com.softwaremagico.tm.character.equipment.armours.RandomArmour Maven / Gradle / Ivy
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Think Machine - A Fading Suns character generator (random character creation)
package com.softwaremagico.tm.character.equipment.armours;
/*-
* #%L
* Think Machine (Core)
* %%
* Copyright (C) 2017 - 2018 Softwaremagico
* %%
* This software is designed by Jorge Hortelano Otero. Jorge Hortelano Otero
* Valencia (Spain).
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program; If not, see .
* #L%
*/
import com.softwaremagico.tm.InvalidXmlElementException;
import com.softwaremagico.tm.character.CharacterPlayer;
import com.softwaremagico.tm.character.characteristics.CharacteristicName;
import com.softwaremagico.tm.character.equipment.EquipmentSelector;
import com.softwaremagico.tm.character.exceptions.RestrictedElementException;
import com.softwaremagico.tm.character.exceptions.UnofficialElementNotAllowedException;
import com.softwaremagico.tm.log.RandomGenerationLog;
import com.softwaremagico.tm.random.exceptions.ImpossibleToAssignMandatoryElementException;
import com.softwaremagico.tm.random.exceptions.InvalidCostElementSelectedException;
import com.softwaremagico.tm.random.exceptions.InvalidRandomElementSelectedException;
import com.softwaremagico.tm.random.selectors.ArmourPreferences;
import com.softwaremagico.tm.random.selectors.CombatPreferences;
import com.softwaremagico.tm.random.selectors.DifficultLevelPreferences;
import com.softwaremagico.tm.random.selectors.IRandomPreference;
import java.util.Collection;
import java.util.Set;
public class RandomArmour extends EquipmentSelector {
public RandomArmour(CharacterPlayer characterPlayer, Set> preferences,
Set mandatoryArmours) throws InvalidXmlElementException, RestrictedElementException,
UnofficialElementNotAllowedException {
super(characterPlayer, preferences, mandatoryArmours);
}
@Override
public void assign() throws InvalidRandomElementSelectedException, InvalidArmourException, UnofficialElementNotAllowedException {
final ArmourPreferences armourPreferences = ArmourPreferences.getSelected(getPreferences());
if (armourPreferences != null && random.nextFloat() < armourPreferences.getArmourProbability()) {
final Armour selectedArmour = selectElementByWeight();
if (getCharacterPlayer().getArmour() == null) {
if (selectedArmour.getCost() > getCharacterPlayer().getMoney()) {
removeElementWeight(selectedArmour);
throw new InvalidCostElementSelectedException(selectedArmour, "Armour '" + selectedArmour + "' has a cost of '" +
selectedArmour.getCost() + "'. Current money is '" + getCharacterPlayer().getMoney() + "'.");
}
getCharacterPlayer().setArmour(selectedArmour);
RandomGenerationLog.info(this.getClass().getName(), "Selected armour '{}'.", selectedArmour);
}
}
}
@Override
protected Collection getAllElements() throws InvalidXmlElementException {
return ArmourFactory.getInstance().getElements(getCharacterPlayer().getLanguage(),
getCharacterPlayer().getModuleName());
}
/**
* Not so expensive armours.
*
* @param armour the armour
* @return the weight
*/
@Override
protected int getWeightCostModificator(Armour armour) throws InvalidRandomElementSelectedException {
if (armour.getCost() > getCurrentMoney()) {
throw new InvalidRandomElementSelectedException("Not enough money!");
} else if (armour.getCost() > getCurrentMoney() / 2d) {
return 100;
} else if (armour.getCost() > getCurrentMoney() / 3d) {
return 50;
} else if (armour.getCost() > getCurrentMoney() / 4d) {
return 25;
} else if (armour.getCost() > getCurrentMoney() / 5d) {
return 5;
} else if (armour.getCost() > getCurrentMoney() / 10d) {
return 2;
} else {
return 1;
}
}
/**
* Similar tech level armours preferred.
*
* @param armour the armour
* @return the weight
*/
protected int getWeightTechModificator(Armour armour) {
int weight = 0;
// Similar tech level preferred.
weight += MAX_PROBABILITY / Math.pow(10,
(getCharacterPlayer().getCharacteristicValue(CharacteristicName.TECH) - armour.getTechLevel()));
RandomGenerationLog.debug(this.getClass().getName(),
"Weight tech bonus for '{}' is '{}'.", armour, MAX_PROBABILITY
/ Math.pow(10, 2d * (getCharacterPlayer().getCharacteristicValue(CharacteristicName.TECH)
- armour.getTechLevel())));
if (weight <= 0) {
if (armour.getTechLevel() < 3) {
weight = 0;
} else {
weight = 1;
}
}
return weight;
}
@Override
protected int getWeight(Armour armour) throws InvalidRandomElementSelectedException {
int weight = super.getWeight(armour);
// Heavy armours only for real warriors.
if (!getPreferences().contains(CombatPreferences.BELLIGERENT)) {
if (armour.isHeavy()) {
throw new InvalidRandomElementSelectedException(
"Heavy armour '" + armour + "' not accepted for not combat characters.");
}
}
// Similar tech level preferred.
final int weightTech = getWeightTechModificator(armour);
RandomGenerationLog.debug(this.getClass().getName(),
"Weight value by tech level for '{}' is '{}'.", armour, weightTech);
weight += weightTech;
// armours depending on the purchasing power of the character.
final int costModificator = getWeightCostModificator(armour);
RandomGenerationLog.debug(this.getClass().getName(),
"Cost multiplication for weight for '{}' is '{}'.", armour, costModificator);
weight /= costModificator;
// More protection is better.
weight *= armour.getProtection();
RandomGenerationLog.debug(this.getClass().getName(),
"Protection multiplier for '{}' is '{}'.", armour, armour.getProtection());
RandomGenerationLog.debug(this.getClass().getName(), "Total weight for '{}' is '{}'.", armour, weight);
return weight;
}
@Override
public void validateElement(Armour armour) throws InvalidRandomElementSelectedException {
super.validateElement(armour);
final DifficultLevelPreferences preference = DifficultLevelPreferences.getSelected(getPreferences());
switch (preference) {
case VERY_EASY:
case MEDIUM:
break;
case EASY:
if (armour.isHeavy()) {
throw new InvalidRandomElementSelectedException(
"Heavy armour '" + armour + "' are not allowed by selected preference '" + preference + "'.");
}
break;
case HARD:
if (armour.getProtection() < 3) {
throw new InvalidRandomElementSelectedException(
"Basic armour '" + armour + "' are not allowed by selected preference '" + preference + "'.");
}
break;
case VERY_HARD:
if (armour.getProtection() < 5 || armour.getDamageTypes().isEmpty()) {
throw new InvalidRandomElementSelectedException(
"Basic armour '" + armour + "' are not allowed by selected preference '" + preference + "'.");
}
break;
}
}
@Override
protected void assignIfMandatory(Armour element)
throws InvalidXmlElementException, ImpossibleToAssignMandatoryElementException {
//Ignored
}
@Override
protected void assignMandatoryValues(Set mandatoryValues) throws InvalidXmlElementException, UnofficialElementNotAllowedException {
// We only assign one armour of the mandatory list.
if (!mandatoryValues.isEmpty()) {
getCharacterPlayer().setArmour(mandatoryValues.iterator().next());
}
}
}
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