move into own mod
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@ -9,7 +9,8 @@ use failure::err_msg;
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use account::{Account};
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use rpc::{ConstructSpawnParams};
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use skill::{Skill, Cooldown, Effect, Cast, Colour, Immunity, Disable, Event};
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use skill::{Skill, Cast, Immunity, Disable, Event};
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use effect::{Cooldown, Effect, Colour};
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use spec::{Spec};
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use item::{Item};
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@ -975,6 +976,30 @@ mod tests {
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return;
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}
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#[test]
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fn construct_colour_calc_test() {
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let mut construct = Construct::new()
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.named(&"player player".to_string());
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construct.spec_add(Spec::PowerRRI).unwrap();
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construct.spec_add(Spec::PowerGGI).unwrap();
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construct.spec_add(Spec::PowerBBI).unwrap();
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let colours = Colours::from_construct(&construct);
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assert!(colours.red == 2);
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assert!(colours.blue == 2);
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assert!(colours.green == 2);
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let construct = construct
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.learn(Skill::StrikeI)
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.learn(Skill::BlastIII);
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let colours = Colours::from_construct(&construct);
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assert!(colours.red == 4);
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assert!(colours.blue == 20);
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assert!(colours.green == 2);
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}
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#[test]
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fn construct_player_modifiers_spec_bonus_test() {
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let mut construct = Construct::new()
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@ -14,7 +14,8 @@ use failure::err_msg;
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use account::Account;
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use rpc::{GameStateParams, GameSkillParams};
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use construct::{Construct};
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use skill::{Skill, Effect, Cast, Resolution, Event, resolution_steps};
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use skill::{Skill, Cast, Resolution, Event, resolution_steps};
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use effect::{Effect};
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use player::{Player};
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use instance::{TimeControl, instance_game_finished};
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@ -1,6 +1,7 @@
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use skill::{Skill, Colour};
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use skill::{Skill};
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use spec::{Spec, SpecValues};
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use construct::{Colours};
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use effect::{Colour};
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#[derive(Debug,Copy,Clone,Serialize,Deserialize,PartialEq,PartialOrd,Ord,Eq)]
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pub enum Item {
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@ -28,6 +28,7 @@ mod net;
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mod player;
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mod rpc;
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mod skill;
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mod effect;
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mod spec;
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mod util;
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mod vbox;
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@ -10,7 +10,7 @@ use account::Account;
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use construct::{Construct, Colours};
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use vbox::{Vbox};
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use item::{Item, ItemEffect};
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use skill::{Effect};
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use effect::{Effect};
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const DISCARD_COST: u16 = 5;
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@ -2,10 +2,11 @@ use rand::{thread_rng, Rng};
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use uuid::Uuid;
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use util::{IntPct};
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use construct::{Construct, ConstructEffect, EffectMeta, Stat};
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use construct::{Construct, ConstructEffect, EffectMeta};
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use item::{Item};
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use game::{Game};
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use effect::{Effect, Colour, Cooldown};
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pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
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let mut resolutions = vec![];
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@ -464,218 +465,6 @@ pub enum Event {
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}
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type Resolutions = Vec<Resolution>;
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pub type Cooldown = Option<u8>;
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Effect {
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Amplify,
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Banish,
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Block,
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Buff,
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Clutch,
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Curse,
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Haste,
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Hex,
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Impurity,
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Invert,
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Parry,
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Purge,
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Reflect,
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Slow,
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Snare,
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Stun,
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Taunt,
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Vulnerable,
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Silence,
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Wither, // Reduce green dmg (healing) taken
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// corrupt is the buff that applies
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// corruption the dmg debuff
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Corrupt,
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Corruption,
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// hostility is the buff
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// hatred is the increased damage
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Hostility,
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Hatred,
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// magic immunity
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Scatter,
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// effects over time
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Triage,
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Decay,
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Regen,
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Siphon,
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// Airborne,
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// Boost
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// Bleed,
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// Blind,
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// Deadly,
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// Enslave,
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// Fury,
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// Injured,
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// Leech,
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// Mesmerise,
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// Untouchable,
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// SpeedSiphon,
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// SpeedIncrease,
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Ko,
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}
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impl Effect {
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pub fn immune(&self, skill: Skill) -> bool {
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match self {
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Effect::Parry => match skill {
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Skill::Attack => true,
