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<?php |
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declare(strict_types=1); |
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namespace HeroesofAbenez\Combat; |
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use Nexendrie\Utils\Numbers, |
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Nexendrie\Utils\Constants; |
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/** |
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* Handles combat |
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* |
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* @author Jakub Konečný |
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* @property-read CombatLogger $log Log from the combat |
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* @property-read int $winner Team which won the combat/0 if there is no winner yet |
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* @property-read int $round Number of current round |
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* @property-read int $roundLimit |
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* @property-read Team $team1 |
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* @property-read Team $team2 |
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* @property callable $victoryCondition To evaluate the winner of combat. Gets combat as parameter, should return winning team (1/2) or 0 if there is not winner (yet) |
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* @property callable $healers To determine characters that are supposed to heal their team. Gets team1 and team2 as parameters, should return Team |
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* @method void onCombatStart(CombatBase $combat) |
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* @method void onCombatEnd(CombatBase $combat) |
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* @method void onRoundStart(CombatBase $combat) |
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* @method void onRound(CombatBase $combat) |
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* @method void onRoundEnd(CombatBase $combat) |
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* @method void onAttack(Character $attacker, Character $defender) |
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* @method void onSkillAttack(Character $attacker, Character $defender, CharacterAttackSkill $skill) |
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* @method void onSkillSpecial(Character $character1, Character $target, CharacterSpecialSkill $skill) |
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* @method void onHeal(Character $healer, Character $patient) |
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*/ |
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class CombatBase { |
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use \Nette\SmartObject; |
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protected const LOWEST_HP_THRESHOLD = 0.5; |
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/** @var Team First team */ |
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protected $team1; |
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/** @var Team Second team */ |
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protected $team2; |
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/** @var CombatLogger */ |
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protected $log; |
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/** @var int Number of current round */ |
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protected $round = 0; |
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/** @var int Round limit */ |
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protected $roundLimit = 30; |
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/** @var array Dealt damage by team */ |
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protected $damage = [1 => 0, 2 => 0]; |
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/** @var callable[] */ |
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public $onCombatStart = []; |
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/** @var callable[] */ |
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public $onCombatEnd = []; |
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/** @var callable[] */ |
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public $onRoundStart = []; |
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/** @var callable[] */ |
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public $onRound = []; |
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/** @var callable[] */ |
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public $onRoundEnd = []; |
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/** @var callable[] */ |
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public $onAttack = []; |
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/** @var callable[] */ |
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public $onSkillAttack = []; |
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/** @var callable[] */ |
