Refactor combat level calculations to use closed-form formulas. (#8874)

* Refactor combat level calculations to use closed-form formulas.

Also move most calculations to the Experience utility class.
Fixes #7411.

* Add new test for magic levels that barely reach the next combat level.

* Add another test that breaks on master.
This commit is contained in:
emerald000
2019-05-20 10:31:16 -04:00
committed by Adam
parent 8890d5b634
commit 8026785f16
3 changed files with 396 additions and 286 deletions

View File

@@ -24,7 +24,6 @@
*/
package net.runelite.client.plugins.combatlevel;
import com.google.common.annotations.VisibleForTesting;
import net.runelite.api.Client;
import net.runelite.api.Experience;
import net.runelite.api.Skill;
@@ -43,11 +42,6 @@ import java.awt.Rectangle;
class CombatLevelOverlay extends Overlay
{
private static final Color COMBAT_LEVEL_COLOUR = new Color(0xff981f);
private static final double PRAY_MULT = 0.125;
static final double ATT_STR_MULT = 0.325;
static final double DEF_HP_MULT = 0.25;
static final double RANGE_MAGIC_LEVEL_MULT = 1.5;
static final double RANGE_MAGIC_MULT = 0.325;
private final Client client;
private final CombatLevelConfig config;
@@ -95,23 +89,20 @@ class CombatLevelOverlay extends Overlay
int defenceLevel = client.getRealSkillLevel(Skill.DEFENCE);
int hitpointsLevel = client.getRealSkillLevel(Skill.HITPOINTS);
int magicLevel = client.getRealSkillLevel(Skill.MAGIC);
int rangedLevel = client.getRealSkillLevel(Skill.RANGED);
int rangeLevel = client.getRealSkillLevel(Skill.RANGED);
int prayerLevel = client.getRealSkillLevel(Skill.PRAYER);
// calculate initial required numbers
double base = DEF_HP_MULT * (defenceLevel + hitpointsLevel + Math.floor(prayerLevel / 2));
double melee = ATT_STR_MULT * (attackLevel + strengthLevel);
double range = RANGE_MAGIC_MULT * Math.floor(rangedLevel * RANGE_MAGIC_LEVEL_MULT);
double mage = RANGE_MAGIC_MULT * Math.floor(magicLevel * RANGE_MAGIC_LEVEL_MULT);
double max = Math.max(melee, Math.max(range, mage));
// find the needed levels until level up
int next = client.getLocalPlayer().getCombatLevel() + 1;
int meleeNeed = calcLevels(base + melee, next, ATT_STR_MULT);
int hpdefNeed = calcLevels(base + max, next, DEF_HP_MULT);
int prayNeed = calcLevelsPray(base + max, next, prayerLevel);
int rangeNeed = calcLevelsRM(rangedLevel, next, base);
int magicNeed = calcLevelsRM(magicLevel, next, base);
int meleeNeed = Experience.getNextCombatLevelMelee(attackLevel, strengthLevel, defenceLevel, hitpointsLevel,
magicLevel, rangeLevel, prayerLevel);
int hpDefNeed = Experience.getNextCombatLevelHpDef(attackLevel, strengthLevel, defenceLevel, hitpointsLevel,
magicLevel, rangeLevel, prayerLevel);
int rangeNeed = Experience.getNextCombatLevelRange(attackLevel, strengthLevel, defenceLevel, hitpointsLevel,
magicLevel, rangeLevel, prayerLevel);
int magicNeed = Experience.getNextCombatLevelMagic(attackLevel, strengthLevel, defenceLevel, hitpointsLevel,
magicLevel, rangeLevel, prayerLevel);
int prayerNeed = Experience.getNextCombatLevelPrayer(attackLevel, strengthLevel, defenceLevel, hitpointsLevel,
magicLevel, rangeLevel, prayerLevel);
// create tooltip string
StringBuilder sb = new StringBuilder();
@@ -121,11 +112,11 @@ class CombatLevelOverlay extends Overlay
{
sb.append(meleeNeed).append(" Attack/Strength</br>");
}
if ((hitpointsLevel + defenceLevel + hpdefNeed) <= Experience.MAX_REAL_LEVEL * 2)
if ((hitpointsLevel + defenceLevel + hpDefNeed) <= Experience.MAX_REAL_LEVEL * 2)
{
sb.append(hpdefNeed).append(" Defence/Hitpoints</br>");
sb.append(hpDefNeed).append(" Defence/Hitpoints</br>");
}
if ((rangedLevel + rangeNeed) <= Experience.MAX_REAL_LEVEL)
if ((rangeLevel + rangeNeed) <= Experience.MAX_REAL_LEVEL)
{
sb.append(rangeNeed).append(" Ranged</br>");
}
@@ -133,73 +124,11 @@ class CombatLevelOverlay extends Overlay
{
sb.append(magicNeed).append(" Magic</br>");
}
if ((prayerLevel + prayNeed) <= Experience.MAX_REAL_LEVEL)
if ((prayerLevel + prayerNeed) <= Experience.MAX_REAL_LEVEL)
{
sb.append(prayNeed).append(" Prayer");
sb.append(prayerNeed).append(" Prayer");
}
return sb.toString();
}
/**
* Calculate skill levels required for increasing combat level, meant
* for all combat skills besides prayer, ranged, and magic.
* @param start initial value
* @param end ending value (combat level + 1)
* @param multiple how much adding one skill level will change combat
* @return levels required for a specific skill to level up combat
*/
@VisibleForTesting
static int calcLevels(double start, int end, double multiple)
{
return (int) Math.ceil(calcMultipliedLevels(start, end, multiple));
}
/**
* Calculate skill levels for increasing combat level, meant ONLY for the Prayer skill.
* <p>
* Note: Prayer is a special case, only leveling up upon even level numbers. This is accounted
* for in this function.
* </p>
* @param start current combat level
* @param end ending value (combat level + 1)
* @param prayerLevel the player's current prayer level
* @return Prayer levels required to level up combat
*/
@VisibleForTesting
static int calcLevelsPray(double start, int end, int prayerLevel)
{
int neededLevels = (int) Math.ceil(calcMultipliedLevels(start, end, PRAY_MULT));
if (prayerLevel % 2 != 0)
{
neededLevels--;
}
if ((prayerLevel + neededLevels) % 2 != 0)
{
return neededLevels + 1;
}
return neededLevels;
}
private static double calcMultipliedLevels(double start, int end, double multiple)
{
return (end - start) / multiple;
}
/**
* Calculate skill levels required for increasing combat level, meant
* ONLY for Ranged and Magic skills.
* @param start either the current ranged or magic level
* @param end ending value (combat level + 1)
* @param dhp defence, hitpoints, and prayer; this is the initial calculated "base" value
* @return levels required for a specific skill to level up combat
*/
@VisibleForTesting
static int calcLevelsRM(double start, int end, double dhp)
{
start = Math.floor(start * RANGE_MAGIC_LEVEL_MULT) * RANGE_MAGIC_MULT;
return (int) Math.ceil((end - dhp - start) / (RANGE_MAGIC_MULT * RANGE_MAGIC_LEVEL_MULT));
}
}