Passed
Push — master ( 829174...1eed22 )
by Jakub
01:43
created

Character.php$3 ➔ recalculateStats()   B

Complexity

Conditions 10

Size

Total Lines 34

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 27
CRAP Score 10

Importance

Changes 0
Metric Value
dl 0
loc 34
ccs 27
cts 27
cp 1
rs 7.6666
c 0
b 0
f 0
cc 10
crap 10

How to fix   Complexity   

Long Method

Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.

For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.

Commonly applied refactorings include:

1
<?php
2
declare(strict_types=1);
3
4
namespace HeroesofAbenez\Combat;
5
6
use Nexendrie\Utils\Numbers;
7
use Symfony\Component\OptionsResolver\OptionsResolver;
8
use Nexendrie\Utils\Collection;
9
10
/**
11
 * Structure for single character
12
 *
13
 * @author Jakub Konečný
14
 * @property-read int|string $id
15
 * @property-read string $name
16
 * @property-read string $gender
17
 * @property-read string $race
18
 * @property-read string $occupation
19
 * @property-read int $level
20
 * @property-read int $strength
21
 * @property-read int $strengthBase
22
 * @property-read int $dexterity
23
 * @property-read int $dexterityBase
24
 * @property-read int $constitution
25
 * @property-read int $constitutionBase
26
 * @property-read int $intelligence
27
 * @property-read int $intelligenceBase
28
 * @property-read int $charisma
29
 * @property-read int $charismaBase
30
 * @property-read int $maxHitpoints
31
 * @property-read int $maxHitpointsBase
32
 * @property-read int $hitpoints
33
 * @property-read int $damage
34
 * @property-read int $damageBase
35
 * @property-read int $hit
36
 * @property-read int $hitBase
37
 * @property-read int $dodge
38
 * @property-read int $dodgeBase
39
 * @property-read int $initiative
40
 * @property-read int $initiativeBase
41
 * @property-read string $initiativeFormula
42
 * @property-read int $defense
43
 * @property-read int $defenseBase
44
 * @property-read Equipment[]|Collection $equipment
45
 * @property-read Pet[]|Collection $pets
46
 * @property-read BaseCharacterSkill[]|Collection $skills
47
 * @property-read int|null $activePet
48
 * @property CharacterEffect[]|CharacterEffectsCollection $effects
49
 * @property ICharacterEffectsProvider[]|Collection $effectProviders
50
 * @property-read bool $stunned
51
 * @property-read BaseCharacterSkill[] $usableSkills
52
 * @property IInitiativeFormulaParser $initiativeFormulaParser
53
 * @property int $positionRow
54
 * @property int $positionColumn
55
 */
56 1
class Character {
57 1
  use \Nette\SmartObject;
58
  
59
  public const HITPOINTS_PER_CONSTITUTION = 5;
60
  public const STAT_STRENGTH = "strength";
61
  public const STAT_DEXTERITY = "dexterity";
62
  public const STAT_CONSTITUTION = "constitution";
63
  public const STAT_INTELLIGENCE = "intelligence";
64
  public const STAT_CHARISMA = "charisma";
65
  public const STAT_MAX_HITPOINTS = "maxHitpoints";
66
  public const STAT_DAMAGE = "damage";
67
  public const STAT_DEFENSE = "defense";
68
  public const STAT_HIT = "hit";
69
  public const STAT_DODGE = "dodge";
70
  public const STAT_INITIATIVE = "initiative";
71
  public const BASE_STATS = [
72
    self::STAT_STRENGTH, self::STAT_DEXTERITY, self::STAT_CONSTITUTION, self::STAT_INTELLIGENCE, self::STAT_CHARISMA,
73
  ];
74
  public const SECONDARY_STATS = [
75
    self::STAT_MAX_HITPOINTS, self::STAT_DAMAGE, self::STAT_DEFENSE, self::STAT_HIT, self::STAT_DODGE, self::STAT_INITIATIVE,
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76
  ];
77
  
