This commit is contained in:
ntr 2019-12-07 14:50:51 +10:00
parent cc64d21859
commit 168bf81f3e
3 changed files with 278 additions and 282 deletions

View File

@ -5,7 +5,7 @@ use failure::Error;
use failure::err_msg;
use skill::{Skill, Cast};
use game::{Colour, Disable, EventVariant, EventConstruct};
use game::{Colour, Disable, Event, EventConstruct};
use effect::{Cooldown, Effect};
use spec::{Spec};
use item::{Item};
@ -415,7 +415,7 @@ impl Construct {
self
}
pub fn increase_cooldowns(&mut self, turns: usize) -> Vec<EventVariant> {
pub fn increase_cooldowns(&mut self, turns: usize) -> Vec<Event> {
let mut events = vec![];
for skill in self.skills.iter_mut() {
@ -423,11 +423,11 @@ impl Construct {
match skill.cd {
Some(cd) => {
skill.cd = Some(cd.saturating_add(turns));
events.push(EventVariant::CooldownIncrease { construct: self.id, turns })
events.push(Event::CooldownIncrease { construct: self.id, turns })
},
None => {
skill.cd = Some(turns);
events.push(EventVariant::CooldownIncrease { construct: self.id, turns })
events.push(Event::CooldownIncrease { construct: self.id, turns })
},
}
}
@ -546,7 +546,7 @@ impl Construct {
}
}
pub fn recharge(&mut self, red_amount: usize, blue_amount: usize) -> Vec<EventVariant> {
pub fn recharge(&mut self, red_amount: usize, blue_amount: usize) -> Vec<Event> {
let mut events = vec![];
if self.is_ko() { return events; }
@ -564,7 +564,7 @@ impl Construct {
let blue = new_blue_life - current_blue_life;
if red != 0 || blue != 0 {
events.push(EventVariant::Recharge { construct: self.id, red, blue });
events.push(Event::Recharge { construct: self.id, red, blue });
}
},
true => {
@ -590,7 +590,7 @@ impl Construct {
self.reduce_green_life(red_remainder);
let red_damage_amount = red_current_green_life - self.green_life();
events.push(EventVariant::Damage {
events.push(Event::Damage {
construct: self.id,
amount: red_damage_amount,
mitigation: red_mitigation,
@ -620,7 +620,7 @@ impl Construct {
self.reduce_green_life(blue_remainder);
let blue_damage_amount = blue_current_green_life - self.green_life();
events.push(EventVariant::Damage {
events.push(Event::Damage {
construct: self.id,
amount: blue_damage_amount,
mitigation: blue_mitigation,
@ -633,7 +633,7 @@ impl Construct {
return events;
}
pub fn deal_green_damage(&mut self, amount: usize) -> Vec<EventVariant> {
pub fn deal_green_damage(&mut self, amount: usize) -> Vec<Event> {
let mut events = vec![];
if self.is_ko() { return events; }
let construct = self.id;
@ -655,21 +655,21 @@ impl Construct {
let healing = new_green_life - current_green_life;
let overhealing = modified_power - healing;
events.push(EventVariant::Healing {
events.push(Event::Healing {
construct,
amount: healing,
overhealing,
});
},
true => {
// events.push(Event::new(EventVariant::Inversion { skill }));
// events.push(Event::new(Event::Inversion { skill }));
// there is no green shield (yet)
let current_green_life = self.green_life();
self.reduce_green_life(modified_power);
let delta = current_green_life - self.green_life();
events.push(EventVariant::Damage {
events.push(Event::Damage {
construct,
amount: delta,
mitigation: 0,
@ -682,7 +682,7 @@ impl Construct {
return events;
}
pub fn deal_red_damage(&mut self, amount: usize) -> Vec<EventVariant> {
pub fn deal_red_damage(&mut self, amount: usize) -> Vec<Event> {
let mut events = vec![];
if self.is_ko() { return events; }
@ -714,7 +714,7 @@ impl Construct {
let delta = current_green_life - self.green_life();
events.push(
EventVariant::Damage {
Event::Damage {
construct,
amount: delta,
mitigation,
@ -723,11 +723,11 @@ impl Construct {
}
);
if self.is_ko() {
events.push(EventVariant::Ko { construct });
events.push(Event::Ko { construct });
}
},
true => {
// events.push(Event::new(EventVariant::Inversion { skill }));
// events.push(Event::new(Event::Inversion { skill }));
let current_green_life = self.green_life();
self.green_life.increase(modified_power);
@ -741,7 +741,7 @@ impl Construct {
if healing > 0 {
events.push(
EventVariant::Healing {
Event::Healing {
construct,
amount: healing,
overhealing: overhealing - recharge,
@ -750,7 +750,7 @@ impl Construct {
}
if recharge > 0 {
