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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.action.builder; |
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import fr.quatrevieux.araknemu.game.fight.ai.AI; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.ActionGenerator; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.Attack; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.Boost; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.Debuff; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.Heal; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.MoveFarEnemies; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.MoveNearAllies; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.MoveNearEnemy; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.MoveToAttack; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.MoveToBoost; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.TeleportNearEnemy; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.logic.GeneratorAggregate; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.logic.NullGenerator; |
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.Simulator; |
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import fr.quatrevieux.araknemu.game.fight.fighter.ActiveFighter; |
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import java.util.ArrayList; |
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import java.util.List; |
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import java.util.function.Consumer; |
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import java.util.function.Predicate; |
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/** |
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* Build an action generator pipeline using a simple builder |
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* |
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* Note: This class is not marked as final to allow extends to add custom actions methods |
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* |
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* Usage: |
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* <pre>{@code |
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* Simulator simulator = xxx; |
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* GeneratorBuilder builder = new GeneratorBuilder(); |
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* |
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* builder |
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* .boostSelf(simulator) |
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* .attackFromBestCell(simulator) |
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* .when(ai -> isLowLife(ai), cb -> cb |
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* .success(GeneratorBuilder::moveFarEnemies) |
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* .otherwise(GeneratorBuilder::moveNearEnemy) |
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* ) |
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* .boostAllies(simulator) |
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* ; |
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* }</pre> |
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*/ |
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public class GeneratorBuilder<F extends ActiveFighter> { |
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private final List<ActionGenerator<F>> generators = new ArrayList<>(); |
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/** |
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* Append a new action generator at the end of the pipeline |
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* |
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* Note: prefer use of helpers methods instead |
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* |
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* Usage: |
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* <pre>{@code |
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* builder |
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* .add(new MyProprietaryAction()) |
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* .add(new NextAction()) |
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* ; |
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* }</pre> |
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* |
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* @param generator The generator instance |
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* |
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* @return The builder instance |
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*/ |
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public final GeneratorBuilder<F> add(ActionGenerator<F> generator) { |
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generators.add(generator); |
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return this; |
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} |
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/** |
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* Add a conditional action |
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* |
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* Usage: |
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* <pre>{code |
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* builder.when(ai -> checkCanPerform(ai), cb -> cb |
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* .success(GeneratorBuilder::attack) |
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* .otherwise(GeneratorBuilder::boostSelf) |
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* ) |
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* }</pre> |
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* |
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* @param configurator The builder configurator |
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* |
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* @return The builder instance |
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* |
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* @see fr.quatrevieux.araknemu.game.fight.ai.util.Predicates For the condition parameter |
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* @see ConditionalBuilder |
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* @see fr.quatrevieux.araknemu.game.fight.ai.action.logic.ConditionalGenerator |
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*/ |
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public final GeneratorBuilder<F> when(Predicate<AI<F>> condition, Consumer<ConditionalBuilder<F>> configurator) { |
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final ConditionalBuilder<F> builder = new ConditionalBuilder<>(condition); |
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configurator.accept(builder); |
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return add(builder.build()); |
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} |
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/** |
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* Try to attack from the best cell (i.e. move to maximize damages) |
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* |
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* Try to perform in order : |
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* - Move to the best cell for cast attack |
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* - Cast the attack spell |
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* |
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* Note: this method is equivalent to `{@code builder.moveToAttack(simulator).attack(simulator)}` |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see GeneratorBuilder#attackFromNearestCell(Simulator) Same action (move and attack), but configured to use the minimal amount of MP |
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* @see GeneratorBuilder#moveToAttack(Simulator) For only perform the move action, without attack |
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* @see GeneratorBuilder#attack(Simulator) For only perform the attack, without move |
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*/ |
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public final GeneratorBuilder<F> attackFromBestCell(Simulator simulator) { |
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return moveToAttack(simulator).attack(simulator); |
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} |
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/** |
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* Try to move to the best cell for cast an attack spell |
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* |
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* To ensure that the move will be performed, add the attack action after this one. |
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* Otherwise, if an attack is possible from the current cell it will be performed, |
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* which will results to sub-optimal action. |
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* |
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* The action will not be performed if there is a tackle chance and if an attack is possible from the current cell |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see GeneratorBuilder#attackFromBestCell(Simulator) For perform move and attack |
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* @see MoveToAttack#bestTarget(Simulator) The used action generator |
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*/ |
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public final GeneratorBuilder<F> moveToAttack(Simulator simulator) { |
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return add(MoveToAttack.bestTarget(simulator)); |
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} |
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/** |
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* Try to attack from the nearest cell |
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* |
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* Try to perform in order : |
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* - Cast the attack spell |
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* - Move to the nearest cell for cast attack |
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* |
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* If an attack can be performed from the current cell, the move will be ignored |
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* |
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* Note: this method is equivalent to `{@code builder.attack(simulator).add(MoveToAttack.nearest(simulator))}` |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see GeneratorBuilder#attackFromBestCell(Simulator) Same action (move and attack), but configured to maximize damage |
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* @see GeneratorBuilder#attack(Simulator) For only perform the attack, without move |
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*/ |
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public final GeneratorBuilder<F> attackFromNearestCell(Simulator simulator) { |
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return attack(simulator).add(MoveToAttack.nearest(simulator)); |