78
  /** @var int|string */
79
  protected $id;
80
  /** @var string */
81
  protected $name;
82
  /** @var string */
83
  protected $gender = "male";
84
  /** @var string */
85
  protected $race;
86
  /** @var string */
87
  protected $occupation;
88
  /** @var string */
89
  protected $specialization;
90
  /** @var int */
91
  protected $level;
92
  /** @var int */
93
  protected $strength;
94
  /** @var int */
95
  protected $strengthBase;
96
  /** @var int */
97
  protected $dexterity;
98
  /** @var int */
99
  protected $dexterityBase;
100
  /** @var int */
101
  protected $constitution;
102
  /** @var int */
103
  protected $constitutionBase;
104
  /** @var int */
105
  protected $intelligence;
106
  /** @var int */
107
  protected $intelligenceBase;
108
  /** @var int */
109
  protected $charisma;
110
  /** @var int */
111
  protected $charismaBase;
112
  /** @var int */
113
  protected $maxHitpoints;
114
  /** @var int */
115
  protected $maxHitpointsBase;
116
  /** @var int */
117
  protected $hitpoints;
118
  /** @var int */
119
  protected $damage = 0;
120
  /** @var int */
121
  protected $damageBase = 0;
122
  /** @var int */
123
  protected $hit = 0;
124
  /** @var int */
125
  protected $hitBase = 0;
126
  /** @var int */
127
  protected $dodge = 0;
128
  /** @var int */
129
  protected $dodgeBase = 0;
130
  /** @var int */
131
  protected $initiative = 0;
132
  /** @var int */
133
  protected $initiativeBase = 0;
134
  /** @var string */
135
  protected $initiativeFormula;
136
  /** @var IInitiativeFormulaParser */
137
  protected $initiativeFormulaParser;
138
  /** @var float */
139
  protected $defense = 0;
140
  /** @var float */
141
  protected $defenseBase = 0;
142
  /** @var Equipment[]|Collection Character's equipment */
143
  protected $equipment;
144
  /** @var Pet[]|Collection Character's pets */
145
  protected $pets;
146
  /** @var BaseCharacterSkill[]|Collection Character's skills */
147
  protected $skills;
148
  /** @var int|null */
149
  protected $activePet = null;
150
  /** @var CharacterEffect[]|CharacterEffectsCollection Active effects */
151
  protected $effects;
152
  /** @var ICharacterEffectsProvider[]|Collection */
153
  protected $effectProviders;
154
  /** @var bool */
155
  protected $stunned = false;
156
  /** @var int */
157
  protected $positionRow = 0;
158
  /** @var int */
159
  protected $positionColumn = 0;
160
  
161
  /**
162
   *
163
   * @param array $stats Stats of the character
164
   * @param Equipment[] $equipment Equipment of the character
165
   * @param Pet[] $pets Pets owned by the character
166
   * @param BaseCharacterSkill[] $skills Skills acquired by the character
167
   */
168
  public function __construct(array $stats, array $equipment = [], array $pets = [], array $skills = [], IInitiativeFormulaParser $initiativeFormulaParser = null) {
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169 1
    $this->initiativeFormulaParser = $initiativeFormulaParser ?? new InitiativeFormulaParser();
170 1
    $this->effectProviders = new class extends  Collection {
171
      /** @var string */
172
      protected $class = ICharacterEffectsProvider::class;
173
    };
174 1
    $this->equipment = new class extends Collection {
175
      /** @var string */
176
      protected $class = Equipment::class;
177
    };
178 1
    foreach($equipment as $eq) {
179 1
      $this->equipment[] = $this->effectProviders[] = $eq;
180
    }
181 1
    $this->pets = new class extends Collection {
182
      /** @var string */
183
      protected $class = Pet::class;
184
    };
185 1
    foreach($pets as $pet) {
186 1
      $this->pets[] = $this->effectProviders[] = $pet;
187
    }
188 1
    $this->skills = new class extends Collection {
189
      /** @var string */
190
      protected $class = BaseCharacterSkill::class;
191
    };
192 1
    foreach($skills as $skill) {
193 1
      $this->skills[] = $skill;
194
    }
195 1
    $this->equipment->lock();
196 1
    $this->pets->lock();
197 1
    $this->skills->lock();
198 1
    $this->setStats($stats);
199 1
    $this->effects = new CharacterEffectsCollection($this);
200 1
  }
201
  
