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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;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                import fr.quatrevieux.araknemu.game.fight.ai.AI;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                import fr.quatrevieux.araknemu.game.fight.ai.simulation.CastSimulation;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                import fr.quatrevieux.araknemu.game.fight.ai.simulation.Simulator;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                import fr.quatrevieux.araknemu.game.fight.turn.action.Action;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                import fr.quatrevieux.araknemu.game.spell.effect.SpellEffect;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                import java.util.Optional;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                /**  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 * Try to boost allies (or self)  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 *  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 * Self boost is priorized to allies boost.  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 * The selected spell must, at least, boost allies or self.  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                 */  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                public final class Boost implements ActionGenerator, CastSpell.SimulationSelector { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    private final CastSpell generator;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    private final double selfBoostRate;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    private final double alliesBoostRate;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    private final int minDuration;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    private final boolean allowWithoutDelay;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    public Boost(Simulator simulator, double selfBoostRate, double alliesBoostRate, int minDuration, boolean allowWithoutDelay) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        this.generator = new CastSpell(simulator, this);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        this.selfBoostRate = selfBoostRate;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        this.alliesBoostRate = alliesBoostRate;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        this.minDuration = minDuration;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        this.allowWithoutDelay = allowWithoutDelay;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    @Override  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    public void initialize(AI ai) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        generator.initialize(ai);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    @Override  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    public Optional<Action> generate(AI ai) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        return generator.generate(ai);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                                                                
            
                                    
            
            
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                    @Override  | 
            
            
                                                                        
                            
            
                                    
            
            
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                    public boolean valid(CastSimulation simulation) { | 
            
            
                                                                        
                            
            
                                    
            
            
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                        // @todo spell filter on interface  | 
            
                            
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                        if (!allowWithoutDelay && simulation.spell().constraints().launchDelay() <= 1) { | 
            
            
                                                                        
                            
            
                                    
            
            
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                            return false;  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        }  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        if (simulation.spell().effects().stream().map(SpellEffect::duration).noneMatch(duration -> duration >= minDuration)) { | 
            
            
                                                                        
                            
            
                                    
            
            
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                            return false;  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        }  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        if (simulation.suicideProbability() > 0 || simulation.killedAllies() > 0) { | 
            
            
                                                                        
                            
            
                                    
            
            
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                            return false;  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        }  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        final double totalBoost = simulation.alliesBoost() + simulation.selfBoost();  | 
            
            
                                                                        
                            
            
                                    
            
            
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                        return totalBoost > 0 && totalBoost + simulation.alliesLife() + simulation.selfLife() > 0;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    @Override  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    public boolean compare(CastSimulation a, CastSimulation b) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        return score(a) > score(b);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    /**  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * Compute the score for the given simulation  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     *  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * @param simulation The simulation result  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     *  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * @return The score of the simulation  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     */  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    private double score(CastSimulation simulation) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        double score =  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                            + simulation.alliesBoost() * alliesBoostRate  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                            + simulation.selfBoost() * selfBoostRate  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                            - simulation.enemiesBoost()  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        ;  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        if (simulation.alliesLife() < 0) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                            score += simulation.alliesLife();  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        if (simulation.selfLife() < 0) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                            score += simulation.selfLife();  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        return score / simulation.spell().apCost();  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    /**  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * Configure boost action with prioritization of self boost  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * And allow only long effects (>= 2 turns) to permit usage before {@link Attack} | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     */  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    public static Boost self(Simulator simulator) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        return new Boost(simulator, 2d, 1d, 2, false);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    /**  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * Configure boost action with prioritization of allies boost  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * Temporary effects (1 turn) are allowed.  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     * This action must be declared after {@link Attack} | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                     */  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    public static Boost allies(Simulator simulator) { | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                        return new Boost(simulator, 0.5d, 2d, 1, true);  | 
            
            
                                                                                                            
                            
            
                                    
            
            
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                    }  | 
            
            
                                                                                                            
                                                                
            
                                    
            
            
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                }  | 
            
            
                                                        
            
                                    
            
            
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