Passed
Push — master ( 552c92...e9c837 )
by Jakub
03:49
created

CombatBase::getHealers()   A

Complexity

Conditions 1
Paths 1

Size

Total Lines 2
Code Lines 1

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
c 0
b 0
f 0
rs 10
cc 1
eloc 1
nc 1
nop 0
crap 2
1
<?php
2
declare(strict_types=1);
3
4
namespace HeroesofAbenez\Combat;
5
6
use Nexendrie\Utils\Numbers;
7
8
/**
9
 * Handles combat
10
 * 
11
 * @author Jakub Konečný
12
 * @property-read CombatLogger $log Log from the combat
13
 * @property-read int $winner Team which won the combat/0 if there is no winner yet
14
 * @property-read int $round Number of current round
15
 * @property-read int $roundLimit
16
 * @property-read Team $team1
17
 * @property-read Team $team2
18
 * @property-read int $team1Damage
19
 * @property-read int $team2Damage
20
 * @property ISuccessCalculator $successCalculator
21
 * @property ICombatActionSelector $actionSelector
22
 * @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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23
 * @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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24
 * @method void onCombatStart(CombatBase $combat)
25
 * @method void onCombatEnd(CombatBase $combat)
26
 * @method void onRoundStart(CombatBase $combat)
27
 * @method void onRound(CombatBase $combat)
28
 * @method void onRoundEnd(CombatBase $combat)
29
 * @method void onAttack(Character $attacker, Character $defender)
30
 * @method void onSkillAttack(Character $attacker, Character $defender, CharacterAttackSkill $skill)
31
 * @method void onSkillSpecial(Character $character1, Character $target, CharacterSpecialSkill $skill)
32
 * @method void onHeal(Character $healer, Character $patient)
33
 */
34 1
class CombatBase {
35 1
  use \Nette\SmartObject;
36
  
37
  /** @var Team First team */
38
  protected $team1;
39
  /** @var Team Second team */
40
  protected $team2;
41
  /** @var CombatLogger */
42
  protected $log;
43
  /** @var int Number of current round */
44
  protected $round = 0;
45
  /** @var int Round limit */
46
  protected $roundLimit = 30;
47
  /** @var array Dealt damage by team */
48
  protected $damage = [1 => 0, 2 => 0];
49
  /** @var callable[] */
50
  public $onCombatStart = [];
51
  /** @var callable[] */
52
  public $onCombatEnd = [];
53
  /** @var callable[] */
54
  public $onRoundStart = [];
55
  /** @var callable[] */
56
  public $onRound = [];
57
  /** @var callable[] */
58
  public $onRoundEnd = [];
59
  /** @var callable[] */
60
  public $onAttack = [];
61
  /** @var callable[] */
62
  public $onSkillAttack = [];
63
  /** @var callable[] */
64
  public $onSkillSpecial = [];
65
  /** @var callable[] */
66
  public $onHeal = [];
67
  /** @var callable */
68
  protected $victoryCondition;
69
  /** @var callable */
70
  protected $healers;
71
  /** @var ISuccessCalculator */
72
  protected $successCalculator;
73
  /** @var ICombatActionSelector */
74
  protected $actionSelector;
75
  
