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COMBOS.md
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COMBOS.md
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# item_info ->
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combos [strike, [R R Attack]]
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specs [spec [bonus amount, [r g b]]
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# Playthrough
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constructs join game
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stats randomised
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initial stash drops
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6 skills
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6 colours
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6 specs
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play first round
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basically duke it out
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# Colours #
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### Red ###
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Real world concepts
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Aggressive
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Apply Buffs
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Fast & Chaotic
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### Green ###
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Healing Specialisation
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Defensive
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Purge buffs & debuffs
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### Blue ###
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Fantasy concepts (magical)
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Aggressive & Defensive
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Apply Debuffs
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Slow & Reliable
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# Classes #
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Class names to be changed
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====================
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Pure Red `Nature`
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Pure Green `Non-Violence`
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Pure Blue `Destruction`
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Hybrid Red / Blue `Chaos`
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Hybrid Red / Green `Purity`
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Hybrid Blue / Green `Technology`
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Skills
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==========
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Basic Type
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-------------------------------------------------------------------------
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Attack `Basic offensive skill - deal damage`
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Buff `Base ally targetted skill - increase ally speed`
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Stun `Base enemy disable - disable enemy for 2 rounds`
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Block `Base self targetted defensive - reduced damage taken for 2 rounds`
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Debuff `Base enemy debuff - reduce enemy speed`
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# Attack Base #
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RR - Strike
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GG - Heal
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BB - Blast
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RG - Purify
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GB - Decay
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RB - Blast
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# Stun Base #
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RR - Strangle
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GG - Break
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BB - Ruin
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RG - Banish
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GB - Silence
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RB - Hex
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# Buff Base #
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RR - Empower
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GR - Triage
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BB - Absorb
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RG - Sustain
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GB - Amplify
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RB - Haste
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# Debuff Base #
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RR - Restrict
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GG - Purge
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BB - Curse
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RG - Slow
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GB - Siphon
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RB - Invert
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# Block Base #
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RR - Counter
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GG - Reflect
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BB - Electrify
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RG - Intercept
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GB - Life `rename?`
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RB - Recharge
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## Advanced combos ##
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Two ways of upgrading
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#1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos)
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#2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
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### T2 / T3 Combos ###
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All current specs / items can be further combo'd into T2 and T3 versions
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# 3 of same base => 1 upgraded tier #
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`3 x T1 Red Damage Spec => T2 Red Damage Spec`
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`3 x T2 Red Damage Spec => T3 Red Damage Spec`
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`3 x T1 Strike => T2 Strike`
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`3 x T2 Strike => T3 Strike`
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Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown
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Upgraded skills use the same speed formula as previously
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### Spec / Skill hybrid specs ###
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# Strike #
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2 x Red Damage + Strike => Strike damage bonus (crit?)
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2 x Red Speed + Strike => Strike reduces enemy speed
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2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
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# Heal #
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2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life
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2 x Green Speed + Heal => Heal target gets bonus speed
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2 x Green Life + Heal => Heal increases target's max hp for 2 turns
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etc etc
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30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated
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75
ECONOMY.md
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ECONOMY.md
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# Everything costs money (gold?)
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Items - Base colours / skills / specs and associated upgrades
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### Sources of money
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- Start with money and gain income after each battle
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- Higher income from winning
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- Selling items in inventory or equipped on character refunds
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- Selling from inventory full refund
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- Selling from charcter 50% refund
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### Uses for money
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- Buying items
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- Rerolling vbox
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### Base Costs
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Base colours have a base 1 cost
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Base skills have a base 2 cost
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Base specs have a base 3 cost
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### Actual Costs
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- Costs increase as more of an item is used on constructs in the game
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- The cost increases by the base cost for every 6 allocations of base item
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- Allocation is based on all constructs in the game
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### Example ###
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Round #1
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All costs are base costs
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# Player #1 and Player #2 (They both bought the same things)
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Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
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Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
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Construct #3 Attack, 2 cost
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Total cost - 10
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Round #2
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Items used on constructs include:
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Red x 8
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Attack x 4
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Buff x 2
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The costs of red for round #2 are now (1 + 1) = 2
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If they were to buy the same skill setup it would be as follows:
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# Player #1 and Player #2 (They both bought the same things)
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Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
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Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
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Construct #3 Attack, 2 cost
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Total cost - 14
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### Philosophy of increasing item costs
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- Two games will never feel exactly the same
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- Costs change over rounds to diversify skill choice and gameplay
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- As optimal builds emerge the paths to reach them will change every game
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- Rewarded for going (hipster) builds nobody else is trying
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- Some reward for hoarding items in your inventory while they cheaper (hodl red)
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### Income values
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Could try with 9 base income
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Income increases by 3 each round and winning bonus of 6
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49
NODES.md
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NODES.md
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# Stat Multipliers #
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### Defenses ###
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Rare `Increased GreenLife`
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Common `Increased Evasion rating`
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Common `Increased Blue Life rating`
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Common `Increased RedLife rating`
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Common `Increased Healing done`
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Common `Increased Healing received`
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Common `Increased Blue Damage`
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Common `Increased Red Damage`
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Uncommon `Reduced hp loss penalty to evade chance`
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Uncommon `Increased base evasion chance per X evasion rating`
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Uncommon `Increased % mitigation from red_life`
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Uncommon `Increased % mitigation from spell shield`
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Uncommon `Increased damage over time`
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Rare `gain empower on KO`
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Rare `cannot be restrictd`
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Rare `cannot be silenced`
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Rare `cannot be intercepted`
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Rare `25% stun for attack`
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Rare `25% hex for blast`
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Rare `cooldown reduction`
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Rare `effect duration`
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Rare `increased phys damage, 0 spell damage`
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Rare `increased spell damage, 0 phys damage`
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Rare `increased phys damage, silenced`
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Rare `increased spell damage, restrictd`
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Rare `increased speed, increased durations`
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Rare `increased speed, increased cooldowns`
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# Nature - Technology - Nonviolence - Destruction - Purity - Chaos #
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- Increased power
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- Increased speed
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- Increased stat
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- ??? Related Notables
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# ??? Constructs need to have a minimum of X of the construct stat to learn a skill #
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63
ROADMAP.md
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ROADMAP.md
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### Road Map ###
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# NOW Phase 1 (Dev -> Alpha)
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Form company structure
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Brainstorm Names?
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Finalise documents
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Game
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Server T2 / T3 / Custom Specs
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Any other outstanding "major" features ???
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# Phase 2 (Alpha -> Beta)
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Friends / Word of mouth testing
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Server balance adjustments based on data
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Client improvements based on feedback
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Combat animations
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Make in game shop
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Payment processors / CC etc
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Handler for game purchases
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MTX - Construct Avatars
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MTX - Skill anims
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Setup company bank accounts
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Accounting system - Xero etc
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# Phase 3 (Beta -> Release)
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Player Events e.g. chatwheel
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Matchmaking + ELO / Leaderboard
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Game skill private fields
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Refine artwork, icons, scaling etc
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Music
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Marketing materials
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Videos
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Twitch
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Advertisments?
