absorb
This commit is contained in:
parent
9ec1d2974e
commit
302da9edbf
@ -1,7 +1,6 @@
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# FIXME
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last round of animations skipped cause no skill phase to add new vec
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check silence skill multiplier
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check silence skill multiplier
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game ready not auto starting resolve phase
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purify conditional healing
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@ -934,6 +934,26 @@ impl Construct {
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return vec![];
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}
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pub fn effect_meta(&mut self, effect: Effect, amount: usize) -> Vec<Event> {
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let construct = self.id;
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self.effects.iter_mut()
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.filter(|ce| ce.effect == effect)
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.flat_map(|ce| match ce.meta.unwrap() {
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EffectMeta::AddedDamage(_) => {
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let meta = EffectMeta::AddedDamage(amount);
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ce.meta = Some(meta);
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vec![Event::Meta { construct, effect, meta }]
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},
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EffectMeta::Multiplier(_) => {
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let meta = EffectMeta::Multiplier(amount);
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ce.meta = Some(meta);
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vec![Event::Meta { construct, effect, meta }]
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},
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_ => vec![],
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}
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).collect()
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}
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pub fn remove_all(&mut self) -> Vec<Event> {
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let mut removals = vec![];
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if self.is_ko() { return vec![Event::TargetKo { construct: self.id }] }
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@ -967,26 +987,25 @@ impl Construct {
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let ConstructEffect { effect: _, duration: _, meta } =
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self.effects.iter().find(|e| e.effect == Effect::Electric).unwrap();
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let skill = match meta {
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Some(EffectMeta::CastOnHit(s)) => s,
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match meta {
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Some(EffectMeta::CastTick { source: _, target, skill }) =>
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casts.push(Cast::new(self.id, self.account, *target, *skill)),
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_ => panic!("no electrify skill {:?}", meta),
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};
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casts.push(Cast::new(self.id, self.account, cast.source, *skill));
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}
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// if self.affected(Effect::Absorb) {
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// let ConstructEffect { effect, duration: _, meta } =
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// self.effects.iter().find(|e| e.effect == Effect::Absorb).unwrap();
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if self.affected(Effect::Absorb) {
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let ConstructEffect { effect: _, duration: _, meta } =
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self.effects.iter().find(|e| e.effect == Effect::Absorb).unwrap();
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// let skill = match meta {
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// Some(EffectMeta::Skill(s)) => s,
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// _ => panic!("no absorption skill"),
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// };
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let skill = match meta {
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Some(EffectMeta::CastOnHit(s)) => s,
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_ => panic!("no absorb skill {:?}", meta),
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};
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// casts.push(Cast::new(self.id, self.account, self.id, *skill));
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// }
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casts.push(Cast::new(self.id, self.account, self.id, *skill));
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}
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if self.affected(Effect::Counter) && *colour == Colour::Red {
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let ConstructEffect { effect: _, duration: _, meta } =
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141
core/src/game.rs
141
core/src/game.rs
@ -440,7 +440,8 @@ impl Game {
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// because need to check cooldown use before pushing them into the complete list
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let mut r_animation_ms = 0;
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while let Some(cast) = self.stack.pop() {
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self.resolve(cast);
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let events = vec![];
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self.resolve(cast, events);
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// sort the stack again in case speeds have changed
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self.stack_sort_speed();
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@ -463,16 +464,16 @@ impl Game {
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self.skill_phase_start(r_animation_ms)
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}
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fn resolve(&mut self, cast: Cast) -> &mut Game {
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fn resolve(&mut self, cast: Cast, mut events: Vec<Event>) -> Vec<Event> {
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// If the skill is disabled for source nothing else will happen
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if let Some(effects) = self.construct(cast.source).disabled(cast.skill) {
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self.add_resolution(&cast, &Event::Disable { construct: cast.source, effects });
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return self;
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return events;
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}
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// hastestrike / hybridblast
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for skill in self.construct(cast.source).additional_skills(cast.skill) {
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self.resolve(Cast { skill, ..cast });
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events = self.resolve(Cast { skill, ..cast }, events);
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}
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// for aoe events send the source / target animations before each set of casts
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@ -487,10 +488,10 @@ impl Game {
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let casts = self.modify_cast(cast);
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for cast in casts {
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self.execute(cast);
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events = self.execute(cast, events);
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}
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self
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events
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}
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fn modify_cast(&self, cast: Cast) -> Vec<Cast> {
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@ -516,20 +517,15 @@ impl Game {
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return casts;
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}
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fn execute(&mut self, cast: Cast) -> &mut Game {
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// this list is used to calculate values
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// that are dependent on the result of previous events
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// such as healing based on damage done etc
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let mut event_list = vec![];
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fn execute(&mut self, cast: Cast, mut events: Vec<Event>) -> Vec<Event> {
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if self.construct(cast.target).is_ko() {
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self.add_resolution(&cast, &Event::TargetKo { construct: cast.target });
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return self;
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return events;
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}
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if let Some(immunity) = self.construct(cast.target).immune(cast.skill) {
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self.add_resolution(&cast, &Event::Immune { construct: cast.target, effects: immunity });
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return self;
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return events;
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}
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if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
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@ -538,24 +534,24 @@ impl Game {
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// both reflecting, show it and bail
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if self.construct(cast.source).affected(Effect::Reflect) {
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self.add_resolution(&cast, &Event::Reflection { construct: cast.source });
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return self;
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return events;
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}
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return self.execute(Cast { target: cast.source, ..cast }, );
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return self.execute(Cast { target: cast.source, ..cast }, events);
