cooldowns done as a reaction
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@ -2,6 +2,5 @@
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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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game ready not auto starting resolve phase
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infinite counter loop
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cooldowns set after cast
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cooldowns set after cast
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cooldowns reduced after 1 complete cast
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cooldowns reduced after 1 complete cast
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@ -435,9 +435,13 @@ impl Construct {
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}
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}
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pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct {
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pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct {
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let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
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// tests force resolve some skills
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self.skills.remove(i);
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// which cause the game to attempt to put them on cd
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self.skills.push(ConstructSkill::new(skill));
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// even though the construct doesn't know the skill
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if let Some(i) = self.skills.iter().position(|s| s.skill == skill) {
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self.skills.remove(i);
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self.skills.push(ConstructSkill::new(skill));
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}
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self
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self
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}
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}
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@ -579,7 +579,10 @@ impl Game {
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let casts = match event {
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let casts = match event {
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Event::Damage { construct, colour: _, amount: _, mitigation: _, display: _ } =>
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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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self.construct_by_id(construct).unwrap().damage_trigger_casts(&cast, &event),
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// Event::Cast {} => set_cooldown()
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Event::Cast { construct, skill, player: _, target: _, direction: _ } => {
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self.construct_by_id(construct).unwrap().skill_set_cd(skill);
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vec![]
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}
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Event::Ko { construct } =>
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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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self.construct_by_id(construct).unwrap().on_ko(&cast, &event),
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_ => vec![],
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_ => vec![],
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@ -719,25 +722,26 @@ impl Game {
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fn progress_durations(&mut self) -> &mut Game {
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fn progress_durations(&mut self) -> &mut Game {
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let last = self.resolutions.len() - 1;
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let last = self.resolutions.len() - 1;
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let casters = self.resolutions[last].iter()
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.filter_map(|r| match r.event {
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Event::Cast { construct: caster, player: _, direction: _, skill, target: _ } =>
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match skill.base_cd().is_some() {
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true => Some(caster),
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false => None,
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},
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_ => None,
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})
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.collect::<Vec<Uuid>>();
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for player in self.players.iter_mut() {
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for player in self.players.iter_mut() {
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for construct in player.constructs.iter_mut() {
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for construct in player.constructs.iter_mut() {
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if construct.is_ko() {
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if construct.is_ko() {
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continue;
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continue;
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}
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}
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let cooldown = self.resolutions[last].iter()
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// cooldowns are set at the end of a resolution
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.find_map(|r| match r.event {
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if !casters.contains(&construct.id) {
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Event::Cast { construct: caster, player: _, direction: _, skill, target: _ } =>
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match caster == construct.id && skill.base_cd().is_some() {
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true => Some(r.skill),
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false => None,
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},
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_ => None,
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});
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if let Some(skill) = cooldown {
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construct.skill_set_cd(skill);
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} else {
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construct.reduce_cooldowns();
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construct.reduce_cooldowns();
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};
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};
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