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Information
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# china shit
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You need to read the details more carefully. Playsaurus messed up:
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1. They launched in China without registering a trademark
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2. A competitor registered the trademark after 3 months of their launch
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3. They continued to sell for 4 years under a name trademarked by another company, making $73,000+ yearly from that one country
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Now, they complain about it on Reddit, even though China is a 'First to File' company.
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The fault lies entirely with Playsaurus, nothing illegal occurred here.
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https://www.trademarknow.com/blog/first-to-file-versus-first...
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This situation could have occurred in many other countries - the difference is probably that the competitor is content to just sell in China, under a Chinese name, whereas products sold anywhere else would need to use the English name.
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SPECS.md
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SPECS.md
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### Specs ###
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Numbers are placeholder
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`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
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# Example to meet 5 red gem bonus from skills only
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In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Restrict`
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- RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
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- RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
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- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
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- RR skill `Restrict` contirubtes 2 red gems to the total red gems (5 total)
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# Advanced specs also require a minimum number of Red / Green / Blue gems on the construct to take effect
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- Tier 1 Basic specs (Damage / Health / Defense) will have no requirements
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- Advanced specs will require a certain threshold of red / green / blue gems to be enabled
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- Provided spec requirements are met, all specs will add gems to the construct
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# Starting from scratch with a vbox
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### Round 1
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- Buy 4 reds (items)
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- Buy two 'Attack' Skills & 1 Stun skill (items)
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- Buy 1 Basic Damage Spec (item)
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Combine 2 Red + 'Attack' -> Strike
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Combine 2 Red + 'Basic Damage Spec' -> Red Damage
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Construct #1 -> Give Strike & Red Damage Spec -> Strike + 1 x Red Damage Spec
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Construct #2 -> Give Attack -> Attack
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Construct #3 -> Give Stun -> Stun
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Player Total (4 Red + 2 Basic gems)
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### Round 2
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- Buy 2 reds & 2 green & 2 blue (all available colour items)
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- Buy 2 Basic Damage Spec (item)
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- Construct #2 Unequip Attack
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- Combine 2 Green + 'Attack' -> Heal
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- Construct #3 Unequip Stun
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- Combine 2 Blue + 'Stun' -> Ruin
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- Combine 2 Red + 'Basic Damage Spec' -> Red Damage
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Construct #1 -> Give Red Damage items -> Strike + 2 x Red Damage Spec (6R)
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Construct #2 -> Give Heal item -> Heal (2G)
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Construct #3 -> Give Ruin item -> Ruin (2B)
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## Round 3
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- Buy 4 reds
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- Buy 1 Attack, 1 Stun, 1 Block (item)
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- Buy 2 Basic Damage Spec (item)
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- Combine 2 Red + 'Stun' -> Strangle
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- Combine 2 Red + 'Block' -> Counter
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Construct #1 -> Give 'Stun' & 'Strangle' -> Strike, Stun, Strangle + 2 x Red Damage Spec (10R)
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Construct #2 -> 'No change' -> Heal (2G)
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Construct #3 -> Give Attack item & 2 Basic Damage Spec -> Attack + Ruin + 2 x Basic Damage Spec (2B)
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## Round 4
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- Buy 4 reds (getting lucky with reds!)
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- Buy 1 Attack, 1 Buff
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- Combine 2 Red + 'Attack' -> Strike
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- Combine 2 Red + 'Buff' -> Empower
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- Construct #1 Unequip 2 x Red Damage spec, Equip Empower -> Strike, Stun, Strangle, Empower (8R)
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- Combine 'Strike' + 2 x Red Damage spec -> 'Increased Strike Damage spec'
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### Note 'Increased Strike Damage spec' requires 8R on the construct
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Construct #1 Equip Increased Strike Damage spec -> Strike, Stun, Strangle, Empower + Increased Strike Damage Spec (14R)
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Construct #2 -> 'No change' -> Heal
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Construct #3 -> 'No change' -> Attack + Ruin + 2 x Basic Damage Spec
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## Round 5
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We already lost cause we went all in on 1 red construct like a noob
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### Generic Specs
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# Basic % GreenLife
