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/* |
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* This file is part of Araknemu. |
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* |
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* Araknemu is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU Lesser General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Araknemu is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public License |
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* along with Araknemu. If not, see <https://www.gnu.org/licenses/>. |
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* |
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* Copyright (c) 2017-2021 Vincent Quatrevieux |
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*/ |
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package fr.quatrevieux.araknemu.game.fight.ai.simulation; |
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import fr.arakne.utils.value.Interval; |
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import fr.quatrevieux.araknemu.game.fight.fighter.FighterData; |
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import fr.quatrevieux.araknemu.game.fight.map.BattlefieldCell; |
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import fr.quatrevieux.araknemu.game.spell.Spell; |
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import org.checkerframework.checker.index.qual.Positive; |
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/** |
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* The simulation result of a cast |
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*/ |
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public final class CastSimulation { |
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/** |
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* The rate to apply on a poison damage value |
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*/ |
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public static final double POISON_RATE = 0.75; |
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private final Spell spell; |
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private final FighterData caster; |
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private final BattlefieldCell target; |
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private double enemiesLife; |
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private double alliesLife; |
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private double selfLife; |
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private double enemiesBoost; |
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private double alliesBoost; |
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private double selfBoost; |
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private double killedAllies; |
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private double killedEnemies; |
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private double suicide; |
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private double actionPointsModifier = 0; |
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public CastSimulation(Spell spell, FighterData caster, BattlefieldCell target) { |
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this.spell = spell; |
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this.caster = caster; |
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this.target = target; |
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} |
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/** |
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* The enemies life diff (negative value for damage, positive for heal) |
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*/ |
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public double enemiesLife() { |
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return enemiesLife; |
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} |
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/** |
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* The allies (without self) life diff (negative value for damage, positive for heal) |
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*/ |
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public double alliesLife() { |
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return alliesLife; |
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} |
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/** |
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* The self (caster) life diff (negative value for damage, positive for heal) |
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*/ |
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public double selfLife() { |
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return selfLife; |
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} |
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/** |
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* Number of killed allies |
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*/ |
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public double killedAllies() { |
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return killedAllies; |
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} |
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/** |
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* Number of killed enemies |
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*/ |
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public double killedEnemies() { |
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return killedEnemies; |
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} |
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/** |
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* The suicide (self kill) probability |
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* |
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* @return The probability between 0 and 1 |
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*/ |
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public double suicideProbability() { |
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return Math.min(suicide, 1); |
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} |
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/** |
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* Heal a target |
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* |
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* @param value The heal value |
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* @param target The target fighter |
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*/ |
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public void addHeal(final Interval value, final FighterData target) { |
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final int targetLostLife = target.life().max() - target.life().current(); |
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apply(new EffectValueComputer() { |
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@Override |
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public double lifeChange() { |
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return computeCappedEffect(value, targetLostLife); |
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} |
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}, target); |
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} |
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/** |
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* Heal a target using a buff |
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* |
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* @param value The heal value |
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* @param target The target fighter |
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*/ |
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public void addHealBuff(final Interval value, final @Positive int duration, final FighterData target) { |
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addHeal(value, target); |
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if (duration > 1) { |
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addBoost(value.average() * POISON_RATE * (duration - 1), target); |
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} |
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} |
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/** |
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* Add a damage on the target |
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* |
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* @param value The damage value |
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* @param target The target fighter |
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*/ |
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public void addDamage(final Interval value, final FighterData target) { |
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final int targetLife = target.life().current(); |
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final double killProbability = cappedProbability(value, targetLife); |
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apply(new EffectValueComputer() { |
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@Override |
