| Total Complexity | 85 |
| Total Lines | 544 |
| Duplicated Lines | 0 % |
| Coverage | 92.22% |
| Changes | 0 | ||
Complex classes like Character often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
While breaking up the class, it is a good idea to analyze how other classes use Character, and based on these observations, apply Extract Interface, too.
| 1 | <?php |
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| 58 | 1 | class Character { |
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| 59 | 1 | use \Nette\SmartObject; |
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| 60 | |||
| 61 | public const HITPOINTS_PER_CONSTITUTION = 5; |
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| 62 | public const STAT_STRENGTH = "strength"; |
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| 63 | public const STAT_DEXTERITY = "dexterity"; |
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| 64 | public const STAT_CONSTITUTION = "constitution"; |
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| 65 | public const STAT_INTELLIGENCE = "intelligence"; |
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| 66 | public const STAT_CHARISMA = "charisma"; |
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| 67 | public const STAT_MAX_HITPOINTS = "maxHitpoints"; |
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| 68 | public const STAT_DAMAGE = "damage"; |
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| 69 | public const STAT_DEFENSE = "defense"; |
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| 70 | public const STAT_HIT = "hit"; |
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| 71 | public const STAT_DODGE = "dodge"; |
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| 72 | public const STAT_INITIATIVE = "initiative"; |
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| 73 | public const BASE_STATS = [ |
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| 74 | self::STAT_STRENGTH, self::STAT_DEXTERITY, self::STAT_CONSTITUTION, self::STAT_INTELLIGENCE, self::STAT_CHARISMA, |
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| 75 | ]; |
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| 76 | public const SECONDARY_STATS = [ |
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| 77 | self::STAT_MAX_HITPOINTS, self::STAT_DAMAGE, self::STAT_DEFENSE, self::STAT_HIT, self::STAT_DODGE, self::STAT_INITIATIVE, |
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| 78 | ]; |
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| 79 | public const STATUS_STUNNED = "stunned"; |
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| 80 | public const STATUS_POISONED = "poisoned"; |
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| 81 | |||
| 82 | /** @var int|string */ |
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| 83 | protected $id; |
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| 84 | /** @var string */ |
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| 85 | protected $name; |
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| 86 | /** @var string */ |
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| 87 | protected $gender = "male"; |
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| 88 | /** @var string */ |
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| 89 | protected $race; |
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| 90 | /** @var string */ |
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| 91 | protected $occupation; |
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| 92 | /** @var string */ |
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| 93 | protected $specialization; |
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| 94 | /** @var int */ |
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| 95 | protected $level; |
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| 96 | /** @var int */ |
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| 97 | protected $strength; |
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| 98 | /** @var int */ |
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| 99 | protected $strengthBase; |
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| 100 | /** @var int */ |
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| 101 | protected $dexterity; |
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| 102 | /** @var int */ |
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| 103 | protected $dexterityBase; |
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| 104 | /** @var int */ |
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| 105 | protected $constitution; |
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| 106 | /** @var int */ |
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| 107 | protected $constitutionBase; |
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| 108 | /** @var int */ |
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| 109 | protected $intelligence; |
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| 110 | /** @var int */ |
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| 111 | protected $intelligenceBase; |
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| 112 | /** @var int */ |
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| 113 | protected $charisma; |
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| 114 | /** @var int */ |
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| 115 | protected $charismaBase; |
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| 116 | /** @var int */ |
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| 117 | protected $maxHitpoints; |
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| 118 | /** @var int */ |
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| 119 | protected $maxHitpointsBase; |
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| 120 | /** @var int */ |
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| 121 | protected $hitpoints; |
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| 122 | /** @var int */ |
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| 123 | protected $damage = 0; |
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| 124 | /** @var int */ |
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| 125 | protected $damageBase = 0; |
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| 126 | /** @var int */ |
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| 127 | protected $hit = 0; |
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| 128 | /** @var int */ |
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| 129 | protected $hitBase = 0; |
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| 130 | /** @var int */ |
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| 131 | protected $dodge = 0; |
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| 132 | /** @var int */ |
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| 133 | protected $dodgeBase = 0; |
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| 134 | /** @var int */ |
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| 135 | protected $initiative = 0; |
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| 136 | /** @var int */ |
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| 137 | protected $initiativeBase = 0; |
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| 138 | /** @var string */ |
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| 139 | protected $initiativeFormula; |
