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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; |
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.effect.EffectSimulator; |
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import fr.quatrevieux.araknemu.game.fight.castable.CastScope; |
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import fr.quatrevieux.araknemu.game.fight.fighter.ActiveFighter; |
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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.fight.turn.action.util.CriticalityStrategy; |
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import fr.quatrevieux.araknemu.game.spell.Spell; |
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import java.util.HashMap; |
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import java.util.Map; |
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/** |
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* Perform simulation on fight |
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*/ |
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public final class Simulator { |
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private final Map<Integer, EffectSimulator> simulators = new HashMap<>(); |
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private final CriticalityStrategy criticalityStrategy; |
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public Simulator(CriticalityStrategy criticalityStrategy) { |
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this.criticalityStrategy = criticalityStrategy; |
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} |
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/** |
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* Register an effect simulator |
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* |
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* @param effectId The effect to simulate |
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* @param simulator The simulator |
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*/ |
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public void register(int effectId, EffectSimulator simulator) { |
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simulators.put(effectId, simulator); |
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} |
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/** |
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* Simulate the spell cast |
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* |
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* @param spell Spell to cast |
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* @param caster The caster (current fighter) |
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* @param target The cell target |
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* |
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* @return The simulation result |
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*/ |
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public CastSimulation simulate(Spell spell, ActiveFighter caster, BattlefieldCell target) { |
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final CastSimulation normalSimulation = simulate(spell, new SimulationCastScope(spell, caster, target, spell.effects())); |
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final int hitRate = spell.criticalHit(); |
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if (hitRate < 2) { |
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return normalSimulation; |
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} |
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final CastSimulation criticalSimulation = simulate(spell, new SimulationCastScope(spell, caster, target, spell.criticalEffects())); |
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final CastSimulation simulation = new CastSimulation(spell, caster, target); |
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final int criticalRate = 100 / criticalityStrategy.hitRate(caster, hitRate); |
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simulation.merge(normalSimulation, 100 - criticalRate); |
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simulation.merge(criticalSimulation, criticalRate); |
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return simulation; |
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} |
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/** |
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* Simulate a cast result |
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* |
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* @param scope The cast scope |
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*/ |
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private CastSimulation simulate(Spell spell, CastScope<FighterData, BattlefieldCell> scope) { |
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// Remove invisible fighters from simulation |
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scope.targets().forEach(target -> { |
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if (target.hidden()) { |
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scope.removeTarget(target); |
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} |
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}); |
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final CastSimulation simulation = new CastSimulation(spell, scope.caster(), scope.target()); |
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for (CastScope.EffectScope<FighterData> effect : scope.effects()) { |
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final EffectSimulator simulator = simulators.get(effect.effect().effect()); |
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if (simulator == null) { |
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continue; |
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} |
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if (effect.effect().probability() > 0) { |
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final CastSimulation probableSimulation = new CastSimulation(spell, scope.caster(), scope.target()); |
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simulator.simulate(probableSimulation, effect); |
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simulation.merge(probableSimulation, effect.effect().probability()); |
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} else { |
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simulator.simulate(simulation, effect); |
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} |
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} |
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return simulation; |
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} |
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} |
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