don't send immune events when targetko

This commit is contained in:
Mashy 2019-11-08 11:57:12 +10:00
parent 865abb2366
commit 35062db799
2 changed files with 15 additions and 16 deletions

View File

@ -554,7 +554,9 @@ impl Construct {
// Should red type immunity block recharge???
if let Some(immunity) = self.immune(skill) {
if !self.is_ko() {
events.push(Event::Immunity { skill, immunity });
}
return events;
}
@ -642,10 +644,9 @@ impl Construct {
pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec<Event> {
let mut events = vec![];
if let Some(immunity) = self.immune(skill) {
events.push(Event::Immunity {
immunity,
skill,
});
if !self.is_ko() {
events.push(Event::Immunity { skill, immunity });
}
return events;
}
@ -696,10 +697,9 @@ impl Construct {
let mut events = vec![];
if let Some(immunity) = self.immune(skill) {
events.push(Event::Immunity {
skill,
immunity,
});
if !self.is_ko() {
events.push(Event::Immunity { skill, immunity });
}
return events;
}
@ -769,10 +769,9 @@ impl Construct {
let mut events = vec![];
if let Some(immunity) = self.immune(skill) {
events.push(Event::Immunity {
skill,
immunity,
});
if !self.is_ko() {
events.push(Event::Immunity { skill, immunity });
}
return events;
}

View File

@ -470,6 +470,9 @@ impl Game {
let mut resolutions = resolution_steps(&cast, &mut self);
r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
// the cast itself goes into this temp vec to handle cooldowns
// if theres no resolution events, the skill didn't trigger (disable etc)
if resolutions.len() > 0 {
casts.push(cast);
}
@ -482,9 +485,6 @@ impl Game {
// self.resolved.push(resolution);
// }
// the cast itself goes into this temp vec
// to handle cooldowns
// sort the stack again in case speeds have changed
self.stack_sort_speed();
};