diff --git a/server/src/construct.rs b/server/src/construct.rs index 58e37f68..6d917ea7 100644 --- a/server/src/construct.rs +++ b/server/src/construct.rs @@ -62,6 +62,7 @@ impl ConstructSkill { #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum EffectMeta { + Skill(Skill), TickAmount(u64), AddedDamage(u64), ScatterTarget(Uuid), @@ -96,7 +97,11 @@ impl ConstructEffect { } pub fn get_multiplier(&self) -> u64 { - self.effect.apply(100, self.meta) + match self.meta { + Some(EffectMeta::Multiplier(s)) => s, + _ => 0 + } + } } @@ -870,7 +875,7 @@ mod tests { let mut construct = Construct::new() .named(&"redboi".to_string()); - construct.learn_mut(Skill::Strike); + construct.learn_mut(Skill::StrikeI); construct.spec_add(Spec::GreenLifeI).unwrap(); construct.spec_add(Spec::RedPowerI).unwrap(); construct.spec_add(Spec::RedPowerI).unwrap(); diff --git a/server/src/game.rs b/server/src/game.rs index 88c7a98b..aa871e64 100644 --- a/server/src/game.rs +++ b/server/src/game.rs @@ -936,7 +936,7 @@ mod tests { .learn(Skill::TestBlock) .learn(Skill::TestParry) .learn(Skill::TestSiphon) - .learn(Skill::Amplify) + .learn(Skill::AmplifyI) .learn(Skill::Stun) .learn(Skill::Block); @@ -948,7 +948,7 @@ mod tests { .learn(Skill::TestBlock) .learn(Skill::TestParry) .learn(Skill::TestSiphon) - .learn(Skill::Amplify) + .learn(Skill::AmplifyI) .learn(Skill::Stun) .learn(Skill::Block); @@ -1166,7 +1166,7 @@ mod tests { // should not be stunned because of parry assert!(game.player_by_id(x_player.id).unwrap().constructs[0].is_stunned() == false); // riposte - assert_eq!(game.player_by_id(y_player.id).unwrap().constructs[0].green_life(), (1024 - x_construct.red_power().pct(Skill::Riposte.multiplier()))); + assert_eq!(game.player_by_id(y_player.id).unwrap().constructs[0].green_life(), (1024 - x_construct.red_power().pct(Skill::RiposteI.multiplier()))); } #[test] @@ -1179,14 +1179,14 @@ mod tests { let x_construct = x_player.constructs[0].clone(); let y_construct = y_player.constructs[0].clone(); - game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Corrupt); + game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::CorruptI); - while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Corrupt).is_some() { + while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::CorruptI).is_some() { game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns(); } // apply buff - game.add_skill(x_player.id, x_construct.id, None, Skill::Corrupt).unwrap(); + game.add_skill(x_player.id, x_construct.id, None, Skill::CorruptI).unwrap(); game.player_ready(x_player.id).unwrap(); game.player_ready(y_player.id).unwrap(); game = game.resolve_phase_start(); @@ -1211,14 +1211,14 @@ mod tests { let x_construct = x_player.constructs[0].clone(); let y_construct = y_player.constructs[0].clone(); - game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Scatter); + game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::ScatterI); - while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Scatter).is_some() { + while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::ScatterI).is_some() { game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns(); } // apply buff - game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::Scatter).unwrap(); + game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::ScatterI).unwrap(); game.player_ready(x_player.id).unwrap(); game.player_ready(y_player.id).unwrap(); game = game.resolve_phase_start(); @@ -1296,15 +1296,15 @@ mod tests { let x_construct = x_player.constructs[0].clone(); let y_construct = x_player.constructs[1].clone(); - game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Ruin); + game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::RuinI); - while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Ruin).is_some() { + while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::RuinI).is_some() { game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns(); } game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap(); game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap(); - game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::Ruin).unwrap(); + game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::RuinI).unwrap(); game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::TestTouch).unwrap(); game.player_ready(i_player.id).unwrap(); @@ -1346,15 +1346,15 @@ mod tests { let x_construct = x_player.constructs[0].clone(); let y_construct = x_player.constructs[1].clone(); - game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Taunt); + game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::TauntI); - while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Taunt).is_some() { + while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::TauntI).is_some() { game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns(); } game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap(); game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap(); - game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::Taunt).unwrap(); + game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::TauntI).unwrap(); game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::TestTouch).unwrap(); game.player_ready(i_player.id).unwrap(); @@ -1432,23 +1432,23 @@ mod tests { // make the purify construct super fast so it beats out decay game.construct_by_id(y_construct.id).unwrap().speed.force(10000000); - game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Decay); - while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Decay).is_some() { + game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::DecayI); + while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::DecayI).is_some() { game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns(); } - game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Siphon); - while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Siphon).is_some() { + game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::SiphonI); + while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::SiphonI).is_some() { game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns(); } - game.construct_by_id(y_construct.id).unwrap().learn_mut(Skill::Purify); - while game.construct_by_id(y_construct.id).unwrap().skill_on_cd(Skill::Purify).is_some() { + game.construct_by_id(y_construct.id).unwrap().learn_mut(Skill::PurifyI); + while game.construct_by_id(y_construct.id).unwrap().skill_on_cd(Skill::PurifyI).is_some() { game.construct_by_id(y_construct.id).unwrap().reduce_cooldowns(); } // apply buff - game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::Decay).unwrap(); + game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::DecayI).unwrap(); game.player_ready(x_player.id).unwrap(); game.player_ready(y_player.id).unwrap(); game = game.resolve_phase_start(); @@ -1456,14 +1456,14 @@ mod tests { let Resolution { source: _, target: _, event } = game.resolved.pop().unwrap(); match event { - Event::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTick), + Event::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTickI), _ => panic!("not decay"), }; game.resolved.clear(); // remove - game.add_skill(y_player.id, y_construct.id, Some(y_construct.id), Skill::Purify).unwrap(); + game.add_skill(y_player.id, y_construct.id, Some(y_construct.id), Skill::PurifyI).unwrap(); game.player_ready(x_player.id).unwrap(); game.player_ready(y_player.id).unwrap(); game = game.resolve_phase_start(); @@ -1476,14 +1476,14 @@ mod tests { } }; - game.add_skill(y_player.id, x_construct.id, Some(y_construct.id), Skill::Siphon).unwrap(); + game.add_skill(y_player.id, x_construct.id, Some(y_construct.id), Skill::SiphonI).unwrap(); game.player_ready(x_player.id).unwrap(); game.player_ready(y_player.id).unwrap(); game = game.resolve_phase_start(); game.resolved.clear(); - game.add_skill(y_player.id, y_construct.id, Some(y_construct.id), Skill::Purify).unwrap(); + game.add_skill(y_player.id, y_construct.id, Some(y_construct.id), Skill::PurifyI).unwrap(); game.player_ready(x_player.id).unwrap(); game.player_ready(y_player.id).unwrap(); game = game.resolve_phase_start(); diff --git a/server/src/item.rs b/server/src/item.rs index 5c8611d4..66db8759 100644 --- a/server/src/item.rs +++ b/server/src/item.rs @@ -1,4 +1,4 @@ -use skill::{Skill, Effect, Colour}; +use skill::{Skill, Colour}; use spec::{Spec}; use construct::{Colours}; @@ -46,39 +46,99 @@ pub enum Item { GBSpeedI, RBSpeedI, - Amplify, - Banish, - Blast, - Chaos, - Clutch, - Corrupt, - Curse, - Decay, - Hostility, - Haste, - Heal, - Hex, - Impurity, - Invert, - Parry, - Purge, - Purify, - Reflect, - Recharge, - Ruin, - Scatter, - Silence, - Slay, - Sleep, - Snare, - Strangle, - Strike, + AmplifyI, + AmplifyII, + AmplifyIII, + BanishI, + BanishII, + BanishIII, + BlastI, + BlastII, + BlastIII, + ChaosI, + ChaosII, + ChaosIII, + ClutchI, + ClutchII, + ClutchIII, + CorruptI, + CorruptII, + CorruptIII, + CurseI, + CurseII, + CurseIII, + DecayI, + DecayII, + DecayIII, + HostilityI, + HostilityII, + HostilityIII, + HasteI, + HasteII, + HasteIII, + HealI, + HealII, + HealIII, + HexI, + HexII, + HexIII, + ImpurityI, + ImpurityII, + ImpurityIII, + InvertI, + InvertII, + InvertIII, + ParryI, + ParryII, + ParryIII, + PurgeI, + PurgeII, + PurgeIII, + PurifyI, + PurifyII, + PurifyIII, + ReflectI, + ReflectII, + ReflectIII, + RechargeI, + RechargeII, + RechargeIII, + RuinI, + RuinII, + RuinIII, + ScatterI, + ScatterII, + ScatterIII, + SilenceI, + SilenceII, + SilenceIII, + SlayI, + SlayII, + SlayIII, + SleepI, + SleepII, + SleepIII, + SnareI, + SnareII, + SnareIII, + StrangleI, + StrangleII, + StrangleIII, + StrikeI, StrikeII, StrikeIII, - Siphon, - Taunt, - Throw, - Triage, + SiphonI, + SiphonII, + SiphonIII, + TauntI, + TauntII, + TauntIII, + ThrowI, + ThrowII, + ThrowIII, + TriageI, + TriageII, + TriageIII, TestTouch, @@ -182,44 +242,104 @@ impl Item { pub fn into_skill(&self) -> Option { match self { - Item::Attack => Some(Skill::Attack), - Item::Amplify => Some(Skill::Amplify), - Item::Banish => Some(Skill::Banish), - Item::Blast => Some(Skill::Blast), - Item::Block => Some(Skill::Block), - Item::Buff => Some(Skill::Buff), - Item::Chaos => Some(Skill::Chaos), - Item::Curse => Some(Skill::Curse), - Item::Debuff => Some(Skill::Debuff), - Item::Decay => Some(Skill::Decay), - Item::Haste => Some(Skill::Haste), - Item::Heal => Some(Skill::Heal), - Item::Hex => Some(Skill::Hex), - Item::Hostility => Some(Skill::Hostility), - Item::Impurity => Some(Skill::Impurity), - Item::Invert => Some(Skill::Invert), - Item::Parry => Some(Skill::Parry), - Item::Purge => Some(Skill::Purge), - Item::Purify => Some(Skill::Purify), - Item::Recharge => Some(Skill::Recharge), - Item::Reflect => Some(Skill::Reflect), - Item::Ruin => Some(Skill::Ruin), - Item::Scatter => Some(Skill::Scatter), - Item::Silence => Some(Skill::Silence), - Item::Slay => Some(Skill::Slay), - Item::Sleep => Some(Skill::Sleep), - Item::Siphon => Some(Skill::Siphon), - Item::Snare => Some(Skill::Snare), - Item::Strangle => Some(Skill::Strangle), - Item::Stun => Some(Skill::Stun), - Item::Strike => Some(Skill::Strike), - Item::StrikeII => Some(Skill::StrikeII), - Item::StrikeIII => Some(Skill::StrikeIII), - Item::Clutch => Some(Skill::Clutch), - Item::Taunt => Some(Skill::Taunt), - Item::Throw => Some(Skill::Throw), - Item::Corrupt => Some(Skill::Corrupt), - Item::Triage => Some(Skill::Triage), + Item::Attack => Some(Skill::Attack), + Item::AmplifyI => Some(Skill::AmplifyI), + Item::AmplifyII => Some(Skill::AmplifyII), + Item::AmplifyIII => Some(Skill::AmplifyIII), + Item::BanishI => Some(Skill::BanishI), + Item::BanishII => Some(Skill::BanishII), + Item::BanishIII => Some(Skill::BanishIII), + Item::BlastI => Some(Skill::BlastI), + Item::BlastII => Some(Skill::BlastII), + Item::BlastIII => Some(Skill::BlastIII), + Item::Block => Some(Skill::Block), + Item::Buff => Some(Skill::Buff), + Item::ChaosI => Some(Skill::ChaosI), + Item::ChaosII => Some(Skill::ChaosII), + Item::ChaosIII => Some(Skill::ChaosIII), + Item::CurseI => Some(Skill::CurseI), + Item::CurseII => Some(Skill::CurseII), + Item::CurseIII => Some(Skill::CurseIII), + Item::Debuff => Some(Skill::Debuff), + Item::DecayI => Some(Skill::DecayI), + Item::DecayII => Some(Skill::DecayII), + Item::DecayIII => Some(Skill::DecayIII), + Item::HasteI => Some(Skill::HasteI), + Item::HasteII => Some(Skill::HasteII), + Item::HasteIII => Some(Skill::HasteIII), + Item::HealI => Some(Skill::HealI), + Item::HealII => Some(Skill::HealII), + Item::HealIII => Some(Skill::HealIII), + Item::HexI => Some(Skill::HexI), + Item::HexII => Some(Skill::HexII), + Item::HexIII => Some(Skill::HexIII), + Item::HostilityI => Some(Skill::HostilityI), + Item::HostilityII => Some(Skill::HostilityII), + Item::HostilityIII=> Some(Skill::HostilityIII), + Item::ImpurityI => Some(Skill::ImpurityI), + Item::ImpurityII => Some(Skill::ImpurityII), + Item::ImpurityIII => Some(Skill::ImpurityIII), + Item::InvertI => Some(Skill::InvertI), + Item::InvertII => Some(Skill::InvertII), + Item::InvertIII => Some(Skill::InvertIII), + Item::ParryI => Some(Skill::ParryI), + Item::ParryII => Some(Skill::ParryII), + Item::ParryIII => Some(Skill::ParryIII), + Item::PurgeI => Some(Skill::PurgeI), + Item::PurgeII => Some(Skill::PurgeII), + Item::PurgeIII => Some(Skill::PurgeIII), + Item::PurifyI => Some(Skill::PurifyI), + Item::PurifyII => Some(Skill::PurifyII), + Item::PurifyIII => Some(Skill::PurifyIII), + Item::RechargeI => Some(Skill::RechargeI), + Item::RechargeII => Some(Skill::RechargeII), + Item::RechargeIII => Some(Skill::RechargeIII), + Item::ReflectI => Some(Skill::ReflectI), + Item::ReflectII => Some(Skill::ReflectII), + Item::ReflectIII => Some(Skill::ReflectIII), + Item::RuinI => Some(Skill::RuinI), + Item::RuinII => Some(Skill::RuinII), + Item::RuinIII => Some(Skill::RuinIII), + Item::ScatterI => Some(Skill::ScatterI), + Item::ScatterII => Some(Skill::ScatterII), + Item::ScatterIII => Some(Skill::ScatterIII), + Item::SilenceI => Some(Skill::SilenceI), + Item::SilenceII => Some(Skill::SilenceII), + Item::SilenceIII => Some(Skill::SilenceIII), + Item::SlayI => Some(Skill::SlayI), + Item::SlayII => Some(Skill::SlayII), + Item::SlayIII => Some(Skill::SlayIII), + Item::SleepI => Some(Skill::SleepI), + Item::SleepII => Some(Skill::SleepII), + Item::SleepIII => Some(Skill::SleepIII), + Item::SiphonI => Some(Skill::SiphonI), + Item::SiphonII => Some(Skill::SiphonII), + Item::SiphonIII => Some(Skill::SiphonIII), + Item::SnareI => Some(Skill::SnareI), + Item::SnareII => Some(Skill::SnareII), + Item::SnareIII => Some(Skill::SnareIII), + Item::StrangleI => Some(Skill::StrangleI), + Item::StrangleII => Some(Skill::StrangleII), + Item::StrangleIII => Some(Skill::StrangleIII), + Item::Stun => Some(Skill::Stun), + Item::StrikeI => Some(Skill::StrikeI), + Item::StrikeII => Some(Skill::StrikeII), + Item::StrikeIII => Some(Skill::StrikeIII), + Item::ClutchI => Some(Skill::ClutchI), + Item::ClutchII => Some(Skill::ClutchII), + Item::ClutchIII => Some(Skill::ClutchIII), + Item::TauntI => Some(Skill::TauntI), + Item::TauntII => Some(Skill::TauntII), + Item::TauntIII => Some(Skill::TauntIII), + Item::ThrowI => Some(Skill::ThrowI), + Item::ThrowII => Some(Skill::ThrowII), + Item::ThrowIII => Some(Skill::ThrowIII), + Item::CorruptI => Some(Skill::CorruptI), + Item::CorruptII => Some(Skill::CorruptII), + Item::CorruptIII => Some(Skill::CorruptIII), + Item::TriageI => Some(Skill::TriageI), + Item::TriageII => Some(Skill::TriageII), + Item::TriageIII => Some(Skill::TriageIII), _ => None, } } @@ -319,154 +439,210 @@ impl Item { Item::RBSpeedI => format!("Increases CONSTRUCT SPEED and provides COLOUR BONUSES"), // Skills <- need to move effect mulltipliers into skills - Item::Amplify => format!("Increase red and BluePower by {:?}%. Lasts {:?}T", + Item::AmplifyI | + Item::AmplifyII | + Item::AmplifyIII => format!("Increase red and blue power by {:?}%. Lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100, self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Banish => format!("Banish target for {:?}T. + Item::BanishI | + Item::BanishII | + Item::BanishIII => format!("Banish target for {:?}T. Banished constructs are immune to all skills and effects.", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Blast => format!("Deals BlueDamage {:?}% BluePower.", self.into_skill().unwrap().multiplier()), + Item::BlastI | + Item::BlastII | + Item::BlastIII => format!("Deals Blue Damage {:?}% Blue Power.", self.into_skill().unwrap().multiplier()), - Item::Chaos => format!( - "Hits twice for red and BlueDamage. Damage is random 0 to 30% + {:?}% red and BluePower.", + Item::ChaosI | + Item::ChaosII | + Item::ChaosIII => format!( + "Hits twice for red and blue damage. Damage {:?}% red and blue power. Randomly deals 0 to 30% more damage", self.into_skill().unwrap().multiplier()), - Item::Clutch => format!("Construct cannot be KO'd while active. - Additionally provides immunity to disables."), + Item::ClutchI | + Item::ClutchII | + Item::ClutchIII => format!("Construct cannot be KO'd while active. Additionally provides immunity to disables."), - Item::Corrupt => format!( - "Self targetting defensive for {:?}T. Applies corrupt to attackers dealing BlueDamage {:?}% BluePower per turn for {:?}T.", + Item::CorruptI | + Item::CorruptII | + Item::CorruptIII => format!( + "Self targetting defensive for {:?}T. Applies corrupt to attackers dealing BlueDamage {:?}% \ + BluePower per turn for {:?}T.", self.into_skill().unwrap().effect().first().unwrap().get_duration(), - Skill::Corrupt.multiplier(), + Skill::CorruptI.multiplier(), // TO BE FIXT self.into_skill().unwrap().effect().last().unwrap().get_duration()), - - Item::Curse => format!( - "Increases red and BlueDamage taken by {:?}%. Lasts {:?}T", + Item::CurseI | + Item::CurseII | + Item::CurseIII => format!( + "Increases red and blue damage taken by {:?}%. Lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100, self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Decay => format!( - "Reduces healing taken by {:?}% and deals BlueDamage {:?}% BluePower each turn. Lasts {:?}T", + Item::DecayI | + Item::DecayII | + Item::DecayIII => format!( + "Reduces healing taken by {:?}% and deals blue damage {:?}% blue power each turn. Lasts {:?}T", 100 - self.into_skill().unwrap().effect().first().unwrap().get_multiplier(), self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Hostility => format!( + Item::HostilityI | + Item::HostilityII | + Item::HostilityIII => format!( "Gain Hostility for {:?}T. {} Hatred lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_duration(), - "When attacked by Hostility you gain Hatred which increased red and BluePower based on Damage taken.", + "When attacked by Hostility you gain Hatred which increased red and blue power based on Damage taken.", self.into_skill().unwrap().effect().last().unwrap().get_duration()), - Item::Haste => format!( + Item::HasteI | + Item::HasteII | + Item::HasteIII => format!( "Haste increases Speed by {:?}%, Red based Attack skills will strike again dealing {:?}{}. Lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100, Skill::HasteStrike.multiplier(), "% Speed as RedDamage", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Heal => format!("Heals for {:?}% GreenPower.", self.into_skill().unwrap().multiplier()), + Item::HealI | + Item::HealII | + Item::HealIII => format!("Heals for {:?}% green power.", self.into_skill().unwrap().multiplier()), - Item::Hex => format!("Blue based skill that applies Hex for {:?}T. \ - Hexed targets cannot cast any skills.", + Item::HexI | + Item::HexII | + Item::HexIII => format!("Blue based skill that applies Hex for {:?}T. \ + Hexed targets cannot cast any skills.", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - - Item::Impurity => format!( - "Impurity increases GreenPower by {:?}%, Blue based Attack skills will blast again dealing {:?}{}. Lasts {:?}T", + Item::ImpurityI | + Item::ImpurityII | + Item::ImpurityIII => format!( + "Impurity increases Green Power by {:?}%, Blue based Attack skills will blast again dealing {:?}{}. Lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100, Skill::ImpureBlast.multiplier(), "% GreenPower as BluePower", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Invert => format!( - "Reverse healing into Damage and Damage into healing. - Any excess red or BlueDamage is converted into shield recharge."), + Item::InvertI | + Item::InvertII | + Item::InvertIII => format!( + "Reverse healing into damage and damage into healing. + Any excess red or blue damage is converted into shield recharge."), - Item::Parry => format!("{} {:?}% RedPower and blocks red skills for {:?}T. {} {:?}% RedPower.", + Item::ParryI | + Item::ParryII | + Item::ParryIII => format!("{} {:?}% red power and blocks red skills for {:?}T. {} {:?}% red power.", "Self targetting skill. Recharges RedLife for", self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().effect().first().unwrap().get_duration(), - "If a red skill is parried the construct will riposte the source dealing RedDamage", - Skill::Riposte.multiplier()), + "If a red skill is parried the construct will riposte the source dealing red damage", + Skill::RiposteI.multiplier()), - Item::Purge => format!("Remove buffs from target construct"), + Item::PurgeI | + Item::PurgeII | + Item::PurgeIII => format!("Remove buffs from target construct"), - Item::Purify => format!( - "Remove debuffs and heals for {:?}% GreenPower per debuff removed.", + Item::PurifyI | + Item::PurifyII | + Item::PurifyIII => format!( + "Remove debuffs and heals for {:?}% green power per debuff removed.", self.into_skill().unwrap().multiplier()), - Item::Reflect => format!( + Item::ReflectI | + Item::ReflectII | + Item::ReflectIII => format!( "Reflect incoming skills to source. Lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Recharge => format!( - "Recharge red and blue shield based on {:?} red and BluePower", + + Item::RechargeI | + Item::RechargeII | + Item::RechargeIII => format!( + "Recharge Red and Blue Life based on {:?} RedPower and BluePower", self.into_skill().unwrap().multiplier()), - Item::Ruin => format!( + Item::RuinI | + Item::RuinII | + Item::RuinIII => format!( "Team wide Stun for {:?}T. Stunned constructs are unable to cast skills.", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - - Item::Scatter => format!( - "Caster links with target. Linked constructs split incoming Damage evenly. Recharges target blue shield {:?}% of BluePower", + + Item::ScatterI | + Item::ScatterII | + Item::ScatterIII => format!( + "Caster links with target. Linked constructs split incoming Damage evenly. Recharges target Blue Life {:?}% of BluePower", self.into_skill().unwrap().multiplier()), - Item::Silence => format!( - "Block the target from using blue skills for {:?}T and deals BlueDamage {:?}% BluePower. {}", + Item::SilenceI | + Item::SilenceII | + Item::SilenceIII => format!( + "Block the target from using blue skills for {:?}T and deals blue damage {:?}% blue power. {}", self.into_skill().unwrap().effect().first().unwrap().get_duration(), self.into_skill().unwrap().multiplier(), "Deals 45% more Damage per blue skill on target"), - Item::Slay => format!( - "Deals RedDamage {:?}% RedPower and provides self healing based on Damage dealt.", + Item::SlayI | + Item::SlayII | + Item::SlayIII => format!( + "Deals RedDamage {:?}% RedPower and provides self healing based on damage dealt.", self.into_skill().unwrap().multiplier()), - Item::Sleep => format!( + Item::SleepI | + Item::SleepII | + Item::SleepIII => format!( "Stun for {:?}T and heal for {:?}% GreenPower.", self.into_skill().unwrap().effect().first().unwrap().get_duration(), self.into_skill().unwrap().multiplier()), - Item::Snare => format!( + Item::SnareI | + Item::SnareII | + Item::SnareIII => format!( "Block the target from using red skills for {:?}T and deals RedDamage {:?}% RedPower. {}", self.into_skill().unwrap().effect().first().unwrap().get_duration(), self.into_skill().unwrap().multiplier(), "Deals 35% more Damage per red skill on target"), - Item::Strangle => format!( + Item::StrangleI | + Item::StrangleII | + Item::StrangleIII => format!( "Strangle the target disabling skills from both the caster and the target. While strangling deal RedDamage each turn {:?}% RedPower. Lasts {:?}T.", self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Strike => format!( - "Hits at maximum speed dealing RedDamage {:?}% RedPower", - self.into_skill().unwrap().multiplier()), - Item::StrikeII => format!( - "Hits at maximum speed dealing RedDamage {:?}% RedPower", - self.into_skill().unwrap().multiplier()), + Item::StrikeI | + Item::StrikeII | Item::StrikeIII => format!( "Hits at maximum speed dealing RedDamage {:?}% RedPower", self.into_skill().unwrap().multiplier()), - Item::Siphon => format!( + Item::SiphonI | + Item::SiphonII | + Item::SiphonIII => format!( "Deals BlueDamage {:?}% BluePower each turn and heals caster based on Damage dealt. Lasts {:?}T", self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().effect().first().unwrap().get_duration()), - Item::Taunt => format!("{} {:?}T. Recharges RedLife for {:?} RedPower.", - "Taunt redirects skills against the team to target, lasts", + Item::TauntI | + Item::TauntII | + Item::TauntIII => format!("Taunt redirects skills against the team to target, lasts {:?}T.\ + Recharges RedLife for {:?} RedPower.", self.into_skill().unwrap().effect().first().unwrap().get_duration(), self.into_skill().unwrap().multiplier()), - Item::Throw => format!( + Item::ThrowI | + Item::ThrowII | + Item::ThrowIII => format!( "Stun the target for {:?}T and applies Vulnerable increasing RedDamage taken by {:?}% for {:?