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make curses exclusive effects and fix PI to sod version #84

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Feb 6, 2024
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16 changes: 4 additions & 12 deletions sim/core/buffs.go
Original file line number Diff line number Diff line change
@@ -1042,37 +1042,29 @@ func registerPowerInfusionCD(agent Agent, numPowerInfusions int32) {
AuraTag: PowerInfusionAuraTag,
CooldownPriority: CooldownPriorityDefault,
AuraDuration: PowerInfusionDuration,
AuraCD: time.Duration(float64(PowerInfusionCD) * 0.8), // All disc priests take Ascension talent.
AuraCD: PowerInfusionCD,
Type: CooldownTypeDPS,

ShouldActivate: func(sim *Simulation, character *Character) bool {
// Haste portion doesn't stack with Bloodlust, so prefer to wait.
return !character.HasActiveAura("Bloodlust-" + BloodlustActionID.WithTag(-1).String())
},
AddAura: func(sim *Simulation, character *Character) { piAura.Activate(sim) },
},
numPowerInfusions)
}

func PowerInfusionAura(character *Unit, actionTag int32) *Aura {
spBonus := character.NewDynamicMultiplyStat(stats.SpellPower, 1.2)
actionID := ActionID{SpellID: 10060, Tag: actionTag}
aura := character.GetOrRegisterAura(Aura{
Label: "PowerInfusion-" + actionID.String(),
Tag: PowerInfusionAuraTag,
ActionID: actionID,
Duration: PowerInfusionDuration,
OnGain: func(aura *Aura, sim *Simulation) {
if character.HasManaBar() {
character.PseudoStats.CostMultiplier -= 0.2
}
character.EnableDynamicStatDep(sim, spBonus)
},
OnExpire: func(aura *Aura, sim *Simulation) {
if character.HasManaBar() {
character.PseudoStats.CostMultiplier += 0.2
}
character.DisableDynamicStatDep(sim, spBonus)
},
})
multiplyCastSpeedEffect(aura, 1.2)
return aura
}

24 changes: 16 additions & 8 deletions sim/core/debuffs.go
Original file line number Diff line number Diff line change
@@ -308,15 +308,13 @@ func CurseOfElementsAura(target *Unit, playerLevel int32) *Aura {
Duration: time.Minute * 5,
OnGain: func(aura *Aura, sim *Simulation) {
aura.Unit.AddStatsDynamic(sim, stats.Stats{stats.FireResistance: -resistance, stats.FrostResistance: -resistance})
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexFire] *= dmgMod
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexFrost] *= dmgMod
},
OnExpire: func(aura *Aura, sim *Simulation) {
aura.Unit.AddStatsDynamic(sim, stats.Stats{stats.FireResistance: resistance, stats.FrostResistance: resistance})
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexFire] /= dmgMod
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexFrost] /= dmgMod
},
})
spellSchoolDamageEffect(aura, stats.SchoolIndexFire, dmgMod)
spellSchoolDamageEffect(aura, stats.SchoolIndexFrost, dmgMod)
return aura
}

@@ -346,18 +344,28 @@ func CurseOfShadowAura(target *Unit, playerLevel int32) *Aura {
Duration: time.Minute * 5,
OnGain: func(aura *Aura, sim *Simulation) {
aura.Unit.AddStatsDynamic(sim, stats.Stats{stats.ArcaneResistance: -resistance, stats.ShadowResistance: -resistance})
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexArcane] *= dmgMod
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexShadow] *= dmgMod
},
OnExpire: func(aura *Aura, sim *Simulation) {
aura.Unit.AddStatsDynamic(sim, stats.Stats{stats.ArcaneResistance: resistance, stats.ShadowResistance: resistance})
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexArcane] /= dmgMod
aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[stats.SchoolIndexShadow] /= dmgMod
},
})
spellSchoolDamageEffect(aura, stats.SchoolIndexArcane, dmgMod)
spellSchoolDamageEffect(aura, stats.SchoolIndexShadow, dmgMod)
return aura
}

func spellSchoolDamageEffect(aura *Aura, school stats.SchoolIndex, multiplier float64) *ExclusiveEffect {
return aura.NewExclusiveEffect("spellDamage"+strconv.Itoa(int(school)), false, ExclusiveEffect{
Priority: multiplier,
OnGain: func(ee *ExclusiveEffect, sim *Simulation) {
ee.Aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[school] *= multiplier
},
OnExpire: func(ee *ExclusiveEffect, sim *Simulation) {
ee.Aura.Unit.PseudoStats.SchoolDamageTakenMultiplier[school] /= multiplier
},
})
}

func spellDamageEffect(aura *Aura, multiplier float64) *ExclusiveEffect {
return aura.NewExclusiveEffect("spellDamage", false, ExclusiveEffect{
Priority: multiplier,