castable logic

This commit is contained in:
Mashy 2019-12-20 13:39:20 +10:00
parent 122c385f1c
commit 3503c4b864

View File

@ -494,14 +494,19 @@ impl Game {
self.resolve(Cast { skill, ..cast });
}
if cast.skill.aoe() {
if cast.skill.cast_animation() {
self.action(cast, Action::Cast);
let casts = self.modify_cast(cast);
let castable = casts.clone()
.into_iter()
.any(|c| !self.construct(c.target).is_ko() && !self.construct(c.target).immune(c.skill).is_some());
if castable {
self.action(cast, Action::Cast);
if cast.skill.aoe() {
self.action(cast, Action::HitAoe);
}
self.action(cast, Action::HitAoe);
}
let casts = self.modify_cast(cast);
for cast in casts {
self.execute(cast);
}
@ -520,11 +525,6 @@ impl Game {
return self;
}
// For normal skills we show the cast as long as the target isn't ko
if !cast.skill.aoe() && cast.skill.cast_animation() {
self.action(cast, Action::Cast);
}
// maybe this should be done with a status immunity
if self.construct(cast.target).affected(Effect::Reflect) && cast.skill.colours().contains(&Colour::Blue) && !cast.skill.is_tick() {
self.add_resolution(&cast, &Event::Reflection { construct: cast.target });
@ -538,7 +538,9 @@ impl Game {
return self.resolve(Cast { target: cast.source, ..cast });
}
self.action(cast, Action::Hit);
if !cast.skill.aoe() {
self.action(cast, Action::Hit);
}
cast.resolve(self);