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sc_gear_stats.cpp
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// ==========================================================================
// Dedmonwakeen's Raid DPS/TPS Simulator.
// Send questions to [email protected]
// ==========================================================================
#include "simulationcraft.hpp"
// ==========================================================================
// Gear Stats
// ==========================================================================
// gear_stats_t::add_stat ===================================================
void gear_stats_t::add_stat( stat_e stat,
double value )
{
switch ( stat )
{
case STAT_NONE: break;
case STAT_STRENGTH: attribute[ ATTR_STRENGTH ] += value; break;
case STAT_AGILITY: attribute[ ATTR_AGILITY ] += value; break;
case STAT_STAMINA: attribute[ ATTR_STAMINA ] += value; break;
case STAT_INTELLECT: attribute[ ATTR_INTELLECT ] += value; break;
case STAT_SPIRIT: attribute[ ATTR_SPIRIT ] += value; break;
case STAT_AGI_INT: attribute[ ATTR_AGI_INT ] += value; break;
case STAT_STR_AGI: attribute[ ATTR_STR_AGI ] += value; break;
case STAT_STR_INT: attribute[ ATTR_STR_INT ] += value; break;
case STAT_STR_AGI_INT: attribute[ ATTR_STR_AGI_INT ] += value; break;
case STAT_HEALTH: resource[ RESOURCE_HEALTH ] += value; break;
case STAT_MANA: resource[ RESOURCE_MANA ] += value; break;
case STAT_RAGE: resource[ RESOURCE_RAGE ] += value; break;
case STAT_ENERGY: resource[ RESOURCE_ENERGY ] += value; break;
case STAT_FOCUS: resource[ RESOURCE_FOCUS ] += value; break;
case STAT_RUNIC: resource[ RESOURCE_RUNIC_POWER ] += value; break;
case STAT_MAX_HEALTH:
case STAT_MAX_MANA:
case STAT_MAX_RAGE:
case STAT_MAX_ENERGY:
case STAT_MAX_FOCUS:
case STAT_MAX_RUNIC: break;
case STAT_SPELL_POWER: spell_power += value; break;
case STAT_ATTACK_POWER: attack_power += value; break;
case STAT_EXPERTISE_RATING: expertise_rating += value; break;
case STAT_EXPERTISE_RATING2: expertise_rating2 += value; break;
case STAT_HIT_RATING: hit_rating += value; break;
case STAT_HIT_RATING2: hit_rating2 += value; break;
case STAT_CRIT_RATING: crit_rating += value; break;
case STAT_HASTE_RATING: haste_rating += value; break;
case STAT_VERSATILITY_RATING: versatility_rating += value; break;
case STAT_LEECH_RATING: leech_rating += value; break;
case STAT_SPEED_RATING: speed_rating += value; break;
case STAT_AVOIDANCE_RATING: avoidance_rating += value; break;
case STAT_WEAPON_DPS: weapon_dps += value; break;
case STAT_WEAPON_OFFHAND_DPS: weapon_offhand_dps += value; break;
case STAT_ARMOR: armor += value; break;
case STAT_BONUS_ARMOR: bonus_armor += value; break;
case STAT_DODGE_RATING: dodge_rating += value; break;
case STAT_PARRY_RATING: parry_rating += value; break;
case STAT_BLOCK_RATING: block_rating += value; break;
case STAT_MASTERY_RATING: mastery_rating += value; break;
case STAT_RESILIENCE_RATING: resilience_rating += value; break;
case STAT_PVP_POWER: pvp_power += value; break;
case STAT_ALL:
for ( attribute_e i = ATTRIBUTE_NONE; i < ATTRIBUTE_STAT_ALL_MAX; i++ )
{ attribute[ i ] += value; }
break;
default: assert( 0 ); break;
}
}
// gear_stats_t::set_stat ===================================================
void gear_stats_t::set_stat( stat_e stat,
double value )
{
switch ( stat )
{
case STAT_NONE: break;
case STAT_STRENGTH: attribute[ ATTR_STRENGTH ] = value; break;
case STAT_AGILITY: attribute[ ATTR_AGILITY ] = value; break;
case STAT_STAMINA: attribute[ ATTR_STAMINA ] = value; break;
case STAT_INTELLECT: attribute[ ATTR_INTELLECT ] = value; break;
case STAT_SPIRIT: attribute[ ATTR_SPIRIT ] = value; break;
case STAT_AGI_INT: attribute[ ATTR_AGI_INT ] = value; break;
case STAT_STR_AGI: attribute[ ATTR_STR_AGI ] = value; break;
case STAT_STR_INT: attribute[ ATTR_STR_INT ] = value; break;
case STAT_STR_AGI_INT: attribute[ ATTR_STR_AGI_INT ] = value; break;
case STAT_HEALTH: resource[ RESOURCE_HEALTH ] = value; break;
case STAT_MANA: resource[ RESOURCE_MANA ] = value; break;
case STAT_RAGE: resource[ RESOURCE_RAGE ] = value; break;
case STAT_ENERGY: resource[ RESOURCE_ENERGY ] = value; break;
case STAT_FOCUS: resource[ RESOURCE_FOCUS ] = value; break;