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public $onSkillSpecial = []; |
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/** @var callable[] */ |
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public $onHeal = []; |
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/** @var array|NULL Temporary variable for results of an action */ |
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protected $results; |
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/** @var callable */ |
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protected $victoryCondition; |
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/** @var callable */ |
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protected $healers; |
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public function __construct(CombatLogger $logger) { |
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$this->log = $logger; |
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$this->onCombatStart[] = [$this, "deployPets"]; |
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$this->onCombatStart[] = [$this, "equipItems"]; |
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$this->onCombatStart[] = [$this, "applyEffectProviders"]; |
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$this->onCombatStart[] = [$this, "setSkillsCooldowns"]; |
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$this->onCombatEnd[] = [$this, "removeCombatEffects"]; |
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$this->onCombatEnd[] = [$this, "logCombatResult"]; |
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$this->onCombatEnd[] = [$this, "resetInitiative"]; |
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$this->onRoundStart[] = [$this ,"recalculateStats"]; |
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$this->onRoundStart[] = [$this, "logRoundNumber"]; |
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$this->onRoundStart[] = [$this, "applyPoison"]; |
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$this->onRound[] = [$this, "mainStage"]; |
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$this->onRoundEnd[] = [$this, "decreaseSkillsCooldowns"]; |
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$this->onRoundEnd[] = [$this, "resetInitiative"]; |
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$this->onAttack[] = [$this, "attackHarm"]; |
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$this->onAttack[] = [$this, "logDamage"]; |
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$this->onAttack[] = [$this, "logResults"]; |
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$this->onSkillAttack[] = [$this, "useAttackSkill"]; |
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$this->onSkillAttack[] = [$this, "logDamage"]; |
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$this->onSkillAttack[] = [$this, "logResults"]; |
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$this->onSkillSpecial[] = [$this, "useSpecialSkill"]; |
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$this->onSkillSpecial[] = [$this, "logResults"]; |
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$this->onHeal[] = [$this, "heal"]; |
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$this->onHeal[] = [$this, "logResults"]; |
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$this->victoryCondition = [$this, "victoryConditionMoreDamage"]; |
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$this->healers = function(): Team { |
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return new Team("healers"); |
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}; |
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} |
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public function getRound(): int { |
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return $this->round; |
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} |
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public function getRoundLimit(): int { |
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return $this->roundLimit; |
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} |
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/** |
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* Set teams |
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*/ |
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public function setTeams(Team $team1, Team $team2): void { |
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if(isset($this->team1)) { |
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throw new ImmutableException("Teams has already been set."); |
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} |
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$this->team1 = & $team1; |
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$this->team2 = & $team2; |
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$this->log->setTeams($team1, $team2); |
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} |
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/** |
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* Set participants for duel |
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* Creates teams named after the member |