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`Base` -> 5% inc hp
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`Player Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
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Maximum 35% inc hp
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# Basic Speed
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`Base` -> 5% inc speed
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`Player Bonus` -> 3 basic gems -> +10% // 6 basic gems -> +15% // 12 basic gems -> +20%
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Maximum 50% inc speed
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# Basic Class Spec
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`Base` -> +2 red, +2 green +2 blue gems on construct
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# Basic Duration
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### Increased Damage Combos ###
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Generate by combining `Generic Spec (Basic Damage)` with respective RGB
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# Red Damage (Dmg + RR)
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Add 2 `red gems`
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`Base` -> 10% inc red dmg
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`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +25%
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Maximum +60% red damage
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# Blue Damage (Dmg + BB) #
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Add 2 `blue gems`
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`Base` -> 10% inc blue dmg
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`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +25%
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Maximum +60% blue damage
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# Healing (Dmg + GG) #
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Add 2 `green gems`
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`Base` -> 10% inc healing
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`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +25%
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Maximum +60% inc healing
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# Red damage and healing (Dmg + RG)
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Add 1 red 1 green gem
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`Base` -> 5% inc red damage and 5% inc healing
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`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
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Maximum +35% inc red damage and 35% inc healing
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# Red and blue damage (Dmg + RB)
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Add 1 red and 1 blue gem
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`Base` -> 5% inc red damage and 5% inc healing
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`Player Bonus` (2 red + 2 green gems) -> +5% + 5% // (5 red + 5 green gems) -> +10% + 10% % // 20 green gems -> +15% + 15%
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Maximum +35% inc damage and 35% inc healing
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# Blue damage and healing (Dmg + BG)
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Add 1 blue and 1 green gem
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`Base` -> 5% inc blue damage and 5% inc healing
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`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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Maximum +35% inc blue damage and 35% inc healing
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### Increased GreenLife Combos ###
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Generate by combining `Generic Spec (Basic GreenLife)` with respective RGB
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# Increased % Red Life (Basic %HP + 2R)
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Add 2 `red gems`
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`Base` -> 10% inc red shield
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`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
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Maximum +55% inc red shield
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# Increased % Red Life and GreenLife (Basic %HP + 1R1G)
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Add 1 red 1 green gem
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`Base` -> 5% inc red shield and 5% inc hp
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`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
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Maximum +35% inc red shield and 35% inc hp
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# Increased % Blue Life (Basic %HP + 2B)
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Add 2 `blue gems`
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`Base` -> 10% inc red shield
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`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
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Maximum +55% inc blue shield
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# Increased % Blue Life and GreenLife (Basic %HP + 1B1G)
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Add `1 blue and 1 green gems`
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`Base` -> 5% inc red shield and 5% inc hp
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`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
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Maximum +35% inc blue shield and 35% inc hp
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# Increased % GreenLife (Basic %HP + 2G)
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Add `2 green gems`
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`Base` -> 10% inc hp
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`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
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Maximum +55% inc hp
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# Increased % Blue and Red Life (Basic %HP + 1B1R)
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Add `1 blue and 1 red gem`
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`Base` -> 5% inc red shield and 5% inc hp
|
||||
`Player Bonus` (2B + 2R gems) -> +5% + 5% // (5B + 5R gems) -> +10% + 10% % // (10B + 10R) gems -> +15% + 15%
|
||||
Maximum +35% inc blue shield and 35% inc red shield
|
||||
|
||||
## Upgraded Attack Spec Combos
|
||||
|
||||
# Increased Strike Damage (Combine Strike + Red Damage Spec x 2)
|
||||
Construct Requires `8 red gems`
|
||||
Adds `6 red gems`
|
||||
`Base` -> 15% increased strike damage
|
||||
`Player Bonus` 15 red gems -> +15% // 20 red gems -> +20% // 30 red gems -> +30%
|
||||
Maximum 80% increased strike damage
|
||||
|
||||
# Improved Heal (Combine Heal + Healing Spec x 2)
|
||||
Construct Requires `8 green gems`
|
||||
`Base` -> 15% increased heal healing
|
||||
`Player Bonus` 15 green gems -> +15% // 20 green gems -> +20% // 30 green gems -> +30%
|
||||
Maximum 80% increased heal healing
|
||||
|
||||
# Increased Blast Damage (Combine Blast + Blue Spec x 2)
|