events.push(EventVariant::Recharge { construct, red: recharge, blue: 0 });
events.push(Event::Recharge { construct, red: recharge, blue: 0 });
}
}
};
@ -758,7 +758,7 @@ impl Construct {
return events;
}
pub fn deal_blue_damage(&mut self, amount: usize) -> Vec<EventVariant> {
pub fn deal_blue_damage(&mut self, amount: usize) -> Vec<Event> {
let mut events = vec![];
if self.is_ko() { return events; }
@ -785,7 +785,7 @@ impl Construct {
self.reduce_green_life(remainder);
let delta = current_green_life - self.green_life();
events.push(EventVariant::Damage {
events.push(Event::Damage {
construct,
amount: delta,
mitigation,
@ -794,7 +794,7 @@ impl Construct {
});
},
true => {
// events.push(Event::new(EventVariant::Inversion { skill }));
// events.push(Event::new(Event::Inversion { skill }));
let current_green_life = self.green_life();
self.green_life.increase(modified_power);
@ -807,11 +807,11 @@ impl Construct {
let recharge = self.blue_life.value - current_life;
if healing > 0 {
events.push(EventVariant::Healing { construct, amount: healing, overhealing });
events.push(Event::Healing { construct, amount: healing, overhealing });
}
if recharge > 0 {
events.push(EventVariant::Recharge { construct, red: 0, blue: recharge });
events.push(Event::Recharge { construct, red: 0, blue: recharge });
}
}
};
@ -819,7 +819,7 @@ impl Construct {
return events;
}
pub fn add_effect(&mut self, effect: ConstructEffect) -> Vec<EventVariant> {
pub fn add_effect(&mut self, effect: ConstructEffect) -> Vec<Event> {
if self.is_ko() { return vec![] }
if self.affected(Effect::Banish) { panic!("banish immunity not fixt yet") }
@ -836,7 +836,7 @@ impl Construct {
}
// todo modified durations cause of buffs
let result = EventVariant::Effect {
let result = Event::Effect {
construct: self.id,
effect: effect.effect,
duration: effect.duration,
@ -858,7 +858,7 @@ impl Construct {
// info!("{:} < {:?}", roll, evasion_rating);
// match roll < evasion_rating {
// true => Some(EventVariant::Evasion {
// true => Some(Event::Evasion {
// skill,
// evasion_rating: evasion_rating,
// }),

View File

@ -16,167 +16,6 @@ use effect::{Effect};
use player::{Player};
use instance::{TimeControl};
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Phase {
Start,
Skill,
Resolve,
Finished,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Colour {
Red,
Blue,
Green,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Value {
Stat { construct: Uuid, stat: Stat, mult: usize },
Fixed { value: usize },
Cooldowns { construct: Uuid, mult: usize },
ColourSkills { construct: Uuid, colour: Colour, mult: usize },
DamageTaken { construct: Uuid, colour: Colour, mult: usize },
// Skills { construct: Uuid, colour: Colour },
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum Action {
Hit { construct: Uuid },
Cast { construct: Uuid },
Healing { construct: Uuid, values: Vec<Value>, colour: Colour },
Damage { construct: Uuid, values: Vec<Value>, colour: Colour },
Effect { construct: Uuid, effect: ConstructEffect },
IncreaseCooldowns { construct: Uuid, turns: usize },
// Recharge { skill: Skill, red: usize, blue: usize },
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct Event {
pub cast: Cast,
pub focus: Vec<Uuid>,
pub variant: EventVariant,
pub delay: i64,
}
impl Event {
pub fn new(cast: Cast, variant: EventVariant) -> Event {
let focus = match variant {
EventVariant::HitAoe { construct: _ } => vec![cast.source, cast.target], // fixme
_ => vec![cast.source, cast.target],
};
let delay = variant.delay();
Event {
cast,
delay,
focus,
variant,
}
}
}
pub type Disable = Vec<Effect>;
pub type Direction = (i8, i8);
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum EventVariant {
Cast { construct: Uuid, player: Uuid, direction: Direction },
Hit { construct: Uuid, player: Uuid, direction: Direction },
HitAoe { construct: Uuid },
Damage { construct: Uuid, amount: usize, mitigation: usize, colour: Colour, display: EventConstruct },
Effect { construct: Uuid, effect: Effect, duration: u8, display: EventConstruct },
Removal { construct: Uuid, effect: Option<Effect>, display: EventConstruct },
Healing { construct: Uuid, amount: usize, overhealing: usize },
