Completed
Push — master ( 0472d3...6656bb )
by Jakub
02:13
created

CombatBase.php$0 ➔ setRoundLimit()   A

Complexity

Conditions 1

Size

Total Lines 2

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 0
CRAP Score 2

Importance

Changes 0
Metric Value
dl 0
loc 2
ccs 0
cts 1
cp 0
rs 10
c 0
b 0
f 0
cc 1
crap 2
1
<?php
2
declare(strict_types=1);
3
4
namespace HeroesofAbenez\Combat;
5
6
use Nexendrie\Utils\Numbers;
7
use HeroesofAbenez\Combat\CombatActions\ICombatAction;
8
use Nexendrie\Utils\Collection;
9
10
/**
11
 * Handles combat
12
 * 
13
 * @author Jakub Konečný
14
 * @property-read CombatLogger $log Log from the combat
15
 * @property-read int $winner Team which won the combat/0 if there is no winner yet
16
 * @property-read int $round Number of current round
17
 * @property int $roundLimit
18
 * @property Team $team1
19
 * @property Team $team2
20
 * @property-read int $team1Damage
21
 * @property-read int $team2Damage
22
 * @property ISuccessCalculator $successCalculator
23
 * @property ICombatActionSelector $actionSelector
24
 * @property Collection|ICombatAction[] $combatActions
25
 * @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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26
 * @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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27
 * @method void onCombatStart(CombatBase $combat)
28
 * @method void onCombatEnd(CombatBase $combat)
29
 * @method void onRoundStart(CombatBase $combat)
30
 * @method void onRound(CombatBase $combat)
31
 * @method void onRoundEnd(CombatBase $combat)
32
 */
33 1
class CombatBase {
34 1
  use \Nette\SmartObject;
35
  
36
  /** @var Team First team */
37
  protected $team1;
38
  /** @var Team Second team */
39
  protected $team2;
40
  /** @var CombatLogger */
41
  protected $log;
42
  /** @var int Number of current round */
43
  protected $round = 0;
44
  /** @var int Round limit */
45
  protected $roundLimit = 30;
46
  /** @var array Dealt damage by team */
47
  protected $damage = [1 => 0, 2 => 0];
48
  /** @var callable[] */
49
  public $onCombatStart = [];
50
  /** @var callable[] */
51
  public $onCombatEnd = [];
52
  /** @var callable[] */
53
  public $onRoundStart = [];
54
  /** @var callable[] */
55
  public $onRound = [];
56
  /** @var callable[] */
57
  public $onRoundEnd = [];
58
  /** @var callable */
59
  protected $victoryCondition;
60
  /** @var callable */
61
  protected $healers;
62
  /** @var ISuccessCalculator */
63
  protected $successCalculator;
64
  /** @var ICombatActionSelector */
65
  protected $actionSelector;
66
  /** @var Collection|ICombatAction[] */
67
  protected $combatActions;
68
  
69
  public function __construct(CombatLogger $logger, ?ISuccessCalculator $successCalculator = null, ?ICombatActionSelector $actionSelector = null) {
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70 1
    $this->log = $logger;
71 1
    $this->onCombatStart[] = [$this, "assignPositions"];
72 1
    $this->onCombatEnd[] = [$this, "removeCombatEffects"];
73 1
    $this->onCombatEnd[] = [$this, "logCombatResult"];
74 1
    $this->onCombatEnd[] = [$this, "resetInitiative"];
75 1
    $this->onRoundStart[] = [$this, "applyEffectProviders"];
76 1
    $this->onRoundStart[] = [$this, "decreaseEffectsDuration"];
77 1
    $this->onRoundStart[] = [$this ,"recalculateStats"];
78 1
    $this->onRoundStart[] = [$this, "logRoundNumber"];
79 1
    $this->onRoundStart[] = [$this, "applyPoison"];
80 1
    $this->onRound[] = [$this, "mainStage"];
81 1
    $this->onRoundEnd[] = [$this, "decreaseSkillsCooldowns"];
82 1
    $this->onRoundEnd[] = [$this, "resetInitiative"];
83 1
    $this->victoryCondition = [VictoryConditions::class, "moreDamage"];
84 1
    $this->successCalculator = $successCalculator ?? new RandomSuccessCalculator();
85 1
    $this->actionSelector = $actionSelector ?? new CombatActionSelector();
86 1
    $this->healers = function(): Team {
87
      return new Team("healers");
88
    };
89 1
    $this->combatActions = new class extends Collection {
90
      /** @var string */
91
      protected $class = ICombatAction::class;
92
    };
93 1
    $this->combatActions[] = new CombatActions\Attack();
94 1
    $this->combatActions[] = new CombatActions\Heal();
95 1
    $this->combatActions[] = new CombatActions\SkillAttack();
96 1
    $this->combatActions[] = new CombatActions\SkillSpecial();
97 1
  }
98
  