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Skill::Stun => true,
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_ => skill.colours().contains(&Colour::Red)
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},
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Effect::Banish => true,
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Effect::Clutch => [
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Skill::Stun,
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Skill::HexI,
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Skill::HexII,
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Skill::HexIII,
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Skill::SilenceI,
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Skill::SilenceII,
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Skill::SilenceIII,
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Skill::RuinI,
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Skill::RuinII,
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Skill::RuinIII,
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Skill::SnareI,
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Skill::SnareII,
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Skill::SnareIII
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].contains(&skill),
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_ => false,
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}
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}
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pub fn disables_skill(&self, skill: Skill) -> bool {
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if skill.is_tick() {
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return false;
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}
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match self {
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Effect::Stun => true,
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Effect::Hex => true,
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Effect::Banish => true,
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Effect::Silence => skill.colours().contains(&Colour::Blue),
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Effect::Snare => skill.colours().contains(&Colour::Red),
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Effect::Purge => skill.colours().contains(&Colour::Green),
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Effect::Ko => skill.ko_castable(),
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_ => false,
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}
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}
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pub fn modifications(&self) -> Vec<Stat> {
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match self {
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Effect::Vulnerable => vec![Stat::RedDamageTaken],
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Effect::Block => vec![Stat::RedDamageTaken],
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Effect::Buff => vec![Stat::RedPower, Stat::Speed],
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Effect::Hatred => vec![Stat::RedPower, Stat::BluePower],
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Effect::Amplify => vec![Stat::RedPower, Stat::BluePower],
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Effect::Curse => vec![Stat::BlueDamageTaken],
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Effect::Impurity => vec![Stat::GreenPower],
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Effect::Wither => vec![Stat::GreenDamageTaken],
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Effect::Haste => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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Effect::Scatter => vec![Stat::BlueDamageTaken, Stat::GreenDamageTaken, Stat::RedDamageTaken],
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_ => vec![],
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}
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}
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pub fn apply(&self, value: u64, meta: Option<EffectMeta>) -> u64 {
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match self {
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Effect::Amplify |
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Effect::Vulnerable |
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Effect::Block |
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Effect::Buff |
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Effect::Curse |
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Effect::Haste |
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Effect::Slow |
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Effect::Impurity |
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Effect::Wither => value.pct(match meta {
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Some(EffectMeta::Multiplier(d)) => d,
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_ => 100,
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}),
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Effect::Scatter => value >> 1,
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Effect::Hatred => value + match meta {
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Some(EffectMeta::AddedDamage(d)) => d,
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_ => panic!("hatred meta not damage"),
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},
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_ => {
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info!("{:?} does not have a mod effect", self);
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return value;
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},
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}
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}
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fn colour(&self) -> Option<Colour> {
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match self {
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// physical
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Effect::Stun => Some(Colour::Red),
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Effect::Block => Some(Colour::Green),
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Effect::Buff => Some(Colour::Green),
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Effect::Parry => Some(Colour::Green),
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Effect::Vulnerable => Some(Colour::Red),
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Effect::Snare => Some(Colour::Red),
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Effect::Clutch => Some(Colour::Green),
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Effect::Taunt => Some(Colour::Green),
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// magic
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Effect::Hex => Some(Colour::Blue),
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Effect::Curse => Some(Colour::Blue),
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Effect::Banish => None,
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// Effect::Banish => rng.gen_bool(0.5),
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Effect::Slow => Some(Colour::Blue),
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Effect::Haste => Some(Colour::Green),
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Effect::Hatred => Some(Colour::Green),
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Effect::Reflect => Some(Colour::Green),
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Effect::Amplify => Some(Colour::Green),
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Effect::Silence => Some(Colour::Blue),
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Effect::Wither => Some(Colour::Blue),
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Effect::Purge => Some(Colour::Blue),
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Effect::Corrupt => Some(Colour::Green),
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Effect::Corruption => Some(Colour::Blue),
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Effect::Hostility => Some(Colour::Green),
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// magic
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Effect::Impurity => Some(Colour::Green),
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Effect::Scatter => Some(Colour::Green),
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Effect::Invert => Some(Colour::Green),
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// effects over time
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Effect::Triage => Some(Colour::Green),
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Effect::Decay => Some(Colour::Blue),
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Effect::Regen => Some(Colour::Green),
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Effect::Siphon => Some(Colour::Blue),
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Effect::Ko => None,
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}
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}
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Colour {
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Red,
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Blue,
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Green,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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@ -1395,7 +1184,7 @@ impl Skill {
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return components;
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}
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fn colours(&self) -> Vec<Colour> {
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pub fn colours(&self) -> Vec<Colour> {
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let mut components = self.components();
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let colour_items = [Item::Red, Item::Green, Item::Blue];
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components.dedup();
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