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} |
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/** |
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* Try to attack from the current cell |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see Attack The used action generator |
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* @see GeneratorBuilder#attackFromBestCell(Simulator) For perform move and attack action |
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* @see GeneratorBuilder#attackFromNearestCell(Simulator) For perform move and attack action |
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*/ |
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public final GeneratorBuilder<F> attack(Simulator simulator) { |
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return add(new Attack<>(simulator)); |
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} |
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/** |
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* Try to boost oneself |
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* |
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* Note: The action will not boost only self fighter, but also allies, with lower priority |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see Boost#self(Simulator) The used action generator |
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* @see GeneratorBuilder#boostAllies(Simulator) To boost allies in priority |
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*/ |
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public final GeneratorBuilder<F> boostSelf(Simulator simulator) { |
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return add(Boost.self(simulator)); |
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} |
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/** |
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* Try to boost allies |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see Boost#allies(Simulator) The used action generator |
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* @see GeneratorBuilder#boostSelf(Simulator) To boost oneself in priority |
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*/ |
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public final GeneratorBuilder<F> boostAllies(Simulator simulator) { |
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return add(Boost.allies(simulator)); |
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} |
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/** |
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* Try to move to the best cell for cast a boost spell |
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* |
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* To ensure that the move will be performed, add the boost action after this one. |
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* The action will not be performed if there is a tackle chance and if an boost is possible from the current cell |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see MoveToBoost The used action generator |
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*/ |
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public final GeneratorBuilder<F> moveToBoost(Simulator simulator) { |
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return add(new MoveToBoost<>(simulator)).boostAllies(simulator); |
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} |
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/** |
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* Try to heal allies or self |
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* |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see Heal The used action generator |
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*/ |
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public final GeneratorBuilder<F> heal(Simulator simulator) { |
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return add(new Heal<>(simulator)); |
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} |
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/** |
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* Try to debuff (i.e. apply negative buff) enemies |
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* @param simulator Simulator used by AI |
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* |
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* @return The builder instance |
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* |
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* @see Debuff The used action generator |
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*/ |
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public final GeneratorBuilder<F> debuff(Simulator simulator) { |
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return add(new Debuff<>(simulator)); |
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} |
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/** |
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* Try to move near the selected enemy |
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* |
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* @return The builder instance |
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* |
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* @see MoveNearEnemy The used action generator |
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* @see AI#enemy() The selected enemy |
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* @see GeneratorBuilder#moveOrTeleportNearEnemy() The move using MP or teleport spell |
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*/ |
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public final GeneratorBuilder<F> moveNearEnemy() { |
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return add(new MoveNearEnemy<>()); |
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} |
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/** |
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* Try to teleport near the selected enemy |
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* |
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* @return The builder instance |
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* |
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* @see TeleportNearEnemy The used action generator |
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* @see AI#enemy() The selected enemy |
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* @see GeneratorBuilder#moveOrTeleportNearEnemy() The move using MP or teleport spell |
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*/ |
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public final GeneratorBuilder<F> teleportNearEnemy() { |
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return add(new TeleportNearEnemy<>()); |
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} |
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/** |
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* Try to move or teleport near the selected enemy |
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* |
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* This is equivalent to `{@code builder.moveNearEnemy().teleportNearEnemy()}` |
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* |
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* @return The builder instance |
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* |
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* @see AI#enemy() The selected enemy |
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* @see GeneratorBuilder#moveNearEnemy() |
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* @see GeneratorBuilder#moveFarEnemies() |
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*/ |
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public final GeneratorBuilder<F> moveOrTeleportNearEnemy() { |
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return moveNearEnemy().teleportNearEnemy(); |
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} |
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/** |
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* Try to move far all enemies |
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* |
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* The selected cell is the cell with the highest minimal distance from enemies |
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* |
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* @return The builder instance |
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* |
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* @see MoveFarEnemies The used action generator |
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*/ |
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public final GeneratorBuilder<F> moveFarEnemies() { |
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return add(new MoveFarEnemies<>()); |
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} |
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/** |
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* Try to move near allies |
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* |
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* The selected cell is the cell with the lowest minimal and average distance from allies |
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* |
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* @return The builder instance |
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* |
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* @see MoveNearAllies The used action generator |
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*/ |
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public final GeneratorBuilder<F> moveNearAllies() { |
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return add(new MoveNearAllies<>()); |
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} |
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/** |
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* Build the action generator object |
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* |
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* If the pipeline is empty, and {@link NullGenerator} will be returned |
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* If there is only one action generator, it will be returned |
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* Else, create a {@link GeneratorAggregate} |
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*/ |
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@SuppressWarnings("unchecked") |
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public final ActionGenerator<F> build() { |
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if (generators.isEmpty()) { |
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return NullGenerator.get(); |
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} |
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if (generators.size() == 1) { |
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return generators.get(0); |
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} |
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return new GeneratorAggregate<>(generators.toArray(new ActionGenerator[0])); |
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} |
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} |
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