202
  protected function setStats(array $stats): void {
203 1
    $requiredStats = array_merge(["id", "name", "level", "initiativeFormula",], static::BASE_STATS);
204 1
    $allStats = array_merge($requiredStats, ["occupation", "race", "specialization", "gender",]);
205 1
    $numberStats = static::BASE_STATS;
206 1
    $textStats = ["name", "race", "occupation", "initiativeFormula",];
207 1
    $resolver = new OptionsResolver();
208 1
    $resolver->setDefined($allStats);
209 1
    $resolver->setAllowedTypes("id", ["integer", "string"]);
210 1
    foreach($numberStats as $stat) {
211 1
      $resolver->setAllowedTypes($stat, ["integer", "float"]);
212 1
      $resolver->setNormalizer($stat, function(OptionsResolver $resolver, $value) {
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213 1
        return (int) $value;
214 1
      });
215
    }
216 1
    foreach($textStats as $stat) {
217 1
      $resolver->setNormalizer($stat, function(OptionsResolver $resolver, $value) {
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218 1
        return (string) $value;
219 1
      });
220
    }
221 1
    $resolver->setRequired($requiredStats);
222 1
    $stats = array_filter($stats, function($key) use($allStats) {
223 1
      return in_array($key, $allStats, true);
224 1
    }, ARRAY_FILTER_USE_KEY);
225 1
    $stats = $resolver->resolve($stats);
226 1
    foreach($stats as $key => $value) {
227 1
      if(in_array($key, $numberStats, true)) {
228 1
        $this->$key = $value;
229 1
        $this->{$key . "Base"} = $value;
230
      } else {
231 1
        $this->$key = $value;
232
      }
233
    }
234 1
    $this->hitpoints = $this->maxHitpoints = $this->maxHitpointsBase = $this->constitution * static::HITPOINTS_PER_CONSTITUTION;
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235 1
    $this->recalculateSecondaryStats();
236 1
    $this->hitBase = $this->hit;
237 1
    $this->dodgeBase = $this->dodge;
238 1
  }
239
  
240
  /**
241
   * @return int|string
242
   */
243
  public function getId() {
244 1
    return $this->id;
245
  }
246
  
247
  public function getName(): string {
248 1
    return $this->name;
249
  }
250
  
251
  public function getGender(): string {
252
    return $this->gender;
253
  }
254
  
255
  public function getRace(): string {
256
    return $this->race;
257
  }
258
  
259
  public function getOccupation(): string {
260
    return $this->occupation;
261
  }
262
  
263
  public function getLevel(): int {
264 1
    return $this->level;
265
  }
266
  
267
  public function getStrength(): int {
268 1
    return $this->strength;
269
  }
270
  
271
  public function getStrengthBase(): int {
272
    return $this->strengthBase;
273
  }
274
  
275
  public function getDexterity(): int {
276 1
    return $this->dexterity;
277
  }
278
  
279
  public function getDexterityBase(): int {
280
    return $this->dexterityBase;
281
  }
282
  
283
  public function getConstitution(): int {
284 1
    return $this->constitution;
285
  }
286
  
287
  public function getConstitutionBase(): int {
288
    return $this->constitutionBase;
289
  }
290
  
291
  public function getCharisma(): int {
292 1
    return $this->charisma;
293
  }
294
  
295
  public function getCharismaBase(): int {
296
    return $this->charismaBase;
297
  }
298
  
299
  public function getMaxHitpoints(): int {
300 1
    return $this->maxHitpoints;
301
  }
302
  
303
  public function getMaxHitpointsBase(): int {
304 1
    return $this->maxHitpointsBase;
305
  }
306
  
307
  public function getHitpoints(): int {
308 1
    return $this->hitpoints;
309
  }
310
  
311
  public function getDamage(): int {
312 1
    return $this->damage;
313
  }
314
  
315
  public function getDamageBase(): int {
316
    return $this->damageBase;
317
  }
318
  
319
  public function getHit(): int {
320 1
    return $this->hit;
321
  }
322
  
323
  public function getHitBase(): int {
324
    return $this->hitBase;
325
  }
326
  
327
  public function getDodge(): int {
328 1
    return $this->dodge;
329
  }
330
  
331
  public function getDodgeBase(): int {
332
    return $this->dodgeBase;
333
  }
334
  
335
  public function getInitiative(): int {
336 1
    return $this->initiative;
337
  }
338
  
339
  public function getInitiativeBase(): int {
340 1
    return $this->initiativeBase;
341
  }
342
  
343
  public function getInitiativeFormula(): string {
344 1
    return $this->initiativeFormula;
345
  }
346
  
347
  public function getDefense(): int {
348 1
    return (int) $this->defense;
349
  }
350
  