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public double killProbability() { |
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return killProbability; |
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} |
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@Override |
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public double lifeChange() { |
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return -computeCappedEffect(value, targetLife, killProbability); |
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} |
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}, target); |
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} |
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/** |
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* Add a poison (damage on multiple turns) on the target |
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* |
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* @param value The damage value. Should be positive |
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* @param duration The poison duration in turns |
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* @param target The target fighter |
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*/ |
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public void addPoison(final Interval value, final @Positive int duration, final FighterData target) { |
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apply(new EffectValueComputer() { |
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@Override |
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public double lifeChange() { |
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return -computeCappedEffect( |
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value.map(v -> v * duration), |
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target.life().current() |
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) * POISON_RATE; |
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} |
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}, target); |
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} |
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/** |
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* Action point alternation for the current fighter |
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* A positive value means that the current spell will add action points on the current turn of the fighter |
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* |
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* This value will be removed from spell action point cost for compute actual action point cost. |
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*/ |
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public void alterActionPoints(double value) { |
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actionPointsModifier += value; |
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} |
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/** |
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* Apply the effect values to a target |
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* |
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* @param values Computed effect values |
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* @param target The target |
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*/ |
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public void apply(EffectValueComputer values, FighterData target) { |
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if (target.equals(caster)) { |
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selfLife += values.lifeChange(); |
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suicide += values.killProbability(); |
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selfBoost += values.boost(); |
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} else if (target.team().equals(caster.team())) { |
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alliesLife += values.lifeChange(); |
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killedAllies += values.killProbability(); |
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alliesBoost += values.boost(); |
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} else { |
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enemiesLife += values.lifeChange(); |
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killedEnemies += values.killProbability(); |
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enemiesBoost += values.boost(); |
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} |
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} |
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/** |
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* The enemy boost value. |
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* Negative value for malus, and positive for bonus |
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*/ |
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public double enemiesBoost() { |
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return enemiesBoost; |
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} |
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/** |
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* The allies boost value (without self). |
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* Negative value for malus, and positive for bonus |
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*/ |
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public double alliesBoost() { |
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return alliesBoost; |
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} |
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/** |
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* The self boost value. |
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* Negative value for malus, and positive for bonus |
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*/ |
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public double selfBoost() { |
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return selfBoost; |
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} |
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/** |
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* Add a boost to the target |
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* |
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* @param value The boost value. Can be negative for a malus |
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* @param target The target fighter |
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*/ |
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public void addBoost(double value, FighterData target) { |
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apply(new EffectValueComputer() { |
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@Override |
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public double boost() { |
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return value; |
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} |
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}, target); |
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} |
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/** |
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* Get the simulated spell caster |
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*/ |
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public FighterData caster() { |
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return caster; |
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} |
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/** |
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* Get the simulated spell |
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*/ |
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public Spell spell() { |
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return spell; |
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} |
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/** |
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* Get the target cell |
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*/ |
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public BattlefieldCell target() { |
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return target; |
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} |
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/** |
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* Get the actual action points cost of the current action |
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* Actions points change on the current fighter will be taken in account |
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* |
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* ex: if the spell cost 4 AP, but give 1 AP, the cost will be 3 AP |
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* |
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* The minimal value is bounded to 0.1 |
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*/ |
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public double actionPointsCost() { |
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return Math.max(spell.apCost() - actionPointsModifier, 0.1); |
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} |
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/** |
