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Merge pull request #572 from wowsims/gnome-racial
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Add gnome weapon specialization
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rosenrusinov authored May 29, 2024
2 parents d2fa8c8 + ed2868b commit f6b86c6
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Showing 2 changed files with 23 additions and 1 deletion.
8 changes: 7 additions & 1 deletion sim/core/character.go
Original file line number Diff line number Diff line change
Expand Up @@ -597,7 +597,13 @@ func (character *Character) GetProcMaskForItem(itemID int32) ProcMask {

func (character *Character) GetProcMaskForTypes(weaponTypes ...proto.WeaponType) ProcMask {
return character.getProcMaskFor(func(weapon *Item) bool {
return weapon == nil || slices.Contains(weaponTypes, weapon.WeaponType)
return weapon != nil && slices.Contains(weaponTypes, weapon.WeaponType)
})
}

func (character *Character) GetProcMaskForTypesAndHand(twohand bool, weaponTypes ...proto.WeaponType) ProcMask {
return character.getProcMaskFor(func(weapon *Item) bool {
return weapon != nil && (weapon.HandType == proto.HandType_HandTypeTwoHand) == twohand && slices.Contains(weaponTypes, weapon.WeaponType)
})
}

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16 changes: 16 additions & 0 deletions sim/core/racials.go
Original file line number Diff line number Diff line change
Expand Up @@ -118,6 +118,8 @@ func applyRaceEffects(agent Agent) {
case proto.Race_RaceGnome:
character.PseudoStats.ReducedArcaneHitTakenChance += 0.02
character.MultiplyStat(stats.Mana, 1.05)
applyOneHandWeaponSpecialization(character, 3*ExpertisePerQuarterPercentReduction,
proto.WeaponType_WeaponTypeSword, proto.WeaponType_WeaponTypeDagger)
case proto.Race_RaceHuman:
character.MultiplyStat(stats.Spirit, 1.03)
applyWeaponSpecialization(character, 3*ExpertisePerQuarterPercentReduction,
Expand Down Expand Up @@ -249,3 +251,17 @@ func applyWeaponSpecialization(character *Character, expertiseBonus float64, wea
})
}
}

func applyOneHandWeaponSpecialization(character *Character, expertiseBonus float64, weaponTypes ...proto.WeaponType) {
mask := character.GetProcMaskForTypesAndHand(false, weaponTypes...)

if mask == ProcMaskMelee || (mask == ProcMaskMeleeMH && !character.HasOHWeapon()) {
character.AddStat(stats.Expertise, expertiseBonus)
} else {
character.OnSpellRegistered(func(spell *Spell) {
if spell.ProcMask.Matches(mask) {
spell.BonusExpertiseRating += expertiseBonus
}
})
}
}

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