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| 140 | /** @var IInitiativeFormulaParser */ |
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| 141 | protected $initiativeFormulaParser; |
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| 142 | /** @var float */ |
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| 143 | protected $defense = 0; |
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| 144 | /** @var float */ |
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| 145 | protected $defenseBase = 0; |
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| 146 | /** @var Equipment[]|Collection Character's equipment */ |
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| 147 | protected $equipment; |
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| 148 | /** @var Pet[]|Collection Character's pets */ |
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| 149 | protected $pets; |
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| 150 | /** @var BaseCharacterSkill[]|Collection Character's skills */ |
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| 151 | protected $skills; |
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| 152 | /** @var int|null */ |
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| 153 | protected $activePet = null; |
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| 154 | /** @var CharacterEffect[]|CharacterEffectsCollection Active effects */ |
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| 155 | protected $effects; |
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| 156 | /** @var ICharacterEffectsProvider[]|Collection */ |
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| 157 | protected $effectProviders; |
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| 158 | /** @var int */ |
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| 159 | protected $positionRow = 0; |
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| 160 | /** @var int */ |
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| 161 | protected $positionColumn = 0; |
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| 162 | /** @var callable[] */ |
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| 163 | protected $statuses = []; |
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| 164 | |||
| 165 | /** |
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| 166 | * |
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| 167 | * @param array $stats Stats of the character |
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| 168 | * @param Equipment[] $equipment Equipment of the character |
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| 169 | * @param Pet[] $pets Pets owned by the character |
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| 170 | * @param BaseCharacterSkill[] $skills Skills acquired by the character |
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| 171 | */ |
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| 172 | public function __construct(array $stats, array $equipment = [], array $pets = [], array $skills = [], IInitiativeFormulaParser $initiativeFormulaParser = null) { |
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| 173 | 1 | $this->initiativeFormulaParser = $initiativeFormulaParser ?? new InitiativeFormulaParser(); |
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| 174 | 1 | $this->effectProviders = new class extends Collection { |
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| 175 | /** @var string */ |
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| 176 | protected $class = ICharacterEffectsProvider::class; |
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| 177 | }; |
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| 178 | 1 | $this->equipment = new class extends Collection { |
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| 179 | /** @var string */ |
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| 180 | protected $class = Equipment::class; |
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| 181 | }; |
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| 182 | 1 | foreach($equipment as $eq) { |
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| 183 | 1 | $this->equipment[] = $this->effectProviders[] = $eq; |
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| 184 | } |
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| 185 | 1 | $this->pets = new class extends Collection { |
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| 186 | /** @var string */ |
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| 187 | protected $class = Pet::class; |
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| 188 | }; |
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| 189 | 1 | foreach($pets as $pet) { |
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| 190 | 1 | $this->pets[] = $this->effectProviders[] = $pet; |
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| 191 | } |
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| 192 | 1 | $this->skills = new class extends Collection { |
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| 193 | /** @var string */ |
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| 194 | protected $class = BaseCharacterSkill::class; |
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| 195 | }; |
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| 196 | 1 | foreach($skills as $skill) { |
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| 197 | 1 | $this->skills[] = $skill; |
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| 198 | } |
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| 199 | 1 | $this->equipment->lock(); |
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| 200 | 1 | $this->pets->lock(); |
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| 201 | 1 | $this->skills->lock(); |
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| 202 | 1 | $this->setStats($stats); |
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| 203 | 1 | $this->effects = new CharacterEffectsCollection($this); |
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| 204 | 1 | $this->registerDefaultStatuses(); |
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| 205 | 1 | } |
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| 206 | |||
| 207 | protected function registerDefaultStatuses(): void { |
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| 208 | 1 | $this->registerStatus(static::STATUS_STUNNED, function(Character $character) { |
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| 209 | 1 | return $character->effects->hasItems(["type" => SkillSpecial::TYPE_STUN]); |
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| 210 | 1 | }); |
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| 211 | 1 | $this->registerStatus(static::STATUS_POISONED, function(Character $character) { |
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| 212 | 1 | $poisons = $character->effects->getItems(["type" => SkillSpecial::TYPE_POISON]); |
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| 213 | 1 | $poisonValue = 0; |
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| 214 | /** @var CharacterEffect $poison */ |
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| 215 | 1 | foreach($poisons as $poison) { |
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| 216 | 1 | $poisonValue += $poison->value; |
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| 217 | } |
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| 218 | 1 | return $poisonValue; |
