fr.quatrevieux.araknemu.game.fight.ai.simulation.effect.StealLifeSimulator   A
last analyzed

Complexity

Total Complexity 3

Size/Duplication

Total Lines 18
Duplicated Lines 0 %

Test Coverage

Coverage 100%

Importance

Changes 1
Bugs 0 Features 0
Metric Value
c 1
b 0
f 0
dl 0
loc 18
ccs 8
cts 8
cp 1
rs 10
eloc 11
wmc 3

2 Methods

Rating   Name   Duplication   Size   Complexity  
A simulate(CastSimulation,EffectScope) 0 11 2
A StealLifeSimulator(Element) 0 2 1
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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) 2017-2019 Vincent Quatrevieux
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 */
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package fr.quatrevieux.araknemu.game.fight.ai.simulation.effect;
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import fr.arakne.utils.value.Interval;
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.CastSimulation;
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import fr.quatrevieux.araknemu.game.fight.castable.CastScope;
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import fr.quatrevieux.araknemu.game.fight.castable.effect.Element;
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import fr.quatrevieux.araknemu.game.fight.fighter.FighterData;
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/**
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 * Simulate steal life effect
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 *
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 * @see fr.quatrevieux.araknemu.game.fight.castable.effect.handler.damage.StealLifeHandler
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 */
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public final class StealLifeSimulator implements EffectSimulator {
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    private final DamageSimulator simulator;
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    public StealLifeSimulator(Element element) {
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        this.simulator = new DamageSimulator(element);
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    }
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    @Override
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    public void simulate(CastSimulation simulation, CastScope.EffectScope<? extends FighterData> effect) {
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        final double lastDamage = -simulation.alliesLife() - simulation.enemiesLife();
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        // Poison is already handled by the DamageSimulator
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        simulator.simulate(simulation, effect);
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        final double totalDamage = (-simulation.alliesLife() - simulation.enemiesLife()) - lastDamage;
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        if (totalDamage > 0) {
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            simulation.addHeal(Interval.of((int) totalDamage / 2), simulation.caster());
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        }
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    }
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}
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