76
  public function __construct(CombatLogger $logger, ?ISuccessCalculator $successCalculator = null, ?ICombatActionSelector $actionSelector = null) {
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77 1
    $this->log = $logger;
78 1
    $this->onCombatStart[] = [$this, "applyEffectProviders"];
79 1
    $this->onCombatStart[] = [$this, "setSkillsCooldowns"];
80 1
    $this->onCombatStart[] = [$this, "assignPositions"];
81 1
    $this->onCombatEnd[] = [$this, "removeCombatEffects"];
82 1
    $this->onCombatEnd[] = [$this, "logCombatResult"];
83 1
    $this->onCombatEnd[] = [$this, "resetInitiative"];
84 1
    $this->onRoundStart[] = [$this, "decreaseEffectsDuration"];
85 1
    $this->onRoundStart[] = [$this ,"recalculateStats"];
86 1
    $this->onRoundStart[] = [$this, "logRoundNumber"];
87 1
    $this->onRoundStart[] = [$this, "applyPoison"];
88 1
    $this->onRound[] = [$this, "mainStage"];
89 1
    $this->onRoundEnd[] = [$this, "decreaseSkillsCooldowns"];
90 1
    $this->onRoundEnd[] = [$this, "resetInitiative"];
91 1
    $this->onAttack[] = [$this, "attackHarm"];
92 1
    $this->onSkillAttack[] = [$this, "useAttackSkill"];
93 1
    $this->onSkillSpecial[] = [$this, "useSpecialSkill"];
94 1
    $this->onHeal[] = [$this, "heal"];
95 1
    $this->victoryCondition = [VictoryConditions::class, "moreDamage"];
96 1
    $this->successCalculator = $successCalculator ?? new RandomSuccessCalculator();
97 1
    $this->actionSelector = $actionSelector ?? new CombatActionSelector();
98 1
    $this->healers = function(): Team {
99
      return new Team("healers");
100
    };
101 1
  }
102
  
103
  public function getRound(): int {
104 1
    return $this->round;
105
  }
106
  
107
  public function getRoundLimit(): int {
108 1
    return $this->roundLimit;
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
    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
   * Get winner of combat
185
   * 
186
   * @staticvar int $result
187
   * @return int Winning team/0
188
   */
189
  public function getWinner(): int {
190 1
    static $result = 0;
191 1
    if($result === 0) {
192 1
      $result = call_user_func($this->victoryCondition, $this);
193 1
      $result = Numbers::range($result, 0, 2);
194
    }
195 1
    return $result;
196
  }
197
  
198
  protected function getTeam(Character $character): Team {
199 1
    return $this->team1->hasItems(["id" => $character->id]) ? $this->team1 : $this->team2;
200
  }
201
  
202
  protected function getEnemyTeam(Character $character): Team {
203 1
    return $this->team1->hasItems(["id" => $character->id]) ? $this->team2 : $this->team1;
204
  }
205
  
206
  public function applyEffectProviders(self $combat): void {
207
    /** @var Character[] $characters */
208 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
209 1
    foreach($characters as $character) {
210 1
      $character->applyEffectProviders();
211
    }
212 1
  }
213
  
214
  /**
215
   * Set skills' cooldowns
216
   */
217
  public function setSkillsCooldowns(self $combat): void {
218
    /** @var Character[] $characters */
219 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
220 1
    foreach($characters as $character) {
221 1
      foreach($character->skills as $skill) {
222 1
        $skill->resetCooldown();
223
      }
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 $character) {
289 1
      foreach($character->effects as $effect) {
290 1
        if($effect->duration === CharacterEffect::DURATION_COMBAT OR is_int($effect->duration)) {
291 1
          $character->removeEffect($effect->id);
292
        }
293
      }
294
    }
295 1
  }
296
  
297
  /**
298
   * Add winner to the log
299
   */
300
  public function logCombatResult(self $combat): void {
301 1
    $combat->log->round = 5000;
302
    $params = [
303 1
      "team1name" => $combat->team1->name, "team1damage" => $combat->damage[1],
304 1
      "team2name" => $combat->team2->name, "team2damage" => $combat->damage[2],
305
    ];
306 1
    if($combat->winner === 1) {
307 1
      $params["winner"] = $combat->team1->name;
308
    } else {
309 1
      $params["winner"] = $combat->team2->name;
310
    }
311 1
    $combat->log->logText("combat.log.combatEnd", $params);
312 1
  }
313
  
314
  /**
315
   * Log start of a round
316
   */
317
  public function logRoundNumber(self $combat): void {
318 1
    $combat->log->round = ++$this->round;
319 1
  }
320
  
321
  /**
322
   * Decrease duration of effects and recalculate stats
323
   */
324
  public function recalculateStats(self $combat): void {
325
    /** @var Character[] $characters */
326 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
327 1
    foreach($characters as $character) {
328 1
      $character->recalculateStats();
329
    }
330 1
  }
331
  