351
  public function getDefenseBase(): int {
352
    return (int) $this->defenseBase;
353
  }
354
  
355
  /**
356
   * @return Equipment[]|Collection
357
   */
358
  public function getEquipment(): Collection {
359 1
    return $this->equipment;
360
  }
361
  
362
  /**
363
   * @return Pet[]|Collection
364
   */
365
  public function getPets(): Collection {
366
    return $this->pets;
367
  }
368
  
369
  /**
370
   * @return BaseCharacterSkill[]|Collection
371
   */
372
  public function getSkills(): Collection {
373 1
    return $this->skills;
374
  }
375
  
376
  public function getActivePet(): ?int {
377
    /** @var Pet|null $pet */
378 1
    $pet = $this->pets->getItem(["deployed" => true]);
379 1
    if(is_null($pet)) {
380 1
      return null;
381
    }
382 1
    return $pet->id;
383
  }
384
385
  public function getEffects(): CharacterEffectsCollection {
386 1
    return $this->effects;
387
  }
388
  
389
  /**
390
   * @return ICharacterEffectsProvider[]|Collection
391
   */
392
  public function getEffectProviders(): Collection {
393 1
    return $this->effectProviders;
394
  }
395
  
396
  public function isStunned(): bool {
397 1
    return $this->stunned;
398
  }
399
  
400
  public function getSpecialization(): string {
401
    return $this->specialization;
402
  }
403
  
404
  public function getIntelligence(): int {
405 1
    return $this->intelligence;
406
  }
407
  
408
  public function getIntelligenceBase(): int {
409
    return $this->intelligenceBase;
410
  }
411
  
412
  public function getInitiativeFormulaParser(): IInitiativeFormulaParser {
413 1
    return $this->initiativeFormulaParser;
414
  }
415
  
416
  public function setInitiativeFormulaParser(IInitiativeFormulaParser $initiativeFormulaParser): void {
417 1
    $oldParser = $this->initiativeFormulaParser;
418 1
    $this->initiativeFormulaParser = $initiativeFormulaParser;
419 1
    if($oldParser !== $initiativeFormulaParser) {
420 1
      $this->recalculateStats();
421
    }
422 1
  }
423
  
424
  public function getPositionRow(): int {
425 1
    return $this->positionRow;
426
  }
427
  
428
  public function setPositionRow(int $positionRow): void {
429 1
    $this->positionRow = Numbers::range($positionRow, 1, PHP_INT_MAX);
430 1
  }
431
  
432
  public function getPositionColumn(): int {
433 1
    return $this->positionColumn;
434
  }
435
  
436
  public function setPositionColumn(int $positionColumn): void {
437 1
    $this->positionColumn = Numbers::range($positionColumn, 1, PHP_INT_MAX);
438 1
  }
439
  
440
  /**
441
   * @internal
442
   */
443
  public function applyEffectProviders(): void {
444 1
    foreach($this->effectProviders as $item) {
445 1
      $effects = $item->getCombatEffects();
446 1
      array_walk($effects, function(CharacterEffect $effect) {
447 1
        $this->effects->removeByFilter(["id" => $effect->id]);
448 1
        $this->effects[] = $effect;
449 1
      });
450
    }
451 1
  }
452
  
453
  /**
454
   * Get specified equipment of the character
455
   *
456
   * @throws \OutOfBoundsException
457
   */
458
  public function getItem(int $itemId): Equipment {
459
    /** @var Equipment|null $equipment */
460 1
    $equipment = $this->equipment->getItem(["id" => $itemId]);
461 1
    if(is_null($equipment)) {
462 1
      throw new \OutOfBoundsException("Item was not found.");
463
    }
464 1
    return $equipment;
465
  }
466
  
467
  /**
468
   * Get specified pet
469
   *
470
   * @throws \OutOfBoundsException
471
   */
472
  public function getPet(int $petId): Pet {
473
    /** @var Pet|null $pet */
474 1
    $pet = $this->pets->getItem(["id" => $petId]);
475 1
    if(is_null($pet)) {
476 1
      throw new \OutOfBoundsException("Pet was not found.");
477
    }
478 1
    return $pet;
479
  }
480
  
481
  /**
482
   * @return BaseCharacterSkill[]
483
   */
484
  public function getUsableSkills(): array {
485 1
    return $this->skills->getItems(["usable" => true]);
486
  }
487
  