||||
Construct Requires `8 blue gems`
|
||||
`Base` -> 15% increased blast damage
|
||||
`Player Bonus` 15 blue gems -> +15% // 20 blue gems -> +20% // 30 blue gems -> +30%
|
||||
Maximum 80% increased blast damage
|
||||
|
||||
# Increased Slay Damage (Combine Slay + Red Damage Spec + Healing Spec)
|
||||
Construct Requires `4 red 4 green gems`
|
||||
`Base` -> 15% increased slay damage
|
||||
`Player Bonus` (8R + 8G) gems -> +15% // (10R + 10G) gems -> +20% // (15R + 15G) gems -> +30%
|
||||
Maximum 80% increased slay damage
|
||||
|
||||
# Increased Banish Damage (Combine Slay + Red Damage Spec + Blue Damage Spec)
|
||||
Construct Requires `4 red 4 blue gems`
|
||||
`Base` -> 15% increased slay damage
|
||||
`Player Bonus` (8R + 8B) gems -> +15% // (10R + 10B) gems -> +20% // (15R + 15B) gems -> +30%
|
||||
Maximum 80% increased banish damage
|
||||
|
||||
## Other Combos
|
||||
|
||||
# Increased % Red Speed (Basic Speed + 2R)
|
||||
Add 2 red gems
|
||||
`Base` -> 15% inc red speed
|
||||
`Player Bonus` 5 red gems -> +15% // 10 red gems -> +20% // 20 red gems -> +25%
|
||||
Maximum 80% inc red speed
|
||||
|
||||
# Nature Affinity (Basic Class spec + 2R)
|
||||
`Base` -> Add 10 red gems
|
||||
43
WORKLOG.md
43
WORKLOG.md
@ -2,31 +2,19 @@
|
||||
## NOW
|
||||
|
||||
_ntr_
|
||||
* can't reset password without knowing password =\
|
||||
* effects rework
|
||||
|
||||
Siphon = [
|
||||
Apply(Siphon(2T), target)
|
||||
Apply(Siphoning(2T), source)
|
||||
Skill(SiphonTick, source, target)
|
||||
DamageBlue(50% BluePower, target),
|
||||
]
|
||||
|
||||
* change cooldowns to delay & recharge
|
||||
- delay is cooldown before skill can first be used
|
||||
- recharge is cooldown after using skill
|
||||
- every x speed reduces delay of skills
|
||||
* audio
|
||||
* animation effects
|
||||
* vbox combine / buy / equip etc
|
||||
* background music
|
||||
* effects rework
|
||||
|
||||
Siphon =
|
||||
[
|
||||
DamageBlue(50%),
|
||||
Apply(
|
||||
Siphon(2T)
|
||||
- Siphoning(2T)
|
||||
),
|
||||
]
|
||||
|
||||
Hexagon Set
|
||||
- Pick Colour
|
||||
- Random Walk
|
||||
- Draw hex
|
||||
- Increase intensity for each visit
|
||||
|
||||
_mashy_
|
||||
* represent construct colours during game phase (try %bar or dots)
|
||||
@ -50,6 +38,19 @@ _tba_
|
||||
|
||||
## SOON
|
||||
|
||||
* can't reset password without knowing password =\
|
||||
|
||||
* audio
|
||||
* animation effects
|
||||
* vbox combine / buy / equip etc
|
||||
* background music
|
||||
|
||||
Hexagon Set
|
||||
- Pick Colour
|
||||
- Random Walk
|
||||
- Draw hex
|
||||
- Increase intensity for each visit
|
||||
|
||||
* combo rework
|
||||
- reduce number of items for creating t2/t3 items from 3 -> 2
|
||||
- add lost complexity by adding skill spec items
|
||||
|
||||
3
core/.cargo/config
Executable file
3
core/.cargo/config
Executable file
@ -0,0 +1,3 @@
|
||||
[target.x86_64-pc-windows-msvc.gnu]
|
||||
rustc-link-search = ["C:\\Program Files\\PostgreSQL\\pg96\\lib"]
|
||||
|
||||
4
core/.gitignore
vendored
Normal file
4
core/.gitignore
vendored
Normal file
@ -0,0 +1,4 @@
|
||||
target/
|
||||
Cargo.lock
|
||||
log/
|
||||
.env
|
||||
17
core/Cargo.toml
Normal file
17
core/Cargo.toml
Normal file
@ -0,0 +1,17 @@
|
||||
[package]
|
||||
name = "mnml-core"
|
||||
version = "1.10.0"
|
||||
authors = ["ntr <ntr@smokestack.io>", "mashy <mashy@mnml.gg>"]
|
||||
|
||||
[dependencies]
|
||||
serde = "1"
|
||||
serde_derive = "1"
|
||||
|
||||
rand = "0.6"
|
||||
uuid = { version = "0.5", features = ["serde", "v4"] }
|
||||
chrono = { version = "0.4", features = ["serde"] }
|
||||
bcrypt = "0.2"
|
||||
|
||||
failure = "0.1"
|
||||
|
||||
log = "0.4"
|
||||
1009
core/src/construct.rs
Normal file
1009
core/src/construct.rs
Normal file
File diff suppressed because it is too large
Load Diff
209
core/src/effect.rs
Normal file
209
core/src/effect.rs
Normal file
@ -0,0 +1,209 @@
|
||||
use construct::{Stat, EffectMeta};
|
||||
use skill::{Skill};
|
||||
use util::{IntPct};
|
||||
|
||||
pub type Cooldown = Option<u8>;
|
||||
|
||||
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||
pub enum Effect {
|
||||
Amplify,
|
||||
Banish,
|
||||
Block,
|
||||
Buff,
|
||||
Counter,
|
||||
Curse,
|
||||
Haste,
|
||||
Hybrid,
|
||||
Intercept,
|
||||
Invert,
|
||||
Pure,
|
||||
Purge,
|
||||
Reflect,
|
||||
Restrict,
|
||||
Silence,
|
||||
Slow,
|
||||
Stun,
|
||||
Sustain,
|
||||
Vulnerable,
|
||||
Wither, // Reduce green dmg (healing) taken
|
||||
|
||||
// electric is the buff that applies
|
||||
// electrocute the dmg debuff
|
||||
Electric,
|
||||
Electrocute,
|
||||
|
||||
// absorbtion is the buff
|
||||
// absorb is the increased damage
|
||||
Absorb,
|
||||
Absorption,
|
||||
|
||||
// magic immunity
|
||||
|
||||
// effects over time
|
||||
Triage,
|
||||
Decay,
|
||||
Regen,
|
||||
Siphon,
|
||||
|
||||
// Airborne,
|
||||
// Boost
|
||||
// Bleed,
|
||||
// Blind,
|
||||
// Deadly,
|
||||
// Enslave,
|
||||
// Fury,
|
||||
// Injured,
|
||||
// Leech,
|
||||
// Mesmerise,
|
||||
// Untouchable,
|
||||
// SpeedSiphon,
|
||||
// SpeedIncrease,
|
||||
|
||||
Ko,
|
||||
}
|
||||
|
||||
impl Effect {
|
||||
pub fn immune(&self, skill: Skill) -> bool {
|
||||
match self {
|
||||
Effect::Banish => true,
|
||||
Effect::Sustain => [
|
||||
Skill::Stun,
|
||||
Skill::Silence,
|
||||
Skill::SilencePlus,
|
||||
Skill::SilencePlusPlus,
|
||||
Skill::Ruin,
|
||||
Skill::RuinPlus,
|
||||
Skill::RuinPlusPlus,
|
||||
Skill::Restrict,
|
||||
Skill::RestrictPlus,
|
||||
Skill::RestrictPlusPlus
|
||||
].contains(&skill),
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn disables_skill(&self, skill: Skill) -> bool {
|
||||
if skill.is_tick() {
|
||||
return false;
|
||||
}
|
||||
|
||||
match self {
|
||||
Effect::Stun => true,
|
||||
Effect::Banish => true,
|
||||
Effect::Silence => skill.colours().contains(&Colour::Blue),
|
||||
Effect::Restrict => skill.colours().contains(&Colour::Red),
|
||||
Effect::Purge => skill.colours().contains(&Colour::Green),
|
||||
Effect::Ko => skill.ko_castable(),
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn modifications(&self) -> Vec<Stat> {
|
||||
match self {
|
||||
// Bases
|
||||
Effect::Block => vec![Stat::RedDamageTaken, Stat::BlueDamageTaken],
|
||||
Effect::Buff => vec![Stat::BluePower, Stat::RedPower, Stat::Speed],
|
||||
Effect::Slow => vec![Stat::Speed],
|
||||
|
||||
// Power changes
|
||||
Effect::Absorption => vec![Stat::RedPower, Stat::BluePower],
|
||||
Effect::Amplify => vec![Stat::RedPower, Stat::BluePower],
|
||||
Effect::Hybrid => vec![Stat::GreenPower],
|
||||
|
||||
// Damage taken changes
|
||||
Effect::Curse => vec![Stat::RedDamageTaken, Stat::BlueDamageTaken],
|
||||
Effect::Pure => vec![Stat::GreenDamageTaken], // increased green taken
|
||||
Effect::Vulnerable => vec![Stat::RedDamageTaken],
|
||||
Effect::Wither => vec![Stat::GreenDamageTaken], // reduced green taken
|
||||
|
||||
// Speed
|
||||
Effect::Haste => vec![Stat::Speed],
|
||||
|
||||
_ => vec![],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply(&self, value: u64, meta: Option<EffectMeta>) -> u64 {
|
||||
match self {
|
||||
Effect::Amplify |
|
||||
Effect::Vulnerable |
|
||||
Effect::Block |
|
||||
Effect::Buff |
|
||||
Effect::Curse |
|
||||
Effect::Haste |
|
||||
Effect::Slow |
|
||||
Effect::Hybrid |
|
||||
Effect::Pure |
|
||||
Effect::Wither => value.pct(match meta {
|
||||
