cooldowns done as a reaction

This commit is contained in:
ntr 2019-12-13 23:48:02 +10:00
parent a052e515ed
commit 3e3e4040d3
3 changed files with 25 additions and 18 deletions

View File

@ -2,6 +2,5 @@
check silence skill multiplier
game ready not auto starting resolve phase
infinite counter loop
cooldowns set after cast
cooldowns reduced after 1 complete cast

View File

@ -435,9 +435,13 @@ impl Construct {
}
pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct {
let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
self.skills.remove(i);
self.skills.push(ConstructSkill::new(skill));
// tests force resolve some skills
// which cause the game to attempt to put them on cd
// even though the construct doesn't know the skill
if let Some(i) = self.skills.iter().position(|s| s.skill == skill) {
self.skills.remove(i);
self.skills.push(ConstructSkill::new(skill));
}
self
}

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@ -579,7 +579,10 @@ impl Game {
let casts = match event {
Event::Damage { construct, colour: _, amount: _, mitigation: _, display: _ } =>
self.construct_by_id(construct).unwrap().damage_trigger_casts(&cast, &event),
// Event::Cast {} => set_cooldown()
Event::Cast { construct, skill, player: _, target: _, direction: _ } => {
self.construct_by_id(construct).unwrap().skill_set_cd(skill);
vec![]
}
Event::Ko { construct } =>
self.construct_by_id(construct).unwrap().on_ko(&cast, &event),
_ => vec![],
@ -719,25 +722,26 @@ impl Game {
fn progress_durations(&mut self) -> &mut Game {
let last = self.resolutions.len() - 1;
let casters = self.resolutions[last].iter()
.filter_map(|r| match r.event {
Event::Cast { construct: caster, player: _, direction: _, skill, target: _ } =>
match skill.base_cd().is_some() {
true => Some(caster),
false => None,
},
_ => None,
})
.collect::<Vec<Uuid>>();
for player in self.players.iter_mut() {
for construct in player.constructs.iter_mut() {
if construct.is_ko() {
continue;
}
let cooldown = self.resolutions[last].iter()
.find_map(|r| match r.event {
Event::Cast { construct: caster, player: _, direction: _, skill, target: _ } =>
match caster == construct.id && skill.base_cd().is_some() {
true => Some(r.skill),
false => None,
},
_ => None,
});
if let Some(skill) = cooldown {
construct.skill_set_cd(skill);
} else {
// cooldowns are set at the end of a resolution
if !casters.contains(&construct.id) {
construct.reduce_cooldowns();
};