Recharge { construct: Uuid, red: usize, blue: usize },
Inversion { construct: Uuid },
Reflection { construct: Uuid },
Ko { construct: Uuid },
CooldownIncrease { construct: Uuid, turns: usize },
CooldownDecrease { construct: Uuid, turns: usize },
Forfeit (),
}
impl EventVariant {
fn delay(&self) -> i64 {
// let source_duration = 1000; // Time for SOURCE ONLY
let target_duration = 1500; // Time for target animation
let target_delay = 500; // Add delay if theres source animation
let combat_text_delay = 1300; // Time for all post skill
let combat_text_overlap = 600; // overlap between animation and combat text
match self {
EventVariant::Cast { construct: _, direction: _, player: _ } => target_delay,
EventVariant::Hit { construct: _, direction: _, player: _ } |
EventVariant::HitAoe { construct: _ } => target_duration - combat_text_overlap,
_ => combat_text_delay,
}
}
}
// used to show the progress of a construct
// while the resolutions are animating
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct EventConstruct {
pub id: Uuid,
pub red: usize,
pub green: usize,
pub blue: usize,
}
impl EventConstruct {
pub fn new(construct: &Construct) -> EventConstruct {
EventConstruct {
id: construct.id,
red: construct.red_life(),
green: construct.green_life(),
blue: construct.blue_life(),
}
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum EventStages {
#[serde(rename = "START_SKILL END_SKILL POST_SKILL")]
AllStages, // Anim Anim Anim
#[serde(rename = "START_SKILL END_SKILL")]
StartEnd, // Anim Anim Skip
#[serde(rename = "START_SKILL POST_SKILL")]
StartPost, // Anim Skip Anim
#[serde(rename = "START_SKILL")]
StartOnly, // Anim Skip Skip
#[serde(rename = "END_SKILL POST_SKILL")]
EndPost, // Skip Anim Anim
#[serde(rename = "END_SKILL")]
EndOnly, // Skip Anim Skip
#[serde(rename = "POST_SKILL")]
PostOnly, // Skip Skip Anim
}
impl EventStages {
fn delay(self) -> i64 {
let source_duration = 1000; // Time for SOURCE ONLY
let target_delay = 500; // Used for Source + Target
let target_duration = 1500; // Time for TARGET ONLY
let post_skill = 1000; // Time for all POST
let source_and_target_total = target_delay + target_duration; // SOURCE + TARGET time
match self {
EventStages::AllStages => source_and_target_total + post_skill, // Anim Anim Anim
EventStages::StartEnd => source_and_target_total, // Anim Anim Skip
EventStages::StartPost => source_duration + post_skill, // Anim Skip Anim
EventStages::StartOnly => source_duration, // Anim Skip Skip
EventStages::EndPost => target_duration + post_skill, // Skip Anim Anim
EventStages::EndOnly => target_duration, // Skip Anim Skip
EventStages::PostOnly => post_skill, // Skip Skip Anim
}
}
}
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Game {
pub id: Uuid,
@ -185,7 +24,7 @@ pub struct Game {
pub players: Vec<Player>,
pub phase: Phase,
pub stack: Vec<Cast>,
pub events: Vec<Vec<Event>>,
pub resolutions: Vec<Vec<Resolution>>,
pub instance: Option<Uuid>,
pub time_control: TimeControl,
pub phase_start: DateTime<Utc>,
@ -201,7 +40,7 @@ impl Game {
players: vec![],
phase: Phase::Start,
stack: vec![],
events: vec![],
resolutions: vec![],
instance: None,
time_control: TimeControl::Standard,
phase_end: None,
@ -320,7 +159,7 @@ impl Game {
}
fn skill_phase_start(mut self, resolution_animation_ms: i64) -> Game {
self.events.push(vec![]);
self.resolutions.push(vec![]);
self.phase_start = Utc::now()
.checked_add_signed(Duration::milliseconds(resolution_animation_ms))
@ -635,10 +474,10 @@ impl Game {
self.resolve(cast);
}
// r_animation_ms = events.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
// r_animation_ms = Resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
// if theres no resolution events, the skill didn't trigger (disable etc)
// if events.len() > 0 && cast.used_cooldown() {
// if theres no resolution Resolutions, the skill didn't trigger (disable etc)
// if Resolutions.len() > 0 && cast.used_cooldown() {
// casters.push(cast);
// }
@ -659,39 +498,39 @@ impl Game {
}
pub fn resolve(&mut self, cast: Cast) -> &mut Game {
let mut events_group = vec![];
let skill = cast.skill;
// calculate values first?