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| 219 | 1 | }); |
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| 220 | 1 | } |
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| 221 | |||
| 222 | protected function setStats(array $stats): void { |
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| 223 | 1 | $requiredStats = array_merge(["id", "name", "level", "initiativeFormula",], static::BASE_STATS); |
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| 224 | 1 | $allStats = array_merge($requiredStats, ["occupation", "race", "specialization", "gender",]); |
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| 225 | 1 | $numberStats = static::BASE_STATS; |
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| 226 | 1 | $textStats = ["name", "race", "occupation", "specialization", "initiativeFormula",]; |
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| 227 | 1 | $resolver = new OptionsResolver(); |
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| 228 | 1 | $resolver->setDefined($allStats); |
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| 229 | 1 | $resolver->setAllowedTypes("id", ["integer", "string"]); |
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| 230 | 1 | foreach($numberStats as $stat) { |
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| 231 | 1 | $resolver->setAllowedTypes($stat, ["integer", "float"]); |
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| 232 | 1 | $resolver->setNormalizer($stat, function(OptionsResolver $resolver, $value) { |
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| 233 | 1 | return (int) $value; |
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| 234 | 1 | }); |
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| 235 | } |
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| 236 | 1 | foreach($textStats as $stat) { |
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| 237 | 1 | $resolver->setNormalizer($stat, function(OptionsResolver $resolver, $value) { |
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| 238 | 1 | return (string) $value; |
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| 239 | 1 | }); |
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| 240 | } |
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| 241 | 1 | $resolver->setRequired($requiredStats); |
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| 242 | 1 | $stats = array_filter($stats, function($key) use($allStats) { |
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| 243 | 1 | return in_array($key, $allStats, true); |
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| 244 | 1 | }, ARRAY_FILTER_USE_KEY); |
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| 245 | 1 | $stats = $resolver->resolve($stats); |
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| 246 | 1 | foreach($stats as $key => $value) { |
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| 247 | 1 | if(in_array($key, $numberStats, true)) { |
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| 248 | 1 | $this->$key = $value; |
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| 249 | 1 | $this->{$key . "Base"} = $value; |
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| 250 | } else { |
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| 251 | 1 | $this->$key = $value; |
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| 252 | } |
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| 253 | } |
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| 254 | 1 | $this->hitpoints = $this->maxHitpoints = $this->maxHitpointsBase = $this->constitution * static::HITPOINTS_PER_CONSTITUTION; |
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| 255 | 1 | $this->recalculateSecondaryStats(); |
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| 256 | 1 | $this->hitBase = $this->hit; |
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| 257 | 1 | $this->dodgeBase = $this->dodge; |
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| 258 | 1 | } |
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| 259 | |||
| 260 | /** |
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| 261 | * @return int|string |
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| 262 | */ |
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| 263 | public function getId() { |
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| 264 | 1 | return $this->id; |
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| 265 | } |
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| 266 | |||
| 267 | public function getName(): string { |
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| 268 | 1 | return $this->name; |
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| 269 | } |
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| 270 | |||
| 271 | public function getGender(): string { |
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| 272 | return $this->gender; |
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| 273 | } |
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| 274 | |||
| 275 | public function getRace(): string { |
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| 276 | return $this->race; |
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| 277 | } |
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| 278 | |||
| 279 | public function getOccupation(): string { |
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| 280 | return $this->occupation; |
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| 281 | } |
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| 282 | |||
| 283 | public function getLevel(): int { |
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| 284 | 1 | return $this->level; |
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| 285 | } |
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| 286 | |||
| 287 | public function getStrength(): int { |
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| 288 | 1 | return $this->strength; |
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| 289 | } |
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| 290 | |||
| 291 | public function getStrengthBase(): int { |
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| 292 | return $this->strengthBase; |
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| 293 | } |
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| 294 | |||
| 295 | public function getDexterity(): int { |
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| 296 | 1 | return $this->dexterity; |
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| 297 | } |
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| 298 | |||
| 299 | public function getDexterityBase(): int { |
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| 300 | return $this->dexterityBase; |
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| 301 | } |
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| 302 | |||
| 303 | public function getConstitution(): int { |
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| 304 | 1 | return $this->constitution; |
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| 305 | } |
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| 306 | |||
| 307 | public function getConstitutionBase(): int { |
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| 308 | return $this->constitutionBase; |
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| 309 | } |
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| 310 | |||
