fr.quatrevieux.araknemu.game.fight.castable.effect.handler.damage.Damage   A
last analyzed

Complexity

Total Complexity 12

Size/Duplication

Total Lines 92
Duplicated Lines 0 %

Test Coverage

Coverage 100%

Importance

Changes 0
Metric Value
dl 0
loc 92
ccs 28
cts 28
cp 1
rs 10
c 0
b 0
f 0
eloc 42
wmc 12

10 Methods

Rating   Name   Duplication   Size   Complexity  
A reflect(int) 0 4 1
A reduce(int) 0 4 1
A reducedDamage() 0 2 1
A Damage(int,Element) 0 3 1
A reflectedDamage() 0 2 1
A element() 0 2 1
A multiply(int) 0 5 1
A percent(int) 0 8 2
A fixed(int) 0 4 1
A value() 0 9 2
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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.castable.effect.handler.damage;
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import fr.quatrevieux.araknemu.game.fight.castable.effect.Element;
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/**
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 * Compute suffered damage
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 *
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 * Formula :
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 * (value * percent / 100 - fixed - reduce) * multiply
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 */
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public final class Damage implements MultipliableDamage {
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    private final int value;
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    private final Element element;
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    private int multiply = 1;
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    private int fixed = 0;
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    private int percent = 100;
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    private int reduce = 0;
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    private int returned = 0;
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    public Damage(int value, Element element) {
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        this.value = value;
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        this.element = element;
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    }
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    /**
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     * Get the damage element
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     */
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    public Element element() {
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        return element;
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    }
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    @Override
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    public int value() {
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        final int base = (value * percent / 100 - fixed - reduce);
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        if (base <= 0) {
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            return 0;
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        }
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        return base * multiply;
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    }
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    /**
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     * Reduce damage in percent
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     */
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    public Damage percent(int percent) {
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        if (percent > this.percent) {
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            this.percent = 0;
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        } else {
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            this.percent -= percent;
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        }
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        return this;
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    }
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    /**
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     * Reduce fixed damage
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     */
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    public Damage fixed(int fixed) {
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        this.fixed += fixed;
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        return this;
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    }
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    @Override
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    public Damage multiply(int factor) {
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        this.multiply *= factor;
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        return this;
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    }
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    /**
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     * Reduce fixed damage with buff effect
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     */
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    public Damage reduce(int value) {
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        this.reduce += value;
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        return this;
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    }
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    /**
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     * Add reflected damage
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     */
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    public Damage reflect(int value) {
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        this.returned += value;
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        return this;
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    }
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    /**
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     * Get the damage reduction value from armor buff effects
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     */
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    public int reducedDamage() {
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        return reduce;
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    }
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    /**
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     * How much damage has been reflected by the target ?
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     */
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    public int reflectedDamage() {
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        return returned;
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    }
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}
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