// for result damage value need to pass &events and .find()
// for result damage value need to pass &Resolutions and .find()
for action in cast.actions() {
let mut events = match action {
Action::Cast { construct } => self.cast(cast),
Action::Hit { construct } => self.hit(construct, skill),
Action::Damage { construct, values, colour } => self.damage(construct, values, colour),
Action::Healing { construct, values, colour } => unimplemented!(),
Action::Effect { construct, effect } => self.effect(construct, effect),
Action::IncreaseCooldowns { construct, turns } => self.increase_cooldowns(construct, turns),
};
let mut resolutions = cast.actions().into_iter()
.flat_map(|action| {
match action {
Action::Cast { construct } => self.cast(cast),
Action::Hit { construct } => self.hit(cast),
Action::Damage { construct, values, colour } => self.damage(cast, construct, values, colour),
Action::Healing { construct, values, colour } => unimplemented!(),
Action::Effect { construct, effect } => self.effect(construct, effect),
Action::IncreaseCooldowns { construct, turns } => self.increase_cooldowns(construct, turns),
}
})
.map(|event| Resolution::new(cast, event))
.collect::<Vec<Resolution>>();
events_group.append(&mut events);
}
self.resolutions.last_mut().unwrap().append(&mut resolutions);
self.events.last_mut().unwrap().append(&mut events_group);
self
}
fn cast(&mut self, cast: Cast) -> Vec<Event> {
vec![Event::new(cast, EventVariant::Cast { construct: cast.source, player: cast.player, direction: self.direction(cast) })]
vec![Event::Cast { construct: cast.source, player: cast.player, direction: self.direction(cast) }]
}
fn hit(&mut self, construct: Uuid, skill: Skill) -> Vec<Event> {
vec![Event::new(EventVariant::Hit { skill: skill }, construct)]
fn hit(&mut self, cast: Cast) -> Vec<Event> {
vec![Event::Hit { construct: cast.target, player: cast.player, direction: self.direction(cast) }]
}
fn damage(&mut self, construct: Uuid, values: Vec<Value>, colour: Colour) -> Vec<Event> {
fn damage(&mut self, cast: Cast, construct: Uuid, values: Vec<Value>, colour: Colour) -> Vec<Event> {
match colour {
_ => self.construct_by_id(construct).unwrap().deal_red_damage(128) // fixme unwrap
}
@ -730,7 +569,7 @@ impl Game {
(x, y)
}
fn progress_durations(&mut self, events: &Vec<Cast>) -> &mut Game {
fn progress_durations(&mut self, Resolutions: &Vec<Cast>) -> &mut Game {
for mut construct in self.all_constructs() {
// info!("progressing durations for {:}", construct.name);
@ -738,7 +577,7 @@ impl Game {
continue;
}
match events.iter().find(|s| s.source == construct.id) {
match Resolutions.iter().find(|s| s.source == construct.id) {
Some(skill) => { construct.skill_set_cd(skill.skill); },
None => { construct.reduce_cooldowns(); },
};
@ -751,61 +590,61 @@ impl Game {
self
}
// fn log_resolution(&mut self, speed: usize, resolution: &Event) -> &mut Game {
// let Event { source, target, event, stages: _ } = resolution;
// match event {
// Event::Ko { skill: _ }=>
// fn log_resolution(&mut self, speed: usize, resolution: &Resolution) -> &mut Game {
// let Resolution { source, target, Resolution, stages: _ } = resolution;
// match Resolution {
// Resolution::Ko { skill: _ }=>
// self.log.push(format!("{:} KO!", target.name)),
// Event::Disable { skill, disable } =>
// Resolution::Disable { skill, disable } =>
// self.log.push(format!("{:} {:?} {:} disabled {:?}",
// source.name, skill, target.name, disable)),
// Event::Immunity { skill, immunity } =>
// Resolution::Immunity { skill, immunity } =>
// self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}",
// speed, source.name, skill, target.name, immunity)),
// Event::TargetKo { skill } =>
// Resolution::TargetKo { skill } =>
// self.log.push(format!("[{:}] {:} {:?} {:} - target is KO",
// speed, source.name, skill, target.name)),
// Event::Damage { skill, amount, mitigation, colour: _ } =>
// Resolution::Damage { skill, amount, mitigation, colour: _ } =>
// self.log.push(format!("[{:}] {:} {:?} {:} {:} ({:} mitigated)",