Some(EffectMeta::Multiplier(d)) => d,
|
||||
_ => 100,
|
||||
}),
|
||||
|
||||
Effect::Absorption => value + match meta {
|
||||
Some(EffectMeta::AddedDamage(d)) => d,
|
||||
_ => {
|
||||
warn!("absorb meta not damage");
|
||||
return 0;
|
||||
}
|
||||
},
|
||||
|
||||
_ => {
|
||||
warn!("{:?} does not have a mod effect", self);
|
||||
return value;
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub fn colour(&self) -> Option<Colour> {
|
||||
match self {
|
||||
// physical
|
||||
Effect::Stun => Some(Colour::Red),
|
||||
Effect::Block => Some(Colour::Green),
|
||||
Effect::Buff => Some(Colour::Green),
|
||||
Effect::Counter => Some(Colour::Green),
|
||||
Effect::Vulnerable => Some(Colour::Red),
|
||||
Effect::Restrict => Some(Colour::Red),
|
||||
Effect::Sustain => Some(Colour::Green),
|
||||
Effect::Intercept => Some(Colour::Green),
|
||||
|
||||
// magic
|
||||
Effect::Curse => Some(Colour::Blue),
|
||||
Effect::Banish => None,
|
||||
// Effect::Banish => rng.gen_bool(0.5),
|
||||
|
||||
Effect::Slow => Some(Colour::Blue),
|
||||
Effect::Haste => Some(Colour::Green),
|
||||
Effect::Absorption => Some(Colour::Green),
|
||||
Effect::Reflect => Some(Colour::Green),
|
||||
Effect::Amplify => Some(Colour::Green),
|
||||
Effect::Silence => Some(Colour::Blue),
|
||||
Effect::Wither => Some(Colour::Blue),
|
||||
Effect::Purge => Some(Colour::Blue),
|
||||
|
||||
Effect::Electric => Some(Colour::Green),
|
||||
Effect::Electrocute => Some(Colour::Blue),
|
||||
|
||||
Effect::Absorb => Some(Colour::Green),
|
||||
|
||||
// magic
|
||||
Effect::Hybrid => Some(Colour::Green),
|
||||
Effect::Invert => Some(Colour::Green),
|
||||
|
||||
// effects over time
|
||||
Effect::Triage => Some(Colour::Green),
|
||||
Effect::Decay => Some(Colour::Blue),
|
||||
Effect::Regen => Some(Colour::Green),
|
||||
Effect::Siphon => Some(Colour::Blue),
|
||||
Effect::Pure => Some(Colour::Green),
|
||||
|
||||
Effect::Ko => None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||
pub enum Colour {
|
||||
Red,
|
||||
Blue,
|
||||
Green,
|
||||
}
|
||||
1315
core/src/game.rs
Normal file
1315
core/src/game.rs
Normal file
File diff suppressed because it is too large
Load Diff
631
core/src/instance.rs
Normal file
631
core/src/instance.rs
Normal file
@ -0,0 +1,631 @@
|
||||
|
||||
use std::collections::{HashMap};
|
||||
|
||||
use uuid::Uuid;
|
||||
|
||||
use failure::Error;
|
||||
use failure::err_msg;
|
||||
|
||||
// timekeeping
|
||||
use chrono::prelude::*;
|
||||
use chrono::Duration;
|
||||
|
||||
use player::{Player, Score};
|
||||
use mob::{bot_player, instance_mobs};
|
||||
use game::{Game};
|
||||
use item::{Item};
|
||||
use vbox;
|
||||
|
||||
|
||||
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||
enum InstancePhase {
|
||||
Lobby,
|
||||
InProgress,
|
||||
Finished,
|
||||
}
|
||||
|
||||
pub type ChatState = HashMap<Uuid, String>;
|
||||
|
||||
#[derive(Debug,Clone,Serialize,Deserialize)]
|
||||
struct Round {
|
||||
game_id: Option<Uuid>,
|
||||
finished: bool,
|
||||
}
|
||||
|
||||
impl Round {
|
||||
fn new() -> Round {
|
||||
Round { game_id: None, finished: false }
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Copy,Serialize,Deserialize)]
|
||||
pub enum TimeControl {
|
||||
Standard,
|
||||
Slow,
|
||||
Practice,
|
||||
}
|
||||
|
||||
impl TimeControl {
|
||||
fn vbox_time_seconds(&self) -> i64 {
|
||||
match self {
|
||||
TimeControl::Standard => 180,
|
||||
TimeControl::Slow => 240,
|
||||
TimeControl::Practice => panic!("practice vbox seconds called"),
|
||||
}
|
||||
}
|
||||
|
||||
fn game_time_seconds(&self) -> i64 {
|
||||
match self {
|
||||
TimeControl::Standard => 60,
|
||||
TimeControl::Slow => 120,
|
||||
TimeControl::Practice => panic!("practice game seconds called"),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn vbox_phase_end(&self) -> Option<DateTime<Utc>> {
|
||||
match self {
|
||||
TimeControl::Practice => None,
|
||||
_ => Some(Utc::now()
|
||||
.checked_add_signed(Duration::seconds(self.vbox_time_seconds()))
|
||||
.expect("could not set vbox phase end")),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn lobby_timeout(&self) -> DateTime<Utc> {
|
||||
Utc::now()
|
||||
.checked_add_signed(Duration::seconds(15))
|
||||
.expect("could not set phase end")
|
||||
}
|
||||
|
||||
pub fn game_phase_end(&self, resolution_time_ms: i64) -> Option<DateTime<Utc>> {
|
||||
match self {
|
||||
TimeControl::Practice => None,
|
||||
_ => Some(Utc::now()
|
||||
.checked_add_signed(Duration::milliseconds(self.game_time_seconds() * 1000 + resolution_time_ms))
|
||||
.expect("could not set game phase end")),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Serialize,Deserialize)]
|
||||
pub struct Instance {
|
||||
pub id: Uuid,
|
||||
pub name: String,
|
||||
|
||||
players: Vec<Player>,
|
||||
rounds: Vec<Round>,
|
||||
|
||||
max_players: usize,
|
||||
time_control: TimeControl,
|
||||
|
||||
phase: InstancePhase,
|
||||
phase_end: Option<DateTime<Utc>>,
|
||||
phase_start: DateTime<Utc>,
|
||||
|
||||
winner: Option<Uuid>,
|
||||
}
|
||||
|
||||
impl Instance {
|
||||
fn new() -> Instance {
|
||||
Instance {
|
||||
id: Uuid::new_v4(),
|
||||
players: vec![],
|
||||
rounds: vec![],
|
||||
phase: InstancePhase::Lobby,
|
||||
max_players: 2,
|
||||
name: String::new(),
|
||||
time_control: TimeControl::Standard,
|
||||
phase_start: Utc::now(),
|
||||
phase_end: Some(TimeControl::Standard.lobby_timeout()),
|
||||
winner: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn redact(mut self, account: Uuid) -> Instance {
|
||||
self.players = self.players.into_iter()
|
||||
.map(|p| p.redact(account))
|
||||
.collect();
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
fn phase_timed_out(&self) -> bool {
|
||||
match self.phase_end {
|
||||
Some(t) => Utc::now().signed_duration_since(t).num_milliseconds() > 0,
|
||||
None => false,
|
||||
}
|
||||
}
|
||||
|
||||
fn timed_out_players(&self) -> Vec<Uuid> {
|
||||
self.players
|
||||
.iter()
|
||||
.filter(|p| !p.ready)
|
||||
.map(|p| p.id)
|
||||
.collect::<Vec<Uuid>>()
|
||||
}
|
||||
|
||||
pub fn upkeep(mut self) -> (Instance, Option<Game>) {
|
||||
// time out lobbies that have been open too long
|
||||
if self.phase == InstancePhase::Lobby && self.phase_timed_out() {
|
||||
self.finish();
|
||||
return (self, None);
|
||||
}
|
||||
|
||||
if self.phase != InstancePhase::InProgress {
|
||||
return (self, None);
|
||||
}
|
||||
|
||||
if !self.phase_timed_out() {
|
||||
return (self, None);
|
||||
}
|
||||
|
||||
let new_game = self
|
||||
.timed_out_players()
|
||||
.iter()
|
||||
.filter_map(|p| self.player_ready(*p).unwrap())
|
||||
.collect::<Vec<Game>>()
|
||||
.into_iter()
|
||||
.next();
|
||||
|
||||
(self, new_game)
|
||||
}
|
||||
|
||||
fn set_name(mut self, name: String) -> Result<Instance, Error> {
|
||||
if name.len() == 0 {
|
||||
return Err(err_msg("name must have a length"));
|
||||
}
|
||||
|
||||
self.name = name;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
fn set_time_control(mut self, tc: TimeControl) -> Instance {
|
||||
self.time_control = tc;
|
||||
self
|
||||
}
|
||||
|
||||
fn add_player(&mut self, player: Player) -> Result<&mut Instance, Error> {
|
||||
if self.players.len() >= self.max_players {
|
||||
return Err(err_msg("game full"))
|
||||
}
|
||||
|
||||
match self.players.iter().find(|p| p.id == player.id) {
|
||||
Some(_p) => return Err(err_msg("already joined")),
|
||||