99
  public function getRound(): int {
100 1
    return $this->round;
101
  }
102
  
103
  public function getRoundLimit(): int {
104 1
    return $this->roundLimit;
105
  }
106
107
  public function setRoundLimit(int $roundLimit): void {
108
    $this->roundLimit = Numbers::range($roundLimit, 1, PHP_INT_MAX);
109
  }
110
111
  /**
112
   * Set teams
113
   */
114
  public function setTeams(Team $team1, Team $team2): void {
115 1
    if(isset($this->team1)) {
116 1
      throw new ImmutableException("Teams has already been set.");
117
    }
118 1
    $this->team1 = & $team1;
119 1
    $this->team2 = & $team2;
120 1
    $this->log->setTeams($team1, $team2);
121 1
  }
122
  
123
  /**
124
   * Set participants for duel
125
   * Creates teams named after the member
126
   */
127
  public function setDuelParticipants(Character $player, Character $opponent): void {
128 1
    $team1 = new Team($player->name);
129 1
    $team1[] = $player;
130 1
    $team2 = new Team($opponent->name);
131 1
    $team2[] = $opponent;
132 1
    $this->setTeams($team1, $team2);
133 1
  }
134
  
135
  public function getTeam1(): Team {
136 1
    return $this->team1;
137
  }
138
  
139
  public function getTeam2(): Team {
140 1
    return $this->team2;
141
  }
142
  
143
  public function getVictoryCondition(): callable {
144 1
    return $this->victoryCondition;
145
  }
146
  
147
  public function setVictoryCondition(callable $victoryCondition): void {
148 1
    $this->victoryCondition = $victoryCondition;
149 1
  }
150
  
151
  public function getHealers(): callable {
152 1
    return $this->healers;
153
  }
154
  
155
  public function setHealers(callable $healers): void {
156 1
    $this->healers = $healers;
157 1
  }
158
  
159
  public function getTeam1Damage(): int {
160 1
    return $this->damage[1];
161
  }
162
  
163
  public function getTeam2Damage(): int {
164 1
    return $this->damage[2];
165
  }
166
  
167
  public function getSuccessCalculator(): ISuccessCalculator {
168 1
    return $this->successCalculator;
169
  }
170
  
171
  public function setSuccessCalculator(ISuccessCalculator $successCalculator): void {
172 1
    $this->successCalculator = $successCalculator;
173 1
  }
174
  
175
  public function getActionSelector(): ICombatActionSelector {
176 1
    return $this->actionSelector;
177
  }
178
  
179
  public function setActionSelector(ICombatActionSelector $actionSelector): void {
180 1
    $this->actionSelector = $actionSelector;
181 1
  }
182
183
  /**
184
   * @return Collection|ICombatAction[]
185
   */
186
  public function getCombatActions(): Collection {
187 1
    return $this->combatActions;
188
  }
189
190
  /**
191
   * Get winner of combat
192
   * 
193
   * @staticvar int $result
194
   * @return int Winning team/0
195
   */
196
  public function getWinner(): int {
197 1
    static $result = 0;
198 1
    if($result === 0) {
199 1
      $result = call_user_func($this->victoryCondition, $this);
200 1
      $result = Numbers::range($result, 0, 2);
201
    }
202 1
    return $result;
203
  }
204
205
  /**
206
   * @internal
207
   */
208
  public function getTeam(Character $character): Team {
209 1
    return $this->team1->hasItems(["id" => $character->id]) ? $this->team1 : $this->team2;
210
  }
211
212
  /**
213
   * @internal
214
   */
215
  public function getEnemyTeam(Character $character): Team {
216 1
    return $this->team1->hasItems(["id" => $character->id]) ? $this->team2 : $this->team1;
217
  }
218
  