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*/ |
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public function setDuelParticipants(Character $player, Character $opponent): void { |
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$team1 = new Team($player->name); |
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$team1[] = $player; |
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$team2 = new Team($opponent->name); |
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$team2[] = $opponent; |
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$this->setTeams($team1, $team2); |
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} |
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public function getTeam1(): Team { |
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return $this->team1; |
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} |
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public function getTeam2(): Team { |
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return $this->team2; |
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} |
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public function getVictoryCondition(): callable { |
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return $this->victoryCondition; |
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} |
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public function setVictoryCondition(callable $victoryCondition) { |
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$this->victoryCondition = $victoryCondition; |
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} |
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public function getHealers(): callable { |
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return $this->healers; |
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} |
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public function setHealers(callable $healers) { |
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$this->healers = $healers; |
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} |
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/** |
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* Evaluate winner of combat |
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* The team which dealt more damage after round limit, wins |
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* If all members of one team are eliminated before that, the other team wins |
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*/ |
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public function victoryConditionMoreDamage(CombatBase $combat): int { |
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$result = 0; |
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if($combat->round <= $combat->roundLimit) { |
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if(!$combat->team1->hasAliveMembers()) { |
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$result = 2; |
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} elseif(!$combat->team2->hasAliveMembers()) { |
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$result = 1; |
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} |
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} elseif($combat->round > $combat->roundLimit) { |
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$result = ($combat->damage[1] > $combat->damage[2]) ? 1 : 2; |
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} |
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return $result; |
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} |
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/** |
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* Evaluate winner of combat |
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* Team 1 wins only if they eliminate all opponents before round limit |
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*/ |
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public function victoryConditionEliminateSecondTeam(CombatBase $combat): int { |
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$result = 0; |
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if($combat->round <= $combat->roundLimit) { |
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if(!$combat->team1->hasAliveMembers()) { |
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$result = 2; |
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} elseif(!$combat->team2->hasAliveMembers()) { |
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$result = 1; |
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} |
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} elseif($combat->round > $combat->roundLimit) { |
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$result = (!$combat->team2->hasAliveMembers()) ? 1 : 2; |
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} |
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return $result; |
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} |
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/** |
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* Evaluate winner of combat |
