module Smite class GodStats < Smite::Object attr_reader :name, :level, :items, :stacks def initialize(god_name, data, params = { level: 0 }) super(data) @name = god_name @items = params[:items] || [] # make sure level is between 0 and 20 (0 for base stats) @level = [[params[:level].to_i, 20].min, 0].max @stacks = params[:stacks] || {} end def items return @filtered_items unless @filtered_items.nil? # only allow items @items.select!(&:item?) # make sure ratatoskr only has 1 acorn and items are unique @items = @items.uniq do |a| a.name =~ /acorn/i ? 'acorn' : a.name end # make sure there are only 6 items total @items = @items[0..5] # make sure ratatoskr has at least 1 acorn if @name.downcase == 'ratatoskr' if !@items.any? { |i| i.name =~ /acorn/i } @items[0] = Smite::Game.item('magic acorn') end else # and that everyone else has none @items.reject! { |item| item.name =~ /acorn/i } end # only accept physical items for physical gods and vice versa physical = Smite::Game.god(@name).physical? @filtered_items = @items.select do |item| physical ? item.physical? : item.magic? end end def at_level(new_level) GodStats.new(name, @data, { level: new_level, items: items, stacks: stacks }) end def with_items(new_items, stacks = @stacks) stacks.delete_if { |k,v| v.nil? } GodStats.new(name, @data, { level: level, items: new_items, stacks: stacks }) end def bonus_from_items return @item_bonus unless @item_bonus.nil? @item_bonus = {} @item_bonus[:flat] = default_bonus.dup @item_bonus[:perc] = default_bonus.dup return @item_bonus if items.empty? bonus_from_active_item_effects bonus_from_passive_item_effects @item_bonus end def magical_protection magic_protection end def magic_power magical_power end def attack_speed [value_for(:attack_speed), 2.5].min end def movement_speed raw_speed = value_for(:movement_speed) ret = if raw_speed <= 457 raw_speed elsif raw_speed <= 540.5 dr = raw_speed - 457 457 + 0.8 * dr else dr = raw_speed - 540.5 457 + (540.5 - 457) * 0.8 + dr * 0.5 end ret.round end def summary attributes.each_with_object({}) do |attr, hash| hash[attr.to_sym] = send(attr.to_sym) end end def inspect "#" end def method_missing(method) if data.member?(method.to_s) && !(method.to_s =~ /level/) value_for(method) else super end end private def value_for(attribute) scaling = send("#{attribute}_per_level".to_sym) * level.to_f flat_from_items = bonus_from_items[:flat][attribute.to_sym] perc_from_items = bonus_from_items[:perc][attribute.to_sym] passive = from_god_passive(attribute) + from_item_passive(attribute) base = data[attribute.to_s] flat_amount = (flat_from_items + base + scaling + passive) ret = (flat_amount * (perc_from_items + 1)).round(2) attribute =~ /5|attack/ ? ret : ret.round end def bonus_from_active_item_effects # Active effects first items.map(&:active_effects).flatten.select do |effect| next unless attributes.include?(effect.attribute) if effect.percentage? @item_bonus[:perc][effect.attribute.to_sym] += effect.amount/100.0 else @item_bonus[:flat][effect.attribute.to_sym] += effect.amount end end end def bonus_from_passive_item_effects # passive (potentially stacking) effects second items.select do |item| item.passive_effects.each do |effect| next unless attributes.include?(effect.attribute) base_stacks = item.stacking? ? 0 : 1 multiplier = if @stacks.empty? || @stacks[item.name.downcase].nil? base_stacks else [ [@stacks[item.name.downcase], base_stacks].max , item.max_stacks ].min.to_i end if effect.percentage? @item_bonus[:perc][effect.attribute.to_sym] += multiplier * effect.amount/100.0 else @item_bonus[:flat][effect.attribute.to_sym] += multiplier * effect.amount end end end end def from_god_passive(attribute) return 0 unless attribute.to_s =~ /power/ if attribute == :physical_power case name when 'Mercury' (movement_speed - 375) * 0.25 when 'Vamana' physical_protection * 0.20 else 0 end else case name when 'Scylla' case level when 0..8 then 0 when 9..13 then 20 when 14..17 then 40 when 18..19 then 60 when 20 then 80 end when 'Ares' 30 * items.count(&:aura?) when 'Kukulkan' mana * 0.05 else 0 end end end def from_item_passive(attribute) case attribute.to_s when /magical_power/i if items.any? { |i| i.name =~ /Book of Thoth/i } mana * 0.03 else 0 end when /physical_power/i if items.any? { |i| i.name =~ /Transcendence/i } mana * 0.03 else 0 end else 0 end end def default_bonus @default_bonus ||= attributes.each_with_object({}) { |attr, hash| hash[attr.to_sym] = 0 } end def movement_speed_per_level 0 end def magical_power_per_level 0 end def physical_power_per_level 0 end end end