219
  public function applyEffectProviders(self $combat): void {
220
    /** @var Character[] $characters */
221 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
222 1
    foreach($characters as $character) {
223 1
      $character->applyEffectProviders();
224
    }
225 1
  }
226
227
  public function assignPositions(self $combat): void {
228 1
    $assignPositions = function(Team $team) {
229 1
      $row = 1;
230 1
      $column = 0;
231
      /** @var Character $character */
232 1
      foreach($team as $character) {
233
        try {
234 1
          $column++;
235 1
          if($character->positionRow > 0 AND $character->positionColumn > 0) {
236 1
            continue;
237
          }
238
          setPosition:
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239 1
          $team->setCharacterPosition($character->id, $row, $column);
240 1
        } catch(InvalidCharacterPositionException $e) {
241 1
          if($e->getCode() === InvalidCharacterPositionException::ROW_FULL) {
242 1
            $row++;
243 1
            $column = 1;
244
          } elseif($e->getCode() === InvalidCharacterPositionException::POSITION_OCCUPIED) {
245
            $column++;
246
          } else {
247
            throw $e;
248
          }
249 1
          goto setPosition;
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250
        }
251
      }
252 1
    };
253 1
    $assignPositions($combat->team1);
254 1
    $assignPositions($combat->team2);
255 1
  }
256
  
257
  public function decreaseEffectsDuration(self $combat): void {
258
    /** @var Character[] $characters */
259 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
260 1
    foreach($characters as $character) {
261 1
      foreach($character->effects as $effect) {
262 1
        if(is_int($effect->duration)) {
263 1
          $effect->duration--;
264
        }
265
      }
266
    }
267 1
  }
268
  
269
  /**
270
   * Decrease skills' cooldowns
271
   */
272
  public function decreaseSkillsCooldowns(self $combat): void {
273
    /** @var Character[] $characters */
274 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
275 1
    foreach($characters as $character) {
276 1
      foreach($character->skills as $skill) {
277 1
        $skill->decreaseCooldown();
278
      }
279
    }
280 1
  }
281
  
282
  /**
283
   * Remove combat effects from character at the end of the combat
284
   */
285
  public function removeCombatEffects(self $combat): void {
286
    /** @var Character[] $characters */
287 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
288 1
    foreach($characters as $character) {
289 1
      $character->effects->removeByFilter(["duration!=" => CharacterEffect::DURATION_FOREVER]);
290
    }
291 1
  }
292
  
293
  /**
294
   * Add winner to the log
295
   */
296
  public function logCombatResult(self $combat): void {
297 1
    $combat->log->round = 5000;
298
    $params = [
299 1
      "team1name" => $combat->team1->name, "team1damage" => $combat->damage[1],
300 1
      "team2name" => $combat->team2->name, "team2damage" => $combat->damage[2],
301
    ];
302 1
    if($combat->winner === 1) {
303 1
      $params["winner"] = $combat->team1->name;
304
    } else {
305 1
      $params["winner"] = $combat->team2->name;
306
    }
307 1
    $combat->log->logText("combat.log.combatEnd", $params);
308 1
  }
309
  
310
  /**
311
   * Log start of a round
312
   */
313
  public function logRoundNumber(self $combat): void {
314 1
    $combat->log->round = ++$this->round;
315 1
  }
316
  
317
  /**
318
   * Decrease duration of effects and recalculate stats
319
   */
320
  public function recalculateStats(self $combat): void {
321
    /** @var Character[] $characters */
322 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
323 1
    foreach($characters as $character) {
324 1
      $character->recalculateStats();
325
    }
326 1
  }
327
  
328
  /**
329
   * Reset characters' initiative
330
   */
331
  public function resetInitiative(self $combat): void {
332
    /** @var Character[] $characters */
333 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
334 1
    foreach($characters as $character) {
335 1
      $character->resetInitiative();
336
    }
337 1
  }
338
  