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* Team 1 wins if at least 1 of its members is alive after round limit |
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*/ |
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public function victoryConditionFirstTeamSurvives(CombatBase $combat): int { |
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$result = 0; |
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if($combat->round <= $combat->roundLimit) { |
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if(!$combat->team1->hasAliveMembers()) { |
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$result = 2; |
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} elseif(!$combat->team2->hasAliveMembers()) { |
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$result = 1; |
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} |
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} elseif($combat->round > $combat->roundLimit) { |
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$result = ($combat->team1->hasAliveMembers()) ? 1 : 2; |
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} |
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return $result; |
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} |
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/** |
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* Get winner of combat |
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* |
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* @staticvar int $result |
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* @return int Winning team/0 |
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*/ |
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public function getWinner(): int { |
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static $result = 0; |
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if($result === 0) { |
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$result = call_user_func($this->victoryCondition, $this); |
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$result = Numbers::range($result, 0, 2); |
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} |
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return $result; |
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} |
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protected function getTeam(Character $character): Team { |
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return $this->team1->hasMember($character->id) ? $this->team1 : $this->team2; |
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} |
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protected function getEnemyTeam(Character $character): Team { |
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return $this->team1->hasMember($character->id) ? $this->team2 : $this->team1; |
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} |
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/** |
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* Apply pet's effects to character at the start of the combat |
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*/ |
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public function deployPets(CombatBase $combat): void { |
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/** @var Character[] $characters */ |
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$characters = array_merge($combat->team1->items, $combat->team2->items); |
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foreach($characters as $character) { |
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if(!is_null($character->activePet)) { |
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$effect = new CharacterEffect($character->getPet($character->activePet)->deployParams); |
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$character->addEffect($effect); |
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$effect->onApply($character, $effect); |
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} |
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} |
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} |
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/** |
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* Apply effects from worn items |
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*/ |
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public function equipItems(CombatBase $combat): void { |
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/** @var Character[] $characters */ |
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$characters = array_merge($combat->team1->items, $combat->team2->items); |
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foreach($characters as $character) { |
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foreach($character->equipment as $item) { |
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if($item->worn) { |
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$character->equipItem($item->id); |
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} |
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} |
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} |
