int multiplier, remove floats
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6a4a24d080
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@ -1,6 +1,7 @@
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use rand::{thread_rng, Rng};
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use uuid::Uuid;
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use spec::{IntPct};
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use cryp::{Cryp, CrypEffect, EffectMeta, Stat};
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use vbox::{Var};
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@ -69,9 +70,11 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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Skill::Snare => snare(source, target, resolutions, Skill::Snare),
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Skill::Strangle => strangle(source, target, resolutions, Skill::Strangle),
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Skill::StrangleTick => strangle_tick(source, target, resolutions, Skill::StrangleTick),
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Skill::Strike => strike(source, target, resolutions, Skill::Strike),
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Skill::StrikeII => strike(source, target, resolutions, Skill::StrikeII),
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Skill::StrikeIII => strike(source, target, resolutions, Skill::StrikeIII),
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Skill::Stun => stun(source, target, resolutions, Skill::Stun),
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Skill::Taunt => taunt(source, target, resolutions, Skill::Taunt),
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Skill::Throw => throw(source, target, resolutions, Skill::Throw), // no damage stun, adds vulnerable
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@ -536,21 +539,21 @@ pub enum Skill {
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}
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impl Skill {
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pub fn multiplier(&self) -> f64 {
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pub fn multiplier(&self) -> u64 {
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match self {
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Skill::Attack => 1.0, // 1.0 to pass tests
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Skill::Strike => 1.1,
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Skill::StrikeII => 1.3,
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Skill::StrikeIII => 1.5,
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Skill::StrangleTick => 0.3,
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Skill::Riposte => 1.0,
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Skill::Heal => 1.0, // 1.0 to pass tests
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Skill::TriageTick => 0.65,
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Skill::Blast => 1.3,
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Skill::CorruptionTick => 0.8,
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Skill::DecayTick => 0.6,
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Skill::SiphonTick => 1.0, // 1.0 to pass tests
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_ => 1.0,
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Skill::Attack => 100, // 1.0 to pass tests
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Skill::Strike => 110,
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Skill::StrikeII => 130,
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Skill::StrikeIII => 150,
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Skill::StrangleTick => 30,
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Skill::Riposte => 100,
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Skill::Heal => 100, // 1.0 to pass tests
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Skill::TriageTick => 65,
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Skill::Blast => 130,
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Skill::CorruptionTick => 80,
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Skill::DecayTick => 60,
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Skill::SiphonTick => 100, // 1.0 to pass tests
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_ => 100,
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}
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}
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@ -825,7 +828,7 @@ fn touch(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn attack(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.red_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.red_damage().pct(skill.multiplier());
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println!("{:?}", amount);
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target.deal_red_damage(skill, amount)
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.into_iter()
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@ -835,8 +838,7 @@ fn attack(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn strike(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.red_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -845,7 +847,7 @@ fn strike(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn injure(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.red_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -895,7 +897,7 @@ fn strangle(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skil
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}
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fn strangle_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.red_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -926,7 +928,7 @@ fn parry(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn riposte(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.red_damage() as f64 * Skill::Riposte.multiplier()).floor() as u64;
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -947,7 +949,7 @@ fn empower(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill
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}
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fn heal(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.green_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.green_damage().pct(skill.multiplier());
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target.deal_green_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -963,7 +965,7 @@ fn triage(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn triage_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.green_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.green_damage().pct(skill.multiplier());
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target.deal_green_damage(Skill::TriageTick, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -971,7 +973,7 @@ fn triage_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, s
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}
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fn blast(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.blue_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.blue_damage().pct(skill.multiplier());
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target.deal_blue_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -1005,7 +1007,7 @@ fn decay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn decay_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.blue_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.blue_damage().pct(skill.multiplier());
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target.deal_blue_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -1029,7 +1031,7 @@ fn corruption(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, sk
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}
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fn corruption_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.blue_damage() as f64 * skill.multiplier()).floor() as u64;
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let amount = source.blue_damage().pct(skill.multiplier());
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target.deal_blue_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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@ -1095,7 +1097,7 @@ fn siphon(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill:
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}
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fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = (source.blue_damage() as f64 * skill.multiplier()) as u64;
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let amount = source.blue_damage().pct(skill.multiplier());
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let siphon_events = target.deal_blue_damage(Skill::SiphonTick, amount);
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for e in siphon_events {
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@ -1223,7 +1225,7 @@ mod tests {
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let mut y = Cryp::new()
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.named(&"camel".to_string());
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x.red_damage.force(10000000000000); // can't convert u64 max to f64
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x.red_damage.force(10000000000000); // multiplication of int max will cause overflow
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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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