}T", + self.into_skill().unwrap().effect().first().unwrap().get_duration(), self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100, self.into_skill().unwrap().effect().last().unwrap().get_duration()), - Item::Triage => format!( + Item::TriageI | + Item::TriageII | + Item::TriageIII => format!( "Heals target for {:?}% GreenPower each turn. Lasts {:?}T", self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().effect().first().unwrap().get_duration()), @@ -477,43 +653,101 @@ impl Item { fn combo(&self) -> Vec { match self { - Item::Taunt => vec![Item::Buff, Item::Red, Item::Red], - Item::Triage => vec![Item::Buff, Item::Green, Item::Green], - Item::Scatter => vec![Item::Buff, Item::Blue, Item::Blue], //To be impl - Item::Haste => vec![Item::Buff, Item::Red, Item::Green], - Item::Impurity => vec![Item::Buff, Item::Green, Item::Blue], - Item::Amplify => vec![Item::Buff, Item::Red, Item::Blue], // Some flavour + Item::TauntI => vec![Item::Buff, Item::Red, Item::Red], + Item::TauntII => vec![Item::TauntI, Item::TauntI, Item::TauntI], + Item::TauntIII => vec![Item::TauntII, Item::TauntII, Item::TauntII], + Item::TriageI => vec![Item::Buff, Item::Green, Item::Green], + Item::TriageII => vec![Item::TriageI, Item::TriageI, Item::TriageI], + Item::TriageIII => vec![Item::TriageII, Item::TriageII, Item::TriageII], + Item::ScatterI => vec![Item::Buff, Item::Blue, Item::Blue], + Item::ScatterII => vec![Item::ScatterI, Item::ScatterI, Item::ScatterI], + Item::ScatterIII => vec![Item::ScatterIII, Item::ScatterIII, Item::ScatterIII], + + Item::HasteI => vec![Item::Buff, Item::Red, Item::Green], + Item::HasteII => vec![Item::HasteI, Item::HasteI, Item::HasteI], + Item::HasteIII => vec![Item::HasteII, Item::HasteII, Item::HasteII], + Item::ImpurityI => vec![Item::Buff, Item::Green, Item::Blue], + Item::ImpurityII => vec![Item::ImpurityI, Item::ImpurityI, Item::ImpurityI], + Item::ImpurityIII => vec![Item::ImpurityII, Item::ImpurityII, Item::ImpurityII], + Item::AmplifyI => vec![Item::Buff, Item::Red, Item::Blue], + Item::AmplifyII => vec![Item::AmplifyI, Item::AmplifyI, Item::AmplifyI], + Item::AmplifyIII => vec![Item::AmplifyII, Item::AmplifyII, Item::AmplifyII], - Item::Snare => vec![Item::Debuff, Item::Red, Item::Red], - Item::Purge => vec![Item::Debuff, Item::Green, Item::Green], // Needs flavour - Item::Silence => vec![Item::Debuff, Item::Blue, Item::Blue], - Item::Curse => vec![Item::Debuff, Item::Red, Item::Green], // To be reworked - Item::Decay => vec![Item::Debuff, Item::Green, Item::Blue], - Item::Invert => vec![Item::Debuff, Item::Red, Item::Blue], + Item::SnareI => vec![Item::Debuff, Item::Red, Item::Red], + Item::SnareII => vec![Item::SnareI, Item::SnareI, Item::SnareI], + Item::SnareIII => vec![Item::SnareII, Item::SnareII, Item::SnareII], + Item::PurgeI => vec![Item::Debuff, Item::Green, Item::Green], // Needs flavour + Item::PurgeII => vec![Item::PurgeI, Item::PurgeI, Item::PurgeI], // Needs flavour + Item::PurgeIII => vec![Item::PurgeII, Item::PurgeII, Item::PurgeII], // Needs flavour + Item::SilenceI => vec![Item::Debuff, Item::Blue, Item::Blue], + Item::SilenceII => vec![Item::SilenceI, Item::SilenceI, Item::SilenceI], + Item::SilenceIII => vec![Item::SilenceII, Item::SilenceII, Item::SilenceII], + Item::CurseI => vec![Item::Debuff, Item::Red, Item::Green], + Item::CurseII => vec![Item::CurseI, Item::CurseI, Item::CurseI], + Item::CurseIII => vec![Item::CurseII, Item::CurseII, Item::CurseII], + Item::DecayI => vec![Item::Debuff, Item::Green, Item::Blue], + Item::DecayII => vec![Item::DecayI, Item::DecayI, Item::DecayI], + Item::DecayIII => vec![Item::DecayII, Item::DecayII, Item::DecayII], + Item::InvertI => vec![Item::Debuff, Item::Red, Item::Blue], + Item::InvertII => vec![Item::InvertI, Item::InvertI, Item::InvertI], + Item::InvertIII => vec![Item::InvertII, Item::InvertII, Item::InvertII], - Item::Parry => vec![Item::Block, Item::Red, Item::Red], // Add red recharge - Item::Purify => vec![Item::Block, Item::Green, Item::Green], - Item::Corrupt => vec![Item::Block, Item::Blue, Item::Blue], - Item::Clutch => vec![Item::Block, Item::Red, Item::Green], - Item::Reflect => vec![Item::Block, Item::Green, Item::Blue], - Item::Recharge => vec![Item::Block, Item::Red, Item::Blue], + Item::ParryI => vec![Item::Block, Item::Red, Item::Red], + Item::ParryII => vec![Item::ParryI, Item::ParryI, Item::ParryI], + Item::ParryIII => vec![Item::ParryII, Item::ParryII, Item::ParryII], // Add red recharge + Item::PurifyI => vec![Item::Block, Item::Green, Item::Green], + Item::PurifyII => vec![Item::PurifyI, Item::PurifyI, Item::PurifyI], + Item::PurifyIII => vec![Item::PurifyII, Item::PurifyII, Item::PurifyII], + Item::CorruptI => vec![Item::Block, Item::Blue, Item::Blue], + Item::CorruptII => vec![Item::CorruptI, Item::CorruptI, Item::CorruptI], + Item::CorruptIII => vec![Item::CorruptII, Item::CorruptII, Item::CorruptII], + Item::ClutchI => vec![Item::Block, Item::Red, Item::Green], + Item::ClutchII => vec![Item::ClutchI, Item::ClutchI, Item::ClutchI], + Item::ClutchIII => vec![Item::ClutchII, Item::ClutchII, Item::ClutchII], + Item::ReflectI => vec![Item::Block, Item::Green, Item::Blue], + Item::ReflectII => vec![Item::ReflectI, Item::ReflectI, Item::ReflectI], + Item::ReflectIII => vec![Item::ReflectII, Item::ReflectII, Item::ReflectII], + Item::RechargeI => vec![Item::Block, Item::Red, Item::Blue], + Item::RechargeII => vec![Item::RechargeI, Item::RechargeI, Item::RechargeI], + Item::RechargeIII => vec![Item::RechargeII, Item::RechargeII, Item::RechargeII], - Item::Strangle => vec![Item::Stun, Item::Red, Item::Red], - Item::Sleep => vec![Item::Stun, Item::Green, Item::Green], - Item::Ruin => vec![Item::Stun, Item::Blue, Item::Blue], - Item::Throw => vec![Item::Stun, Item::Red, Item::Green], - Item::Hex => vec![Item::Stun, Item::Green, Item::Blue], - Item::Banish => vec![Item::Stun, Item::Red, Item::Blue], + Item::StrangleI => vec![Item::Stun, Item::Red, Item::Red], + Item::StrangleII => vec![Item::StrangleI, Item::StrangleI, Item::StrangleI], + Item::StrangleIII => vec![Item::StrangleII, Item::StrangleII, Item::StrangleII], + Item::SleepI => vec![Item::Stun, Item::Green, Item::Green], + Item::SleepII => vec![Item::SleepI, Item::SleepI, Item::SleepI], + Item::SleepIII => vec![Item::SleepII, Item::SleepII, Item::SleepII], + Item::RuinI => vec![Item::Stun, Item::Blue, Item::Blue], + Item::RuinII => vec![Item::RuinI, Item::RuinI, Item::RuinI], + Item::RuinIII => vec![Item::RuinII, Item::RuinII, Item::RuinII], + Item::ThrowI => vec![Item::Stun, Item::Red, Item::Green], + Item::ThrowII => vec![Item::ThrowI, Item::ThrowI, Item::ThrowI], + Item::ThrowIII => vec![Item::ThrowII, Item::ThrowII, Item::ThrowII], + Item::HexI => vec![Item::Stun, Item::Green, Item::Blue], + Item::HexII => vec![Item::HexI, Item::HexI, Item::HexI], + Item::HexIII => vec![Item::HexII, Item::HexII, Item::HexII], + Item::BanishI => vec![Item::Stun, Item::Red, Item::Blue], + Item::BanishII => vec![Item::BanishI, Item::BanishI, Item::BanishI], + Item::BanishIII => vec![Item::BanishII, Item::BanishII, Item::BanishII], - Item::Strike => vec![Item::Attack, Item::Red, Item::Red], - Item::StrikeII => vec![Item::Strike, Item::Strike, Item::Strike], - Item::StrikeIII => vec![Item::StrikeII, Item::StrikeII, Item::StrikeII], - - Item::Heal => vec![Item::Attack, Item::Green, Item::Green], - Item::Blast => vec![Item::Attack, Item::Blue, Item::Blue], - Item::Slay => vec![Item::Attack, Item::Red, Item::Green], - Item::Siphon => vec![Item::Attack, Item::Green, Item::Blue], - Item::Chaos => vec![Item::Attack, Item::Red, Item::Blue], + Item::StrikeI => vec![Item::Attack, Item::Red, Item::Red], + Item::StrikeII => vec![Item::StrikeI, Item::StrikeI, Item::StrikeI], + Item::StrikeIII => vec![Item::StrikeII, Item::StrikeII, Item::StrikeII], + Item::HealI => vec![Item::Attack, Item::Green, Item::Green], + Item::HealII => vec![Item::HealI, Item::HealI, Item::HealI], + Item::HealIII => vec![Item::HealII, Item::HealII, Item::HealII], + Item::BlastI => vec![Item::Attack, Item::Blue, Item::Blue], + Item::BlastII => vec![Item::BlastI, Item::BlastI, Item::BlastI], + Item::BlastIII => vec![Item::BlastII, Item::BlastII, Item::BlastII], + Item::SlayI => vec![Item::Attack, Item::Red, Item::Green], + Item::SlayII => vec![Item::SlayI, Item::SlayI, Item::SlayI], + Item::SlayIII => vec![Item::SlayII, Item::SlayII, Item::SlayII], + Item::SiphonI => vec![Item::Attack, Item::Green, Item::Blue], + Item::SiphonII => vec![Item::SiphonI, Item::SiphonI, Item::SiphonI], + Item::SiphonIII => vec![Item::SiphonII, Item::SiphonII, Item::SiphonII], + Item::ChaosI => vec![Item::Attack, Item::Red, Item::Blue], + Item::ChaosII => vec![Item::ChaosI, Item::ChaosI, Item::ChaosI], + Item::ChaosIII => vec![Item::ChaosII, Item::ChaosII, Item::ChaosII], Item::RedPowerI => vec![Item::Power, Item::Red, Item::Red], Item::GreenPowerI => vec![Item::Power, Item::Green, Item::Green], @@ -544,50 +778,104 @@ impl Item { impl From for Item { fn from(skill: Skill) -> Item { match skill { - Skill::Amplify => Item::Amplify, + Skill::AmplifyI => Item::AmplifyI, + Skill::AmplifyII => Item::AmplifyII, + Skill::AmplifyIII => Item::AmplifyIII, Skill::Attack => Item::Attack, - Skill::Banish => Item::Banish, - Skill::Blast => Item::Blast, + Skill::BanishI => Item::BanishI, + Skill::BanishII => Item::BanishII, + Skill::BanishIII => Item::BanishIII, + Skill::BlastI => Item::BlastI, + Skill::BlastII => Item::BlastII, + Skill::BlastIII => Item::BlastIII, Skill::Block => Item::Block, Skill::Buff => Item::Buff, - Skill::Chaos => Item::Chaos, - Skill::Curse => Item::Curse, - Skill::Clutch => Item::Clutch, - Skill::Decay => Item::Decay, + Skill::ChaosI => Item::ChaosI, + Skill::ChaosII => Item::ChaosII, + Skill::ChaosIII => Item::ChaosIII, + Skill::ClutchI => Item::ClutchI, + Skill::ClutchII => Item::ClutchII, + Skill::ClutchIII => Item::ClutchIII, + Skill::CurseI => Item::CurseI, + Skill::CurseII => Item::CurseII, + Skill::CurseIII => Item::CurseIII, + Skill::DecayI => Item::DecayI, + Skill::DecayII => Item::DecayII, + Skill::DecayIII => Item::DecayIII, Skill::Debuff => Item::Debuff, - Skill::Haste => Item::Haste, - Skill::Hostility => Item::Hostility, - Skill::Heal => Item::Heal, - Skill::Hex => Item::Hex, - Skill::Impurity => Item::Impurity, - Skill::Invert => Item::Invert, - Skill::Parry => Item::Parry, - Skill::Purge => Item::Purge, - Skill::Purify => Item::Purify, - Skill::Recharge => Item::Recharge, - Skill::Reflect => Item::Reflect, - Skill::Ruin => Item::Ruin, - Skill::Scatter => Item::Scatter, - Skill::Silence => Item::Silence, - Skill::Siphon => Item::Siphon, - Skill::Slay => Item::Slay, - Skill::Sleep => Item::Sleep, - Skill::Snare => Item::Snare, - Skill::Strangle => Item::Strangle, - Skill::Strike => Item::Strike, + Skill::HasteI => Item::HasteI, + Skill::HasteII => Item::HasteII, + Skill::HasteIII => Item::HasteIII, + Skill::HostilityI => Item::HostilityI, + Skill::HostilityII => Item::HostilityII, + Skill::HostilityIII => Item::HostilityIII, + Skill::HealI => Item::HealI, + Skill::HealII => Item::HealII, + Skill::HealIII => Item::HealIII, + Skill::HexI => Item::HexI, + Skill::HexII => Item::HexII, + Skill::HexIII => Item::HexIII, + Skill::ImpurityI => Item::ImpurityI, + Skill::ImpurityII => Item::ImpurityII, + Skill::ImpurityIII => Item::ImpurityIII, + Skill::InvertI => Item::InvertI, + Skill::InvertII => Item::InvertII, + Skill::InvertIII => Item::InvertIII, + Skill::ParryI => Item::ParryI, + Skill::ParryII => Item::ParryII, + Skill::ParryIII => Item::ParryIII, + Skill::PurgeI => Item::PurgeI, + Skill::PurgeII => Item::PurgeII, + Skill::PurgeIII => Item::PurgeIII, + Skill::PurifyI => Item::PurifyI, + Skill::PurifyII => Item::PurifyII, + Skill::PurifyIII => Item::PurifyIII, + Skill::RechargeI => Item::RechargeI, + Skill::RechargeII => Item::RechargeII, + Skill::RechargeIII => Item::RechargeIII, + Skill::ReflectI => Item::ReflectI, + Skill::ReflectII => Item::ReflectII, + Skill::ReflectIII => Item::ReflectIII, + Skill::RuinI => Item::RuinI, + Skill::RuinII => Item::RuinII, + Skill::RuinIII => Item::RuinIII, + Skill::ScatterI => Item::ScatterI, + Skill::ScatterII => Item::ScatterII, + Skill::ScatterIII => Item::ScatterIII, + Skill::SilenceI => Item::SilenceI, + Skill::SilenceII => Item::SilenceII, + Skill::SilenceIII => Item::SilenceIII, + Skill::SiphonI => Item::SiphonI, + Skill::SiphonII => Item::SiphonII, + Skill::SiphonIII => Item::SiphonIII, + Skill::SlayI => Item::SlayI, + Skill::SlayII => Item::SlayII, + Skill::SlayIII => Item::SlayIII, + Skill::SleepI => Item::SleepI, + Skill::SleepII => Item::SleepII, + Skill::SleepIII => Item::SleepIII, + Skill::SnareI => Item::SnareI, + Skill::SnareII => Item::SnareII, + Skill::SnareIII => Item::SnareIII, + Skill::StrangleI => Item::StrangleI, + Skill::StrangleII => Item::StrangleII, + Skill::StrangleIII => Item::StrangleIII, + Skill::StrikeI => Item::StrikeI, Skill::StrikeII => Item::StrikeII, Skill::StrikeIII => Item::StrikeIII, Skill::Stun => Item::Stun, - Skill::Taunt => Item::Taunt, - Skill::Throw => Item::Throw, - Skill::Triage => Item::Triage, - Skill::Corrupt => Item::Corrupt, - - Skill::CorruptionTick => Item::Corrupt, - Skill::DecayTick => Item::Decay, - Skill::SiphonTick => Item::Siphon, - Skill::StrangleTick => Item::Strangle, - Skill::TriageTick => Item::Triage, + Skill::TauntI => Item::TauntI, + Skill::TauntII => Item::TauntII, + Skill::TauntIII => Item::TauntIII, + Skill::ThrowI => Item::ThrowI, + Skill::ThrowII => Item::ThrowII, + Skill::ThrowIII => Item::ThrowIII, + Skill::TriageI => Item::TriageI, + Skill::TriageII => Item::TriageII, + Skill::TriageIII => Item::TriageIII, + Skill::CorruptI => Item::CorruptI, + Skill::CorruptII => Item::CorruptII, + Skill::CorruptIII => Item::CorruptIII, Skill::TestTouch => Item::TestTouch, Skill::TestStun => Item::TestStun, @@ -639,43 +927,116 @@ pub struct Combo { pub fn get_combos() -> Vec { let mut combinations = vec![ - Combo { components: Item::Taunt.combo(), item: Item::Taunt }, - Combo { components: Item::Triage.combo(), item: Item::Triage }, - Combo { components: Item::Scatter.combo(), item: Item::Scatter }, //To be impl - Combo { components: Item::Haste.combo(), item: Item::Haste }, - Combo { components: Item::Impurity.combo(), item: Item::Impurity }, - Combo { components: Item::Amplify.combo(), item: Item::Amplify }, // Some flavour + Combo { components: Item::TauntI.combo(), item: Item::TauntI }, + Combo { components: Item::TauntII.combo(), item: Item::TauntII }, + Combo { components: Item::TauntIII.combo(), item: Item::TauntIII }, - Combo { components: Item::Snare.combo(), item: Item::Snare }, - Combo { components: Item::Purge.combo(), item: Item::Purge }, // Needs flavour - Combo { components: Item::Silence.combo(), item: Item::Silence }, - Combo { components: Item::Curse.combo(), item: Item::Curse }, // To be reworked - Combo { components: Item::Decay.combo(), item: Item::Decay }, - Combo { components: Item::Invert.combo(), item: Item::Invert }, + Combo { components: Item::TriageI.combo(), item: Item::TriageI }, + Combo { components: Item::TriageII.combo(), item: Item::TriageII }, + Combo { components: Item::TriageIII.combo(), item: Item::TriageIII }, - Combo { components: Item::Parry.combo(), item: Item::Parry }, // Add red recharge - Combo { components: Item::Purify.combo(), item: Item::Purify }, - Combo { components: Item::Corrupt.combo(), item: Item::Corrupt }, - Combo { components: Item::Clutch.combo(), item: Item::Clutch }, - Combo { components: Item::Reflect.combo(), item: Item::Reflect }, - Combo { components: Item::Recharge.combo(), item: Item::Recharge }, + Combo { components: Item::ScatterI.combo(), item: Item::ScatterI }, + Combo { components: Item::ScatterII.combo(), item: Item::ScatterII }, + Combo { components: Item::ScatterIII.combo(), item: Item::ScatterIII }, + + Combo { components: Item::HasteI.combo(), item: Item::HasteI }, + Combo { components: Item::HasteII.combo(), item: Item::HasteII }, + Combo { components: Item::HasteIII.combo(), item: Item::HasteIII }, + Combo { components: Item::HostilityI.combo(), item: Item::HostilityI }, + Combo { components: Item::HostilityII.combo(), item: Item::HostilityII }, + Combo { components: Item::HostilityIII.combo(), item: Item::HostilityIII }, + Combo { components: Item::ImpurityI.combo(), item: Item::ImpurityI }, + Combo { components: Item::ImpurityII.combo(), item: Item::ImpurityII }, + Combo { components: Item::ImpurityIII.combo(), item: Item::ImpurityIII }, + + Combo { components: Item::AmplifyI.combo(), item: Item::AmplifyI }, + Combo { components: Item::AmplifyII.combo(), item: Item::AmplifyII }, + Combo { components: Item::AmplifyIII.combo(), item: Item::AmplifyIII }, - Combo { components: Item::Strangle.combo(), item: Item::Strangle }, - Combo { components: Item::Sleep.combo(), item: Item::Sleep }, - Combo { components: Item::Ruin.combo(), item: Item::Ruin }, - Combo { components: Item::Throw.combo(), item: Item::Throw }, - Combo { components: Item::Hex.combo(), item: Item::Hex }, - Combo { components: Item::Banish.combo(), item: Item::Banish }, + Combo { components: Item::SnareI.combo(), item: Item::SnareI }, + Combo { components: Item::SnareII.combo(), item: Item::SnareII }, + Combo { components: Item::SnareIII.combo(), item: Item::SnareIII }, + Combo { components: Item::PurgeI.combo(), item: Item::PurgeI }, // Needs flavour + Combo { components: Item::PurgeII.combo(), item: Item::PurgeII }, + Combo { components: Item::PurgeIII.combo(), item: Item::PurgeIII }, - Combo { components: Item::Strike.combo(), item: Item::Strike }, - Combo { components: Item::StrikeII.combo(), item: Item::StrikeII }, - Combo { components: Item::StrikeIII.combo(), item: Item::StrikeIII }, + Combo { components: Item::SilenceI.combo(), item: Item::SilenceI }, + Combo { components: Item::SilenceII.combo(), item: Item::SilenceII }, + Combo { components: Item::SilenceIII.combo(), item: Item::SilenceIII }, - Combo { components: Item::Heal.combo(), item: Item::Heal }, - Combo { components: Item::Blast.combo(), item: Item::Blast }, - Combo { components: Item::Slay.combo(), item: Item::Slay }, - Combo { components: Item::Siphon.combo(), item: Item::Siphon }, - Combo { components: Item::Chaos.combo(), item: Item::Chaos }, + + Combo { components: Item::CurseI.combo(), item: Item::CurseI }, + Combo { components: Item::CurseII.combo(), item: Item::CurseII }, + Combo { components: Item::CurseIII.combo(), item: Item::CurseIII }, + Combo { components: Item::DecayI.combo(), item: Item::DecayI }, + Combo { components: Item::DecayII.combo(), item: Item::DecayII }, + Combo { components: Item::DecayIII.combo(), item: Item::DecayIII }, + Combo { components: Item::InvertI.combo(), item: Item::InvertI }, + Combo { components: Item::InvertII.combo(), item: Item::InvertII }, + Combo { components: Item::InvertIII.combo(), item: Item::InvertIII }, + + Combo { components: Item::ParryI.combo(), item: Item::ParryI }, + Combo { components: Item::ParryII.combo(), item: Item::ParryII }, + Combo { components: Item::ParryIII.combo(), item: Item::ParryIII }, + Combo { components: Item::PurifyI.combo(), item: Item::PurifyI }, + Combo { components: Item::PurifyII.combo(), item: Item::PurifyII }, + Combo { components: Item::PurifyIII.combo(), item: Item::PurifyIII }, + + Combo { components: Item::CorruptI.combo(), item: Item::CorruptI }, + Combo { components: Item::CorruptII.combo(), item: Item::CorruptII }, + Combo { components: Item::CorruptIII.combo(), item: Item::CorruptIII }, + + Combo { components: Item::ClutchI.combo(), item: Item::ClutchI }, + Combo { components: Item::ClutchII.combo(), item: Item::ClutchII }, + Combo { components: Item::ClutchIII.combo(), item: Item::ClutchIII }, + Combo { components: Item::ReflectI.combo(), item: Item::ReflectI }, + Combo { components: Item::ReflectII.combo(), item: Item::ReflectII }, + Combo { components: Item::ReflectIII.combo(), item: Item::ReflectIII }, + + + Combo { components: Item::RechargeI.combo(), item: Item::RechargeI }, + Combo { components: Item::RechargeII.combo(), item: Item::RechargeII }, + Combo { components: Item::RechargeIII.combo(), item: Item::RechargeIII }, + + Combo { components: Item::StrangleI.combo(), item: Item::StrangleI }, + Combo { components: Item::StrangleII.combo(), item: Item::StrangleII }, + Combo { components: Item::StrangleIII.combo(), item: Item::StrangleIII }, + Combo { components: Item::SleepI.combo(), item: Item::SleepI }, + Combo { components: Item::SleepII.combo(), item: Item::SleepII }, + Combo { components: Item::SleepIII.combo(), item: Item::SleepIII }, + Combo { components: Item::RuinI.combo(), item: Item::RuinI }, + Combo { components: Item::RuinII.combo(), item: Item::RuinII }, + Combo { components: Item::RuinIII.combo(), item: Item::RuinIII }, + + Combo { components: Item::ThrowI.combo(), item: Item::ThrowI }, + Combo { components: Item::ThrowII.combo(), item: Item::ThrowII }, + Combo { components: Item::ThrowIII.combo(), item: Item::ThrowIII }, + Combo { components: Item::HexI.combo(), item: Item::HexI }, + Combo { components: Item::HexII.combo(), item: Item::HexII }, + Combo { components: Item::HexIII.combo(), item: Item::HexIII }, + Combo { components: Item::BanishI.combo(), item: Item::BanishI }, + Combo { components: Item::BanishII.combo(), item: Item::BanishII }, + Combo { components: Item::BanishIII.combo(), item: Item::BanishIII }, + + Combo { components: Item::StrikeI.combo(), item: Item::StrikeI }, + Combo { components: Item::StrikeII.combo(), item: Item::StrikeII }, + Combo { components: Item::StrikeIII.combo(), item: Item::StrikeIII }, + + Combo { components: Item::HealI.combo(), item: Item::HealI }, + Combo { components: Item::HealII.combo(), item: Item::HealII }, + Combo { components: Item::HealIII.combo(), item: Item::HealIII }, + Combo { components: Item::BlastI.combo(), item: Item::BlastI }, + Combo { components: Item::BlastII.combo(), item: Item::BlastII }, + Combo { components: Item::BlastIII.combo(), item: Item::BlastIII }, + Combo { components: Item::SlayI.combo(), item: Item::SlayI }, + Combo { components: Item::SlayII.combo(), item: Item::SlayII }, + Combo { components: Item::SlayIII.combo(), item: Item::SlayIII }, + Combo { components: Item::SiphonI.combo(), item: Item::SiphonI }, + Combo { components: Item::SiphonII.combo(), item: Item::SiphonII }, + Combo { components: Item::SiphonIII.combo(), item: Item::SiphonIII }, + Combo { components: Item::ChaosI.combo(), item: Item::ChaosI }, + Combo { components: Item::ChaosII.combo(), item: Item::ChaosII }, + Combo { components: Item::ChaosIII.combo(), item: Item::ChaosIII }, Combo { components: Item::RedPowerI.combo(), item: Item::RedPowerI }, Combo { components: Item::GreenPowerI.combo(), item: Item::GreenPowerI }, @@ -693,10 +1054,10 @@ pub fn get_combos() -> Vec { Combo { components: Item::RedSpeedI.combo(), item: Item::RedSpeedI }, Combo { components: Item::GreenSpeedI.combo(), item: Item::GreenSpeedI }, - Combo { components: Item::BlueSpeedI.combo(), item: Item::BlueSpeedI }, - Combo { components: Item::GRSpeedI.combo(), item: Item::GRSpeedI }, - Combo { components: Item::GBSpeedI.combo(), item: Item::GBSpeedI }, - Combo { components: Item::RBSpeedI.combo(), item: Item::RBSpeedI }, + Combo { components: Item::BlueSpeedI.combo(), item: Item::BlueSpeedI }, + Combo { components: Item::GRSpeedI.combo(), item: Item::GRSpeedI }, + Combo { components: Item::GBSpeedI.combo(), item: Item::GBSpeedI }, + Combo { components: Item::RBSpeedI.combo(), item: Item::RBSpeedI }, ]; @@ -757,7 +1118,7 @@ mod tests { #[test] fn item_components_test() { - assert_eq!(Item::Strike.components(), vec![Item::Red, Item::Red, Item::Attack]); + assert_eq!(Item::StrikeI.components(), vec![Item::Red, Item::Red, Item::Attack]); assert_eq!(Item::StrikeII.components(), vec![ Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack, diff --git a/server/src/skill.rs b/server/src/skill.rs index 77dac474..5fb3cf6b 100644 --- a/server/src/skill.rs +++ b/server/src/skill.rs @@ -21,7 +21,8 @@ pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) - let targets = game.get_targets(cast.skill, &source, cast.target_construct_id); if skill.aoe() { // Send an aoe skill event for anims - resolutions.push(Resolution::new(&source, &game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::AoeSkill { skill })); + resolutions.push(Resolution::new(&source, + &game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::AoeSkill { skill })); } for target_id in targets { @@ -75,9 +76,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut if source.affected(Effect::Haste) { match skill { Skill::Attack | - Skill::Slay | - Skill::Chaos | - Skill::Strike => { + Skill::SlayI | + Skill::ChaosI | + Skill::StrikeI => { let amount = source.speed().pct(Skill::HasteStrike.multiplier()); target.deal_red_damage(Skill::HasteStrike, amount) .into_iter() @@ -89,9 +90,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut if source.affected(Effect::Impurity) { match skill { - Skill::Blast | - Skill::Chaos | - Skill::Siphon => { + Skill::BlastI | + Skill::ChaosI | + Skill::SiphonI => { let amount = source.green_power().pct(Skill::ImpureBlast.multiplier()); target.deal_blue_damage(Skill::ImpureBlast, amount) .into_iter() @@ -112,56 +113,169 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut // } resolutions = match skill { - Skill::Amplify => amplify(source, target, resolutions, skill), // increase magic damage - Skill::Attack => attack(source, target, resolutions, skill), - Skill::Banish => banish(source, target, resolutions, skill), // TODO prevent all actions - Skill::Blast => blast(source, target, resolutions, skill), - Skill::Block => block(source, target, resolutions, skill), - Skill::Buff => buff(source, target, resolutions, skill), - Skill::Chaos => chaos(source, target, resolutions, skill), - Skill::Clutch => clutch(source, target, resolutions, skill), - Skill::Corrupt => corrupt(source, target, resolutions, skill), - Skill::CorruptionTick => corruption_tick(source, target, resolutions, skill), - Skill::Curse => curse(source, target, resolutions, skill), - Skill::Debuff => debuff(source, target, resolutions, skill), // speed slow - Skill::Decay => decay(source, target, resolutions, skill), // dot - Skill::DecayTick => decay_tick(source, target, resolutions, skill), // dot - Skill::Haste => haste(source, target, resolutions, skill), // speed slow - Skill::HasteStrike => panic!