use of main.elements.conditions.Conditions in project Eidolons by IDemiurge.
the class TurnSequenceConstructor method getTurnSequence.
public List<Action> getTurnSequence(Action action) {
Conditions conditions = (action.getTargeting().getFilter().getConditions());
FacingCondition condition = null;
FACING_SINGLE template = null;
DC_Obj target = action.getTarget();
Unit source = (Unit) action.getRef().getSourceObj();
for (Condition c : conditions) {
if (c instanceof FacingCondition) {
condition = (FacingCondition) c;
break;
}
List<Object> list = ClassMaster.getInstances(c, FacingCondition.class);
if (!list.isEmpty()) {
List<Action> front_sequence = getTurnSequence(FACING_SINGLE.IN_FRONT, source, target.getCoordinates());
List<Action> side_sequence = null;
if (action.getSource().hasBroadReach() || action.getActive().checkPassive(UnitEnums.STANDARD_PASSIVES.BROAD_REACH)) // front_sequence.remove(front_sequence.size() - 1);
{
side_sequence = getTurnSequence(FACING_SINGLE.TO_THE_SIDE, source, target.getCoordinates());
}
List<Action> hind_sequence = null;
if (action.getSource().hasHindReach() || action.getActive().checkPassive(UnitEnums.STANDARD_PASSIVES.HIND_REACH)) {
hind_sequence = getTurnSequence(FACING_SINGLE.BEHIND, source, target.getCoordinates());
}
return new ListMaster<Action>().getSmallest(front_sequence, hind_sequence, side_sequence);
}
}
// }
if (condition == null) {
return new ArrayList<>();
}
if (ArrayMaster.isNotEmpty(condition.getTemplate())) {
template = condition.getTemplate()[0];
}
return getTurnSequence(template, source, target.getCoordinates());
}
use of main.elements.conditions.Conditions in project Eidolons by IDemiurge.
the class ShapeEffect method initTargeting.
@Override
public void initTargeting() {
// init unit group
Coordinates baseCoordinate = getBaseCoordinate();
int base_width = radius.getInt(ref);
int distance = this.distance.getInt(ref);
coordinates = DC_PositionMaster.getShapedCoordinates(baseCoordinate, getFacing(), base_width, distance, getShape());
DequeImpl<Obj> objects = new DequeImpl<>();
objects.addAllCast(getGame().getMaster().getUnitsForCoordinates(coordinates));
Filter.filter(objects, targetType);
if (allyOrEnemyOnly != null) {
if (allyOrEnemyOnly) {
FilterMaster.applyFilter(objects, FILTERS.ALLY, ref, false);
} else {
FilterMaster.applyFilter(objects, FILTERS.ENEMY, ref, false);
}
}
if (notSelf) {
FilterMaster.applyFilter(objects, FILTERS.NOT_SELF, ref, false);
}
if (targetType.equals(DC_TYPE.TERRAIN)) {
// C_TYPE equals if contains() !
objects.addAll(game.getCellsForCoordinates(coordinates));
}
targeting = new AutoTargeting(new GroupImpl(objects));
setFilteringConditions(new Conditions());
targeting.setConditions(getFilteringConditions());
}
use of main.elements.conditions.Conditions in project Eidolons by IDemiurge.
the class SleepEffect method applyThis.
@Override
public boolean applyThis() {
// makes another throw each time when hit?
// statically parsed Spellpower/Mastery?
// add roll on hit - dmg vs max toughness
RollEffect rollEffect = new RollEffect(GenericEnums.ROLL_TYPES.MIND_AFFECTING, new RemoveBuffEffect(getBuffName()));
Conditions conditions = new Conditions(new RefCondition(KEYS.EVENT_TARGET, KEYS.TARGET));
return new AddBuffEffect(getBuffName(), new Effects(new AddStatusEffect(UnitEnums.STATUS.ASLEEP), new AddTriggerEffect(STANDARD_EVENT_TYPE.UNIT_IS_DEALT_TOUGHNESS_DAMAGE, conditions, KEYS.EVENT_TARGET, rollEffect))).apply(ref);
// roll ref needs to be tested!
}
use of main.elements.conditions.Conditions in project Eidolons by IDemiurge.
the class CadenceRule method checkDualAttackCadence.
