/** * Copyright (c) 2005-2017, KoLmafia development team * http://kolmafia.sourceforge.net/ * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * [1] Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * [2] Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in * the documentation and/or other materials provided with the * distribution. * [3] Neither the name "KoLmafia" nor the names of its contributors may * be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ package net.sourceforge.kolmafia.combat; public class CombatUtilities { public static final float hitChance( final int attack, final int defense, final float critical, final float fumble ) { // The +d10-d10 in the Hit Chance formula means the distribution is not linear. // // According to the Wiki // http://kol.coldfront.net/thekolwiki/index.php/Monsters#Monster_Hit_Chance // it is the Cumulative Distribution Function of a triangular distribution // https://en.wikipedia.org/wiki/Triangular_distribution // a = -9, b = 10, c = 0.5, x = defense - attack float missChance = CombatUtilities.triangularDistributionCDF( -9.0f, 10.0f, 0.5f, defense - attack); return Math.min( 1.0f - missChance + critical, 1.0f - fumble ); } public static final float triangularDistributionCDF( final float a, final float b, final float c, final float x ) { /* (defun cdf (a b c x) (cond ((<= x a) 0) ((<= b x) 1) ((<= x c) (/ (* (- x a) (- x a)) (* (- b a) (- c a)))) (t (- 1 (/ (* (- b x) (- b x)) (* (- b a) (- b c))))))) */ return x <= a ? 0.0f : b <= x ? 1.0f : x <= c ? ( ( x - a) * ( x - a) ) / ( ( b - a) * ( c - a ) ) : ( 1.0f - ( ( b - x) * ( b - x) ) / ( ( b - a) * ( b - c ) ) ); } }