diff --git a/client/src/components/animations.jsx b/client/src/components/animations.jsx
index f60207f8..1a27c1a2 100644
--- a/client/src/components/animations.jsx
+++ b/client/src/components/animations.jsx
@@ -23,11 +23,12 @@ const Heal = require('./anims/heal');
const Hybrid = require('./anims/hybrid');
const Intercept = require('./anims/intercept');
const Invert = require('./anims/invert');
+const Link = require('./anims/link');
const Purify = require('./anims/purify');
const Recharge = require('./anims/recharge');
const Refl = require('./anims/reflect');
const Restrict = require('./anims/restrict');
-const Link = require('./anims/link');
+const Ruin = require('./anims/ruin');
const Siphon = require('./anims/siphon');
const SiphonTick = require('./anims/siphon.tick');
const Slay = require('./anims/slay');
@@ -61,17 +62,16 @@ function animations(props) {
if (!resolution.target) return false;
// source animation
+ const playerTeam = game.players.find(t => t.id === account.id);
+ const playerTeamIds = playerTeam.constructs.map(c => c.id);
+ const otherTeam = game.players.find(t => t.id !== account.id);
+ const otherTeamIds = otherTeam.constructs.map(c => c.id);
+
+ const sourceIsPlayer = playerTeamIds.includes(construct.id);
+ const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
+
if (resolution.source.id === construct.id && resolution.stages.includes('START_SKILL')) {
- const playerTeam = game.players.find(t => t.id === account.id);
- const playerTeamIds = playerTeam.constructs.map(c => c.id);
- const otherTeam = game.players.find(t => t.id !== account.id);
- const otherTeamIds = otherTeam.constructs.map(c => c.id);
-
- const sourceIsPlayer = playerTeamIds.includes(construct.id);
- const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
-
const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
-
const y = sameTeam
? 0
: targetIsPlayer
@@ -97,8 +97,9 @@ function animations(props) {
});
}
-
- if (resolution.target.id !== construct.id) return false;
+ const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
+ if (!((resolution.target.id === construct.id)
+ || (resolution.event[0] === 'AoeSkill' && targetTeam.includes(construct.id)))) return false;
// target animation
const anim = text => {
@@ -144,7 +145,7 @@ function animations(props) {
case 'Absorb': return ;
case 'Sleep': return ;
case 'Throw': return false;
- case 'Ruin': return false;
+ case 'Ruin': return ;
// Block Base
case 'Block': return ;
diff --git a/client/src/components/anims/ruin.jsx b/client/src/components/anims/ruin.jsx
new file mode 100644
index 00000000..36afdbc1
--- /dev/null
+++ b/client/src/components/anims/ruin.jsx
@@ -0,0 +1,85 @@
+const preact = require('preact');
+const { Component } = require('preact');
+const anime = require('animejs').default;
+
+const { TIMES } = require('../../constants');
+
+// logarithmic spiral lifted from
+// https://upload.wikimedia.org/wikipedia/commons/5/5b/Logarithmic_spiral_(1).svg
+
+class Ruin extends Component {
+ constructor() {
+ super();
+ this.animations = [];
+ }
+
+ render() {
+ const path = 'M0,100 C100,100 100,100 200,100';
+
+ return (
+
+ );
+ }
+
+ componentDidMount() {
+ this.animations.push(anime({
+ targets: ['#ruin'],
+ opacity: [
+ { value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
+ { value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
+ ],
+ easing: 'easeInOutSine',
+ }));
+
+ this.animations.push(anime({
+ targets: ['#ruin'],
+ rotate: 180,
+ easing: 'linear',
+ loop: true,
+ delay: TIMES.TARGET_DELAY_MS,
+ duration: TIMES.TARGET_DURATION_MS,
+ }));
+ }
+
+ // this is necessary because
+ // skipping / timing / unmounting race conditions
+ // can cause the animations to cut short, this will ensure the values are reset
+ // because preact will recycle all these components
+ componentWillUnmount() {
+ for (let i = this.animations.length - 1; i >= 0; i--) {
+ this.animations[i].reset();
+ }
+ }
+}
+
+module.exports = Ruin;
diff --git a/client/src/components/game.construct.jsx b/client/src/components/game.construct.jsx
index 792822c0..e89cc7d0 100644
--- a/client/src/components/game.construct.jsx
+++ b/client/src/components/game.construct.jsx
@@ -58,7 +58,7 @@ function GameConstruct(props) {
const ko = construct.green_life.value === 0 ? 'ko' : '';
- const classes = eventClasses(resolution, construct);
+ const classes = eventClasses(game, account, resolution, construct);
const stats = ['RedLife', 'GreenLife', 'BlueLife'].map((s, j) => (
diff --git a/client/src/utils.jsx b/client/src/utils.jsx
index ba71dd37..65780cd6 100644
--- a/client/src/utils.jsx
+++ b/client/src/utils.jsx
@@ -73,39 +73,34 @@ const STATS = {
},
};
