buff clutch and reorder stuff
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4d9892ec57
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@ -1,6 +1,7 @@
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/* GAME */
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.game {
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overflow: hidden;
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display: grid;
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grid-template-rows: min-content min-content 1fr 1.5fr;
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grid-template-areas:
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@ -312,7 +312,8 @@ impl Item {
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"Hits twice for red and blue damage. Damage is random 0 to 30% + {:?}% red and blue power.",
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self.into_skill().unwrap().multiplier()),
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Item::Clutch => format!("description"), // WIP
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Item::Clutch => format!("Cryp cannot be KO'd while active.
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Additionally provides immunity to disables."),
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Item::Corrupt => format!(
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"Self targetting defensive for {:?}T. Applies corrupt to attackers dealing blue damage {:?}% blue power per turn for {:?}T.",
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@ -316,32 +316,28 @@ 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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// physical
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Stun,
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Buff,
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Parry,
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Block,
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Bleed,
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Leech,
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Airborne,
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Untouchable,
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Deadly,
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Vulnerable,
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Fury,
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Bleed,
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Blind,
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Snare,
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Block,
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Buff,
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Clutch,
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Injured,
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Reflect,
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Taunt,
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Deadly,
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Fury,
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Impurity,
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Injured,
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Invert,
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Leech,
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Parry,
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Reflect,
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Snare,
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Strangle,
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Strangling,
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Stun,
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Taunt,
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Untouchable,
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Vulnerable,
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// magic
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Hex,
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Ruin,
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Curse,
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@ -388,6 +384,14 @@ impl Effect {
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_ => false,
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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::Hex,
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Skill::Silence,
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Skill::Ruin,
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Skill::Strangle,
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Skill::Snare
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].contains(&skill),
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Effect::Injured => match skill.category() {
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Category::Green => true,
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Category::GreenTick => true,
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@ -568,77 +572,52 @@ pub enum Skill {
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Block, // reduce damage
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Stun,
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// -----------------
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// Nature
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// -----------------
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Parry, // avoid all damage
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Riposte,
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Snare,
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// Boost -- sounds nice
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// Evade, // actively evade
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// Nightmare,
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// Sleep,
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Amplify,
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Banish,
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Blast,
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Chaos,
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Clutch,
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Corrupt,
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CorruptionTick,
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Curse,
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Decay, // dot
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DecayTick, // dot
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Haste,
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HasteStrike,
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Heal,
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Hex,
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Hostility,
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ImpureBlast,
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Impurity,
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Injure,
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Invert,
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Parry, // avoid all damage
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Purge,
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Purify,
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Recharge,
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Reflect,
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Riposte,
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Ruin,
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Scatter,
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Silence,
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Siphon,
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SiphonTick,
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Slay,
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Sleep,
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Clutch,
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Taunt,
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Impurity,
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ImpureBlast,
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Invert,
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Snare,
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Strangle,
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StrangleTick,
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Strike,
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StrikeII,
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StrikeIII,
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// Evade, // actively evade
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// -----------------
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// Nonviolence
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// -----------------
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Heal,
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Taunt,
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Throw, // no damage stun, adds vulnerable
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Triage, // hot
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TriageTick,
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Throw, // no damage stun, adds vulnerable
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// Sleep,
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// Nightmare,
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// -------------------
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// Destruction
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// -------------------
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Blast,
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Amplify,
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Decay, // dot
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DecayTick, // dot
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Siphon,
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SiphonTick,
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Curse,
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Hostility,
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Corrupt,
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CorruptionTick,
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// -----------------
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// Purity
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// -----------------
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Scatter,
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Silence,
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Purify,
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Purge,
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// -----------------
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// Chaos
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// -----------------
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Banish,
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Chaos,
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Hex,
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Haste,
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HasteStrike,
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// used by tests, no cd, 100% multiplier
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TestAttack,
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@ -1512,6 +1491,13 @@ mod tests {
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clutch(&mut y.clone(), &mut y, vec![], Skill::Clutch);
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assert!(y.affected(Effect::Clutch));
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let mut results = hex(&mut x, &mut y, vec![], Skill::Hex);
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let Resolution { source: _, target: _, event } = results.remove(0);
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match event {
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Event::Immunity { skill: _, immunity } => assert!(immunity.contains(&Effect::Clutch)),
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_ => panic!("not immune cluthc"),
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};
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let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
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assert!(y.green_life() == 1);
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