Merge branch 'core' of ssh://git.mnml.gg:40022/~/mnml into core

This commit is contained in:
Mashy 2019-12-12 16:56:35 +10:00
commit 02311680ae

View File

@ -715,23 +715,25 @@ impl Game {
fn progress_durations(&mut self) -> &mut Game {
let last = self.resolutions.len() - 1;
let used_cooldown = self.resolutions[last].iter()
.filter_map(|r| match r.event {
Event::Cast { construct, player: _, direction: _ } => match r.skill.base_cd().is_some() {
true => Some(construct),
false => None,
}
_ => None,
})
.collect::<Vec<Uuid>>();
for player in self.players.iter_mut() {
for construct in player.constructs.iter_mut() {
if construct.is_ko() {
continue;
}
if !used_cooldown.contains(&construct.id) {
let cooldown = self.resolutions[last].iter()
.find_map(|r| match r.event {
Event::Cast { construct: caster, player: _, direction: _ } =>
match caster == construct.id && r.skill.base_cd().is_some() {
true => Some(r.skill),
false => None,
},
_ => None,
});
if let Some(skill) = cooldown {
construct.skill_set_cd(skill);
} else {
construct.reduce_cooldowns();
};
@ -1107,137 +1109,137 @@ mod tests {
return game.resolve_phase_start();
}
// #[test]
// fn phase_test() {
// let mut game = create_test_game();
#[test]
fn phase_test() {
let mut game = create_test_game();
// let x_player = game.players[0].clone();
// let y_player = game.players[1].clone();
let x_player = game.players[0].clone();
let y_player = game.players[1].clone();
// let x_construct = x_player.constructs[0].clone();
// let y_construct = y_player.constructs[0].clone();
let x_construct = x_player.constructs[0].clone();
let y_construct = y_player.constructs[0].clone();
// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// game.player_ready(x_player.id).unwrap();
// game.player_ready(y_player.id).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
// assert!(game.skill_phase_finished());
assert!(game.skill_phase_finished());
// game = game.resolve_phase_start();
game = game.resolve_phase_start();
// assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
// return;
// }
return;
}
// #[test]
// fn stun_test() {
// let mut game = create_test_game();
#[test]
fn stun_test() {
let mut game = create_test_game();
// let x_player = game.players[0].clone();
// let y_player = game.players[1].clone();
let x_player = game.players[0].clone();
let y_player = game.players[1].clone();
// let x_construct = x_player.constructs[0].clone();
// let y_construct = y_player.constructs[0].clone();
let x_construct = x_player.constructs[0].clone();
let y_construct = y_player.constructs[0].clone();
// while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
// game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
// }
while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
}
// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// game.player_ready(x_player.id).unwrap();
// game.player_ready(y_player.id).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
// assert!(game.skill_phase_finished());
// game = game.resolve_phase_start();
assert!(game.skill_phase_finished());
game = game.resolve_phase_start();
// // should auto progress back to skill phase
// assert!(game.phase == Phase::Skill);
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
// // assert!(game.player_by_id(y_player.id).constructs[0].is_stunned());
// // assert!(game.player_by_id(y_player.id).skills_required() == 0);
// }
assert!(game.player_by_id(y_player.id).unwrap().constructs[0].affected(Effect::Stun));
assert!(game.player_by_id(y_player.id).unwrap().skills_required() == 0);
}
// #[test]
// fn ko_resolution_test() {
// let mut game = create_test_game();
#[test]
fn ko_resolution_test() {
let mut game = create_test_game();
// let x_player = game.players[0].clone();
// let y_player = game.players[1].clone();
let x_player = game.players[0].clone();
let y_player = game.players[1].clone();
// let x_construct = x_player.constructs[0].clone();
// let y_construct = y_player.constructs[0].clone();
let x_construct = x_player.constructs[0].clone();
let y_construct = y_player.constructs[0].clone();
// game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().red_power.force(1000000000);
// game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().speed.force(1000000000);
game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().red_power.force(1000000000);
game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().speed.force(1000000000);
// while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
// game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
// }
while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
}
// // just in case
// // remove all mitigation
// game.player_by_id(x_player.id).unwrap().construct_by_id(x_construct.id).unwrap().red_life.force(0);
// just in case
// remove all mitigation
game.player_by_id(x_player.id).unwrap().construct_by_id(x_construct.id).unwrap().red_life.force(0);
// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// game.player_ready(x_player.id).unwrap();
// game.player_ready(y_player.id).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
// assert!(game.skill_phase_finished());
// game = game.resolve_phase_start();
assert!(game.skill_phase_finished());
game = game.resolve_phase_start();
// assert!(!game.player_by_id(y_player.id).unwrap().constructs[0].is_stunned());
// assert!(game.phase == Phase::Finished);
// }
assert!(!game.player_by_id(y_player.id).unwrap().constructs[0].is_stunned());
assert!(game.phase == Phase::Finished);
}
// #[test]
// fn cooldown_test() {
// let mut game = create_test_game();
#[test]
fn cooldown_test() {
let mut game = create_test_game();
// let x_player = game.players[0].clone();
// let y_player = game.players[1].clone();
let x_player = game.players[0].clone();
let y_player = game.players[1].clone();
// let x_construct = x_player.constructs[0].clone();
// let y_construct = y_player.constructs[0].clone();
let x_construct = x_player.constructs[0].clone();
let y_construct = y_player.constructs[0].clone();
// // should auto progress back to skill phase
// assert!(game.phase == Phase::Skill);
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
// assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
// assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// game.player_ready(x_player.id).unwrap();
// game.player_ready(y_player.id).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
// game = game.resolve_phase_start();
game = game.resolve_phase_start();
// // should auto progress back to skill phase
// assert!(game.phase == Phase::Skill);
// assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_none());
// // second round
// // now we block and it should go back on cd
// // game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
// game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// second round
// now we block and it should go back on cd
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Stun).unwrap();
game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// game.player_ready(x_player.id).unwrap();
// game.player_ready(y_player.id).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
// game = game.resolve_phase_start();
game = game.resolve_phase_start();
// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_none());
// assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
// }
println!("{:?}", game.player_by_id(x_player.id).unwrap().constructs[0]);
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
}
// #[test]
// fn sleep_cooldown_test() {