None => (),
|
||||
};
|
||||
|
||||
self.players.push(player);
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
fn player_ready(&mut self, player_id: Uuid) -> Result<Option<Game>, Error> {
|
||||
if ![InstancePhase::InProgress, InstancePhase::Lobby].contains(&self.phase) {
|
||||
return Err(err_msg("instance not in start or vbox phase"));
|
||||
}
|
||||
|
||||
// LOBBY CHECKS
|
||||
if self.phase == InstancePhase::Lobby {
|
||||
let i = self.players
|
||||
.iter_mut()
|
||||
.position(|p| p.id == player_id)
|
||||
.ok_or(err_msg("player_id not found"))?;
|
||||
|
||||
let v = !self.players[i].ready;
|
||||
self.players[i].set_ready(v);
|
||||
|
||||
match self.can_start() {
|
||||
true => {
|
||||
self.start();
|
||||
return Ok(None);
|
||||
}
|
||||
false => return Ok(None),
|
||||
};
|
||||
}
|
||||
|
||||
// GAME PHASE READY
|
||||
let i = self.players
|
||||
.iter_mut()
|
||||
.position(|p| p.id == player_id)
|
||||
.ok_or(err_msg("player_id not found"))?;
|
||||
|
||||
let v = !self.players[i].ready;
|
||||
self.players[i].set_ready(v);
|
||||
|
||||
// start the game even if afk noobs have no skills
|
||||
if !self.phase_timed_out() && self.players[i].constructs.iter().all(|c| c.skills.len() == 0) {
|
||||
return Err(err_msg("your constructs have no skills"));
|
||||
}
|
||||
|
||||
// create a game object if both players are ready
|
||||
// this should only happen once
|
||||
|
||||
let all_ready = self.round_ready_check();
|
||||
|
||||
if !all_ready {
|
||||
return Ok(None);
|
||||
}
|
||||
|
||||
let game = self.create_round_game();
|
||||
|
||||
let current_round = self.rounds
|
||||
.last_mut()
|
||||
.expect("instance does not have any rounds");
|
||||
|
||||
current_round.game_id = Some(game.id);
|
||||
|
||||
return Ok(Some(game));
|
||||
|
||||
}
|
||||
|
||||
fn round_ready_check(&mut self) -> bool {
|
||||
self.players
|
||||
.iter()
|
||||
.all(|p| p.ready)
|
||||
}
|
||||
|
||||
// maybe just embed the games in the instance
|
||||
// but seems hella inefficient
|
||||
fn create_round_game(&mut self) -> Game {
|
||||
let current_round = self.rounds
|
||||
.last_mut()
|
||||
.expect("instance does not have any rounds");
|
||||
|
||||
|
||||
let mut game = Game::new();
|
||||
current_round.game_id = Some(game.id);
|
||||
|
||||
// disable upkeep until players finish their game
|
||||
self.phase_end = None;
|
||||
|
||||
game
|
||||
.set_player_num(2)
|
||||
.set_player_constructs(3)
|
||||
.set_time_control(self.time_control)
|
||||
.set_instance(self.id);
|
||||
|
||||
for player in self.players.clone().into_iter() {
|
||||
game.player_add(player).unwrap();
|
||||
}
|
||||
|
||||
assert!(game.can_start());
|
||||
return game.start();
|
||||
}
|
||||
|
||||
fn can_start(&self) -> bool {
|
||||
self.players.len() == self.max_players && self.all_ready()
|
||||
}
|
||||
|
||||
fn start(&mut self) -> &mut Instance {
|
||||
// self.players.sort_unstable_by_key(|p| p.id);
|
||||
self.next_round()
|
||||
}
|
||||
|
||||
fn next_round(&mut self) -> &mut Instance {
|
||||
if self.finish_condition() {
|
||||
return self.finish();
|
||||
}
|
||||
|
||||
self.phase = InstancePhase::InProgress;
|
||||
self.phase_start = Utc::now();
|
||||
self.phase_end = self.time_control.vbox_phase_end();
|
||||
|
||||
let bits = match self.rounds.len() > 0 {
|
||||
true => 30,
|
||||
false => 0,
|
||||
};
|
||||
|
||||
self.players.iter_mut().for_each(|p| {
|
||||
p.vbox.balance_add(bits);
|
||||
p.set_ready(false);
|
||||
p.vbox.fill();
|
||||
});
|
||||
|
||||
self.rounds.push(Round::new());
|
||||
self.bot_round_actions();
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
fn finish_condition(&mut self) -> bool {
|
||||
self.players.iter().any(|p| p.score == Score::Win)
|
||||
}
|
||||
|
||||
pub fn finish(&mut self) -> &mut Instance {
|
||||
self.phase = InstancePhase::Finished;
|
||||
|
||||
for player in self.players.iter() {
|
||||
if player.score == Score::Win {
|
||||
self.winner = Some(player.id);
|
||||
}
|
||||
}
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
fn finished(&self) -> bool {
|
||||
self.phase == InstancePhase::Finished
|
||||
}
|
||||
|
||||
fn bot_round_actions(&mut self) -> &mut Instance {
|
||||
for bot in self.players.iter_mut().filter(|p| p.bot) {
|
||||
bot.vbox.fill();
|
||||
bot.autobuy();
|
||||
}
|
||||
|
||||
let games = self.players
|
||||
.clone()
|
||||
.iter()
|
||||
.filter(|b| b.bot)
|
||||
.filter_map(|b| self.player_ready(b.id).unwrap())
|
||||
.collect::<Vec<Game>>();
|
||||
|
||||
for game in games {
|
||||
if game.finished() {
|
||||
self.game_finished(&game).unwrap();
|
||||
} else {
|
||||
info!("{:?} unfishededes", game);
|
||||
}
|
||||
}
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
fn current_game_id(&self) -> Option<Uuid> {
|
||||
if self.phase != InstancePhase::InProgress {
|
||||
return None;
|
||||
}
|
||||
|
||||
let current_round = self.rounds
|
||||
.last()
|
||||
.expect("instance does not have any rounds");
|
||||
|
||||
if current_round.finished || current_round.game_id.is_none() {
|
||||
return None;
|
||||
}
|
||||
|
||||
return current_round.game_id;
|
||||
}
|
||||
|
||||
fn game_finished(&mut self, game: &Game) -> Result<&mut Instance, Error> {
|
||||
{
|
||||
let current_round = self.rounds
|
||||
.iter_mut()
|
||||
.filter(|r| r.game_id.is_some())
|
||||
.find(|r| r.game_id.unwrap() == game.id);
|
||||
|
||||
match current_round {
|
||||
Some(c) => c.finished = true,
|
||||
None => return Err(err_msg("instance does not have a round for this game")),
|
||||
};
|
||||
}
|
||||
|
||||
// if you don't win, you lose
|
||||
// ties can happen if both players agree to a draw
|
||||
// or ticks fire and knock everybody out
|
||||
if let Some(winner) = game.winner() {
|
||||
let winner = self.players.iter_mut()
|
||||
.find(|p| p.id == winner.id)
|
||||
.unwrap();
|
||||
winner.score = winner.score.add_win(&Score::Zero);
|
||||
};
|
||||
|
||||
if self.all_games_finished() {
|
||||
self.next_round();
|
||||
}
|
||||
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
fn all_ready(&self) -> bool {
|
||||
self.players.iter().all(|p| p.ready)
|
||||
}
|
||||
|
||||
fn all_games_finished(&self) -> bool {
|
||||
match self.rounds.last() {
|
||||
Some(r) => r.finished,
|
||||
None => true,
|
||||
}
|
||||
}
|
||||
|
||||
// PLAYER ACTIONS
|
||||
fn account_player(&mut self, account: Uuid) -> Result<&mut Player, Error> {
|
||||
self.players
|
||||
.iter_mut()
|
||||
.find(|p| p.id == account)
|
||||
.ok_or(err_msg("account not in instance"))
|
||||
}
|
||||
|
||||
fn account_opponent(&mut self, account: Uuid) -> Result<&mut Player, Error> {
|
||||
self.players
|
||||
.iter_mut()
|
||||
.find(|p| p.id != account)
|
||||
.ok_or(err_msg("opponent not in instance"))
|
||||
}
|
||||
|
||||
pub fn vbox_action_allowed(&self, account: Uuid) -> Result<(), Error> {
|
||||
if self.players.iter().find(|p| p.id == account).is_none() {
|
||||
return Err(err_msg("player not in this instance"));
|
||||
}
|
||||
|
||||
if self.phase == InstancePhase::Lobby {
|
||||
return Err(err_msg("game not yet started"));
|
||||
}
|
||||
|
||||
if self.current_game_id().is_some() {
|
||||
return Err(err_msg("you cannot perform vbox actions while in a game"));
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn vbox_refill(mut self, account: Uuid) -> Result<Instance, Error> {
|
||||
self.vbox_action_allowed(account)?;
|
||||
self.account_player(account)?