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}
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for action in cast.actions() {
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let events = match action {
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let new_events = match action {
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Action::Cast => vec![self.cast(cast)],
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Action::Hit => vec![self.hit(cast)],
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Action::Damage { construct, values, colour } => {
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let amount = self.reduce_values(&values, &event_list);
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let amount = self.reduce_values(&values, &events);
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self.damage(construct, amount, colour)
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},
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Action::Heal { construct, values, colour } => {
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let amount = self.reduce_values(&values, &event_list);
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let amount = self.reduce_values(&values, &events);
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self.heal(construct, amount, colour)
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},
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@ -563,19 +559,37 @@ impl Game {
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Action::Remove { construct, effect } => self.effect_remove(construct, effect),
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Action::RemoveAll { construct } => self.remove_all(construct),
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Action::IncreaseCooldowns { construct, turns } => self.increase_cooldowns(construct, turns),
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Action::SetEffectMeta { construct, values, effect } => {
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let amount = self.reduce_values(&values, &events);
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self.effect_meta(construct, effect, amount)
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}
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};
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for event in events {
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// this event is now considered to have happened
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// for chronological ordering it is added to the resolution list
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// before extra processing on it begins
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// this event is now considered to have happened
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// for chronological ordering it is added to the resolution list
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// before extra processing on it begins
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for event in new_events {
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self.add_resolution(&cast, &event);
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event_list.push(event);
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self.event_reactions(&cast, &event_list[event_list.len() - 1]);
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let casts = match event {
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Event::Damage { construct, colour: _, amount: _, mitigation: _, display: _ } =>
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self.construct_by_id(construct).unwrap().damage_trigger_casts(&cast, &event),
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// Event::Cast {} => set_cooldown()
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Event::Ko { construct } =>
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self.construct_by_id(construct).unwrap().on_ko(&cast, &event),
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_ => vec![],
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};
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events.push(event);
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for cast in casts {
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events = self.resolve(cast, events);
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}
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}
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}
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self
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events
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}
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fn add_resolution(&mut self, cast: &Cast, event: &Event) -> &mut Game {
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@ -584,23 +598,6 @@ impl Game {
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self
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}
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fn event_reactions(&mut self, cast: &Cast, event: &Event) -> &mut Game {
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let casts = match event {
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Event::Damage { construct, colour, amount, mitigation, display: _ } =>
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self.construct_by_id(*construct).unwrap().damage_trigger_casts(cast, event),
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// Event::Cast {} => set_cooldown()
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Event::Ko { construct } =>
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self.construct_by_id(*construct).unwrap().on_ko(cast, event),
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_ => vec![],
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};
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for cast in casts {
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self.resolve(cast);
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}
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self
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}
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fn reduce_values(&mut self, values: &Vec<Value>, events: &Vec<Event>) -> usize {
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values.iter()
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.fold(0, |total, value| {
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@ -679,6 +676,10 @@ impl Game {
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self.construct_by_id(construct).unwrap().effect_remove(effect)
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}
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fn effect_meta(&mut self, construct: Uuid, effect: Effect, amount: usize) -> Vec<Event> {
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self.construct_by_id(construct).unwrap().effect_meta(effect, amount)
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}
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// could be remove by colour etc
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fn remove_all(&mut self, construct: Uuid) -> Vec<Event> {
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self.construct_by_id(construct).unwrap().remove_all()
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@ -844,6 +845,7 @@ pub enum Action {
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Remove { construct: Uuid, effect: Effect },
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RemoveAll { construct: Uuid },
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IncreaseCooldowns { construct: Uuid, turns: usize },
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SetEffectMeta { construct: Uuid, values: Vec<Value>, effect: Effect },
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}
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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@ -886,6 +888,7 @@ pub enum Event {
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Damage { construct: Uuid, amount: usize, mitigation: usize, colour: Colour, display: EventConstruct },
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Effect { construct: Uuid, effect: Effect, duration: u8, display: EventConstruct },
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Removal { construct: Uuid, effect: Effect, display: EventConstruct },
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Meta { construct: Uuid, effect: Effect, meta: EffectMeta },
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Healing { construct: Uuid, amount: usize, overhealing: usize, colour: Colour, display: EventConstruct },
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Inversion { construct: Uuid },
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@ -964,6 +967,7 @@ impl Event {
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Event::TargetKo { construct: _ } |
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Event::Disable { construct: _, effects: _ } |
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Event::Immune { construct: _, effects: _ } |
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Event::Meta { construct: _, effect: _, meta: _ } |
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Event::Forfeit() => Animation::Skip,
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}
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}
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@ -1677,7 +1681,7 @@ mod tests {
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Bash));
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game.resolve(Cast::new(source, player_id, target, Skill::Bash), vec![]);
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}
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#[test]
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@ -1687,7 +1691,7 @@ mod tests {
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Slay));
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game.resolve(Cast::new(source, player_id, target, Skill::Slay), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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@ -1712,9 +1716,9 @@ mod tests {
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Strike));
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game.resolve(Cast::new(source, player_id, target, Skill::Invert));
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game.resolve(Cast::new(source, player_id, target, Skill::Strike));
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game.resolve(Cast::new(source, player_id, target, Skill::Strike), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Invert), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Strike), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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@ -1739,7 +1743,7 @@ mod tests {
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Siphon));
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game.resolve(Cast::new(source, player_id, target, Skill::Siphon), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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@ -1767,12 +1771,12 @@ mod tests {
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game = game.resolve_phase_start();
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// que ota?