case STAT_RUNIC: resource[ RESOURCE_RUNIC_POWER ] = value; break;
case STAT_MAX_HEALTH:
case STAT_MAX_MANA:
case STAT_MAX_RAGE:
case STAT_MAX_ENERGY:
case STAT_MAX_FOCUS:
case STAT_MAX_RUNIC: break;
case STAT_SPELL_POWER: spell_power = value; break;
case STAT_ATTACK_POWER: attack_power = value; break;
case STAT_EXPERTISE_RATING: expertise_rating = value; break;
case STAT_EXPERTISE_RATING2: expertise_rating2 = value; break;
case STAT_HIT_RATING: hit_rating = value; break;
case STAT_HIT_RATING2: hit_rating2 = value; break;
case STAT_CRIT_RATING: crit_rating = value; break;
case STAT_HASTE_RATING: haste_rating = value; break;
case STAT_VERSATILITY_RATING: versatility_rating = value; break;
case STAT_LEECH_RATING: leech_rating = value; break;
case STAT_SPEED_RATING: speed_rating = value; break;
case STAT_AVOIDANCE_RATING: avoidance_rating = value; break;
case STAT_WEAPON_DPS: weapon_dps = value; break;
case STAT_WEAPON_OFFHAND_DPS: weapon_offhand_dps = value; break;
case STAT_ARMOR: armor = value; break;
case STAT_BONUS_ARMOR: bonus_armor = value; break;
case STAT_DODGE_RATING: dodge_rating = value; break;
case STAT_PARRY_RATING: parry_rating = value; break;
case STAT_BLOCK_RATING: block_rating = value; break;
case STAT_MASTERY_RATING: mastery_rating = value; break;
case STAT_RESILIENCE_RATING: resilience_rating += value; break;
case STAT_PVP_POWER: pvp_power += value; break;
case STAT_ALL:
for ( attribute_e i = ATTRIBUTE_NONE; i < ATTRIBUTE_STAT_ALL_MAX; i++ )
{ attribute[ i ] = value; }
break;
default: assert( 0 ); break;
}
}
// gear_stats_t::get_stat ===================================================
double gear_stats_t::get_stat( stat_e stat ) const
{
switch ( stat )
{
case STAT_NONE: return default_value;
case STAT_STRENGTH: return attribute[ ATTR_STRENGTH ];
case STAT_AGILITY: return attribute[ ATTR_AGILITY ];
case STAT_STAMINA: return attribute[ ATTR_STAMINA ];
case STAT_INTELLECT: return attribute[ ATTR_INTELLECT ];
case STAT_SPIRIT: return attribute[ ATTR_SPIRIT ];
case STAT_AGI_INT: return attribute[ ATTR_AGI_INT ];
case STAT_STR_AGI: return attribute[ ATTR_STR_AGI ];
case STAT_STR_INT: return attribute[ ATTR_STR_INT ];
case STAT_STR_AGI_INT: return attribute[ ATTR_STR_AGI_INT ];
case STAT_HEALTH: return resource[ RESOURCE_HEALTH ];
case STAT_MANA: return resource[ RESOURCE_MANA ];
case STAT_RAGE: return resource[ RESOURCE_RAGE ];
case STAT_ENERGY: return resource[ RESOURCE_ENERGY ];
case STAT_FOCUS: return resource[ RESOURCE_FOCUS ];
case STAT_RUNIC: return resource[ RESOURCE_RUNIC_POWER ];
case STAT_MAX_HEALTH:
case STAT_MAX_MANA:
case STAT_MAX_RAGE:
case STAT_MAX_ENERGY:
case STAT_MAX_FOCUS:
case STAT_MAX_RUNIC: return default_value;
case STAT_SPELL_POWER: return spell_power;
case STAT_ATTACK_POWER: return attack_power;
case STAT_EXPERTISE_RATING: return expertise_rating;
case STAT_EXPERTISE_RATING2: return expertise_rating2;
case STAT_HIT_RATING: return hit_rating;
case STAT_HIT_RATING2: return hit_rating2;
case STAT_CRIT_RATING: return crit_rating;
case STAT_HASTE_RATING: return haste_rating;
case STAT_VERSATILITY_RATING: return versatility_rating;
case STAT_LEECH_RATING: return leech_rating;
case STAT_SPEED_RATING: return speed_rating;
case STAT_AVOIDANCE_RATING: return avoidance_rating;
case STAT_WEAPON_DPS: return weapon_dps;
case STAT_WEAPON_OFFHAND_DPS: return weapon_offhand_dps;
case STAT_ARMOR: return armor;
case STAT_BONUS_ARMOR: return bonus_armor;
case STAT_DODGE_RATING: return dodge_rating;
case STAT_PARRY_RATING: return parry_rating;
case STAT_BLOCK_RATING: return block_rating;
case STAT_MASTERY_RATING: return mastery_rating;
case STAT_RESILIENCE_RATING: return resilience_rating;
case STAT_PVP_POWER: return pvp_power;
case STAT_ALL: return default_value;
default: assert( 0 ); break;
}
return default_value;
}
std::string gear_stats_t::to_string()
{
std::ostringstream s;
for ( stat_e i = STAT_STRENGTH; i < STAT_MAX; i++ )
{
if ( i > 0 )
s << " ";
s << util::stat_type_abbrev( i ) << "=" << get_stat( i );
}
return s.str();
}
// gear_stats_t::stat_mod ===================================================
double gear_stats_t::stat_mod( stat_e stat )
{
switch ( stat )
{
case STAT_ATTACK_POWER: return 1.0;
case STAT_SPELL_POWER: return 1.0;
default: return 1.0;
}
}