| 311 | public function getCharisma(): int { |
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| 312 | 1 | return $this->charisma; |
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| 313 | } |
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| 314 | |||
| 315 | public function getCharismaBase(): int { |
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| 316 | return $this->charismaBase; |
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| 317 | } |
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| 318 | |||
| 319 | public function getMaxHitpoints(): int { |
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| 320 | 1 | return $this->maxHitpoints; |
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| 321 | } |
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| 322 | |||
| 323 | public function getMaxHitpointsBase(): int { |
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| 324 | 1 | return $this->maxHitpointsBase; |
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| 325 | } |
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| 326 | |||
| 327 | public function getHitpoints(): int { |
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| 328 | 1 | return $this->hitpoints; |
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| 329 | } |
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| 330 | |||
| 331 | public function getDamage(): int { |
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| 332 | 1 | return $this->damage; |
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| 333 | } |
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| 334 | |||
| 335 | public function getDamageBase(): int { |
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| 336 | return $this->damageBase; |
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| 337 | } |
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| 338 | |||
| 339 | public function getHit(): int { |
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| 340 | 1 | return $this->hit; |
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| 341 | } |
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| 342 | |||
| 343 | public function getHitBase(): int { |
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| 344 | return $this->hitBase; |
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| 345 | } |
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| 346 | |||
| 347 | public function getDodge(): int { |
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| 348 | 1 | return $this->dodge; |
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| 349 | } |
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| 350 | |||
| 351 | public function getDodgeBase(): int { |
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| 352 | return $this->dodgeBase; |
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| 353 | } |
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| 354 | |||
| 355 | public function getInitiative(): int { |
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| 356 | 1 | return $this->initiative; |
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| 357 | } |
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| 358 | |||
| 359 | public function getInitiativeBase(): int { |
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| 360 | 1 | return $this->initiativeBase; |
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| 361 | } |
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| 362 | |||
| 363 | public function getInitiativeFormula(): string { |
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| 364 | 1 | return $this->initiativeFormula; |
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| 365 | } |
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| 366 | |||
| 367 | public function getDefense(): int { |
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| 368 | 1 | return (int) $this->defense; |
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| 369 | } |
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| 370 | |||
| 371 | public function getDefenseBase(): int { |
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| 372 | return (int) $this->defenseBase; |
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| 373 | } |
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| 374 | |||
| 375 | /** |
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| 376 | * @return Equipment[]|Collection |
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| 377 | */ |
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| 378 | public function getEquipment(): Collection { |
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| 379 | 1 | return $this->equipment; |
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| 380 | } |
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| 381 | |||
| 382 | /** |
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| 383 | * @return Pet[]|Collection |
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| 384 | */ |
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| 385 | public function getPets(): Collection { |
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| 386 | return $this->pets; |
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| 387 | } |
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| 388 | |||
| 389 | /** |
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| 390 | * @return BaseCharacterSkill[]|Collection |
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| 391 | */ |
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| 392 | public function getSkills(): Collection { |
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| 394 | } |
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| 395 | |||
| 396 | public function getActivePet(): ?int { |
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| 397 | /** @var Pet|null $pet */ |
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| 398 | 1 | $pet = $this->pets->getItem(["deployed" => true]); |
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| 399 | 1 | if(is_null($pet)) { |
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| 400 | 1 | return null; |
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| 401 | } |
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| 402 | 1 | return $pet->id; |
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| 403 | } |
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| 404 | |||
| 405 | public function getEffects(): CharacterEffectsCollection { |
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| 406 | 1 | return $this->effects; |
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| 407 | } |
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| 408 | |||
| 409 | /** |
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| 410 | * @return ICharacterEffectsProvider[]|Collection |
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| 411 | */ |
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| 412 | public function getEffectProviders(): Collection { |
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| 413 | 1 | return $this->effectProviders; |
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| 414 | } |
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| 415 | |||
| 416 | public function isStunned(): bool { |
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| 417 | 1 | return $this->hasStatus(static::STATUS_STUNNED); |
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| 418 | } |
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| 419 | |||