-function eventClasses(resolution, construct) {
+function eventClasses(game, account, resolution, construct) {
if (!resolution) return '';
const postSkill = resolution.stages.includes('POST_SKILL');
const source = construct.id === resolution.source.id;
const target = construct.id === resolution.target.id;
// not involved at all. blur them
- if (!(source || target)) return 'unfocus';
-
- // not the target. just ignore for now
- // if (construct.id !== resolution.target.id) return '';
-
const [type, event] = resolution.event;
+ if (type === 'AoeSkill') {
+ const playerTeam = game.players.find(t => t.id === account.id);
+ const playerTeamIds = playerTeam.constructs.map(c => c.id);
+ const otherTeam = game.players.find(t => t.id !== account.id);
+ const otherTeamIds = otherTeam.constructs.map(c => c.id);
+ const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
+
+ const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
+
+ if (targetTeam.includes(construct.id)) return '';
+ }
+
+ if (!(source || target)) return 'unfocus';
+
if (type === 'Ko') {
if (target) return 'ko';
}
- if (type === 'Disable') {
- const { skill, disable } = event;
- }
-
- if (type === 'Immunity') {
- const { skill, immunity } = event;
- }
-
- if (type === 'TargetKo') {
- const { skill } = event;
- }
-
if (type === 'Damage') {
- const { skill, amount, mitigation, colour } = event;
- // Highlight the flow of damage from source -> target
- // Deal damage to construct and return effect
+ const { colour } = event;
if (target && postSkill) {
construct.green_life.value = resolution.target.green;
if (colour === 'Red') {
@@ -120,44 +115,28 @@ function eventClasses(resolution, construct) {
construct.green_life.value = resolution.target.green;
return 'green-damage';
}
-
}
}
if (type === 'Healing') {
- const { skill, amount, overhealing } = event;
if (target && postSkill) {
construct.green_life.value = resolution.target.green;
return 'green-damage';
-
}
}
- if (type === 'Inversion') {
- const { skill } = event;
- }
-
- if (type === 'Reflection') {
- const { skill } = event;
- }
-
if (type === 'Effect') {
- const { skill, effect, duration, construct_effects: constructEffects } = event;
+ const { construct_effects: constructEffects } = event;
if (target && postSkill) construct.effects = constructEffects;
}
- if (type === 'Skill') {
- const { skill } = event;
- // Highlight the flow of damage from source -> target
- }
-
if (type === 'Removal') {
- const { effect, construct_effects: constructEffects } = event;
+ const { construct_effects: constructEffects } = event;
if (target && postSkill) construct.effects = constructEffects;
}
if (type === 'Recharge') {
- const { skill, red, blue } = event;
+ const { red, blue } = event;
if (target && postSkill) {
if (red > 0 && blue > 0) {
construct.red_life.value = resolution.target.red;
@@ -175,17 +154,13 @@ function eventClasses(resolution, construct) {
}
}
- if (type === 'Evasion') {
- const { skill, evasion_rating } = event;
- }
-
return '';
}
function getCombatSequence(resolution) {
if (!resolution.event) return false;
if (resolution.event[0] === 'Inversion') return false;
- if (resolution.event[0] === 'Skill') return [['START_SKILL', 'END_SKILL']];
+ if (['Skill', 'AoeSkill'].includes(resolution.event[0])) return [['START_SKILL', 'END_SKILL']];
if (resolution.event[0] === 'Ko') return [['POST_SKILL']];
switch (resolution.stages) {
diff --git a/server/src/skill.rs b/server/src/skill.rs
index 299c2be3..a93367aa 100644
--- a/server/src/skill.rs
+++ b/server/src/skill.rs
@@ -9,11 +9,16 @@ use game::{Game};
use effect::{Effect, Colour, Cooldown};
pub fn dev_resolve(a_id: Uuid, b_id: Uuid, skill: Skill) -> Resolutions {
+ let mut resolutions = vec![];
+
let mut a = Construct::new();
a.id = a_id;
let mut b = Construct::new();
b.id = b_id;
- return resolve(skill, &mut a, &mut b, vec![]);
+ if skill.aoe() { // Send an aoe skill event for anims
+ resolutions.push(Resolution::new(&a, &b).event(Event::AoeSkill { skill }));
+ }
+ return resolve(skill, &mut a, &mut b, resolutions);
}
pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
@@ -31,7 +36,7 @@ pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -
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::Skill { skill }));
+ &game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::AoeSkill { skill }));
}
for target_id in targets {
@@ -460,6 +465,7 @@ pub enum Event {
Recharge { skill: Skill, red: u64, blue: u64 },
Inversion { skill: Skill },
Reflection { skill: Skill },
+ AoeSkill { skill: Skill },
Skill { skill: Skill },
Effect { skill: Skill, effect: Effect, duration: u8, construct_effects: Vec },
Removal { effect: Effect, construct_effects: Vec },