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by Vincent
06:21 queued 12s
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simulate(CastSimulation,EffectScope)   A

Complexity

Conditions 4

Size

Total Lines 21
Code Lines 16

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 13
CRAP Score 4

Importance

Changes 1
Bugs 0 Features 0
Metric Value
cc 4
eloc 16
c 1
b 0
f 0
dl 0
loc 21
ccs 13
cts 13
cp 1
crap 4
rs 9.6
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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.simulation.effect;
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import fr.arakne.utils.value.Interval;
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import fr.quatrevieux.araknemu.data.constant.Characteristic;
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.CastSimulation;
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import fr.quatrevieux.araknemu.game.fight.castable.CastScope;
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import fr.quatrevieux.araknemu.game.fight.castable.effect.EffectValue;
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import fr.quatrevieux.araknemu.game.fight.fighter.ActiveFighter;
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import fr.quatrevieux.araknemu.game.fight.fighter.PassiveFighter;
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import fr.quatrevieux.araknemu.game.spell.effect.SpellEffect;
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/**
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 * Simulate simple heal effect
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 *
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 * @see fr.quatrevieux.araknemu.game.fight.castable.effect.handler.heal.HealHandler
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 */
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public final class HealSimulator implements EffectSimulator {
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    @Override
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    public void simulate(CastSimulation simulation, CastScope.EffectScope effect) {
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        final ActiveFighter caster = simulation.caster();
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        final int boost = caster.characteristics().get(Characteristic.INTELLIGENCE);
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        final int fixed = caster.characteristics().get(Characteristic.HEALTH_BOOST);
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        for (PassiveFighter target : effect.targets()) {
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            final SpellEffect spellEffect = effect.effect();
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            final Interval value = EffectValue.create(spellEffect, simulation.caster(), target)
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                .percent(boost)
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                .fixed(fixed)
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                .interval()
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            ;
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            final int duration = spellEffect.duration();
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            if (duration == 0) {
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                simulation.addHeal(value, target);
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            } else {
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                // Limit duration to 10
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                simulation.addHealBuff(value, duration < 1 || duration > 10 ? 10 : duration, target);
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            }
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        }
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    }
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}
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