332
  /**
333
   * Reset characters' initiative
334
   */
335
  public function resetInitiative(self $combat): void {
336
    /** @var Character[] $characters */
337 1
    $characters = array_merge($combat->team1->toArray(), $combat->team2->toArray());
338 1
    foreach($characters as $character) {
339 1
      $character->resetInitiative();
340
    }
341 1
  }
342
  
343
  /**
344
   * Select target for attack
345
   *
346
   * @internal
347
   */
348
  public function selectAttackTarget(Character $attacker): ?Character {
349 1
    $enemyTeam = $this->getEnemyTeam($attacker);
350 1
    $rangedWeapon = false;
351 1
    foreach($attacker->equipment as $equipment) {
352 1
      if($equipment instanceof Weapon AND $equipment->isWorn() AND $equipment->ranged) {
353
        $rangedWeapon = true;
354 1
        break;
355
      }
356
    }
357 1
    if(!$rangedWeapon) {
358 1
      $rowToAttack = $enemyTeam->rowToAttack;
359 1
      if(is_null($rowToAttack)) {
360
        return null;
361
      }
362
      /** @var Team $enemies */
363 1
      $enemies = Team::fromArray($enemyTeam->getItems(["positionRow" => $rowToAttack, "hitpoints>" => 0,]), $enemyTeam->name);
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364
    } else {
365
      $enemies = $enemyTeam;
366
    }
367 1
    $target = $enemies->getLowestHpCharacter();
368 1
    if(!is_null($target)) {
369 1
      return $target;
370
    }
371 1
    return $enemies->getRandomCharacter();
372
  }
373
  
374
  /**
375
   * Select target for healing
376
   *
377
   * @internal
378
   */
379
  public function selectHealingTarget(Character $healer): ?Character {
380 1
    return $this->getTeam($healer)->getLowestHpCharacter();
381
  }
382
  
383
  /**
384
   * @internal
385
   */
386
  public function findHealers(): Team {
387 1
    $healers = call_user_func($this->healers, $this->team1, $this->team2);
388 1
    if($healers instanceof Team) {
389 1
      return $healers;
390
    }
391
    return new Team("healers");
392
  }
393
  
394
  /**
395
   * @throws NotImplementedException
396
   */
397
  protected function doAttackSkill(Character $character, CharacterAttackSkill $skill): void {
398 1
    $targets = [];
399
    /** @var Character $primaryTarget */
400 1
    $primaryTarget = $this->selectAttackTarget($character);
401 1
    switch($skill->skill->target) {
402 1
      case SkillAttack::TARGET_SINGLE:
403 1
        $targets[] = $primaryTarget;
404 1
        break;
405
      case SkillAttack::TARGET_ROW:
406
        $targets = $this->getTeam($primaryTarget)->getItems(["positionRow" => $primaryTarget->positionRow]);
407
        break;
408
      case SkillAttack::TARGET_COLUMN:
409
        $targets = $this->getTeam($primaryTarget)->getItems(["positionColumn" => $primaryTarget->positionColumn]);
410
        break;
411
      default:
412
        throw new NotImplementedException("Target {$skill->skill->target} for attack skills is not implemented.");
413
    }
414 1
    foreach($targets as $target) {
415 1
      for($i = 1; $i <= $skill->skill->strikes; $i++) {
416 1
        $this->onSkillAttack($character, $target, $skill);
417
      }
418
    }
419 1
  }
420
  
421
  /**
422
   * @throws NotImplementedException
423
   */
424
  protected function doSpecialSkill(Character $character, CharacterSpecialSkill $skill): void {
425 1
    $targets = [];
426 1
    switch($skill->skill->target) {
427 1
      case SkillSpecial::TARGET_ENEMY:
428
        $targets[] = $this->selectAttackTarget($character);
429
        break;
430 1
      case SkillSpecial::TARGET_SELF:
431 1
        $targets[] = $character;
432 1
        break;
433
      case SkillSpecial::TARGET_PARTY:
434
        $targets = $this->getTeam($character)->toArray();
435
        break;
436
      case SkillSpecial::TARGET_ENEMY_PARTY:
437
        $targets = $this->getEnemyTeam($character)->toArray();
438
        break;
439
      default:
440
        throw new NotImplementedException("Target {$skill->skill->target} for special skills is not implemented.");
441
    }
442 1
    foreach($targets as $target) {
443 1
      $this->onSkillSpecial($character, $target, $skill);
444
    }
445 1
  }
446
  