|
||||
.vbox_refill()?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_buy(mut self, account: Uuid, group: vbox::ItemType, index: String, construct_id: Option<Uuid>) -> Result<Instance, Error> {
|
||||
self.vbox_action_allowed(account)?;
|
||||
self.account_player(account)?
|
||||
.vbox_buy(group, index, construct_id)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_combine(mut self, account: Uuid, inv_indices: Vec<String>, vbox_indices: vbox::VboxIndices) -> Result<Instance, Error> {
|
||||
self.vbox_action_allowed(account)?;
|
||||
self.account_player(account)?
|
||||
.vbox_combine(inv_indices, vbox_indices)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_refund(mut self, account: Uuid, index: String) -> Result<Instance, Error> {
|
||||
self.vbox_action_allowed(account)?;
|
||||
self.account_player(account)?
|
||||
.vbox_refund(index)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_apply(mut self, account: Uuid, index: String, construct_id: Uuid) -> Result<Instance, Error> {
|
||||
self.vbox_action_allowed(account)?;
|
||||
self.account_player(account)?
|
||||
.vbox_equip(index, construct_id)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_unequip(mut self, account: Uuid, target: Item, construct_id: Uuid, target_construct_id: Option<Uuid>) -> Result<Instance, Error> {
|
||||
self.vbox_action_allowed(account)?;
|
||||
self.account_player(account)?
|
||||
.vbox_unequip(target, construct_id, target_construct_id)?;
|
||||
Ok(self)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn instance_pve_test() {
|
||||
let mut instance = Instance::new();
|
||||
|
||||
let bot = bot_player();
|
||||
let bot_one = bot.id;
|
||||
instance.add_player(bot).unwrap();
|
||||
|
||||
let bot = bot_player();
|
||||
let bot_two = bot.id;
|
||||
instance.add_player(bot).unwrap();
|
||||
|
||||
assert_eq!(instance.phase, InstancePhase::Lobby);
|
||||
instance.player_ready(bot_one).unwrap();
|
||||
instance.player_ready(bot_two).unwrap();
|
||||
|
||||
assert_eq!(instance.phase, InstancePhase::Finished);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn instance_bot_vbox_test() {
|
||||
let _instance = Instance::new();
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let _player = Player::new(player_account, &"test".to_string(), constructs).set_bot(true);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn instance_start_test() {
|
||||
let mut instance = Instance::new();
|
||||
|
||||
assert_eq!(instance.max_players, 2);
|
||||
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let player = Player::new(player_account, &"a".to_string(), constructs);
|
||||
let a_id = player.id;
|
||||
|
||||
instance.add_player(player).expect("could not add player");
|
||||
assert!(!instance.can_start());
|
||||
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let player = Player::new(player_account, &"b".to_string(), constructs);
|
||||
let b_id = player.id;
|
||||
|
||||
instance.add_player(player).expect("could not add player");
|
||||
|
||||
assert_eq!(instance.phase, InstancePhase::Lobby);
|
||||
instance.player_ready(a_id).expect("a ready");
|
||||
assert!(!instance.can_start());
|
||||
|
||||
instance.player_ready(b_id).expect("b ready");
|
||||
assert_eq!(instance.phase, InstancePhase::InProgress);
|
||||
|
||||
assert!(!instance.can_start());
|
||||
|
||||
instance.players[0].autobuy();
|
||||
instance.players[1].autobuy();
|
||||
|
||||
instance.player_ready(a_id).expect("a ready");
|
||||
let game = instance.player_ready(b_id).expect("b ready");
|
||||
|
||||
assert!(game.is_some());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn instance_upkeep_test() {
|
||||
let mut instance = Instance::new();
|
||||
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let player = Player::new(player_account, &"a".to_string(), constructs);
|
||||
let a_id = player.id;
|
||||
|
||||
instance.add_player(player).expect("could not add player");
|
||||
assert!(!instance.can_start());
|
||||
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let player = Player::new(player_account, &"b".to_string(), constructs);
|
||||
let b_id = player.id;
|
||||
instance.add_player(player).expect("could not add player");
|
||||
|
||||
instance.players[0].autobuy();
|
||||
|
||||
instance.player_ready(a_id).expect("a ready");
|
||||
instance.player_ready(b_id).expect("b ready");
|
||||
|
||||
instance.phase_end = Some(Utc::now().checked_sub_signed(Duration::seconds(500)).unwrap());
|
||||
|
||||
let (mut instance, new_games) = instance.upkeep();
|
||||
|
||||
assert!(new_games.is_some());
|
||||
|
||||
let game = new_games.unwrap();
|
||||
assert!(game.finished());
|
||||
|
||||
instance.game_finished(&game).unwrap();
|
||||
|
||||
assert_eq!(instance.rounds.len(), 2);
|
||||
assert!(instance.players.iter().all(|p| !p.ready));
|
||||
|
||||
// info!("{:#?}", instance);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn instance_upkeep_idle_lobby_test() {
|
||||
let mut instance = Instance::new();
|
||||
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let player = Player::new(player_account, &"a".to_string(), constructs);
|
||||
let _a_id = player.id;
|
||||
|
||||
instance.add_player(player).expect("could not add player");
|
||||
assert!(!instance.can_start());
|
||||
|
||||
instance.phase_end = Some(Utc::now().checked_sub_signed(Duration::minutes(61)).unwrap());
|