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* Merge the simulation result into the current simulation |
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* |
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* All results will be added considering the percent, |
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* which represents the probability of the simulation |
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* |
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* @param simulation The simulation to merge |
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* @param percent The simulation chance int percent. This value as interval of [0, 100] |
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*/ |
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public void merge(CastSimulation simulation, double percent) { |
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enemiesLife += simulation.enemiesLife * percent / 100d; |
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alliesLife += simulation.alliesLife * percent / 100d; |
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selfLife += simulation.selfLife * percent / 100d; |
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enemiesBoost += simulation.enemiesBoost * percent / 100d; |
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alliesBoost += simulation.alliesBoost * percent / 100d; |
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selfBoost += simulation.selfBoost * percent / 100d; |
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killedAllies += simulation.killedAllies * percent / 100d; |
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killedEnemies += simulation.killedEnemies * percent / 100d; |
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suicide += simulation.suicide * percent / 100d; |
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actionPointsModifier += simulation.actionPointsModifier * percent / 100d; |
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} |
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/** |
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* Compute the chance to rise max value of an effect |
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* |
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* Ex: |
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* - Enemy has 50 life points |
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* - The spell can inflict 25 to 75 damage |
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* - So the spell has 50% chance of kill the enemy (25 -> 49: enemy is alive, 50 -> 75 enemy is dead) |
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* |
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* @param value The effect value interval |
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* @param maxValue The maximum allowed value (capped value) |
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* |
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* @return The probability to rise the max value of the effect. 0 if max less than maxValue, 1 if min higher than maxValue, any value between 0 and 1 in other cases |
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*/ |
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private double cappedProbability(Interval value, double maxValue) { |
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if (value.min() >= maxValue) { |
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return 1; |
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} |
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if (value.max() < maxValue) { |
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return 0; |
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} |
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return (value.max() - maxValue) / value.amplitude(); |
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} |
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/** |
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* Compute value of a capped effect |
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* |
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* Ex: |
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* - Enemy has 50 life points |
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* - The spell can inflict 25 to 75 damage |
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* - If spell damage is higher than 50 (50 -> 75, 50% of chance), it will be capped to 50 |
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* - If spell damage is less than 50 (25 -> 49, 50% of chance), any value in the interval can happen, so average value is (25 + 49) / 2 ~= 37 |
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* - So the real average damage is : 50% * 50 + 50% * 37 = 43.5 |
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* |
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* @param value The effect value interval |
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* @param maxValue The maximum allowed value (capped value) |
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* @param maxProbability The probability to rise the max value. Use {@link CastSimulation#cappedProbability(Interval, double)} to compute this value |
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* |
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* @return The real effect value. |
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* - If min is higher than maxValue return the maxValue |
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* - If max is less than maxValue return the average value of the interval |
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* - Else, takes the capped probability in account to compute the value |
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*/ |
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private double computeCappedEffect(Interval value, double maxValue, double maxProbability) { |
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if (maxProbability == 1) { |
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return maxValue; |
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} |
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if (maxProbability == 0) { |
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return value.average(); |
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} |
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final double cappedAvgValue = ((double) value.min() + maxValue) / 2d; |
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return cappedAvgValue * (1d - maxProbability) + maxValue * maxProbability; |
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} |
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/** |
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* Compute value of a capped effect |
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* |
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* Ex: |
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* - Enemy has 50 life points |
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* - The spell can inflict 25 to 75 damage |
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* - If spell damage is higher than 50 (50 -> 75, 50% of chance), it will be capped to 50 |
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* - If spell damage is less than 50 (25 -> 49, 50% of chance), any value in the interval can happen, so average value is (25 + 49) / 2 ~= 37 |
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* - So the real average damage is : 50% * 50 + 50% * 37 = 43.5 |
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* |
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* @param value The effect value interval |
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* @param maxValue The maximum allowed value (capped value) |
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* |
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|
|
|
* @return The real effect value. |
379
|
|
|
* - If min is higher than maxValue return the maxValue |
380
|
|
|
* - If max is less than maxValue return the average value of the interval |
381
|
|
|
* - Else, takes the capped probability in account to compute the value |
382
|
|
|
*/ |
383
|
|
|
private double computeCappedEffect(Interval value, double maxValue) { |
384
|
1 |
|
return computeCappedEffect(value, maxValue, cappedProbability(value, maxValue)); |
385
|
|
|
} |
386
|
|
|
|
387
|
|
|
/** |
388
|
|
|
* Structure for compute applied effects values |
389
|
|
|
*/ |
390
|
|
|
public interface EffectValueComputer { |
391
|
|
|
/** |
392
|
|
|
* The kill probability |
393
|
|
|
* |
394
|
|
|
* @return a double value between 0 and 1 |
395
|
|
|
*/ |
396
|
|
|
public default double killProbability() { |
397
|
1 |
|
return 0; |
398
|
|
|
} |
399
|
|
|
|
400
|
|
|
/** |
401
|
|
|
* The changed life of the target |
402
|
|
|
* Return a negative value for damage, or a positive for heal |
403
|
|
|
* Do nothing is return 0 |
404
|
|
|
* |
405
|
|
|
* Note: the computed value must take in account the target current life |
406
|
|
|
*/ |
407
|
|
|
public default double lifeChange() { |
408
|
1 |
|
return 0; |
409
|
|
|
} |
410
|
|
|
|
411
|
|
|
/** |
412
|
|
|
* The boost value of the effect |
413
|
|
|
* Negative value for debuff, and positive for buff |
414
|
|
|
*/ |
415
|
|
|
public default double boost() { |
416
|
1 |
|
return 0; |
417
|
|
|
} |
418
|
|
|
} |
419
|
|
|
} |
420
|
|
|
|