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

This commit is contained in:
Mashy 2019-12-14 05:14:33 +10:00
commit 0ed186cde3
5 changed files with 42 additions and 29 deletions

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@ -2,6 +2,5 @@
check silence skill multiplier
game ready not auto starting resolve phase
infinite counter loop
cooldowns set after cast
cooldowns reduced after 1 complete cast

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@ -435,9 +435,13 @@ impl Construct {
}
pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct {
let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
// tests force resolve some skills
// which cause the game to attempt to put them on cd
// even though the construct doesn't know the skill
if let Some(i) = self.skills.iter().position(|s| s.skill == skill) {
self.skills.remove(i);
self.skills.push(ConstructSkill::new(skill));
}
self
}

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@ -110,6 +110,12 @@ impl Effect {
Skill::TriageTick,
].contains(&skill),
Effect::Countered => [
Skill::CounterAttack,
Skill::CounterAttackPlus,
Skill::CounterAttackPlusPlus,
].contains(&skill),
_ => false,
}
}

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@ -536,6 +536,7 @@ impl Game {
return self;
}
// maybe this should be done with a status immunity
if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
self.add_resolution(&cast, &Event::Reflection { construct: cast.target });
@ -578,7 +579,10 @@ impl Game {
let casts = match event {
Event::Damage { construct, colour: _, amount: _, mitigation: _, display: _ } =>
self.construct_by_id(construct).unwrap().damage_trigger_casts(&cast, &event),
// Event::Cast {} => set_cooldown()
Event::Cast { construct, skill, player: _, target: _, direction: _ } => {
self.construct_by_id(construct).unwrap().skill_set_cd(skill);
vec![]
}
Event::Ko { construct } =>
self.construct_by_id(construct).unwrap().on_ko(&cast, &event),
_ => vec![],
@ -718,25 +722,26 @@ impl Game {
fn progress_durations(&mut self) -> &mut Game {
let last = self.resolutions.len() - 1;
let casters = self.resolutions[last].iter()
.filter_map(|r| match r.event {
Event::Cast { construct: caster, player: _, direction: _, skill, target: _ } =>
match skill.base_cd().is_some() {
true => Some(caster),
false => None,
},
_ => None,
})
.collect::<Vec<Uuid>>();
for player in self.players.iter_mut() {
for construct in player.constructs.iter_mut() {
if construct.is_ko() {
continue;
}
let cooldown = self.resolutions[last].iter()
.find_map(|r| match r.event {
Event::Cast { construct: caster, player: _, direction: _, skill, target: _ } =>
match caster == construct.id && skill.base_cd().is_some() {
true => Some(r.skill),
false => None,
},
_ => None,
});
if let Some(skill) = cooldown {
construct.skill_set_cd(skill);
} else {
// cooldowns are set at the end of a resolution
if !casters.contains(&construct.id) {
construct.reduce_cooldowns();
};
@ -1915,8 +1920,7 @@ mod tests {
assert!(game.players[1].constructs[0].is_ko() == false);
}
// refer fixme.md (infinite counterattack loop)
/*#[test]
#[test]
fn multi_counter_test() {
let mut game = create_2v2_test_game();
let player_id = game.players[0].id;
@ -1931,11 +1935,10 @@ mod tests {
assert!(game.players[0].constructs[0].is_ko() == false);
assert!(game.players[1].constructs[0].is_ko() == false);
}*/
}
#[test]
fn intercept_test() {
let mut game = create_2v2_test_game();
let player_id = game.players[0].id;

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@ -1407,6 +1407,13 @@ fn counter_plus_plus(cast: Cast, game: &mut Game) {
}
fn counter_attack(cast: Cast, game: &mut Game) {
// effect has to be first so that the loop doesn't occur
game.action(cast,
Action::Effect {
construct: cast.target,
effect: ConstructEffect { effect: Effect::Countered, duration: 1, meta: None }, // immunity to additional hits
}
);
game.action(cast,
Action::Damage {
construct: cast.target,
@ -1414,12 +1421,6 @@ fn counter_attack(cast: Cast, game: &mut Game) {
amount: game.value(Value::Stat { construct: cast.source, stat: Stat::RedPower }).pct(cast.skill.multiplier()),
},
);
game.action(cast,
Action::Effect {
construct: cast.target,
effect: ConstructEffect { effect: Effect::Countered, duration: 1, meta: None }, // immunity to additional hits
}
);
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]