447
  /**
448
   * Main stage of a round
449
   *
450
   * @throws NotImplementedException
451
   */
452
  public function mainStage(self $combat): void {
453
    /** @var Character[] $characters */
454 1
    $characters = array_merge($combat->team1->usableMembers, $combat->team2->usableMembers);
455 1
    usort($characters, function(Character $a, Character $b) {
456 1
      return -1 * strcmp((string) $a->initiative, (string) $b->initiative);
457 1
    });
458 1
    foreach($characters as $character) {
459 1
      $action = $combat->actionSelector->chooseAction($combat, $character);
460
      switch($action) {
461 1
        case CombatAction::ACTION_ATTACK:
462 1
          $combat->onAttack($character, $combat->selectAttackTarget($character));
463 1
          break;
464 1
        case CombatAction::ACTION_SKILL_ATTACK:
465
          /** @var CharacterAttackSkill $skill */
466 1
          $skill = $character->usableSkills[0];
467 1
          $combat->doAttackSkill($character, $skill);
468 1
          break;
469 1
        case CombatAction::ACTION_SKILL_SPECIAL:
470
          /** @var CharacterSpecialSkill $skill */
471 1
          $skill = $character->usableSkills[0];
472 1
          $combat->doSpecialSkill($character, $skill);
473 1
          break;
474 1
        case CombatAction::ACTION_HEALING:
475 1
          $combat->onHeal($character, $combat->selectHealingTarget($character));
476 1
          break;
477
        default:
478 1
          throw new NotImplementedException("Action $action is not implemented.");
479
      }
480
    }
481 1
  }
482
  
483
  /**
484
   * Start next round
485
   * 
486
   * @return int Winning team/0
487
   */
488
  protected function startRound(): int {
489 1
    $this->onRoundStart($this);
490 1
    return $this->getWinner();
491
  }
492
  
493
  /**
494
   * Do a round
495
   */
496
  protected function doRound(): void {
497 1
    $this->onRound($this);
498 1
  }
499
  
500
  /**
501
   * End round
502
   * 
503
   * @return int Winning team/0
504
   */
505
  protected function endRound(): int {
506 1
    $this->onRoundEnd($this);
507 1
    return $this->getWinner();
508
  }
509
  
510
  /**
511
   * Executes the combat
512
   * 
513
   * @return int Winning team
514
   */
515
  public function execute(): int {
516 1
    if(!isset($this->team1)) {
517 1
      throw new InvalidStateException("Teams are not set.");
518
    }
519 1
    $this->onCombatStart($this);
520 1
    while($this->round <= $this->roundLimit) {
521 1
      if($this->startRound() > 0) {
522 1
        break;
523
      }
524 1
      $this->doRound();
525 1
      if($this->endRound() > 0) {
526
        break;
527
      }
528
    }
529 1
    $this->onCombatEnd($this);
530 1
    return $this->getWinner();
531
  }
532
  
533
  /**
534
   * Do an attack
535
   * Hit chance = Attacker's hit - Defender's dodge, but at least 15%
536
   * Damage = Attacker's damage - defender's defense
537
   */
538
  public function attackHarm(Character $attacker, Character $defender): void {
539 1
    $result = [];
540 1
    $result["result"] = $this->successCalculator->hasHit($attacker, $defender);
541 1
    $result["amount"] = 0;
542 1
    if($result["result"]) {
543 1
      $amount = $attacker->damage - $defender->defense;
544 1
      $result["amount"] = Numbers::range($amount, 0, $defender->hitpoints);
545
    }
546 1
    if($result["amount"] > 0) {
547 1
      $defender->harm($result["amount"]);
548
    }
549 1
    $result["action"] = CombatAction::ACTION_ATTACK;
550 1
    $result["name"] = "";
551 1
    $result["character1"] = $attacker;
552 1
    $result["character2"] = $defender;
553 1
    $this->logDamage($attacker, $result["amount"]);
554 1
    $this->log->log($result);
555 1
  }
556
  