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game.resolve(Cast::new(source, player_id, target, Skill::Siphon));
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game.resolve(Cast::new(source, player_id, target, Skill::Siphon), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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let damage_events = resolutions.iter().filter(|r| match r.event {
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Event::Damage { construct, colour, amount, mitigation: _, display: _ } => true,
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Event::Damage { construct: _, colour: _, amount: _, mitigation: _, display: _ } => true,
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_ => false,
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}).count();
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@ -1786,8 +1790,8 @@ mod tests {
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Reflect));
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game.resolve(Cast::new(source, player_id, target, Skill::Blast));
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game.resolve(Cast::new(source, player_id, target, Skill::Reflect), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Blast), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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@ -1798,4 +1802,35 @@ mod tests {
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_ => false,
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}));
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}
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#[test]
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fn absorb_test() {
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let mut game = create_2v2_test_game();
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let player_id = game.players[0].id;
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let source = game.players[0].constructs[0].id;
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let target = game.players[1].constructs[0].id;
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game.resolve(Cast::new(source, player_id, target, Skill::Absorb), vec![]);
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game.resolve(Cast::new(source, player_id, target, Skill::Blast), vec![]);
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let last = game.resolutions.len() - 1;
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let resolutions = &game.resolutions[last];
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assert!(resolutions.iter().any(|r| match r.event {
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Event::Damage { construct, colour, amount, mitigation: _, display: _ } => {
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assert!(construct == target && amount > 0 && colour == Colour::Blue && r.skill == Skill::Blast);
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resolutions.iter().any(|r| match r.event {
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Event::Meta { construct, effect, meta } =>
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construct == target && effect == Effect::Absorption && {
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match meta {
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EffectMeta::AddedDamage(added_dmg) => added_dmg == amount,
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_ => false,
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}
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},
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_ => false,
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})
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},
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_ => false,
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}));
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}
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}
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@ -155,8 +155,13 @@ impl Cast {
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effect: Effect::Absorb,
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},
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Absorption, duration: 3, meta: None },
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construct: self.source,
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effect: ConstructEffect { effect: Effect::Absorption, duration: 3, meta: Some(EffectMeta::AddedDamage(0)) },
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},
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Action::SetEffectMeta {
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construct: self.source,
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effect: Effect::Absorption,
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values: vec![Value::DamageReceived { construct: self.source, colour: Colour::Blue, mult: 100 }],
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},
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],
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Skill::AbsorptionPlus => vec![
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@ -166,7 +171,12 @@ impl Cast {
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},
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Absorption, duration: 4, meta: None },
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effect: ConstructEffect { effect: Effect::Absorption, duration: 4, meta: Some(EffectMeta::AddedDamage(0)) },
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},
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Action::SetEffectMeta {
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construct: self.target,
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effect: Effect::Absorption,
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values: vec![Value::DamageReceived { construct: self.target, colour: Colour::Blue, mult: 100 }],
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},
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],
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Skill::AbsorptionPlusPlus => vec![
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@ -176,7 +186,12 @@ impl Cast {
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},
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Absorption, duration: 5, meta: None },
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effect: ConstructEffect { effect: Effect::Absorption, duration: 5, meta: Some(EffectMeta::AddedDamage(0)) },
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},
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Action::SetEffectMeta {
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construct: self.target,
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effect: Effect::Absorption,
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values: vec![Value::DamageReceived { construct: self.target, colour: Colour::Blue, mult: 100 }],
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},
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],
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