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} |
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public function applyEffectProviders(CombatBase $combat): void { |
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/** @var Character[] $characters */ |
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$characters = array_merge($combat->team1->items, $combat->team2->items); |
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foreach($characters as $character) { |
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foreach($character->effectProviders as $item) { |
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$effect = $item->toCombatEffect(); |
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if(is_null($effect)) { |
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continue; |
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} |
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$character->addEffect($effect); |
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$effect->onApply($character, $effect); |
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} |
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} |
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} |
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/** |
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* Set skills' cooldowns |
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*/ |
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public function setSkillsCooldowns(CombatBase $combat): void { |
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/** @var Character[] $characters */ |
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$characters = array_merge($combat->team1->items, $combat->team2->items); |
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foreach($characters as $character) { |
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foreach($character->skills as $skill) { |
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$skill->resetCooldown(); |
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} |
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} |
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} |
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/** |
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297
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* Decrease skills' cooldowns |
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298
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*/ |
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public function decreaseSkillsCooldowns(CombatBase $combat): void { |
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/** @var Character[] $characters */ |
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$characters = array_merge($combat->team1->items, $combat->team2->items); |
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foreach($characters as $character) { |
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foreach($character->skills as $skill) { |
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$skill->decreaseCooldown(); |
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305
|
|
|
} |
|
306
|
|
|
} |
|
307
|
1 |
|
} |
|
308
|
|
|
|
|
309
|
|
|
/** |
|
310
|
|
|
* Remove combat effects from character at the end of the combat |
|
311
|
|
|
*/ |
|
312
|
|
|
public function removeCombatEffects(CombatBase $combat): void { |
|
313
|
|
|
/** @var Character[] $characters */ |
|
314
|
1 |
|
$characters = array_merge($combat->team1->items, $combat->team2->items); |
|
315
|
1 |
|
foreach($characters as $character) { |
|
316
|
1 |
|
foreach($character->effects as $effect) { |
|
317
|
1 |
|
if($effect->duration === CharacterEffect::DURATION_COMBAT OR is_int($effect->duration)) { |
|
318
|
1 |
|
$character->removeEffect($effect->id); |
|
319
|
|
|
} |
|
320
|
|
|
} |
|
321
|
|
|
} |
|
322
|
1 |
|
} |
|
323
|
|
|
|
|
324
|
|
|
/** |
|
325
|
|
|
* Add winner to the log |
|
326
|
|
|
*/ |
|
327
|
|
|
public function logCombatResult(CombatBase $combat): void { |
|
328
|
1 |
|
$combat->log->round = 5000; |
|
329
|
|
|
$params = [ |
|
330
|
1 |
|
"team1name" => $combat->team1->name, "team1damage" => $combat->damage[1], |
|
331
|
1 |
|
"team2name" => $combat->team2->name, "team2damage" => $combat->damage[2], |
|
332
|
|
|
]; |
|
333
|
1 |
|
if($combat->winner === 1) { |
|
334
|
1 |
|
$params["winner"] = $combat->team1->name; |
|
335
|
|
|
} else { |
|
336
|
1 |
|
$params["winner"] = $combat->team2->name; |
|
337
|
|
|
} |
|
338
|
1 |
|
$combat->log->logText("combat.log.combatEnd", $params); |
|
339
|
1 |
|
} |
|
340
|
|
|
|
|
341
|
|
|
/** |
|
342
|
|
|
* Log start of a round |
|
343
|
|
|
*/ |
|
344
|
|
|
public function logRoundNumber(CombatBase $combat): void { |
|
345
|
1 |
|
$combat->log->round = ++$this->round; |
|
346
|
1 |
|
} |
|
347
|
|
|
|
|
348
|
|
|
/** |
|
349
|
|
|
* Decrease duration of effects and recalculate stats |
|
350
|
|
|
*/ |
|
351
|
|
|
public function recalculateStats(CombatBase $combat): void { |
|
352
|
|
|
/** @var Character[] $characters */ |
|
353
|
1 |
|
$characters = array_merge($combat->team1->items, $combat->team2->items); |
|
354
|
1 |
|