// speed, source.name, skill, target.name, amount, mitigation)),
// Event::Healing { skill, amount, overhealing } =>
// Resolution::Healing { skill, amount, overhealing } =>
// self.log.push(format!("[{:}] {:} {:?} {:} {:} healing ({:}OH)",
// speed, source.name, skill, target.name, amount, overhealing)),
// Event::Inversion { skill } =>
// Resolution::Inversion { skill } =>
// self.log.push(format!("[{:}] {:} {:?} {:} INVERTED",
// speed, source.name, skill, target.name)),
// Event::Reflection { skill } =>
// Resolution::Reflection { skill } =>
// self.log.push(format!("[{:}] {:} {:?} {:} REFLECTED",
// speed, source.name, skill, target.name)),
// Event::Effect { skill, effect, duration, construct_effects: _ } =>
// Resolution::Effect { skill, effect, duration, construct_effects: _ } =>
// self.log.push(format!("[{:}] {:} {:?} {:} {:?} {:}T",
// speed, source.name, skill, target.name, effect, duration)),
// Event::Skill { skill } =>
// Resolution::Skill { skill } =>
// self.log.push(format!("[{:}] {:} {:?} {:}",
// speed, source.name, skill, target.name)),
// Event::Removal { effect, construct_effects: _ } =>
// Resolution::Removal { effect, construct_effects: _ } =>
// self.log.push(format!("[{:}] {:?} removed {:} {:?}",
// speed, source.name, target.name, effect)),
// Event::Recharge { skill, red, blue } =>
// Resolution::Recharge { skill, red, blue } =>
// self.log.push(format!("[{:}] {:} {:?} {:} {:}R {:}B",
// speed, source.name, skill, target.name, red, blue)),
// Event::Evasion { skill, evasion_rating } =>
// Resolution::Evasion { skill, evasion_rating } =>
// self.log.push(format!("[{:}] {:} {:?} {:} evaded ({:}%)",
// speed, source.name, skill, target.name, evasion_rating)),
// Event::Incomplete => panic!("incomplete resolution {:?}", resolution),
// Resolution::Incomplete => panic!("incomplete resolution {:?}", resolution),
// }
// self
@ -864,7 +703,7 @@ impl Game {
// player.forfeit();
// info!("upkeep: {:} forfeited", player.name);
// //todo
// // self.events.push(forfeit)
// // self.Resolutions.push(forfeit)
// // self.log.push(format!("{:} forfeited.", player.name));
// }
}
@ -875,6 +714,171 @@ impl Game {
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Phase {
Start,
Skill,
Resolve,
Finished,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Colour {
Red,
Blue,
Green,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Value {
Stat { construct: Uuid, stat: Stat, mult: usize },
Fixed { value: usize },
Cooldowns { construct: Uuid, mult: usize },
ColourSkills { construct: Uuid, colour: Colour, mult: usize },
DamageTaken { construct: Uuid, colour: Colour, mult: usize },
// Skills { construct: Uuid, colour: Colour },
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum Action {
Hit { construct: Uuid },
Cast { construct: Uuid },
Healing { construct: Uuid, values: Vec<Value>, colour: Colour },
Damage { construct: Uuid, values: Vec<Value>, colour: Colour },
Effect { construct: Uuid, effect: ConstructEffect },
IncreaseCooldowns { construct: Uuid, turns: usize },
// Recharge { skill: Skill, red: usize, blue: usize },
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct Resolution {
pub cast: Cast,
pub focus: Vec<Uuid>,
pub event: Event,
pub delay: i64,
}
impl Resolution {
pub fn new(cast: Cast, event: Event) -> Resolution {
// maybe map events construct_ids
let focus = match event {
Event::HitAoe { construct: _ } => vec![cast.source, cast.target], // fixme
_ => vec![cast.source, cast.target],
};
let delay = event.delay();
Resolution {
cast,
delay,
focus,
event,
}
}
}
pub type Disable = Vec<Effect>;
pub type Direction = (i8, i8);
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Event {
Cast { construct: Uuid, player: Uuid, direction: Direction },
Hit { construct: Uuid, player: Uuid, direction: Direction },
HitAoe { construct: Uuid },
Damage { construct: Uuid, amount: usize, mitigation: usize, colour: Colour, display: EventConstruct },