("haste strike should not be caste"), - Skill::Heal => heal(source, target, resolutions, skill), - Skill::Hex => hex(source, target, resolutions, skill), - Skill::Hostility => hostility(source, target, resolutions, skill), - Skill::Impurity => impurity(source, target, resolutions, skill), - Skill::ImpureBlast => panic!("impure blast should not be caste"), - Skill::Invert => invert(source, target, resolutions, skill), - Skill::Injure => injure(source, target, resolutions, skill), - Skill::Parry => parry(source, target, resolutions, skill), - Skill::Purge => purge(source, target, resolutions, skill), // dispel all buffs - Skill::Purify => purify(source, target, resolutions, skill), // dispel all debuffs - Skill::Recharge => recharge(source, target, resolutions, skill), // target is immune to magic damage and fx - Skill::Reflect => reflect(source, target, resolutions, skill), - Skill::Riposte => panic!("riposte should not be caste"), - Skill::Ruin => ruin(source, target, resolutions, skill), - Skill::Scatter => scatter(source, target, resolutions, skill), // target is immune to magic damage and fx - Skill::Silence => silence(source, target, resolutions, skill), // target cannot cast spells - Skill::Siphon => siphon(source, target, resolutions, skill), - Skill::SiphonTick => siphon_tick(source, target, resolutions, skill), // hot - Skill::Slay => slay(source, target, resolutions, skill), // hybrid dmg self heal - Skill::Sleep => sleep(source, target, resolutions, skill), // speed slow - Skill::Snare => snare(source, target, resolutions, skill), - Skill::Strangle => strangle(source, target, resolutions, skill), - Skill::StrangleTick => strangle_tick(source, target, resolutions, skill), + Skill::AmplifyI | + Skill::AmplifyII | + Skill::AmplifyIII => amplify(source, target, resolutions, skill), - Skill::Strike => strike(source, target, resolutions, skill), - Skill::StrikeII => strike(source, target, resolutions, skill), + Skill::BanishI | + Skill::BanishII | + Skill::BanishIII => banish(source, target, resolutions, skill), // TODO prevent all actions + + Skill::BlastI | + Skill::BlastII | + Skill::BlastIII => blast(source, target, resolutions, skill), + + Skill::ChaosI | + Skill::ChaosII | + Skill::ChaosIII => chaos(source, target, resolutions, skill), + + Skill::ClutchI | + Skill::ClutchII | + Skill::ClutchIII => clutch(source, target, resolutions, skill), + + Skill::CorruptI | + Skill::CorruptII | + Skill::CorruptIII => corrupt(source, target, resolutions, skill), + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII => corruption_tick(source, target, resolutions, skill), + + Skill::CurseI | + Skill::CurseII | + Skill::CurseIII => curse(source, target, resolutions, skill), + + Skill::DecayI | + Skill::DecayII | + Skill::DecayIII => decay(source, target, resolutions, skill), // dot + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII => decay_tick(source, target, resolutions, skill), // dot + + Skill::HasteI | + Skill::HasteII | + Skill::HasteIII => haste(source, target, resolutions, skill), // speed slow + + Skill::HealI | + Skill::HealII | + Skill::HealIII => heal(source, target, resolutions, skill), + + Skill::HexI | + Skill::HexII | + Skill::HexIII => hex(source, target, resolutions, skill), + + Skill::HostilityI | + Skill::HostilityII | + Skill::HostilityIII => hostility(source, target, resolutions, skill), + + Skill::ImpurityI | + Skill::ImpurityII | + Skill::ImpurityIII => impurity(source, target, resolutions, skill), + + Skill::InvertI | + Skill::InvertII | + Skill::InvertIII => invert(source, target, resolutions, skill), + + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII => parry(source, target, resolutions, skill), + + Skill::PurgeI | + Skill::PurgeII | + Skill::PurgeIII => purge(source, target, resolutions, skill), // dispel all buffs + + Skill::PurifyI | + Skill::PurifyII | + Skill::PurifyIII => purify(source, target, resolutions, skill), + + Skill::RechargeI | + Skill::RechargeII | + Skill::RechargeIII => recharge(source, target, resolutions, skill), + + Skill::ReflectI | + Skill::ReflectII | + Skill::ReflectIII => reflect(source, target, resolutions, skill), + + Skill::RuinI | + Skill::RuinII | + Skill::RuinIII => ruin(source, target, resolutions, skill), + + Skill::ScatterI | + Skill::ScatterII | + Skill::ScatterIII => scatter(source, target, resolutions, skill), // target is immune to magic damage and fx + + Skill::SilenceI | + Skill::SilenceII | + Skill::SilenceIII => silence(source, target, resolutions, skill), // target cannot cast spells + + Skill::SiphonI | + Skill::SiphonII | + Skill::SiphonIII => siphon(source, target, resolutions, skill), // dot + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII => siphon_tick(source, target, resolutions, skill), // dot + + Skill::SlayI | + Skill::SlayII | + Skill::SlayIII => slay(source, target, resolutions, skill), // hybrid dmg self heal + + Skill::SleepI | + Skill::SleepII | + Skill::SleepIII => sleep(source, target, resolutions, skill), // heal stun + + Skill::SnareI | + Skill::SnareII | + Skill::SnareIII => snare(source, target, resolutions, skill), + + Skill::StrangleI | + Skill::StrangleII | + Skill::StrangleIII => strangle(source, target, resolutions, skill), + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII => strangle_tick(source, target, resolutions, skill), + + Skill::StrikeI | + Skill::StrikeII | Skill::StrikeIII => strike(source, target, resolutions, skill), - Skill::Stun => stun(source, target, resolutions, skill), - Skill::Taunt => taunt(source, target, resolutions, skill), - Skill::Throw => throw(source, target, resolutions, skill), // no damage stun, adds vulnerable - Skill::Triage => triage(source, target, resolutions, skill), // hot - Skill::TriageTick => triage_tick(source, target, resolutions, skill), // hot + Skill::TauntI | + Skill::TauntII | + Skill::TauntIII => taunt(source, target, resolutions, skill), + Skill::ThrowI | + Skill::ThrowII | + Skill::ThrowIII => throw(source, target, resolutions, skill), // no damage stun, adds vulnerable + + Skill::TriageI | + Skill::TriageII | + Skill::TriageIII => triage(source, target, resolutions, skill), // hot + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => triage_tick(source, target, resolutions, skill), // hot + + // Base Skills + Skill::Attack => attack(source, target, resolutions, skill), + Skill::Block => block(source, target, resolutions, skill), + Skill::Buff => buff(source, target, resolutions, skill), + Skill::Debuff => debuff(source, target, resolutions, skill), // speed slow + Skill::Stun => stun(source, target, resolutions, skill), + + //Triggered + Skill::CorruptionI | + Skill::CorruptionII | + Skill::CorruptionIII => panic!("should only trigger from corrupt hit"), + Skill::HasteStrike => panic!("should only trigger from haste"), + Skill::HatredI | + Skill::HatredII | + Skill::HatredIII => panic!("should only trigger from hatred"), + Skill::ImpureBlast => panic!("should only trigger from impurity"), + Skill::RiposteI | + Skill::RiposteII | + Skill::RiposteIII => panic!("should only trigger from parry"), + + + // Not used + Skill::Injure => injure(source, target, resolutions, skill), // ----------------- // Test // ----------------- @@ -170,8 +284,8 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut Skill::TestTouch => touch(source, target, resolutions, skill), Skill::TestStun => stun(source, target, resolutions, Skill::Stun), Skill::TestBlock => block(source, target, resolutions, Skill::Block), - Skill::TestParry => parry(source, target, resolutions, Skill::Parry), - Skill::TestSiphon => siphon(source, target, resolutions, Skill::Siphon), + Skill::TestParry => parry(source, target, resolutions, Skill::ParryI), + Skill::TestSiphon => siphon(source, target, resolutions, Skill::SiphonI), }; return resolutions; @@ -185,11 +299,25 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) -> match event { Event::Damage { amount, skill, mitigation: _, colour: _ } => { if target.affected(Effect::Corrupt) { - resolutions = corruption(&mut target, &mut source, resolutions, Skill::Corrupt); + let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter() + .find(|e| e.effect == Effect::Corrupt).unwrap().clone(); + match meta { + Some(EffectMeta::Skill(s)) => { + resolutions = corruption(&mut target, &mut source, resolutions, s); + }, + _ => panic!("no corrupt skill"), + }; } if target.affected(Effect::Hostility) { - resolutions = hatred(&mut source, &mut target, resolutions, skill, amount, Skill::Hostility); + let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter() + .find(|e| e.effect == Effect::Hostility).unwrap().clone(); + match meta { + Some(EffectMeta::Skill(s)) => { + resolutions = hatred(&mut target, &mut source, resolutions, skill, amount, s); + }, + _ => panic!("no hatred skill"), + }; } // beware that scatter doesn't cause any damage @@ -201,8 +329,16 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) -> Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) { true => { - resolutions = riposte(&mut target, &mut source, resolutions, Skill::Riposte); - } + let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter() + .find(|e| e.effect == Effect::Parry).unwrap().clone(); + match meta { + Some(EffectMeta::Skill(s)) => { + resolutions = riposte(&mut target, &mut source, resolutions, s); + }, + _ => panic!("no parry skill"), + }; + + }, false => (), }, _ => (), @@ -333,7 +469,6 @@ pub enum Effect { Invert, Parry, Reflect, - Ruin, Slow, Snare, Strangle, @@ -390,11 +525,21 @@ impl Effect { Effect::Banish => true, Effect::Clutch => [ Skill::Stun, - Skill::Hex, - Skill::Silence, - Skill::Ruin, - Skill::Strangle, - Skill::Snare + Skill::HexI, + Skill::HexII, + Skill::HexIII, + Skill::SilenceI, + Skill::SilenceII, + Skill::SilenceIII, + Skill::RuinI, + Skill::RuinII, + Skill::RuinIII, + Skill::StrangleI, + Skill::StrangleII, + Skill::StrangleIII, + Skill::SnareI, + Skill::SnareII, + Skill::SnareIII ].contains(&skill), Effect::Injured => skill.colours().contains(&Colour::Green), _ => false, @@ -409,10 +554,14 @@ impl Effect { match self { Effect::Stun => true, Effect::Hex => true, - Effect::Ruin => true, Effect::Banish => true, Effect::Strangle => true, - Effect::Strangling => skill != Skill::StrangleTick, + Effect::Strangling => match skill { + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII => false, + _ => true, + }, Effect::Silence => skill.colours().contains(&Colour::Blue), Effect::Snare => skill.colours().contains(&Colour::Red), Effect::Ko => skill.ko_castable(), @@ -488,7 +637,6 @@ impl Effect { // magic Effect::Hex => EffectCategory::Debuff, - Effect::Ruin => EffectCategory::Debuff, Effect::Curse => EffectCategory::Debuff, Effect::Banish => EffectCategory::Debuff, // todo randomise // Effect::Banish => rng.gen_bool(0.5), @@ -544,48 +692,157 @@ pub enum Skill { // Evade, // actively evade // Nightmare, // Sleep, - Amplify, - Banish, - Blast, - Chaos, - Clutch, - Corrupt, - CorruptionTick, - Curse, - Decay, // dot - DecayTick, // dot - Haste, + AmplifyI, + AmplifyII, + AmplifyIII, + + BanishI, + BanishII, + BanishIII, + + BlastI, + BlastII, + BlastIII, + + ChaosI, + ChaosII, + ChaosIII, + + ClutchI, + ClutchII, + ClutchIII, + + CorruptI, + CorruptII, + CorruptIII, + CorruptionI, + CorruptionII, + CorruptionIII, + CorruptionTickI, + CorruptionTickII, + CorruptionTickIII, + + CurseI, + CurseII, + CurseIII, + + DecayI, // dot + DecayII, + DecayIII, + DecayTickI, // dot + DecayTickII, + DecayTickIII, + + HasteI, + HasteII, + HasteIII, HasteStrike, - Heal, - Hex, - Hostility, + + HealI, + HealII, + HealIII, + + HexI, + HexII, + HexIII, + + HatredI, + HatredII, + HatredIII, + HostilityI, + HostilityII, + HostilityIII, ImpureBlast, - Impurity, + + ImpurityI, + ImpurityII, + ImpurityIII, Injure, - Invert, - Parry, // avoid all damage - Purge, - Purify, - Recharge, - Reflect, - Riposte, - Ruin, - Scatter, - Silence, - Siphon, - SiphonTick, - Slay, - Sleep, - Snare, - Strangle, - StrangleTick, - Strike, + + InvertI, + InvertII, + InvertIII, + + ParryI, // avoid all damage + ParryII, + ParryIII, + PurgeI, + PurgeII, + PurgeIII, + + PurifyI, + PurifyII, + PurifyIII, + + RechargeI, + RechargeII, + RechargeIII, + + ReflectI, + ReflectII, + ReflectIII, + + RiposteI, + RiposteII, + RiposteIII, + + RuinI, + RuinII, + RuinIII, + + ScatterI, + ScatterII, + ScatterIII, + + SilenceI, + SilenceII, + SilenceIII, + + SiphonI, + SiphonII, + SiphonIII, + SiphonTickI, + SiphonTickII, + SiphonTickIII, + + SlayI, + SlayII, + SlayIII, + + SleepI, + SleepII, + SleepIII, + + SnareI, + SnareII, + SnareIII, + + StrangleI, + StrangleII, + StrangleIII, + StrangleTickI, + StrangleTickII, + StrangleTickIII, + + StrikeI, StrikeII, StrikeIII, - Taunt, - Throw, // no damage stun, adds vulnerable - Triage, // hot - TriageTick, + + TauntI, + TauntII, + TauntIII, + + ThrowI, // no damage stun, adds vulnerable + ThrowII, + ThrowIII, + + TriageI, // hot + TriageII, + TriageIII, + + TriageTickI, + TriageTickII, + TriageTickIII, // used by tests, no cd, 100% multiplier TestAttack, @@ -603,39 +860,84 @@ impl Skill { // Attack Base Skill::Attack => 80, // Base - Skill::Blast => 110, // BB - Skill::Chaos => 40, // BR - Skill::Heal => 130, //GG - Skill::SiphonTick => 40, // GB - Skill::Slay => 70, // RG - Skill::Strike => 90, //RR - Skill::StrikeII => 110, - Skill::StrikeIII => 130, + Skill::BlastI => 110, // BB + Skill::BlastII => 130, // BB + Skill::BlastIII => 150, // BB + + Skill::ChaosI => 40, // BR + Skill::ChaosII => 50, // BR + Skill::ChaosIII => 60, // BR + + Skill::HealI => 130, //GG + Skill::HealII => 160, //GG + Skill::HealIII => 200, //GG + Skill::SiphonTickI => 40, // GB + Skill::SiphonTickII => 70, + Skill::SiphonTickIII => 110, + + Skill::SlayI => 70, // RG + Skill::SlayII => 90, + Skill::SlayIII => 120, + + Skill::StrikeI => 90, //RR + Skill::StrikeII => 110, + Skill::StrikeIII => 140, // Block Base - Skill::CorruptionTick => 80, - Skill::Purify => 45, //Green dmg (heal) - Skill::Recharge => 85, //restore red and blue life (heal) - Skill::Reflect => 45, //restore blue life (heal) + Skill::CorruptionTickI => 80, + Skill::CorruptionTickII => 100, + Skill::CorruptionTickIII => 130, - Skill::Parry => 110, - Skill::Riposte => 70, + Skill::ParryI => 110, + Skill::ParryII => 145, + Skill::ParryIII => 200, + Skill::RiposteI => 70, + Skill::RiposteII => 95, + Skill::RiposteIII => 120, + + Skill::PurifyI => 45, //Green dmg (heal) + Skill::PurifyII => 70, + Skill::PurifyIII => 105, + + Skill::ReflectI => 45, //restore blue life (heal) + Skill::ReflectII => 70, + Skill::ReflectIII => 100, + + Skill::RechargeI => 85, //restore red and blue life (heal) + Skill::RechargeII => 130, + Skill::RechargeIII => 200, // Stun Base - Skill::Sleep => 240, //Green dmg (heal) - Skill::StrangleTick => 65, + Skill::SleepI => 240, //Green dmg (heal) + Skill::SleepII => 300, + Skill::SleepIII => 400, + Skill::StrangleTickI => 65, + Skill::StrangleTickII => 95, + Skill::StrangleTickIII => 140, // Debuff Base - Skill::Silence => 55, // Deals more per blue skill on target - Skill::Snare => 40, // Deals more per red skill on target - Skill::DecayTick => 25, + Skill::DecayTickI => 25, + Skill::DecayTickII => 45, + Skill::DecayTickIII => 70, + Skill::SilenceI => 55, // Deals more per blue skill on target + Skill::SilenceII => 80, + Skill::SilenceIII => 110, + Skill::SnareI => 40, // Deals more per red skill on target + Skill::SnareII => 65, + Skill::SnareIII => 100, // Buff base Skill::ImpureBlast => 25, Skill::HasteStrike => 30, - Skill::Taunt => 80, - Skill::TriageTick => 75, - Skill::Scatter => 140, + Skill::ScatterI => 140, + Skill::ScatterII => 200, + Skill::ScatterIII => 300, + Skill::TauntI => 80, + Skill::TauntII => 110, + Skill::TauntIII => 150, + Skill::TriageTickI => 75, + Skill::TriageTickII => 110, + Skill::TriageTickIII => 140, _ => 100, } @@ -644,44 +946,153 @@ impl Skill { pub fn effect(&self) -> Vec { match self { // Modifiers - Skill::Amplify => vec![ConstructEffect {effect: Effect::Amplify, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None}], - Skill::Banish => vec![ConstructEffect {effect: Effect::Banish, duration: 1, meta: None, tick: None}], - Skill::Block => vec![ConstructEffect {effect: Effect::Block, duration: 1, meta: Some(EffectMeta::Multiplier(50)), tick: None}], - Skill::Buff => vec![ConstructEffect {effect: Effect::Buff, duration: 2, meta: Some(EffectMeta::Multiplier(125)), tick: None }], + Skill::AmplifyI => vec![ConstructEffect {effect: Effect::Amplify, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::AmplifyII => vec![ConstructEffect {effect: Effect::Amplify, duration: 3, + meta: Some(EffectMeta::Multiplier(175)), tick: None}], + Skill::AmplifyIII => vec![ConstructEffect {effect: Effect::Amplify, duration: 4, + meta: Some(EffectMeta::Multiplier(200)), tick: None}], - Skill::Corrupt => vec![ConstructEffect {effect: Effect::Corrupt, duration: 2, meta: None, tick: None}, - ConstructEffect {effect: Effect::Corruption, duration: 3, meta: None, tick: None}], + Skill::BanishI => vec![ConstructEffect {effect: Effect::Banish, duration: 1,meta: None, tick: None}], + Skill::BanishII => vec![ConstructEffect {effect: Effect::Banish, duration: 2,meta: None, tick: None}], + Skill::BanishIII => vec![ConstructEffect {effect: Effect::Banish, duration: 3,meta: None, tick: None}], + Skill::Block => vec![ConstructEffect {effect: Effect::Block, duration: 1, + meta: Some(EffectMeta::Multiplier(50)), tick: None}], + Skill::Buff => vec![ConstructEffect {effect: Effect::Buff, duration: 2, + meta: Some(EffectMeta::Multiplier(125)), tick: None }], - Skill::Clutch => vec![ConstructEffect {effect: Effect::Clutch, duration: 1, meta: None, tick: None }], - Skill::Curse => vec![ConstructEffect {effect: Effect::Curse, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None}], - Skill::Debuff => vec![ConstructEffect {effect: Effect::Slow, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }], - Skill::Decay => vec![ConstructEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }, - ConstructEffect {effect: Effect::Decay, duration: 3, meta: None, tick: None }], - Skill::Haste => vec![ConstructEffect {effect: Effect::Haste, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None }], - Skill::Hex => vec![ConstructEffect {effect: Effect::Hex, duration: 2, meta: None, tick: None}], - Skill::Hostility => vec![ConstructEffect {effect: Effect::Hostility, duration: 2, meta: None, tick: None}, - ConstructEffect {effect: Effect::Hatred, duration: 5, meta: None, tick: None}], - Skill::Impurity => vec![ConstructEffect {effect: Effect::Impurity, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None }], - Skill::Invert => vec![ConstructEffect {effect: Effect::Invert, duration: 2, meta: None, tick: None}], + Skill::CorruptI => vec![ConstructEffect {effect: Effect::Corrupt, duration: 2, + meta: Some(EffectMeta::Skill(Skill::CorruptionI)), tick: None}], + Skill::CorruptII => vec![ConstructEffect {effect: Effect::Corrupt, duration: 3, + meta: Some(EffectMeta::Skill(Skill::CorruptionII)), tick: None}], + Skill::CorruptIII => vec![ConstructEffect {effect: Effect::Corrupt, duration: 4, + meta: Some(EffectMeta::Skill(Skill::CorruptionIII)), tick: None}], + Skill::CorruptionI => vec![ConstructEffect {effect: Effect::Corruption, duration: 3, + meta: Some(EffectMeta::Skill(Skill::CorruptionTickI)), tick: None}], + Skill::CorruptionII => vec![ConstructEffect {effect: Effect::Corruption, duration: 4, + meta: Some(EffectMeta::Skill(Skill::CorruptionTickII)), tick: None}], + Skill::CorruptionIII => vec![ConstructEffect {effect: Effect::Corruption, duration: 5, + meta: Some(EffectMeta::Skill(Skill::CorruptionTickIII)), tick: None}], + + Skill::ClutchI => vec![ConstructEffect {effect: Effect::Clutch, duration: 1, meta: None, tick: None }], + Skill::ClutchII => vec![ConstructEffect {effect: Effect::Clutch, duration: 2, meta: None, tick: None }], + Skill::ClutchIII => vec![ConstructEffect {effect: Effect::Clutch, duration: 3, meta: None, tick: None }], - Skill::Parry => vec![ConstructEffect {effect: Effect::Parry, duration: 2, meta: None, tick: None }], - Skill::Reflect => vec![ConstructEffect {effect: Effect::Reflect, duration: 1, meta: None, tick: None }], - Skill::Throw => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}, - ConstructEffect {effect: Effect::Vulnerable, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::CurseI => vec![ConstructEffect {effect: Effect::Curse, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::CurseII => vec![ConstructEffect {effect: Effect::Curse, duration: 2, + meta: Some(EffectMeta::Multiplier(200)), tick: None}], + Skill::CurseIII => vec![ConstructEffect {effect: Effect::Curse, duration: 3, + meta: Some(EffectMeta::Multiplier(250)), tick: None}], - Skill::Ruin => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}], + Skill::Debuff => vec![ConstructEffect {effect: Effect::Slow, duration: 3, + meta: Some(EffectMeta::Multiplier(50)), tick: None }], + + Skill::DecayI => vec![ConstructEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }, + ConstructEffect {effect: Effect::Decay, duration: 3, + meta: Some(EffectMeta::Skill(Skill::DecayTickI)), tick: None}], + Skill::DecayII => vec![ConstructEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(35)), tick: None }, + ConstructEffect {effect: Effect::Decay, duration: 3, + meta: Some(EffectMeta::Skill(Skill::DecayTickII)), tick: None}], + Skill::DecayIII => vec![ConstructEffect {effect: Effect::Wither, duration: 4, meta: Some(EffectMeta::Multiplier(20)), tick: None }, + ConstructEffect {effect: Effect::Decay, duration: 4, + meta: Some(EffectMeta::Skill(Skill::DecayTickIII)), tick: None}], + Skill::HasteI => vec![ConstructEffect {effect: Effect::Haste, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None }], + Skill::HasteII => vec![ConstructEffect {effect: Effect::Haste, duration: 3, + meta: Some(EffectMeta::Multiplier(175)), tick: None }], + Skill::HasteIII => vec![ConstructEffect {effect: Effect::Haste, duration: 4, + meta: Some(EffectMeta::Multiplier(225)), tick: None }], + Skill::HexI => vec![ConstructEffect {effect: Effect::Hex, duration: 2, meta: None, tick: None}], + Skill::HexII => vec![ConstructEffect {effect: Effect::Hex, duration: 3, meta: None, tick: None}], + Skill::HexIII => vec![ConstructEffect {effect: Effect::Hex, duration: 4, meta: None, tick: None}], + + Skill::HostilityI => vec![ConstructEffect {effect: Effect::Hostility, duration: 2, + meta: Some(EffectMeta::Skill(Skill::HatredI)), tick: None}], + Skill::HostilityII => vec![ConstructEffect {effect: Effect::Hostility, duration: 3, + meta: Some(EffectMeta::Skill(Skill::HatredII)), tick: None}], + Skill::HostilityIII => vec![ConstructEffect {effect: Effect::Hostility, duration: 4, + meta: Some(EffectMeta::Skill(Skill::HatredIII)), tick: None}], - Skill::Scatter => vec![ConstructEffect {effect: Effect::Scatter, duration: 2, meta: None, tick: None}], - Skill::Silence => vec![ConstructEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}], - Skill::Siphon => vec![ConstructEffect {effect: Effect::Siphon, duration: 2, meta: None, tick: None}], - Skill::Sleep => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], - Skill::Snare => vec![ConstructEffect {effect: Effect::Snare, duration: 2, meta: None, tick: None}], - Skill::Strangle => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, meta: None, tick: None}], - Skill::Stun => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], - Skill::Taunt => vec![ConstructEffect {effect: Effect::Taunt, duration: 2, meta: None, tick: None}], - Skill::Triage => vec![ConstructEffect {effect: Effect::Triage, duration: 2, meta: None, tick: None}], + Skill::HatredI => vec![ConstructEffect {effect: Effect::Hatred, duration: 5, meta: None, tick: None}], + Skill::HatredII => vec![ConstructEffect {effect: Effect::Hatred, duration: 7, meta: None, tick: None}], + Skill::HatredIII => vec![ConstructEffect {effect: Effect::Hatred, duration: 9, meta: None, tick: None}], + + Skill::ImpurityI => vec![ConstructEffect {effect: Effect::Impurity, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None }], + Skill::ImpurityII => vec![ConstructEffect {effect: Effect::Impurity, duration: 3, + meta: Some(EffectMeta::Multiplier(175)), tick: None }], + Skill::ImpurityIII => vec![ConstructEffect {effect: Effect::Impurity, duration: 4, + meta: Some(EffectMeta::Multiplier(225)), tick: None }], + Skill::InvertI => vec![ConstructEffect {effect: Effect::Invert, duration: 2, meta: None, tick: None}], + Skill::InvertII => vec![ConstructEffect {effect: Effect::Invert, duration: 3, meta: None, tick: None}], + Skill::InvertIII => vec![ConstructEffect {effect: Effect::Invert, duration: 4, meta: None, tick: None}], + + Skill::ParryI => vec![ConstructEffect {effect: Effect::Parry, duration: 2, + meta: Some(EffectMeta::Skill(Skill::RiposteI)), tick: None}], + Skill::ParryII => vec![ConstructEffect {effect: Effect::Parry, duration: 2, + meta: Some(EffectMeta::Skill(Skill::RiposteII)), tick: None}], + Skill::ParryIII => vec![ConstructEffect {effect: Effect::Parry, duration: 2, + meta: Some(EffectMeta::Skill(Skill::RiposteIII)), tick: None}], + + Skill::ReflectI => vec![ConstructEffect {effect: Effect::Reflect, duration: 1, meta: None, tick: None }], + Skill::ReflectII => vec![ConstructEffect {effect: Effect::Reflect, duration: 2, meta: None, tick: None }], + Skill::ReflectIII => vec![ConstructEffect {effect: Effect::Reflect, duration: 3, meta: None, tick: None }], + + Skill::ThrowI => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}, + ConstructEffect {effect: Effect::Vulnerable, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::ThrowII => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}, + ConstructEffect {effect: Effect::Vulnerable, duration: 4, meta: Some(EffectMeta::Multiplier(200)), tick: None}], + Skill::ThrowIII => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}, + ConstructEffect {effect: Effect::Vulnerable, duration: 4, meta: Some(EffectMeta::Multiplier(250)), tick: None}], + + Skill::RuinI => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}], + Skill::RuinII => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}], + Skill::RuinIII => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], + + Skill::ScatterI => vec![ConstructEffect {effect: Effect::Scatter, duration: 2, meta: None, tick: None}], + Skill::ScatterII => vec![ConstructEffect {effect: Effect::Scatter, duration: 3, meta: None, tick: None}], + Skill::ScatterIII => vec![ConstructEffect {effect: Effect::Scatter, duration: 4, meta: None, tick: None}], + + Skill::SilenceI => vec![ConstructEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}], + Skill::SilenceII => vec![ConstructEffect {effect: Effect::Silence, duration: 3, meta: None, tick: None}], + Skill::SilenceIII => vec![ConstructEffect {effect: Effect::Silence, duration: 4, meta: None, tick: None}], + + Skill::SiphonI => vec![ConstructEffect {effect: Effect::Siphon, duration: 2, + meta: Some(EffectMeta::Skill(Skill::SiphonTickI)), tick: None}], + Skill::SiphonII => vec![ConstructEffect {effect: Effect::Siphon, duration: 3, + meta: Some(EffectMeta::Skill(Skill::SiphonTickII)), tick: None}], + Skill::SiphonIII => vec![ConstructEffect {effect: Effect::Siphon, duration: 4, + meta: Some(EffectMeta::Skill(Skill::SiphonTickIII)), tick: None}], + + Skill::SleepI => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], + Skill::SleepII => vec![ConstructEffect {effect: Effect::Stun, duration: 3, meta: None, tick: None}], + Skill::SleepIII => vec![ConstructEffect {effect: Effect::Stun, duration: 4, meta: None, tick: None}], + + Skill::SnareI => vec![ConstructEffect {effect: Effect::Snare, duration: 2, meta: None, tick: None}], + Skill::SnareII => vec![ConstructEffect {effect: Effect::Snare, duration: 3, meta: None, tick: None}], + Skill::SnareIII => vec![ConstructEffect {effect: Effect::Snare, duration: 4, meta: None, tick: None}], + + Skill::StrangleI => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, + meta: Some(EffectMeta::Skill(Skill::StrangleTickI)), tick: None}], + Skill::StrangleII => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, + meta: Some(EffectMeta::Skill(Skill::StrangleTickII)), tick: None}], + Skill::StrangleIII => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, + meta: Some(EffectMeta::Skill(Skill::StrangleTickIII)), tick: None}], + Skill::Stun => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], + + Skill::TauntI => vec![ConstructEffect {effect: Effect::Taunt, duration: 2, meta: None, tick: None}], + Skill::TauntII => vec![ConstructEffect {effect: Effect::Taunt, duration: 3, meta: None, tick: None}], + Skill::TauntIII => vec![ConstructEffect {effect: Effect::Taunt, duration: 4, meta: None, tick: None}], + + Skill::TriageI => vec![ConstructEffect {effect: Effect::Triage, duration: 2, + meta: Some(EffectMeta::Skill(Skill::TriageTickI)), tick: None}], + Skill::TriageII => vec![ConstructEffect {effect: Effect::Triage, duration: 3, + meta: Some(EffectMeta::Skill(Skill::TriageTickII)), tick: None}], + Skill::TriageIII => vec![ConstructEffect {effect: Effect::Triage, duration: 4, + meta: Some(EffectMeta::Skill(Skill::TriageTickIII)), tick: None}], //Unused Skill::Injure => vec![ConstructEffect {effect: Effect::Injured, duration: 2, meta: None, tick: None }], @@ -696,55 +1107,163 @@ impl Skill { Skill::Attack => None, Skill::Debuff => Some(1), Skill::Buff => None, - Skill::Strike => None, + + Skill::StrikeI => None, Skill::StrikeII => None, Skill::StrikeIII => None, Skill::Block => None, // reduce damage - Skill::Parry => Some(2), // avoid all damage - Skill::Riposte => None, // used on parry - Skill::Snare => Some(2), + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII => Some(2), // avoid all damage + + Skill::SnareI => Some(2), + Skill::SnareII => Some(2), + Skill::SnareIII => Some(2), Skill::Stun => Some(2), - Skill::Heal => None, - Skill::Triage => None, // hot - Skill::TriageTick => None, - Skill::Throw => Some(1), // no damage stun, adds vulnerable - Skill::Blast => None, - Skill::Chaos => None, - Skill::Amplify => Some(1), - Skill::Impurity => Some(3), - Skill::ImpureBlast => None, - Skill::Invert => Some(2), - Skill::Decay => Some(1), // dot - Skill::DecayTick => None, - Skill::Siphon => None, - Skill::SiphonTick => None, - Skill::Curse => Some(1), - Skill::Scatter => Some(2), - Skill::Silence => Some(2), - Skill::Purify => None, - Skill::Purge => None, - Skill::Banish => Some(1), - Skill::Hex => Some(1), - Skill::Haste => Some(2), - Skill::HasteStrike => None, // Used in haste - Skill::Reflect => Some(2), - Skill::Recharge => Some(2), - Skill::Ruin => Some(3), - Skill::Slay => None, - Skill::Sleep => Some(3), + Skill::HealI => None, + Skill::HealII => None, + Skill::HealIII => None, - Skill::Strangle => Some(2), - Skill::StrangleTick => None, - Skill::Clutch => Some(2), - Skill::Taunt => Some(2), + Skill::TriageI => None, // hot + Skill::TriageII => None, // hot + Skill::TriageIII => None, // hot + + Skill::ThrowI => Some(1), // no damage stun, adds vulnerable + Skill::ThrowII => Some(1), + Skill::ThrowIII => Some(1), + + Skill::BlastI => None, + Skill::BlastII => None, + Skill::BlastIII => None, + + Skill::ChaosI => None, + Skill::ChaosII => None, + Skill::ChaosIII => None, + + Skill::AmplifyI => Some(1), + Skill::AmplifyII => Some(1), + Skill::AmplifyIII => Some(1), + Skill::ImpurityI | + Skill::ImpurityII | + Skill::ImpurityIII => Some(3), + + Skill::InvertI => Some(2), + Skill::InvertII => Some(2), + Skill::InvertIII => Some(2), + Skill::DecayI => Some(1), // dot + Skill::DecayII => Some(1), + Skill::DecayIII => Some(1), + Skill::SiphonI | + Skill::SiphonII | + Skill::SiphonIII => None, + + Skill::CurseI => Some(1), + Skill::CurseII => Some(1), + Skill::CurseIII => Some(1), + + Skill::ScatterI => Some(2), + Skill::ScatterII => Some(2), + Skill::ScatterIII => Some(2), + + Skill::SilenceI => Some(3), + Skill::SilenceII => Some(2), + Skill::SilenceIII => Some(2), + + Skill::PurifyI => None, + Skill::PurifyII => None, + Skill::PurifyIII => None, + + Skill::PurgeI => None, + Skill::PurgeII => None, + Skill::PurgeIII => None, + + Skill::BanishI => Some(1), + Skill::BanishII => Some(1), + Skill::BanishIII => Some(1), + + Skill::HexI => Some(1), + Skill::HexII => Some(2), + Skill::HexIII => Some(2), + + Skill::HasteI => Some(2), + Skill::HasteII => Some(2), + Skill::HasteIII => Some(2), + + Skill::ReflectI => Some(2), + Skill::ReflectII => Some(2), + Skill::ReflectIII => Some(2), + + Skill::RechargeI => Some(2), + Skill::RechargeII => Some(2), + Skill::RechargeIII => Some(2), + + Skill::RuinI => Some(3), + Skill::RuinII => Some(2), + Skill::RuinIII => Some(2), + + Skill::SlayI => None, + Skill::SlayII => None, + Skill::SlayIII => None, + + Skill::SleepI => Some(3), + Skill::SleepII => Some(3), + Skill::SleepIII => Some(3), + + Skill::StrangleI => Some(2), + Skill::StrangleII => Some(2), + Skill::StrangleIII => Some(2), + + Skill::ClutchI => Some(1), + Skill::ClutchII => Some(2), + Skill::ClutchIII => Some(3), + + Skill::TauntI => Some(2), + Skill::TauntII => Some(2), + Skill::TauntIII => Some(2), Skill::Injure => Some(2), - Skill::Corrupt => Some(1), - Skill::CorruptionTick => None, + Skill::CorruptI =>Some(1), + Skill::CorruptII =>Some(1), + Skill::CorruptIII =>Some(1), + - Skill::Hostility => Some(1), + Skill::HostilityI | + Skill::HostilityII | + Skill::HostilityIII => Some(1), + //----------- + // Never cast directly + //--------- + // Trigger + Skill::ImpureBlast | + Skill::HasteStrike | + Skill::RiposteI | + Skill::RiposteII | + Skill::RiposteIII | // parry + Skill::CorruptionI | + Skill::CorruptionII | + Skill::CorruptionIII | + Skill::HatredI | + Skill::HatredII | + Skill::HatredIII | + // Ticks + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII | + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII | + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII | + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII | + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => None, + // Triggers // ----------------- // Test // ----------------- @@ -760,21 +1279,42 @@ impl Skill { pub fn ko_castable(&self) -> bool { match self { - Skill::TriageTick => true, - Skill::DecayTick => true, - Skill::SiphonTick => true, - Skill::CorruptionTick => true, + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII | + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII | + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII | + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => true, _ => false, } } pub fn is_tick(&self) -> bool { match self { - Skill::CorruptionTick => true, - Skill::DecayTick => true, - Skill::SiphonTick => true, - Skill::StrangleTick => true, - Skill::TriageTick => true, + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII | + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII | + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII | + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII | + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => true, + _ => false, } } @@ -790,15 +1330,27 @@ impl Skill { Skill::TestParry => 10, Skill::TestSiphon => 10, - Skill::Strike => u8::max_value(), - Skill::StrikeII => Skill::Strike.speed(), - Skill::StrikeIII => Skill::Strike.speed(), + Skill::StrikeI => u8::max_value(), + Skill::StrikeII => Skill::StrikeI.speed(), + Skill::StrikeIII => Skill::StrikeI.speed(), - Skill::SiphonTick => Skill::Siphon.speed(), - Skill::DecayTick => Skill::Decay.speed(), - Skill::TriageTick => Skill::Triage.speed(), - Skill::StrangleTick => Skill::Strangle.speed(), - Skill::CorruptionTick => Skill::Corrupt.speed(), + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII => Skill::SiphonI.speed(), + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII => Skill::DecayI.speed(), + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => Skill::TriageI.speed(), + + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII => Skill::StrangleI.speed(), + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII => Skill::CorruptI.speed(), _ => Item::from(*self).speed(), } @@ -806,20 +1358,28 @@ impl Skill { pub fn aoe(&self) -> bool { match self { - Skill::Ruin => true, + Skill::RuinI | + Skill::RuinII | + Skill::RuinIII => true, _ => false, } } pub fn self_targeting(&self) -> bool { match self { - Skill::Block => true, - Skill::Parry => true, - Skill::Clutch => true, - Skill::Corrupt => true, - - Skill::TestBlock => true, + Skill::Block | + Skill::CorruptI | + Skill::CorruptII | + Skill::CorruptIII | + Skill::ClutchI | + Skill::ClutchII | + Skill::ClutchIII | + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII | + Skill::TestBlock | Skill::TestParry => true, + _ => false, } } @@ -828,22 +1388,50 @@ impl Skill { let mut rng = thread_rng(); match self { - Skill::Heal | - Skill::Triage | - Skill::Purify | - Skill::Parry | - Skill::Clutch | - Skill::Scatter | - Skill::Recharge | - Skill::Reflect | - Skill::Haste | - Skill::Invert | - Skill::Amplify | - Skill::Hostility | - Skill::Corrupt | - Skill::Block => true, + Skill::AmplifyI | + Skill::AmplifyII | + Skill::AmplifyIII | + Skill::Block | + Skill::ClutchI | + Skill::ClutchII | + Skill::ClutchIII | + Skill::CorruptI | + Skill::CorruptII | + Skill::CorruptIII | + Skill::HasteI | + Skill::HasteII | + Skill::HasteIII | + Skill::HealI | + Skill::HealII | + Skill::HealIII | + Skill::HostilityI | + Skill::HostilityII | + Skill::HostilityIII | + Skill::InvertI | + Skill::InvertII | + Skill::InvertIII | + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII | + Skill::PurifyI | + Skill::PurifyII | + Skill::PurifyIII | + Skill::RechargeI | + Skill::RechargeII | + Skill::RechargeIII | + Skill::ReflectI | + Skill::ReflectII | + Skill::ReflectIII | + Skill::ScatterI | + Skill::ScatterII | + Skill::ScatterIII | + Skill::TriageI | + Skill::TriageII | + Skill::TriageIII => true, - Skill::Banish => rng.gen_bool(0.5), + Skill::BanishI | + Skill::BanishII | + Skill::BanishIII => rng.gen_bool(0.5), _ => false, } @@ -955,17 +1543,17 @@ fn throw(source: &mut Construct, target: &mut Construct, mut results: Resolution } fn strangle(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no strangle tick skill"), + }; + let strangle = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, strangle))); - skill.effect().into_iter().for_each(|e| { - let ConstructEffect { effect: _, duration, meta: _, tick: _ } = e; - let strangle = e.clone().set_tick(Cast::new_tick(source, target, Skill::StrangleTick)); - results.push(Resolution::new(source, target).event(target.add_effect(skill, strangle))); - - let attacker_strangle = ConstructEffect::new(Effect::Strangling, duration); - results.push(Resolution::new(source, source).event(source.add_effect(skill, attacker_strangle))); - - }); - return strangle_tick(source, target, results, Skill::StrangleTick); + let attacker_strangle = ConstructEffect::new(Effect::Strangling, duration); + results.push(Resolution::new(source, source).event(source.add_effect(skill, attacker_strangle))); + return strangle_tick(source, target, results, tick_skill); } fn strangle_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { @@ -1066,17 +1654,19 @@ fn heal(source: &mut Construct, target: &mut Construct, mut results: Resolutions } fn triage(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - skill.effect().into_iter().for_each(|e| { - let triage = e.clone().set_tick(Cast::new_tick(source, target, Skill::TriageTick)); - results.push(Resolution::new(source, target).event(target.add_effect(skill, triage))); - }); - - return triage_tick(source, target, results, Skill::TriageTick); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no triage tick skill"), + }; + let triage = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, triage))); + return triage_tick(source, target, results, tick_skill); } fn triage_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { let amount = source.green_power().pct(skill.multiplier()); - target.deal_green_damage(Skill::TriageTick, amount) + target.deal_green_damage(skill, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; @@ -1084,13 +1674,13 @@ fn triage_tick(source: &mut Construct, target: &mut Construct, mut results: Reso fn chaos(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { let mut rng = thread_rng(); - let b_rng: u64 = rng.gen_range(0, 30); - let amount = source.blue_power().pct(skill.multiplier() + b_rng); + let b_rng: u64 = rng.gen_range(100, 130); + let amount = source.blue_power().pct(skill.multiplier()).pct(b_rng); target.deal_blue_damage(skill, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); - let r_rng: u64 = rng.gen_range(0, 30); - let amount = source.red_power().pct(skill.multiplier() + r_rng); + let r_rng: u64 = rng.gen_range(100, 130); + let amount = source.red_power().pct(skill.multiplier()).pct(r_rng); target.deal_red_damage(skill, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); @@ -1125,17 +1715,18 @@ fn debuff(source: &mut Construct, target: &mut Construct, mut results: Resolutio fn decay(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - skill.effect().into_iter().for_each(|e| { - let ConstructEffect { effect, duration: _, meta: _, tick: _ } = e; - let apply_effect = match effect { - Effect::Wither => e.clone(), - Effect::Decay => e.clone().set_tick(Cast::new_tick(source, target, Skill::DecayTick)), - _ => panic!("wrong decay effects"), - }; - results.push(Resolution::new(source, target).event(target.add_effect(skill, apply_effect))); - }); + let wither = skill.effect().first().unwrap().clone(); + results.push(Resolution::new(source, target).event(target.add_effect(skill, wither))); - return decay_tick(source, target, results, Skill::DecayTick); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().last().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no decay tick skill"), + }; + let decay = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, decay))); + + return decay_tick(source, target, results, tick_skill); } fn decay_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { @@ -1155,11 +1746,15 @@ fn corrupt(source: &mut Construct, target: &mut Construct, mut results: Resoluti } fn corruption(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - let corruption = skill.effect().last().unwrap().clone() - .set_tick(Cast::new_tick(source, target, Skill::CorruptionTick)); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no corruption tick skill"), + }; + let corruption = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); results.push(Resolution::new(source, target).event(target.add_effect(skill, corruption))); - return corruption_tick(source, target, results, Skill::CorruptionTick); + return corruption_tick(source, target, results, tick_skill); } fn corruption_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { @@ -1190,7 +1785,7 @@ fn hostility(source: &mut Construct, target: &mut Construct, mut results: Resolu } fn hatred(source: &mut Construct, target: &mut Construct, mut results: Resolutions, reflect_skill: Skill, amount: u64, skill: Skill) -> Resolutions { - let hatred = skill.effect().last().unwrap().clone() + let hatred = skill.effect().first().unwrap().clone() .set_meta(EffectMeta::AddedDamage(amount)); results.push(Resolution::new(source, target).event(target.add_effect(reflect_skill, hatred))); @@ -1234,23 +1829,26 @@ fn recharge(source: &mut Construct, target: &mut Construct, mut results: Resolut } fn siphon(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - skill.effect().into_iter().for_each(|e| { - let siphon = e.clone().set_tick(Cast::new_tick(source, target, Skill::SiphonTick)); - results.push(Resolution::new(source, target).event(target.add_effect(skill, siphon))); - }); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no siphon tick skill"), + }; + let siphon = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, siphon))); - return siphon_tick(source, target, results, Skill::SiphonTick); + return siphon_tick(source, target, results, tick_skill); } fn siphon_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { let amount = source.blue_power().pct(skill.multiplier()); - let siphon_events = target.deal_blue_damage(Skill::SiphonTick, amount); + let siphon_events = target.deal_blue_damage(skill, amount); for e in siphon_events { match e { Event::Damage { amount, mitigation: _, colour: _, skill: _ } => { results.push(Resolution::new(source, target).event(e)); - let heal = source.deal_green_damage(Skill::SiphonTick, amount); + let heal = source.deal_green_damage(skill, amount); for h in heal { results.push(Resolution::new(source, source).event(h)); }; @@ -1288,7 +1886,7 @@ fn scatter_hit(source: &Construct, target: &Construct, mut results: Resolutions, Colour::Green => scatter_target.deal_green_damage(skill, amount), }; - results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::Scatter })); + results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::ScatterI })); res.into_iter().for_each(|e| results.push(Resolution::new(&source, &scatter_target).event(e))); } else { panic!("not a scatter target {:?}", scatter); @@ -1360,15 +1958,15 @@ mod tests { fn heal_test() { let mut x = Construct::new() .named(&"muji".to_string()) - .learn(Skill::Heal); + .learn(Skill::HealI); let mut y = Construct::new() .named(&"camel".to_string()) - .learn(Skill::Heal); + .learn(Skill::HealI); x.deal_red_damage(Skill::Attack, 5); - heal(&mut y, &mut x, vec![], Skill::Heal); + heal(&mut y, &mut x, vec![], Skill::HealI); } #[test] @@ -1379,7 +1977,7 @@ mod tests { let mut y = Construct::new() .named(&"camel".to_string()); - decay(&mut x, &mut y, vec![], Skill::Decay); + decay(&mut x, &mut y, vec![], Skill::DecayI); assert!(y.effects.iter().any(|e| e.effect == Effect::Decay)); @@ -1422,10 +2020,10 @@ mod tests { x.red_power.force(10000000000000); // multiplication of int max will cause overflow - clutch(&mut y.clone(), &mut y, vec![], Skill::Clutch); + clutch(&mut y.clone(), &mut y, vec![], Skill::ClutchI); assert!(y.affected(Effect::Clutch)); - let mut results = hex(&mut x, &mut y, vec![], Skill::Hex); + let mut results = hex(&mut x, &mut y, vec![], Skill::HexI); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Immunity { skill: _, immunity } => assert!(immunity.contains(&Effect::Clutch)), @@ -1451,7 +2049,7 @@ mod tests { .named(&"camel".to_string()); resolve(Skill::Injure, &mut x, &mut y, vec![]); - assert!(y.immune(Skill::Heal).is_some()); + assert!(y.immune(Skill::HealI).is_some()); // resolutions = heal(&mut y.clone(), &mut y, resolutions); } @@ -1467,7 +2065,7 @@ mod tests { y.red_life.force(64); y.red_life.reduce(64); x.red_power.force(256 + 64); - invert(&mut y.clone(), &mut y, vec![], Skill::Invert); + invert(&mut y.clone(), &mut y, vec![], Skill::InvertI); assert!(y.affected(Effect::Invert)); // heal should deal green damage @@ -1502,7 +2100,7 @@ mod tests { let mut y = Construct::new() .named(&"camel".to_string()); - reflect(&mut y.clone(), &mut y, vec![], Skill::Reflect); + reflect(&mut y.clone(), &mut y, vec![], Skill::ReflectI); assert!(y.affected(Effect::Reflect)); let mut results = vec![]; @@ -1533,10 +2131,10 @@ mod tests { x.green_life.reduce(512); - let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]); + let mut results = resolve(Skill::SiphonI, &mut x, &mut y, vec![]); assert!(y.affected(Effect::Siphon)); - assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTick.multiplier()))); + assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTickI.multiplier()))); let Resolution { source: _, target: _, event } = results.remove(0); match event { @@ -1546,14 +2144,14 @@ mod tests { let Resolution { source: _, target: _, event } = results.remove(0); match event { - Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier())), + Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256.pct(Skill::SiphonTickI.multiplier())), _ => panic!("not damage siphon"), }; let Resolution { source: _, target, event } = results.remove(0); match event { Event::Healing { amount, skill: _, overhealing: _ } => { - assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier())); + assert_eq!(amount, 256.pct(Skill::SiphonTickI.multiplier())); assert_eq!(target.id, x.id); }, _ => panic!("not healing"), @@ -1578,7 +2176,7 @@ mod tests { y.deal_red_damage(Skill::Attack, 5); let prev_hp = y.green_life(); - triage(&mut x, &mut y, vec![], Skill::Triage); + triage(&mut x, &mut y, vec![], Skill::TriageI); assert!(y.effects.iter().any(|e| e.effect == Effect::Triage)); assert!(y.green_life() > prev_hp); @@ -1596,9 +2194,9 @@ mod tests { y.blue_life.force(50); y.deal_red_damage(Skill::Attack, 5); - y.deal_blue_damage(Skill::Blast, 5); + y.deal_blue_damage(Skill::BlastI, 5); - let mut results = recharge(&mut x, &mut y, vec![], Skill::Recharge); + let mut results = recharge(&mut x, &mut y, vec![], Skill::RechargeI); let Resolution { source: _, target: _, event } = results.remove(0); match event { @@ -1616,9 +2214,9 @@ mod tests { let mut x = Construct::new() .named(&"muji".to_string()); - silence(&mut x.clone(), &mut x, vec![], Skill::Silence); + silence(&mut x.clone(), &mut x, vec![], Skill::SilenceI); assert!(x.effects.iter().any(|e| e.effect == Effect::Silence)); - assert!(x.disabled(Skill::Silence).is_some()); + assert!(x.disabled(Skill::SilenceI).is_some()); } #[test] @@ -1628,7 +2226,7 @@ mod tests { x.blue_power.force(50); - amplify(&mut x.clone(), &mut x, vec![], Skill::Amplify); + amplify(&mut x.clone(), &mut x, vec![], Skill::AmplifyI); assert!(x.effects.iter().any(|e| e.effect == Effect::Amplify)); assert_eq!(x.blue_power(), 75); } @@ -1638,10 +2236,10 @@ mod tests { let mut x = Construct::new() .named(&"muji".to_string()); - decay(&mut x.clone(), &mut x, vec![], Skill::Decay); + decay(&mut x.clone(), &mut x, vec![], Skill::DecayI); assert!(x.effects.iter().any(|e| e.effect == Effect::Decay)); - purify(&mut x.clone(), &mut x, vec![], Skill::Purify); + purify(&mut x.clone(), &mut x, vec![], Skill::PurifyI); assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay)); } } diff --git a/server/src/vbox.rs b/server/src/vbox.rs index e2e3c7fd..91161137 100644 --- a/server/src/vbox.rs +++ b/server/src/vbox.rs @@ -200,7 +200,7 @@ mod tests { let mut vbox = Vbox::new(); vbox.bound = vec![Item::Attack, Item::Green, Item::Green]; vbox.combine(vec![1,2,0]).unwrap(); - assert_eq!(vbox.bound[0], Item::Heal); + assert_eq!(vbox.bound[0], Item::HealI); } #[test] @@ -218,14 +218,14 @@ mod tests { #[test] fn reclaim_test() { let mut vbox = Vbox::new(); - vbox.bound = vec![Item::Strike]; + vbox.bound = vec![Item::StrikeI]; vbox.reclaim(0).unwrap(); assert_eq!(vbox.bits, 22); } #[test] fn colours_count_test() { - let strike = Item::Strike; + let strike = Item::StrikeI; let mut count = Colours::new(); strike.colours(&mut count);