foreach($characters as $character) { |
|
355
|
1 |
|
$character->recalculateStats(); |
|
356
|
1 |
|
if($character->hitpoints > 0) { |
|
357
|
1 |
|
$character->calculateInitiative(); |
|
358
|
|
|
} |
|
359
|
|
|
} |
|
360
|
1 |
|
} |
|
361
|
|
|
|
|
362
|
|
|
/** |
|
363
|
|
|
* Reset characters' initiative |
|
364
|
|
|
*/ |
|
365
|
|
|
public function resetInitiative(CombatBase $combat): void { |
|
366
|
|
|
/** @var Character[] $characters */ |
|
367
|
1 |
|
$characters = array_merge($combat->team1->items, $combat->team2->items); |
|
368
|
1 |
|
foreach($characters as $character) { |
|
369
|
1 |
|
$character->resetInitiative(); |
|
370
|
|
|
} |
|
371
|
1 |
|
} |
|
372
|
|
|
|
|
373
|
|
|
/** |
|
374
|
|
|
* Select random character from the team |
|
375
|
|
|
*/ |
|
376
|
|
|
protected function selectRandomCharacter(Team $team): ?Character { |
|
377
|
1 |
|
if(count($team->aliveMembers) === 0) { |
|
378
|
|
|
return NULL; |
|
379
|
1 |
|
} elseif(count($team) === 1) { |
|
380
|
1 |
|
return $team[0]; |
|
381
|
|
|
} |
|
382
|
|
|
$roll = rand(0, count($team->aliveMembers) - 1); |
|
383
|
|
|
return $team->aliveMembers[$roll]; |
|
384
|
|
|
} |
|
385
|
|
|
|
|
386
|
|
|
/** |
|
387
|
|
|
* Select target for attack |
|
388
|
|
|
*/ |
|
389
|
|
|
protected function selectAttackTarget(Character $attacker): ?Character { |
|
390
|
1 |
|
$enemyTeam = $this->getEnemyTeam($attacker); |
|
391
|
1 |
|
$target = $this->findLowestHpCharacter($enemyTeam); |
|
392
|
1 |
|
if(!is_null($target)) { |
|
393
|
1 |
|
return $target; |
|
394
|
|
|
} |
|
395
|
1 |
|
return $this->selectRandomCharacter($enemyTeam); |
|
396
|
|
|
} |
|
397
|
|
|
|
|
398
|
|
|
/** |
|
399
|
|
|
* Find character with lowest hp in the team |
|
400
|
|
|
*/ |
|
401
|
|
|
protected function findLowestHpCharacter(Team $team, int $threshold = NULL): ?Character { |
|
402
|
1 |
|
$lowestHp = 9999; |
|
403
|
1 |
|
$lowestIndex = -1; |
|
404
|
1 |
|
if(is_null($threshold)) { |
|
405
|
1 |
|
$threshold = static::LOWEST_HP_THRESHOLD; |
|
406
|
|
|
} |
|
407
|
1 |
|
foreach($team->aliveMembers as $index => $member) { |
|
408
|
1 |
|
if($member->hitpoints <= $member->maxHitpoints * $threshold AND $member->hitpoints < $lowestHp) { |
|
409
|
1 |
|
$lowestHp = $member->hitpoints; |
|
410
|
1 |
|
$lowestIndex = $index; |
|
411
|
|
|
} |
|
412
|
|
|
} |
|
413
|
1 |
|
if($lowestIndex === -1) { |
|
414
|
1 |
|
return NULL; |
|
415
|
|
|
} |
|
416
|
1 |
|
return $team->aliveMembers[$lowestIndex]; |
|
417
|
|
|
} |
|
418
|
|
|
|
|
419
|
|
|
/** |
|
420
|
|
|
* Select target for healing |
|
421
|
|
|
*/ |
|
422
|
|
|
protected function selectHealingTarget(Character $healer): ?Character { |
|
423
|
1 |
|
return $this->findLowestHpCharacter($this->getTeam($healer)); |
|
424
|
|
|
} |
|
425
|
|
|
|
|
426
|
|
|
protected function findHealers(): Team { |
|
427
|
1 |
|
$healers = call_user_func($this->healers, $this->team1, $this->team2); |
|
428
|
1 |
|
if($healers instanceof Team) { |
|
429
|
1 |
|
return $healers; |
|
430
|
|
|
} |
|
431
|
|
|
return new Team("healers"); |
|
432
|
|
|
} |
|
433
|
|
|
|
|
434
|
|
|
protected function doSpecialSkill(Character $character1, Character $character2, CharacterSpecialSkill $skill): void { |
|
435
|
1 |
|
switch($skill->skill->target) { |
|
436
|
1 |
|
case SkillSpecial::TARGET_ENEMY: |
|
437
|
|
|
$this->onSkillSpecial($character1, $character2, $skill); |
|
438
|
|
|
break; |
|
439
|
1 |
|
case SkillSpecial::TARGET_SELF: |
|
440
|
1 |
|
$this->onSkillSpecial($character1, $character1, $skill); |
|
441
|
1 |
|
break; |
|
442
|
|
|
case SkillSpecial::TARGET_PARTY: |
|
443
|
|
|
$team = $this->getTeam($character1); |
|
444
|
|
|
foreach($team as $target) { |
|
445
|
|
|
$this->onSkillSpecial($character1, $target, $skill); |
|
446
|
|
|
} |
|
447
|
|
|
break; |
|
448
|
|
|
case SkillSpecial::TARGET_ENEMY_PARTY: |
|
449
|
|
|
$team = $this->getEnemyTeam($character1); |
|
450
|
|
|
foreach($team as $target) { |
|
451
|
|
|
$this->onSkillSpecial($character1, $target, $skill); |
|
452
|
|
|
} |
|
453
|
|
|
break; |
|
454
|
|
|
} |
|
455
|
1 |
|
} |
|
456
|
|
|
|
|
457
|
|
|
protected function chooseAction(CombatBase $combat, Character $character): ?string { |
|
458
|
1 |
|
if($character->hitpoints < 1) { |
|
459
|
|
|
return NULL; |
|
460
|
1 |
|
} elseif(in_array($character, $combat->findHealers()->items, true) AND !is_null($combat->selectHealingTarget($character))) { |
|
|
|
|
|
|
461
|
1 |
|
return CombatAction::ACTION_HEALING; |
|
462
|
|
|
} |
|
463
|
1 |
|
$attackTarget = $combat->selectAttackTarget($character); |
|
464
|
1 |
|
if(is_null($attackTarget)) { |
|
465
|
|
|
return NULL; |
|
466
|
|
|
} |
|
467
|
1 |
|
if(count($character->usableSkills) > 0) { |
|
468
|
1 |
|
$skill = $character->usableSkills[0]; |
|
469
|
1 |
|
if($skill instanceof CharacterAttackSkill) { |
|
470
|
1 |
|
return CombatAction::ACTION_SKILL_ATTACK; |
|
471
|
1 |
|
} elseif($skill instanceof CharacterSpecialSkill) { |
|
472
|
1 |
|
return CombatAction::ACTION_SKILL_SPECIAL; |
|
473
|
|
|
} |
|
474
|
|
|
} |
|
475
|
1 |
|
return CombatAction::ACTION_ATTACK; |
|
476
|
|
|
} |
|
477
|
|
|
|
|
478
|
|
|
protected function getAllowedActions(): array { |
|
479
|
1 |
|
$allowedActions = Constants::getConstantsValues(CombatAction::class, "ACTION_"); |