| 420 | public function isPoisoned(): bool { |
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| 422 | } |
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| 423 | |||
| 424 | public function getSpecialization(): string { |
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| 425 | return $this->specialization; |
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| 426 | } |
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| 427 | |||
| 428 | public function getIntelligence(): int { |
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| 429 | 1 | return $this->intelligence; |
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| 430 | } |
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| 431 | |||
| 432 | public function getIntelligenceBase(): int { |
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| 433 | return $this->intelligenceBase; |
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| 434 | } |
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| 435 | |||
| 436 | public function getInitiativeFormulaParser(): IInitiativeFormulaParser { |
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| 437 | 1 | return $this->initiativeFormulaParser; |
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| 438 | } |
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| 439 | |||
| 440 | public function setInitiativeFormulaParser(IInitiativeFormulaParser $initiativeFormulaParser): void { |
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| 441 | 1 | $oldParser = $this->initiativeFormulaParser; |
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| 442 | 1 | $this->initiativeFormulaParser = $initiativeFormulaParser; |
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| 443 | 1 | if($oldParser !== $initiativeFormulaParser) { |
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| 444 | 1 | $this->recalculateStats(); |
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| 445 | } |
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| 446 | 1 | } |
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| 447 | |||
| 448 | public function getPositionRow(): int { |
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| 449 | 1 | return $this->positionRow; |
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| 450 | } |
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| 451 | |||
| 452 | public function setPositionRow(int $positionRow): void { |
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| 453 | 1 | $this->positionRow = Numbers::range($positionRow, 1, PHP_INT_MAX); |
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| 454 | 1 | } |
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| 455 | |||
| 456 | public function getPositionColumn(): int { |
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| 457 | 1 | return $this->positionColumn; |
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| 458 | } |
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| 459 | |||
| 460 | public function setPositionColumn(int $positionColumn): void { |
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| 462 | 1 | } |
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| 463 | |||
| 464 | /** |
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| 465 | * Register a new possible character status |
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| 466 | * |
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| 467 | * @param string $name |
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| 468 | * @param callable $callback Used to determine whether the status is active/what value does it have. Is called with Character instance as parameter |
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| 469 | */ |
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| 470 | public function registerStatus(string $name, callable $callback): void { |
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| 471 | 1 | $this->statuses[$name] = $callback; |
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| 472 | 1 | } |
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| 473 | |||
| 474 | /** |
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| 475 | * @return mixed |
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| 476 | */ |
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| 477 | public function getStatus(string $name) { |
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| 478 | 1 | if(!array_key_exists($name, $this->statuses)) { |
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| 479 | 1 | return null; |
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| 480 | } |
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| 481 | 1 | return (call_user_func($this->statuses[$name], $this)); |
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| 482 | } |
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| 483 | |||
| 484 | public function hasStatus(string $status): bool { |
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| 485 | 1 | if(!array_key_exists($status, $this->statuses)) { |
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| 486 | 1 | return false; |
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| 487 | } |
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| 488 | 1 | return (bool) (call_user_func($this->statuses[$status], $this)); |
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| 489 | } |
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| 490 | |||
| 491 | /** |
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| 492 | * @internal |
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| 493 | */ |
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| 494 | public function applyEffectProviders(): void { |
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| 495 | 1 | foreach($this->effectProviders as $item) { |
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| 496 | 1 | $effects = $item->getCombatEffects(); |
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| 497 | 1 | array_walk($effects, function(CharacterEffect $effect) { |
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| 498 | 1 | $this->effects->removeByFilter(["id" => $effect->id]); |
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| 499 | 1 | $this->effects[] = $effect; |
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| 500 | 1 | }); |
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| 501 | } |
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| 502 | 1 | } |
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| 503 | |||
| 504 | /** |
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| 505 | * @return BaseCharacterSkill[] |
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| 506 | */ |
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| 507 | public function getUsableSkills(): array { |
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| 508 | 1 | return $this->skills->getItems(["usable" => true]); |
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| 509 | } |
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| 510 | |||
| 511 | /** |
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| 512 | * Harm the character |
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| 513 | */ |
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| 514 | public function harm(int $amount): void { |
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| 516 | 1 | } |
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| 517 | |||
| 518 | /** |