Effect { construct: Uuid, effect: Effect, duration: u8, display: EventConstruct },
Removal { construct: Uuid, effect: Option<Effect>, display: EventConstruct },
Healing { construct: Uuid, amount: usize, overhealing: usize },
Recharge { construct: Uuid, red: usize, blue: usize },
Inversion { construct: Uuid },
Reflection { construct: Uuid },
Ko { construct: Uuid },
CooldownIncrease { construct: Uuid, turns: usize },
CooldownDecrease { construct: Uuid, turns: usize },
Forfeit (),
}
impl Event {
fn delay(&self) -> i64 {
// let source_duration = 1000; // Time for SOURCE ONLY
let target_duration = 1500; // Time for target animation
let target_delay = 500; // Add delay if theres source animation
let combat_text_delay = 1300; // Time for all post skill
let combat_text_overlap = 600; // overlap between animation and combat text
match self {
Event::Cast { construct: _, direction: _, player: _ } => target_delay,
Event::Hit { construct: _, direction: _, player: _ } |
Event::HitAoe { construct: _ } => target_duration - combat_text_overlap,
_ => combat_text_delay,
}
}
}
// used to show the progress of a construct
// while the resolutions are animating
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct EventConstruct {
pub id: Uuid,
pub red: usize,
pub green: usize,
pub blue: usize,
}
impl EventConstruct {
pub fn new(construct: &Construct) -> EventConstruct {
EventConstruct {
id: construct.id,
red: construct.red_life(),
green: construct.green_life(),
blue: construct.blue_life(),
}
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum ResolutionStages {
#[serde(rename = "START_SKILL END_SKILL POST_SKILL")]
AllStages, // Anim Anim Anim
#[serde(rename = "START_SKILL END_SKILL")]
StartEnd, // Anim Anim Skip
#[serde(rename = "START_SKILL POST_SKILL")]
StartPost, // Anim Skip Anim
#[serde(rename = "START_SKILL")]
StartOnly, // Anim Skip Skip
#[serde(rename = "END_SKILL POST_SKILL")]
EndPost, // Skip Anim Anim
#[serde(rename = "END_SKILL")]
EndOnly, // Skip Anim Skip
#[serde(rename = "POST_SKILL")]
PostOnly, // Skip Skip Anim
}
impl ResolutionStages {
fn delay(self) -> i64 {
let source_duration = 1000; // Time for SOURCE ONLY
let target_delay = 500; // Used for Source + Target
let target_duration = 1500; // Time for TARGET ONLY
let post_skill = 1000; // Time for all POST
let source_and_target_total = target_delay + target_duration; // SOURCE + TARGET time
match self {
ResolutionStages::AllStages => source_and_target_total + post_skill, // Anim Anim Anim
ResolutionStages::StartEnd => source_and_target_total, // Anim Anim Skip
ResolutionStages::StartPost => source_duration + post_skill, // Anim Skip Anim
ResolutionStages::StartOnly => source_duration, // Anim Skip Skip
ResolutionStages::EndPost => target_duration + post_skill, // Skip Anim Anim
ResolutionStages::EndOnly => target_duration, // Skip Anim Skip
ResolutionStages::PostOnly => post_skill, // Skip Skip Anim
}
}
}
#[cfg(test)]
mod tests {
use game::*;
@ -1249,15 +1253,15 @@ mod tests {
// // game = game.resolve_phase_start();
// // assert!(game.construct_by_id(x_construct.id).unwrap().affected(Effect::Link));
// // let Event { source: _, target: _, event, stages: _ } = game.events.last.unwrap().pop().unwrap();
// // match event {
// // Event::Effect { effect, skill: _, duration: _, construct_effects: _ } => assert_eq!(effect, Effect::Link),
// // let Resolution { source: _, target: _, Resolution, stages: _ } = game.Resolutions.last.unwrap().pop().unwrap();
// // match Resolution {
// // Resolution::Effect { effect, skill: _, duration: _, construct_effects: _ } => assert_eq!(effect, Effect::Link),
// // _ => panic!("not siphon"),
// // };
// // let Event { source: _, target: _, event, stages: _ } = game.events.last.unwrap().pop().unwrap();
// // match event {
// // Event::Recharge { red: _, blue: _, skill: _ } => (),
// // let Resolution { source: _, target: _, Resolution, stages: _ } = game.Resolutions.last.unwrap().pop().unwrap();
// // match Resolution {
// // Resolution::Recharge { red: _, blue: _, skill: _ } => (),