|
480
|
1 |
|
return array_values(array_filter($allowedActions, function(string $value) { |
|
481
|
1 |
|
return ($value !== CombatAction::ACTION_POISON); |
|
482
|
1 |
|
})); |
|
483
|
|
|
} |
|
484
|
|
|
|
|
485
|
|
|
/** |
|
486
|
|
|
* Main stage of a round |
|
487
|
|
|
*/ |
|
488
|
|
|
public function mainStage(CombatBase $combat): void { |
|
489
|
|
|
/** @var Character[] $characters */ |
|
490
|
1 |
|
$characters = array_merge($combat->team1->usableMembers, $combat->team2->usableMembers); |
|
491
|
1 |
|
usort($characters, function(Character $a, Character $b) { |
|
492
|
1 |
|
return -1 * strcmp((string) $a->initiative, (string) $b->initiative); |
|
493
|
1 |
|
}); |
|
494
|
1 |
|
foreach($characters as $character) { |
|
495
|
1 |
|
$action = $combat->chooseAction($combat, $character); |
|
496
|
1 |
|
if(!in_array($action, $this->getAllowedActions(), true)) { |
|
497
|
|
|
continue; |
|
498
|
|
|
} |
|
499
|
|
|
switch($action) { |
|
500
|
1 |
|
case CombatAction::ACTION_ATTACK: |
|
501
|
1 |
|
$combat->onAttack($character, $combat->selectAttackTarget($character)); |
|
502
|
1 |
|
break; |
|
503
|
1 |
|
case CombatAction::ACTION_SKILL_ATTACK: |
|
504
|
|
|
/** @var CharacterAttackSkill $skill */ |
|
505
|
1 |
|
$skill = $character->usableSkills[0]; |
|
506
|
1 |
|
$combat->onSkillAttack($character, $combat->selectAttackTarget($character), $skill); |
|
507
|
1 |
|
break; |
|
508
|
1 |
|
case CombatAction::ACTION_SKILL_SPECIAL: |
|
509
|
|
|
/** @var CharacterSpecialSkill $skill */ |
|
510
|
1 |
|
$skill = $character->usableSkills[0]; |
|
511
|
1 |
|
$combat->doSpecialSkill($character, $combat->selectAttackTarget($character), $skill); |
|
512
|
1 |
|
break; |
|
513
|
1 |
|
case CombatAction::ACTION_HEALING: |
|
514
|
1 |
|
$combat->onHeal($character, $combat->selectHealingTarget($character)); |
|
515
|
1 |
|
break; |
|
516
|
|
|
} |
|
517
|
|
|
} |
|
518
|
1 |
|
} |
|
519
|
|
|
|
|
520
|
|
|
/** |
|
521
|
|
|
* Start next round |
|
522
|
|
|
* |
|
523
|
|
|
* @return int Winning team/0 |
|
524
|
|
|
*/ |
|
525
|
|
|
protected function startRound(): int { |
|
526
|
1 |
|
$this->onRoundStart($this); |
|
527
|
1 |
|
return $this->getWinner(); |
|
528
|
|
|
} |
|
529
|
|
|
|
|
530
|
|
|
/** |
|
531
|
|
|
* Do a round |
|
532
|
|
|
*/ |
|
533
|
|
|
protected function doRound(): void { |
|
534
|
1 |
|
$this->onRound($this); |
|
535
|
1 |
|
} |
|
536
|
|
|
|
|
537
|
|
|
/** |
|
538
|
|
|
* End round |
|
539
|
|
|
* |
|
540
|
|
|
* @return int Winning team/0 |
|
541
|
|
|
*/ |
|
542
|
|
|
protected function endRound(): int { |
|
543
|
1 |
|
$this->onRoundEnd($this); |
|
544
|
1 |
|
return $this->getWinner(); |
|
545
|
|
|
} |
|
546
|
|
|
|
|
547
|
|
|
/** |
|
548
|
|
|
* Executes the combat |
|
549
|
|
|
* |
|
550
|
|
|
* @return int Winning team |
|
551
|
|
|
*/ |
|
552
|
|
|
public function execute(): int { |
|
553
|
1 |
|
if(!isset($this->team1)) { |
|
554
|
1 |
|
throw new InvalidStateException("Teams are not set."); |
|
555
|
|
|
} |
|
556
|
1 |
|
$this->onCombatStart($this); |
|
557
|
1 |
|
while($this->round <= $this->roundLimit) { |
|
558
|
1 |
|
if($this->startRound() > 0) { |
|
559
|
1 |
|
break; |
|
560
|
|
|
} |
|
561
|
1 |
|
$this->doRound(); |
|
562
|
1 |
|
if($this->endRound() > 0) { |
|
563
|
|
|
break; |
|
564
|
|
|
} |
|
565
|
|
|
} |
|
566
|
1 |
|
$this->onCombatEnd($this); |
|
567
|
1 |
|
return $this->getWinner(); |
|
568
|
|
|
} |
|
569
|
|
|
|
|
570
|
|
|
/** |
|
571
|
|
|
* Calculate hit chance for attack/skill attack |
|
572
|
|
|
*/ |
|
573
|
|
|
protected function calculateHitChance(Character $character1, Character $character2, CharacterAttackSkill $skill = NULL): int { |
|
|
|
|
|
|
574
|
1 |
|
$hitRate = $character1->hit; |
|
575
|
1 |
|
$dodgeRate = $character2->dodge; |
|
576
|
1 |
|
if(!is_null($skill)) { |
|
577
|
1 |
|
$hitRate = $hitRate / 100 * $skill->hitRate; |
|
578
|
|
|
} |
|
579
|
1 |
|
return Numbers::range((int) ($hitRate - $dodgeRate), 15, 100); |
|
580
|
|
|
} |
|
581
|
|
|
|
|
582
|
|
|
/** |
|
583
|
|
|
* Check whether action succeeded |
|
584
|
|
|
*/ |
|
585
|
|
|
protected function hasHit(int $hitChance): bool { |
|
586
|
1 |
|
$roll = rand(0, 100); |
|
587
|
1 |
|
return ($roll <= $hitChance); |
|
588
|
|
|
} |
|
589
|
|
|
|
|
590
|
|
|
/** |
|
591
|
|
|
* Do an attack |
|
592
|
|
|
* Hit chance = Attacker's hit - Defender's dodge, but at least 15% |
|
593
|
|
|
* Damage = Attacker's damage - defender's defense |
|
594
|
|
|
*/ |
|
595
|
|
|
public function attackHarm(Character $attacker, Character $defender): void { |
|
596
|
1 |
|
$result = []; |
|
597
|
1 |
|
$hitChance = $this->calculateHitChance($attacker, $defender); |
|
598
|
1 |
|
$result["result"] = $this->hasHit($hitChance); |
|
599
|
1 |
|
$result["amount"] = 0; |
|
600
|
1 |
|
if($result["result"]) { |
|
601
|
1 |
|
$amount = $attacker->damage - $defender->defense; |
|
602
|
1 |
|
$result["amount"] = Numbers::range($amount, 0, $defender->hitpoints); |
|
603
|
|
|
} |
|
604
|
1 |
|
if($result["amount"] > 0) { |
|
605
|
1 |
|
$defender->harm($result["amount"]); |
|
606
|
|
|
} |
|
607
|
1 |
|
$result["action"] = CombatAction::ACTION_ATTACK; |
|
608
|
1 |
|
$result["name"] = ""; |
|
609
|
1 |