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| 519 | * Heal the character |
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| 520 | */ |
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| 521 | public function heal(int $amount): void { |
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| 522 | 1 | $this->hitpoints += Numbers::range($amount, 0, $this->maxHitpoints - $this->hitpoints); |
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| 523 | 1 | } |
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| 524 | |||
| 525 | /** |
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| 526 | * Determine which (primary) stat should be used to calculate damage |
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| 527 | */ |
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| 528 | public function damageStat(): string { |
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| 529 | /** @var Weapon|null $item */ |
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| 530 | 1 | $item = $this->equipment->getItem(["%class%" => Weapon::class, "worn" => true, ]); |
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| 531 | 1 | if(is_null($item)) { |
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| 532 | 1 | return static::STAT_STRENGTH; |
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| 533 | } |
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| 534 | 1 | return $item->damageStat; |
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| 535 | } |
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| 536 | |||
| 537 | /** |
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| 538 | * Recalculate secondary stats from the the primary ones |
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| 539 | */ |
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| 540 | public function recalculateSecondaryStats(): void { |
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| 541 | $stats = [ |
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| 542 | 1 | static::STAT_DAMAGE => $this->damageStat(), static::STAT_HIT => static::STAT_DEXTERITY, |
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| 543 | 1 | static::STAT_DODGE => static::STAT_DEXTERITY, static::STAT_MAX_HITPOINTS => static::STAT_CONSTITUTION, |
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| 544 | 1 | static::STAT_INITIATIVE => "", |
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| 545 | ]; |
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| 546 | 1 | foreach($stats as $secondary => $primary) { |
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| 547 | 1 | $gain = $this->$secondary - $this->{$secondary . "Base"}; |
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| 548 | 1 | if($secondary === static::STAT_DAMAGE) { |
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| 549 | 1 | $base = (int) round($this->$primary / 2); |
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| 550 | 1 | } elseif($secondary === static::STAT_MAX_HITPOINTS) { |
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| 551 | 1 | $base = $this->$primary * static::HITPOINTS_PER_CONSTITUTION; |
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| 552 | 1 | } elseif($secondary === static::STAT_INITIATIVE) { |
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| 553 | 1 | $base = $this->initiativeFormulaParser->calculateInitiative($this); |
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| 554 | } else { |
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| 555 | 1 | $base = $this->$primary * 3; |
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| 556 | } |
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| 557 | 1 | $this->{$secondary . "Base"} = $base; |
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| 558 | 1 | $this->$secondary = $base + $gain; |
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| 559 | } |
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| 560 | 1 | } |
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| 561 | |||
| 562 | /** |
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| 563 | * Recalculates stats of the character (mostly used during combat) |
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| 564 | */ |
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| 565 | public function recalculateStats(): void { |
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| 566 | 1 | $stats = array_merge(static::BASE_STATS, static::SECONDARY_STATS); |
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| 567 | 1 | $debuffs = []; |
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| 568 | 1 | foreach($stats as $stat) { |
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| 569 | 1 | $$stat = $this->{$stat . "Base"}; |
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| 570 | 1 | $debuffs[$stat] = 0; |
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| 571 | } |
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| 572 | 1 | $this->effects->removeByFilter(["duration<" => 1]); |
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| 573 | 1 | foreach($this->effects as $effect) { |
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| 574 | 1 | $stat = $effect->stat; |
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| 575 | 1 | $type = $effect->type; |
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| 576 | 1 | if(!in_array($type, SkillSpecial::NO_STAT_TYPES, true)) { |
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| 577 | 1 | $bonus_value = ($effect->valueAbsolute) ? $effect->value : $$stat / 100 * $effect->value; |
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| 578 | } |
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| 579 | 1 | if($type == SkillSpecial::TYPE_BUFF) { |
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| 580 | 1 | $$stat += $bonus_value; |
|
| 581 | 1 | } elseif($type == SkillSpecial::TYPE_DEBUFF) { |
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| 582 | 1 | $debuffs[$stat] += $bonus_value; |
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| 583 | } |
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| 584 | 1 | unset($stat, $type, $bonus_value); |
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| 585 | } |
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| 586 | 1 | foreach($debuffs as $stat => $value) { |
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| 587 | 1 | $value = min($value, 80); |
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| 588 | 1 | $bonus_value = $$stat / 100 * $value; |
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| 589 | 1 | $$stat -= $bonus_value; |
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| 590 | } |
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| 591 | 1 | foreach($stats as $stat) { |
|
| 592 | 1 | $this->$stat = (int) round($$stat); |
|
| 593 | } |
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| 594 | 1 | $this->recalculateSecondaryStats(); |
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| 595 | 1 | } |
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| 596 | |||
| 597 | /** |
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| 598 | * Reset character's initiative |
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| 599 | */ |
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| 600 | public function resetInitiative(): void { |
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| 602 | 1 | } |
|
| 603 | } |
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| 604 | ?> |