// // _ => panic!("link result was not recharge"),
// // }
@ -1267,10 +1271,10 @@ mod tests {
// // game.player_ready(y_player.id).unwrap();
// // game = game.resolve_phase_start();
// // let Event { source: _, target, event, stages: _ } = game.events.last.unwrap().pop().unwrap();
// // let Resolution { source: _, target, Resolution, stages: _ } = game.Resolutions.last.unwrap().pop().unwrap();
// // assert_eq!(target.id, y_construct.id);
// // match event {
// // Event::Damage { amount, skill: _, mitigation: _, colour: _} =>
// // match Resolution {
// // Resolution::Damage { amount, skill: _, mitigation: _, colour: _} =>
// // assert_eq!(amount, x_construct.red_power().pct(Skill::Attack.multiplier()) >> 1),
// // _ => panic!("not damage link"),
// // };
@ -1337,21 +1341,21 @@ mod tests {
// assert!(game.skill_phase_finished());
// game = game.resolve_phase_start();
// let ruins = game.events
// let ruins = game.Resolutions
// .last().unwrap()
// .into_iter()
// .filter(|r| {
// let Event { source, target: _, event, stages: _ } = r;
// let Resolution { source, target: _, Resolution, stages: _ } = r;
// match source.id == x_construct.id {
// true => match event {
// Event::Effect { effect, duration, skill: _, construct_effects: _ } => {
// true => match Resolution {
// Resolution::Effect { effect, duration, skill: _, construct_effects: _ } => {
// assert!(*effect == Effect::Stun);
// assert!(*duration == 1);
// true
// },
// Event::AoeSkill { skill: _ } => false,
// Event::Damage { amount: _, mitigation: _, colour: _, skill: _ } => false,
// _ => panic!("ruin result not effect {:?}", event),
// Resolution::AoeSkill { skill: _ } => false,
// Resolution::Damage { amount: _, mitigation: _, colour: _, skill: _ } => false,
// _ => panic!("ruin result not effect {:?}", Resolution),
// }
// false => false,
// }
@ -1389,9 +1393,9 @@ mod tests {
// game = game.resolve_phase_start();
// assert!(game.events.len() == 4);
// while let Some(r) = game.events.last().unwrap().pop() {
// let Event { source , target, event: _, stages: _ } = r;
// assert!(game.Resolutions.len() == 4);
// while let Some(r) = game.Resolutions.last().unwrap().pop() {
// let Resolution { source , target, Resolution: _, stages: _ } = r;
// if [i_construct.id, j_construct.id].contains(&source.id) {
// assert!(target.id == x_construct.id);
// }
@ -1480,13 +1484,13 @@ mod tests {
// game = game.resolve_phase_start();
// assert!(game.construct_by_id(y_construct.id).unwrap().affected(Effect::Decay));
// let Event { source: _, target: _, event, stages: _ } = game.events.last().unwrap().pop().unwrap();
// match event {
// Event::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTick),
// let Resolution { source: _, target: _, Resolution, stages: _ } = game.Resolutions.last().unwrap().pop().unwrap();
// match Resolution {
// Resolution::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTick),
// _ => panic!("not decay"),
// };
// game.events.clear();
// game.Resolutions.clear();
// // remove
// game.add_skill(y_player.id, y_construct.id, y_construct.id, Skill::Purify).unwrap();
@ -1494,10 +1498,10 @@ mod tests {
// game.player_ready(y_player.id).unwrap();
// game = game.resolve_phase_start();
// while let Some(Event { source: _, target: _, event, stages: _ }) = game.events.last().unwrap().pop() {
// match event {
// Event::Damage { amount: _, skill: _, mitigation: _, colour: _ } =>
// panic!("{:?} damage event", event),
// while let Some(Resolution { source: _, target: _, Resolution, stages: _ }) = game.Resolutions.last().unwrap().pop() {
// match Resolution {
// Resolution::Damage { amount: _, skill: _, mitigation: _, colour: _ } =>
// panic!("{:?} damage Resolution", Resolution),
// _ => (),
// }
// };
@ -1507,17 +1511,17 @@ mod tests {
// game.player_ready(y_player.id).unwrap();
// game = game.resolve_phase_start();
// game.events.clear();
// game.Resolutions.clear();
// game.add_skill(y_player.id, y_construct.id, y_construct.id, Skill::Purify).unwrap();