|
$result["character1"] = $attacker; |
|
610
|
1 |
|
$result["character2"] = $defender; |
|
611
|
1 |
|
$this->results = $result; |
|
612
|
1 |
|
} |
|
613
|
|
|
|
|
614
|
|
|
/** |
|
615
|
|
|
* Use an attack skill |
|
616
|
|
|
*/ |
|
617
|
|
|
public function useAttackSkill(Character $attacker, Character $defender, CharacterAttackSkill $skill): void { |
|
618
|
1 |
|
$result = []; |
|
619
|
1 |
|
$hitChance = $this->calculateHitChance($attacker, $defender, $skill); |
|
620
|
1 |
|
$result["result"] = $this->hasHit($hitChance); |
|
621
|
1 |
|
$result["amount"] = 0; |
|
622
|
1 |
|
if($result["result"]) { |
|
623
|
1 |
|
$amount = (int) ($attacker->damage - $defender->defense / 100 * $skill->damage); |
|
624
|
1 |
|
$result["amount"] = Numbers::range($amount, 0, $defender->hitpoints); |
|
625
|
|
|
} |
|
626
|
1 |
|
if($result["amount"]) { |
|
627
|
1 |
|
$defender->harm($result["amount"]); |
|
628
|
|
|
} |
|
629
|
1 |
|
$result["action"] = CombatAction::ACTION_SKILL_ATTACK; |
|
630
|
1 |
|
$result["name"] = $skill->skill->name; |
|
631
|
1 |
|
$result["character1"] = $attacker; |
|
632
|
1 |
|
$result["character2"] = $defender; |
|
633
|
1 |
|
$this->results = $result; |
|
634
|
1 |
|
$skill->resetCooldown(); |
|
635
|
1 |
|
} |
|
636
|
|
|
|
|
637
|
|
|
/** |
|
638
|
|
|
* Use a special skill |
|
639
|
|
|
*/ |
|
640
|
|
|
public function useSpecialSkill(Character $character1, Character $target, CharacterSpecialSkill $skill): void { |
|
641
|
|
|
$result = [ |
|
642
|
1 |
|
"result" => true, "amount" => 0, "action" => CombatAction::ACTION_SKILL_SPECIAL, "name" => $skill->skill->name, |
|
643
|
1 |
|
"character1" => $character1, "character2" => $target, |
|
644
|
|
|
]; |
|
645
|
1 |
|
$this->results = $result; |
|
646
|
1 |
|
$effect = new CharacterEffect([ |
|
647
|
1 |
|
"id" => "skill{$skill->skill->id}Effect", |
|
648
|
1 |
|
"type" => $skill->skill->type, |
|
649
|
1 |
|
"stat" => ((in_array($skill->skill->type, SkillSpecial::NO_STAT_TYPES, true)) ? NULL : $skill->skill->stat), |
|
650
|
1 |
|
"value" => $skill->value, |
|
651
|
1 |
|
"source" => CharacterEffect::SOURCE_SKILL, |
|
652
|
1 |
|
"duration" => $skill->skill->duration |
|
653
|
|
|
]); |
|
654
|
1 |
|
$target->addEffect($effect); |
|
655
|
1 |
|
$effect->onApply($target, $effect); |
|
656
|
1 |
|
$skill->resetCooldown(); |
|
657
|
1 |
|
} |
|
658
|
|
|
|
|
659
|
|
|
/** |
|
660
|
|
|
* Calculate success chance of healing |
|
661
|
|
|
*/ |
|
662
|
|
|
protected function calculateHealingSuccessChance(Character $healer): int { |
|
663
|
1 |
|
return $healer->intelligence * (int) round($healer->level / 5) + 30; |
|
664
|
|
|
} |
|
665
|
|
|
|
|
666
|
|
|
/** |
|
667
|
|
|
* Heal a character |
|
668
|
|
|
*/ |
|
669
|
|
|
public function heal(Character $healer, Character $patient): void { |
|
670
|
1 |
|
$result = []; |
|
671
|
1 |
|
$hitChance = $this->calculateHealingSuccessChance($healer); |
|
672
|
1 |
|
$result["result"] = $this->hasHit($hitChance); |
|
673
|
1 |
|
$amount = ($result["result"]) ? $healer->intelligence / 2 : 0; |
|
674
|
1 |
|
if($amount + $patient->hitpoints > $patient->maxHitpoints) { |
|
675
|
|
|
$amount = $patient->maxHitpoints - $patient->hitpoints; |
|
676
|
|
|
} |
|
677
|
1 |
|
$result["amount"] = (int) $amount; |
|
678
|
1 |
|
if($result["amount"]) { |
|
679
|
1 |
|
$patient->heal($result["amount"]); |
|
680
|
|
|
} |
|
681
|
1 |
|
$result["action"] = CombatAction::ACTION_HEALING; |
|
682
|
1 |
|
$result["name"] = ""; |
|
683
|
1 |
|
$result["character1"] = $healer; |
|
684
|
1 |
|
$result["character2"] = $patient; |
|
685
|
1 |
|
$this->results = $result; |
|
686
|
1 |
|
} |
|
687
|
|
|
|
|
688
|
|
|
/** |
|
689
|
|
|
* Harm poisoned characters at start of round |
|
690
|
|
|
*/ |
|
691
|
|
|
public function applyPoison(CombatBase $combat): void { |
|
692
|
|
|
/** @var Character[] $characters */ |
|
693
|
1 |
|
$characters = array_merge($combat->team1->aliveMembers, $combat->team2->aliveMembers); |
|
694
|
1 |
|
foreach($characters as $character) { |
|
695
|
1 |
|
foreach($character->effects as $effect) { |
|
696
|
1 |
|
if($effect->type === SkillSpecial::TYPE_POISON) { |
|
697
|
|
|
$character->harm($effect->value); |
|
698
|
|
|
$action = [ |
|
699
|
|
|
"action" => CombatAction::ACTION_POISON, "result" => true, "amount" => $effect->value, |
|
700
|
|
|
"character1" => $character, "character2" => $character, |
|
701
|
|
|
]; |
|
702
|
1 |
|
$combat->log->log($action); |
|
703
|
|
|
} |
|
704
|
|
|
} |
|
705
|
|
|
} |
|
706
|
1 |
|
} |
|
707
|
|
|
|
|
708
|
|
|
/** |
|
709
|
|
|
* Log results of an action |
|
710
|
|
|
*/ |
|
711
|
|
|
public function logResults(): void { |
|
712
|
1 |
|
$this->log->log($this->results); |
|
|
|
|
|
|
713
|
1 |
|
$this->results = NULL; |
|
714
|
1 |
|
} |
|
715
|
|
|
|
|
716
|
|
|
/** |
|
717
|
|
|
* Log dealt damage |
|
718
|
|
|
*/ |
|
719
|
|
|
public function logDamage(Character $attacker): void { |
|
720
|
1 |
|
$team = $this->team1->hasMember($attacker->id) ? 1 : 2; |
|
721
|
1 |
|
$this->damage[$team] += $this->results["amount"]; |
|
722
|
1 |
|
} |
|
723
|
|
|
|
|
724
|
|
|
public function getLog(): CombatLogger { |
|
725
|
1 |
|
return $this->log; |
|
726
|
|
|
} |
|
727
|
|
|
} |
|
728
|
|
|
?> |