557
  /**
558
   * Use an attack skill
559
   */
560
  public function useAttackSkill(Character $attacker, Character $defender, CharacterAttackSkill $skill): void {
561 1
    $result = [];
562 1
    $result["result"] = $this->successCalculator->hasHit($attacker, $defender, $skill);
563 1
    $result["amount"] = 0;
564 1
    if($result["result"]) {
565 1
      $amount = (int) ($attacker->damage - $defender->defense / 100 * $skill->damage);
566 1
      $result["amount"] = Numbers::range($amount, 0, $defender->hitpoints);
567
    }
568 1
    if($result["amount"] > 0) {
569 1
      $defender->harm($result["amount"]);
570
    }
571 1
    $result["action"] = CombatAction::ACTION_SKILL_ATTACK;
572 1
    $result["name"] = $skill->skill->name;
573 1
    $result["character1"] = $attacker;
574 1
    $result["character2"] = $defender;
575 1
    $this->logDamage($attacker, $result["amount"]);
576 1
    $this->log->log($result);
577 1
    $skill->resetCooldown();
578 1
  }
579
  
580
  /**
581
   * Use a special skill
582
   */
583
  public function useSpecialSkill(Character $character1, Character $target, CharacterSpecialSkill $skill): void {
584
    $result = [
585 1
      "result" => true, "amount" => 0, "action" => CombatAction::ACTION_SKILL_SPECIAL, "name" => $skill->skill->name,
586 1
      "character1" => $character1, "character2" => $target,
587
    ];
588 1
    $effect = new CharacterEffect([
589 1
      "id" => "skill{$skill->skill->id}Effect",
590 1
      "type" => $skill->skill->type,
591 1
      "stat" => ((in_array($skill->skill->type, SkillSpecial::NO_STAT_TYPES, true)) ? null : $skill->skill->stat),
592 1
      "value" => $skill->value,
593 1
      "source" => CharacterEffect::SOURCE_SKILL,
594 1
      "duration" => $skill->skill->duration,
595
    ]);
596 1
    $target->addEffect($effect);
597 1
    $this->log->log($result);
598 1
    $skill->resetCooldown();
599 1
  }
600
  
601
  /**
602
   * Heal a character
603
   */
604
  public function heal(Character $healer, Character $patient): void {
605 1
    $result = [];
606 1
    $result["result"] = $this->successCalculator->hasHealed($healer);
607 1
    $amount = ($result["result"]) ? (int) ($healer->intelligence / 2) : 0;
608 1
    $result["amount"] = Numbers::range($amount, 0, $patient->maxHitpoints - $patient->hitpoints);
609 1
    if($result["amount"] > 0) {
610 1
      $patient->heal($result["amount"]);
611
    }
612 1
    $result["action"] = CombatAction::ACTION_HEALING;
613 1
    $result["name"] = "";
614 1
    $result["character1"] = $healer;
615 1
    $result["character2"] = $patient;
616 1
    $this->log->log($result);
617 1
  }
618
  
619
  /**
620
   * Harm poisoned characters at start of round
621
   */
622
  public function applyPoison(self $combat): void {
623
    /** @var Character[] $characters */
624 1
    $characters = array_merge($combat->team1->aliveMembers, $combat->team2->aliveMembers);
625 1
    foreach($characters as $character) {
626 1
      foreach($character->effects as $effect) {
627 1
        if($effect->type === SkillSpecial::TYPE_POISON) {
628 1
          $character->harm($effect->value);
629
          $action = [
630 1
            "action" => CombatAction::ACTION_POISON, "result" => true, "amount" => $effect->value,
631 1
            "character1" => $character, "character2" => $character,
632
          ];
633 1
          $combat->log->log($action);
634
        }
635
      }
636
    }
637 1
  }
638
  
639
  /**
640
   * Log dealt damage
641
   */
642
  public function logDamage(Character $attacker, int $amount): void {
643 1
    $team = $this->team1->hasItems(["id" => $attacker->id]) ? 1 : 2;
644 1
    $this->damage[$team] += $amount;
645 1
  }
646
  
647
  public function getLog(): CombatLogger {
648 1
    return $this->log;
649
  }
650
}
651
?>