488
  /**
489
   * Harm the character
490
   */
491
  public function harm(int $amount): void {
492 1
    $this->hitpoints -= Numbers::range($amount, 0, $this->hitpoints);
493 1
  }
494
  
495
  /**
496
   * Heal the character
497
   */
498
  public function heal(int $amount): void {
499 1
    $this->hitpoints += Numbers::range($amount, 0, $this->maxHitpoints - $this->hitpoints);
500 1
  }
501
  
502
  /**
503
   * Determine which (primary) stat should be used to calculate damage
504
   */
505
  public function damageStat(): string {
506
    /** @var Weapon|null $item */
507 1
    $item = $this->equipment->getItem(["%class%" => Weapon::class, "worn" => true, ]);
508 1
    if(is_null($item)) {
509 1
      return static::STAT_STRENGTH;
510
    }
511 1
    return $item->damageStat;
512
  }
513
  
514
  /**
515
   * Recalculate secondary stats from the the primary ones
516
   */
517
  public function recalculateSecondaryStats(): void {
518
    $stats = [
519 1
      static::STAT_DAMAGE => $this->damageStat(), static::STAT_HIT => static::STAT_DEXTERITY,
520 1
      static::STAT_DODGE => static::STAT_DEXTERITY, static::STAT_MAX_HITPOINTS => static::STAT_CONSTITUTION,
521 1
      static::STAT_INITIATIVE => "",
522
    ];
523 1
    foreach($stats as $secondary => $primary) {
524 1
      $gain = $this->$secondary - $this->{$secondary . "Base"};
525 1
      if($secondary === static::STAT_DAMAGE) {
526 1
        $base = (int) round($this->$primary / 2);
527 1
      } elseif($secondary === static::STAT_MAX_HITPOINTS) {
528 1
        $base = $this->$primary * static::HITPOINTS_PER_CONSTITUTION;
529 1
      } elseif($secondary === static::STAT_INITIATIVE) {
530 1
        $base = $this->initiativeFormulaParser->calculateInitiative($this);
531
      } else {
532 1
        $base = $this->$primary * 3;
533
      }
534 1
      $this->{$secondary . "Base"} = $base;
535 1
      $this->$secondary = $base + $gain;
536
    }
537 1
  }
538
  
539
  /**
540
   * Recalculates stats of the character (mostly used during combat)
541
   */
542
  public function recalculateStats(): void {
543 1
    $stats = array_merge(static::BASE_STATS, static::SECONDARY_STATS);
544 1
    $stunned = false;
545 1
    $debuffs = [];
546 1
    foreach($stats as $stat) {
547 1
      $$stat = $this->{$stat . "Base"};
548 1
      $debuffs[$stat] = 0;
549
    }
550 1
    $this->effects->removeByFilter(["duration<" => 1]);
551 1
    foreach($this->effects as $i => $effect) {
552 1
      $stat = $effect->stat;
553 1
      $type = $effect->type;
554 1
      if(!in_array($type, SkillSpecial::NO_STAT_TYPES, true)) {
555 1
        $bonus_value = ($effect->valueAbsolute) ? $effect->value : $$stat / 100 * $effect->value;
556
      }
557 1
      if($type == SkillSpecial::TYPE_BUFF) {
558 1
        $$stat += $bonus_value;
559 1
      } elseif($type == SkillSpecial::TYPE_DEBUFF) {
560 1
        $debuffs[$stat] += $bonus_value;
561 1
      } elseif($type == SkillSpecial::TYPE_STUN) {
562 1
        $stunned = true;
563
      }
564 1
      unset($stat, $type, $bonus_value);
565
    }
566 1
    foreach($debuffs as $stat => $value) {
567 1
      $value = min($value, 80);
568 1
      $bonus_value = $$stat / 100 * $value;
569 1
      $$stat -= $bonus_value;
570
    }
571 1
    foreach($stats as $stat) {
572 1
      $this->$stat = (int) round($$stat);
573
    }
574 1
    $this->recalculateSecondaryStats();
575 1
    $this->stunned = $stunned;
576 1
  }
577
  
578
  /**
579
   * Reset character's initiative
580
   */
581
  public function resetInitiative(): void {
582 1
    $this->initiative = $this->initiativeBase = 0;
583 1
  }
584
}
585
?>