public static void checkDualAttackCadence(DC_UnitAction action, Unit unit) {
if (action.getActionGroup() != ActionEnums.ACTION_TYPE_GROUPS.ATTACK) {
return;
}
boolean singleCadence = checkSingleWeaponCadence(unit, action);
if (!UnitAnalyzer.checkDualWielding(unit) && !UnitAnalyzer.checkDualNaturalWeapons(unit) && !singleCadence) // || checkSingleCadence(action)
{
return;
}
Boolean offhand = null;
if (action.checkProperty(PROP, MAIN_HAND)) {
offhand = false;
} else if (action.checkProperty(PROP, OFF_HAND)) {
offhand = true;
} else if (singleCadence) // offhand = !action.isOffhand();
{
offhand = false;
}
if (offhand == null) {
return;
}
Ref ref = new Ref(unit.getGame(), unit.getId());
DC_WeaponObj weapon = unit.getActiveWeapon(offhand);
List<Obj> targets = new ArrayList<>();
if (unit.getWeapon(!offhand) != null) {
targets.add(unit.getWeapon(!offhand));
}
if (unit.getNaturalWeapon(!offhand) != null) {
targets.add(unit.getNaturalWeapon(!offhand));
}
GroupImpl group = new GroupImpl(targets);
LogMaster.log(LogMaster.RULES_DEBUG, "Cadence Rule applies to " + group);
ref.setGroup(group);
if (checkFocusBonusApplies(unit, action, singleCadence)) {
Integer amount = action.getOwnerObj().getIntParam(PARAMS.CADENCE_FOCUS_BOOST);
amount += action.getIntParam(PARAMS.CADENCE_FOCUS_BOOST);
amount += action.getOwnerObj().getActiveWeapon(!offhand).getIntParam(PARAMS.CADENCE_FOCUS_BOOST);
action.getOwnerObj().modifyParameter(PARAMS.C_FOCUS, amount, 100);
}
// INIT COST CADENCE EFFECTS
Effects effects = new Effects();
String cadence = unit.getParam(PARAMS.CADENCE_AP_MOD);
if (cadence.isEmpty()) {
cadence = DC_Formulas.DEFAULT_CADENCE_AP_MOD + "";
}
ModifyValueEffect valueEffect = new ModifyValueEffect(PARAMS.ATTACK_AP_PENALTY, MOD.MODIFY_BY_CONST, cadence);
valueEffect.appendFormulaByMod(100 + weapon.getIntParam(PARAMS.CADENCE_BONUS));
effects.add(valueEffect);
cadence = unit.getParam(PARAMS.CADENCE_STA_MOD);
if (cadence.isEmpty()) {
cadence = DC_Formulas.DEFAULT_CADENCE_STA_MOD + "";
}
valueEffect = new ModifyValueEffect(PARAMS.ATTACK_STA_PENALTY, MOD.MODIFY_BY_CONST, cadence);
valueEffect.appendFormulaByMod(100 + weapon.getIntParam(PARAMS.CADENCE_BONUS));
effects.add(valueEffect);
if (unit.getIntParam(PARAMS.CADENCE_DAMAGE_MOD) > 0) {
effects.add(new ModifyValueEffect(PARAMS.DAMAGE_MOD, MOD.MODIFY_BY_CONST, unit.getParam(PARAMS.CADENCE_DAMAGE_MOD)));
}
if (unit.getIntParam(PARAMS.CADENCE_ATTACK_MOD) > 0) {
effects.add(new ModifyValueEffect(PARAMS.ATTACK_MOD, MOD.MODIFY_BY_CONST, unit.getParam(PARAMS.CADENCE_ATTACK_MOD)));
}
String buffTypeName = (!offhand) ? buffTypeNameOffHand : buffTypeNameMainHand;
// ADD REMOVE TRIGGER
int percentage = 100 - unit.getIntParam(PARAMS.CADENCE_RETAINMENT_CHANCE) - action.getIntParam(PARAMS.CADENCE_RETAINMENT_CHANCE) - weapon.getIntParam(PARAMS.CADENCE_RETAINMENT_CHANCE);
Conditions conditions = new Conditions(new RefCondition(KEYS.EVENT_SOURCE, KEYS.SOURCE));
if (percentage != 100) {
conditions.add(new ChanceCondition(new Formula("" + percentage)));
}
effects.add(new AddTriggerEffect(STANDARD_EVENT_TYPE.UNIT_ACTION_COMPLETE, conditions, new ActiveAbility(new FixedTargeting(KEYS.BASIS), new RemoveBuffEffect(buffTypeName))));
// effect = new AddBuffEffect(buffTypeName, effects, DURATION);
// Condition condition = new StringComparison(StringMaster.getValueRef(KEYS.MATCH, PROP),
// (offhand) ? MAIN_HAND : OFF_HAND, false);
// retain condition - hero hasBuff()
// add remove trigger on attack? either off/main hand, so there is no
// stacking...
// linked buffs?
// effect.setIrresistible(false);
AddBuffEffect addBuffEffect = new AddBuffEffect(buffTypeName, // new TemplateAutoTargeting(AUTO_TARGETING_TEMPLATES.ACTIONS, condition),
effects, DURATION);
// preCheck perk
addBuffEffect.addEffect(new // what about
AddTriggerEffect(// counters/AoO?
STANDARD_EVENT_TYPE.UNIT_ACTION_COMPLETE, new RefCondition(KEYS.EVENT_SOURCE, KEYS.SOURCE), new ActiveAbility(new FixedTargeting(KEYS.SOURCE), new RemoveBuffEffect(buffTypeName))));
Integer param = unit.getIntParam(PARAMS.CADENCE_DEFENSE_MOD);
if (param != 0) {
addBuffEffect.addEffect(new ModifyValueEffect(PARAMS.DEFENSE_MOD, MOD.MODIFY_BY_CONST, "" + param));
}
addBuffEffect.setIrresistible(true);
addBuffEffect.apply(ref);
// TODO defense mod effect
}
use of main.elements.conditions.Conditions in project Eidolons by IDemiurge.
the class DC_BuffRule method initEffects.
@Override
public void initEffects() {
Effect[] array = effectCache.get(target);
if (array != null) {
effects = array[level];
if (effects != null) {
return;
}
}
Conditions conditions = null;
Effect effect = getEffect();
effect.setForceStaticParse(false);
effect.setForcedLayer(Effect.BUFF_RULE);
effects = new AddBuffEffect(conditions, getBuffTypeName(), effect);
effects.setIrresistible(true);
effects.setForcedLayer(Effect.BUFF_RULE);
}
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