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Push — master ( 95c2ad...b1bd2c )
by Vincent
06:21 queued 12s
created

healScore(CastSimulation)   A

Complexity

Conditions 1

Size

Total Lines 2
Code Lines 2

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 1
CRAP Score 1

Importance

Changes 1
Bugs 0 Features 0
Metric Value
cc 1
eloc 2
c 1
b 0
f 0
dl 0
loc 2
ccs 1
cts 1
cp 1
crap 1
rs 10
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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) 2017-2022 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.action.util.CastSpell;
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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.fighter.ActiveFighter;
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import fr.quatrevieux.araknemu.game.fight.turn.action.Action;
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import fr.quatrevieux.araknemu.game.fight.turn.action.factory.ActionsFactory;
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import java.util.Optional;
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/**
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 * Try to heal allies
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 *
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 * Select spells which heal allies or self
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 * All cells are tested for select the most effective target for each spells
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 */
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public final class Heal<F extends ActiveFighter> implements ActionGenerator<F>, CastSpell.SimulationSelector {
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    private final CastSpell<F> generator;
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    @SuppressWarnings({"assignment", "argument"})
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    public Heal(Simulator simulator) {
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        this.generator = new CastSpell<>(simulator, this);
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    }
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    @Override
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    public void initialize(AI<F> 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<F> ai, ActionsFactory<F> actions) {
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        return generator.generate(ai, actions);
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    }
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    @Override
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    public boolean valid(CastSimulation simulation) {
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        if (
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            simulation.alliesLife() + simulation.selfLife() <= 0
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            || simulation.killedAllies() > 0.1
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            || simulation.suicideProbability() > 0.1
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        ) {
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            return false;
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        }
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        // Apply more heal on enemies than allies
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        return simulation.alliesLife() + simulation.selfLife() > simulation.enemiesLife();
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    }
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    @Override
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    public double score(CastSimulation simulation) {
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        final double score = healScore(simulation) + boostScore(simulation);
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        return score / simulation.actionPointsCost();
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    }
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    private double healScore(CastSimulation simulation) {
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        return simulation.alliesLife() + simulation.selfLife() - simulation.enemiesLife();
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    }
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    private double boostScore(CastSimulation simulation) {
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        return (simulation.alliesBoost() + simulation.selfBoost() - simulation.enemiesBoost()) / 10;
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    }
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}
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