339
  /**
340
   * Select target for attack
341
   *
342
   * @internal
343
   */
344
  public function selectAttackTarget(Character $attacker): ?Character {
345 1
    $enemyTeam = $this->getEnemyTeam($attacker);
346 1
    $rangedWeapon = ($attacker->equipment->hasItems(["%class%" => Weapon::class, "worn" => true, "ranged" => true,]));
347 1
    if(!$rangedWeapon) {
348 1
      $rowToAttack = $enemyTeam->rowToAttack;
349 1
      if(is_null($rowToAttack)) {
350
        return null;
351
      }
352
      /** @var Team $enemies */
353 1
      $enemies = Team::fromArray($enemyTeam->getItems(["positionRow" => $rowToAttack, "hitpoints>" => 0,]), $enemyTeam->name);
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354
    } else {
355
      $enemies = $enemyTeam;
356
    }
357 1
    $target = $enemies->getLowestHpCharacter();
358 1
    if(!is_null($target)) {
359 1
      return $target;
360
    }
361 1
    return $enemies->getRandomCharacter();
362
  }
363
  
364
  /**
365
   * Main stage of a round
366
   *
367
   * @throws NotImplementedException
368
   */
369
  public function mainStage(self $combat): void {
370
    /** @var Character[] $characters */
371 1
    $characters = array_merge($combat->team1->usableMembers, $combat->team2->usableMembers);
372 1
    usort($characters, function(Character $a, Character $b) {
373 1
      return -1 * strcmp((string) $a->initiative, (string) $b->initiative);
374 1
    });
375 1
    foreach($characters as $character) {
376 1
      $action = $combat->actionSelector->chooseAction($combat, $character);
377 1
      if(is_null($action)) {
378
        break;
379
      }
380
      /** @var ICombatAction $combatAction */
381 1
      foreach($this->combatActions as $combatAction) {
382 1
        if($combatAction->getName() === $action) {
383 1
          $combatAction->do($combat, $character);
384 1
          continue 2;
385
        }
386
      }
387
      throw new NotImplementedException("Action $action is not implemented.");
388
    }
389 1
  }
390
  
391
  /**
392
   * Executes the combat
393
   * 
394
   * @return int Winning team
395
   */
396
  public function execute(): int {
397 1
    if(!isset($this->team1)) {
398 1
      throw new InvalidStateException("Teams are not set.");
399
    }
400 1
    $this->onCombatStart($this);
401 1
    while($this->round <= $this->roundLimit) {
402 1
      $this->onRoundStart($this);
403 1
      if($this->getWinner() > 0) {
404 1
        break;
405
      }
406 1
      $this->onRound($this);
407 1
      $this->onRoundEnd($this);
408 1
      if($this->getWinner() > 0) {
409
        break;
410
      }
411
    }
412 1
    $this->onCombatEnd($this);
413 1
    return $this->getWinner();
414
  }
415
416
  /**
417
   * Harm poisoned characters at start of round
418
   */
419
  public function applyPoison(self $combat): void {
420
    /** @var Character[] $characters */
421 1
    $characters = array_merge($combat->team1->aliveMembers, $combat->team2->aliveMembers);
422 1
    foreach($characters as $character) {
423 1
      foreach($character->effects as $effect) {
424 1
        if($effect->type === SkillSpecial::TYPE_POISON) {
425 1
          $character->harm($effect->value);
426
          $action = [
427 1
            "action" => CombatLogEntry::ACTION_POISON, "result" => true, "amount" => $effect->value,
428 1
            "character1" => $character, "character2" => $character,
429
          ];
430 1
          $combat->log->log($action);
431
        }
432
      }
433
    }
434 1
  }
435
  
436
  /**
437
   * Log dealt damage
438
   */
439
  public function logDamage(Character $attacker, int $amount): void {
440 1
    $team = $this->team1->hasItems(["id" => $attacker->id]) ? 1 : 2;
441 1
    $this->damage[$team] += $amount;
442 1
  }
443
  
444
  public function getLog(): CombatLogger {
445 1
    return $this->log;
446
  }
447
}
448
?>