// game.player_ready(x_player.id).unwrap();
// game.player_ready(y_player.id).unwrap();
// game = game.resolve_phase_start();
// while let Some(Event { source: _, target: _, event, stages: _ }) = game.events.last().unwrap().pop() {
// match event {
// Event::Damage { amount: _, skill: _, mitigation: _, colour: _ } =>
// panic!("{:#?} {:#?} damage event", game.events, event),
// while let Some(Resolution { source: _, target: _, Resolution, stages: _ }) = game.Resolutions.last().unwrap().pop() {
// match Resolution {
// Resolution::Damage { amount: _, skill: _, mitigation: _, colour: _ } =>
// panic!("{:#?} {:#?} damage Resolution", game.Resolutions, Resolution),
// _ => (),
// }
// };
@ -1554,6 +1558,6 @@ mod tests {
game.resolve(Cast::new(source, player_id, target, Skill::Bash));
println!("{:?}", game.events);
println!("{:?}", game.resolutions);
}
}

View File

@ -57,10 +57,10 @@ impl Cast {
let mut actions = vec![];
if self.skill.cast_animation() {
actions.push(Action::Cast { cast: *self });
actions.push(Action::Cast { construct: self.source });
}
actions.push(Action::Hit { cast: *self });
actions.push(Action::Hit { construct: self.target });
let mut rest = match self.skill {
Skill::Attack => vec![
@ -89,21 +89,18 @@ impl Cast {
Skill::Amplify => vec![
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect { effect: Effect::Amplify, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None },
},
],
Skill::AmplifyPlus => vec![
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect { effect: Effect::Amplify, duration: 3, meta: Some(EffectMeta::Multiplier(175)), tick: None },
},
],
Skill::AmplifyPlusPlus => vec![
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect { effect: Effect::Amplify, duration: 4, meta: Some(EffectMeta::Multiplier(200)), tick: None },
},
@ -122,7 +119,6 @@ impl Cast {
],
Skill::AbsorbPlus => vec![
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect { effect: Effect::Absorb, duration: 1, meta: Some(EffectMeta::Skill(Skill::AbsorptionPlus)), tick: None },
},
@ -134,7 +130,6 @@ impl Cast {
],
Skill::AbsorbPlusPlus => vec![
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect { effect: Effect::Absorb, duration: 1, meta: Some(EffectMeta::Skill(Skill::AbsorptionPlusPlus)), tick: None },
},
@ -159,7 +154,6 @@ impl Cast {
values: vec![Value::Stat { construct: self.target, stat: Stat::BlueLife, mult: self.skill.multiplier() }],
},
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect { effect: Effect::Banish, duration: 2, meta: None, tick: None }
}
@ -169,7 +163,6 @@ impl Cast {
Skill::BashPlus |
Skill::BashPlusPlus => vec![
Action::Damage {
cast: *self,
construct: self.target,
colour: Colour::Red,
values: vec![
@ -178,12 +171,10 @@ impl Cast {
],
},
Action::Effect {
cast: *self,
construct: self.target,
effect: ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None }
},
Action::IncreaseCooldowns {
cast: *self,
construct: self.target,
turns: 1,
},
@ -193,7 +184,6 @@ impl Cast {
Skill::BlastPlus |
Skill::BlastPlusPlus => vec![
Action::Damage {
cast: *self,
construct: self.target,
colour: Colour::Blue,
values: vec![Value::Stat { construct: self.source, stat: Stat::BluePower, mult: self.skill.multiplier() }],
@ -274,7 +264,6 @@ impl Cast {
Skill::CounterAttackPlus |
Skill::CounterAttackPlusPlus => vec![
Action::Damage {
cast: *self,
construct: self.target,
colour: Colour::Red,
values: vec![Value::Stat { construct: self.source, stat: Stat::RedPower, mult: self.skill.multiplier() }],
@ -1583,14 +1572,17 @@ mod tests {
let actions = cast.actions();
match actions[0] {
Action::Hit { cast } => {
assert_eq!(cast.skill, Skill::Attack);
},
Action::Cast { construct: _ } => (),
_ => panic!("{:?}", actions),
};
match actions[1] {
Action::Damage { cast: _, construct: _, values: _, colour } => {
Action::Hit { construct: _ } => (),
_ => panic!("{:?}", actions),
};
match actions[2] {
Action::Damage { construct: _, values: _, colour } => {
assert_eq!(colour, Colour::Red);
},
_ => panic!("{:?}", actions),