purge
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2eaf0dc6ee
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@ -1,3 +1,5 @@
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use std::iter;
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use uuid::Uuid;
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use rand::prelude::*;
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@ -886,6 +888,21 @@ impl Construct {
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return vec![];
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}
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pub fn remove_all(&mut self) -> Vec<Event> {
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let mut removals = vec![];
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if self.is_ko() { return removals }
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while let Some(ce) = self.effects.pop() {
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removals.push(Event::Removal {
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construct: self.id,
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effect: ce.effect,
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display: EventConstruct::new(self),
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});
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}
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return removals;
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}
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// pub fn evade(&self, skill: Skill) -> Option<Event> {
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// if self.evasion.value == 0 {
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// return None;
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@ -517,7 +517,7 @@ impl Game {
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events.iter().fold(0, |dmg, e| match e {
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Event::Damage { construct: event_construct, amount, mitigation:_, colour: event_colour, display: _ } =>
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match *construct == *event_construct && *colour == *event_colour {
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true => dmg + amount,
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true => dmg + amount.pct(*mult),
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false => dmg,
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}
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_ => dmg,
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@ -529,9 +529,6 @@ impl Game {
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}
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fn resolve(&mut self, cast: Cast) -> &mut Game {
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// calculate values first?
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// for result damage value need to pass &Resolutions and .find()
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let mut event_list = vec![];
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for action in cast.actions() {
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@ -551,6 +548,7 @@ impl Game {
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Action::Effect { construct, effect } => self.effect(construct, effect),
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Action::Remove { construct, effect } => self.effect_remove(construct, effect),
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Action::RemoveAll { construct } => self.remove_all(construct),
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Action::IncreaseCooldowns { construct, turns } => self.increase_cooldowns(construct, turns),
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};
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event_list.append(&mut events);
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@ -659,6 +657,11 @@ impl Game {
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self.construct_by_id(construct).unwrap().effect_remove(effect)
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}
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// could be remove by colour etc
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fn remove_all(&mut self, construct: Uuid) -> Vec<Event> {
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self.construct_by_id(construct).unwrap().remove_all()
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}
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fn increase_cooldowns(&mut self, construct: Uuid, turns: usize) -> Vec<Event> {
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self.construct_by_id(construct).unwrap().increase_cooldowns(turns)
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}
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@ -868,6 +871,7 @@ pub enum Action {
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Damage { construct: Uuid, values: Vec<Value>, colour: Colour },
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Effect { construct: Uuid, effect: ConstructEffect },
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Remove { construct: Uuid, effect: Effect },
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RemoveAll { construct: Uuid },
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IncreaseCooldowns { construct: Uuid, turns: usize },
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// Recharge { skill: Skill, red: usize, blue: usize },
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}
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@ -551,6 +551,34 @@ impl Cast {
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},
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],
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Skill::Purge => vec![
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Action::Purge {
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construct: self.target,
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},
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Purge, duration: 2, meta: None, tick: None }
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},
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],
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Skill::PurgePlus => vec![
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Action::Purge {
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construct: self.target,
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},
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Purge, duration: 3, meta: None, tick: None }
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},
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],
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Skill::PurgePlusPlus => vec![
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Action::Purge {
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construct: self.target,
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},
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Purge, duration: 4, meta: None, tick: None }
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},
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],
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Skill::Recharge |
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Skill::RechargePlus |
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Skill::RechargePlusPlus => vec![
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@ -692,6 +720,23 @@ impl Cast {
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},
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],
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Skill::Silence |
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Skill::SilencePlus |
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Skill::SilencePlusPlus => vec![
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Action::Effect {
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construct: self.target,
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effect: ConstructEffect { effect: Effect::Silence, duration: 2, meta: None, tick: None },
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},
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Action::Damage {
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construct: self.target,
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colour: Colour::Red,
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values: vec![
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Value::Stat { construct: self.source, stat: Stat::RedPower, mult: self.skill.multiplier() },
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Value::ColourSkills { construct: self.target, colour: Colour::Blue, mult: self.skill.multiplier() },
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],
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},
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],
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Skill::Strike |
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Skill::StrikePlus |
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Skill::StrikePlusPlus => vec![
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@ -755,47 +800,6 @@ impl Cast {
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fn end() {}
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// fn link(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// game.event(Event::new(source, target).event(target.effect_remove(skill, skill.effect()[0])));
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// let amount = source.blue_power().pct(skill.multiplier().saturating_mul(target.effects.len() as usize));
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// target.deal_blue_damage(skill, amount)
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// .into_iter()
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// .for_each(|e| game.event(Event::new(source, target).event(e).stages(EventStages::PostOnly)));
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// }
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// fn silence(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// game.event(Event::new(source, target).event(target.effect_remove(skill, skill.effect()[0])));
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// let s_multi = target.skills
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// .iter()
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// .fold(100, |acc, cs| match cs.skill.colours().contains(&Colour::Blue) {
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// true => acc + 45,
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// false => acc,
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// });
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// let amount = source.blue_power().pct(skill.multiplier()).pct(s_multi);
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// target.deal_blue_damage(skill, amount)
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// .into_iter()
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// .for_each(|e| game.event(Event::new(source, target).event(e).stages(EventStages::PostOnly)));
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// }
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// fn purge(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// game.event(Event::new(source, target).event(Event::Skill { skill }).stages(EventStages::StartEnd));
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// if target.effects.len() > 0 {
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// target.effects.clear();
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// game.event(Event::new(source, target)
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// .event(Event::Remove { skill, effect: None, construct_effects: target.effects.clone() })
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// .stages(EventStages::PostOnly));
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// }
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// let effect = skill.effect()[0];
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// game.event(Event::new(source, target).event(target.effect_remove(skill, effect)).stages(EventStages::PostOnly));
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// }
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// fn purify(source: &mut Construct, target: &mut Construct, skill: Skill) {
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// game.event(Event::new(source, target).event(Event::Skill { skill }).stages(EventStages::StartEnd));
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// if target.effects.len() > 0 {
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