)]
public long Calc(long startStat, long levelUp, long baseBonus, long permyriadBonus, long flatBonus)
[TestCase(1000000, 0, 0, 0, ExpectedResult = 1000000)]
[TestCase(1000000, 1, 0, 0, ExpectedResult = 1000001)]
[TestCase(1000000, 0, 2, 0, ExpectedResult = 1000200)]
[TestCase(1000000, 0, 0, 10000, ExpectedResult = 1010000)]
[TestCase(0, 1000000, 5000, 1000000, ExpectedResult = 2500000)]
[TestCase(1000000, 0, -10000, 0, ExpectedResult = 0)]
[TestCase(1000000, 0, -20000, 0, ExpectedResult = 0)]
[TestCase(1000000, 0, -20000, 0, ExpectedResult = 0)]
public long Value(long startStat, long baseBonus, long permyriadBonus, long flatBonus)
{
var attr = new Attribute(startStat);
attr.LevelUp(levelUp);
return attr.Calc(baseBonus, permyriadBonus, flatBonus);
var effect = EffectSO.New(baseBonus, permyriadBonus, flatBonus);
return attr.Calc(effect);
}
}