||||
let (instance, _new_games) = instance.upkeep();
|
||||
|
||||
assert!(instance.finished());
|
||||
}
|
||||
}
|
||||
1581
core/src/item.rs
Normal file
1581
core/src/item.rs
Normal file
File diff suppressed because it is too large
Load Diff
23
core/src/lib.rs
Normal file
23
core/src/lib.rs
Normal file
@ -0,0 +1,23 @@
|
||||
extern crate rand;
|
||||
extern crate uuid;
|
||||
extern crate bcrypt;
|
||||
extern crate chrono;
|
||||
|
||||
extern crate serde;
|
||||
#[macro_use] extern crate serde_derive;
|
||||
#[macro_use] extern crate failure;
|
||||
|
||||
#[macro_use] extern crate log;
|
||||
|
||||
pub mod construct;
|
||||
pub mod effect;
|
||||
pub mod game;
|
||||
pub mod instance;
|
||||
pub mod item;
|
||||
pub mod mob;
|
||||
pub mod names;
|
||||
pub mod player;
|
||||
pub mod skill;
|
||||
pub mod spec;
|
||||
pub mod util;
|
||||
pub mod vbox;
|
||||
30
core/src/mob.rs
Normal file
30
core/src/mob.rs
Normal file
@ -0,0 +1,30 @@
|
||||
use uuid::Uuid;
|
||||
|
||||
use std::iter;
|
||||
|
||||
use construct::{Construct};
|
||||
use names::{name};
|
||||
use player::{Player};
|
||||
|
||||
pub fn generate_mob() -> Construct {
|
||||
let mob = Construct::new()
|
||||
.named(&name());
|
||||
|
||||
return mob;
|
||||
}
|
||||
|
||||
pub fn instance_mobs(player_id: Uuid) -> Vec<Construct> {
|
||||
iter::repeat_with(||
|
||||
generate_mob()
|
||||
.set_account(player_id))
|
||||
// .learn(Skill::Attack))
|
||||
.take(3)
|
||||
.collect::<Vec<Construct>>()
|
||||
}
|
||||
|
||||
pub fn bot_player() -> Player {
|
||||
let bot_id = Uuid::new_v4();
|
||||
let constructs = instance_mobs(bot_id);
|
||||
Player::new(bot_id, &name(), constructs).set_bot(true)
|
||||
}
|
||||
|
||||
138
core/src/names.rs
Normal file
138
core/src/names.rs
Normal file
@ -0,0 +1,138 @@
|
||||
use rand::prelude::*;
|
||||
use rand::{thread_rng};
|
||||
|
||||
const FIRSTS: [&'static str; 53] = [
|
||||
"artificial",
|
||||
"ambient",
|
||||
"borean",
|
||||
"brewing",
|
||||
"bristling",
|
||||
"compressed",
|
||||
"ceramic",
|
||||
"chromatic",
|
||||
"concave",
|
||||
"convex",
|
||||
"distorted",
|
||||
"deserted",
|
||||
"emotive",
|
||||
"emotionless",
|
||||
"elliptical",
|
||||
"extrasolar",
|
||||
"fierce",
|
||||
"fossilised",
|
||||
"frozen",
|
||||
"gravitational",
|
||||
"jovian",
|
||||
"inverted",
|
||||
"leafy",
|
||||
"lurking",
|
||||
"limitless",
|
||||
"magnetic",
|
||||
"metallic",
|
||||
"mossy",
|
||||
"mighty",
|
||||
"modulated",
|
||||
"nocturnal",
|
||||
"noisy",
|
||||
"nutritious",
|
||||
"powerful",
|
||||
"obscure",
|
||||
"organic",
|
||||
"oxygenated",
|
||||
"oscillating",
|
||||
"ossified",
|
||||
"orbiting",
|
||||
"piscine",
|
||||
"polar",
|
||||
"pure",
|
||||
"recalcitrant",
|
||||
"rogue",
|
||||
"sealed",
|
||||
"subversive",
|
||||
"subterranean",
|
||||
"supercooled",
|
||||
"subsonic",
|
||||
"synthetic",
|
||||
"terrestrial",
|
||||
"weary",
|
||||
];
|
||||
|
||||
const LASTS: [&'static str; 63] = [
|
||||
"artifact",
|
||||
"assembly",
|
||||
"antenna",
|
||||
"alloy",
|
||||
"carrier",
|
||||
"carbon",
|
||||
"console",
|
||||
"construct",
|
||||
"coordinates",
|
||||
"craft",
|
||||
"core",
|
||||
"design",
|
||||
"drone",
|
||||
"distortion",
|
||||
"detector",
|
||||
"energy",
|
||||
"entropy",
|
||||
"exoplanet",
|
||||
"foilage",
|
||||
"forest",
|
||||
"form",
|
||||
"fossil",
|
||||
"frequency",
|
||||
"function",
|
||||
"fusion",
|
||||
"fission",
|
||||
"information",
|
||||
"insulator",
|
||||
"layout",
|
||||
"lifeform",
|
||||
"liquid",
|
||||
"landmass",
|
||||
"lens",
|
||||
"mass",
|
||||
"mantle",
|
||||
"magnetism",
|
||||
"mechanism",
|
||||
"mountain",
|
||||
"nectar",
|
||||
"nebula",
|
||||
"oxide",
|
||||
"orbit",
|
||||
"pattern",
|
||||
"plant",
|
||||
"planet",
|
||||
"poseidon",
|
||||
"problem",
|
||||
"receiver",
|
||||
"replicant",
|
||||
"river",
|
||||
"satellite",
|
||||
"scaffold",
|
||||
"structure",
|
||||
"shape",
|
||||
"signal",
|
||||
"synthesiser",
|
||||
"system",
|
||||
"tower",
|
||||
"transmitter",
|
||||
"traveller",
|
||||
"vibration",
|
||||
"warning",
|
||||
"wildlife",
|
||||
];
|
||||
|
||||
pub fn name() -> String {
|
||||
let mut rng = thread_rng();
|
||||
|
||||
let first = rng.gen_range(0, FIRSTS.len() - 1);
|
||||
let last = rng.gen_range(0, LASTS.len() - 1);
|
||||
|
||||
let mut s = String::new();
|
||||
s.push_str(FIRSTS[first]);
|
||||
s.push(' ');
|
||||
s.push_str(LASTS[last]);
|
||||
|
||||
s
|
||||
}
|
||||
442
core/src/player.rs
Normal file
442
core/src/player.rs
Normal file
@ -0,0 +1,442 @@
|
||||
use std::collections::{HashMap};
|
||||
|
||||
use uuid::Uuid;
|
||||
use rand::prelude::*;
|
||||
|
||||
use failure::Error;
|
||||
use failure::err_msg;
|
||||
|
||||
use construct::{Construct, Colours};
|
||||
use vbox::{Vbox, ItemType, VboxIndices};
|
||||
use item::{Item, ItemEffect};
|
||||
use effect::{Effect};
|
||||
|
||||
const DISCARD_COST: usize = 2;
|
||||
|
||||
#[derive(Debug,Copy,Clone,Serialize,Deserialize,Eq,PartialEq)]
|
||||
pub enum Score {
|
||||
Zero,
|
||||
One,
|
||||
Two,
|
||||
Three,
|
||||
Adv,
|
||||
|
||||
Win,
|
||||
Lose,
|
||||
}
|
||||
|
||||
impl Score {
|
||||
pub fn add_win(self, _opp: &Score) -> Score {
|
||||
match self {
|
||||
Score::Zero => Score::One,
|
||||
Score::One => Score::Two,
|
||||
Score::Two => Score::Win,
|
||||
// Tennis scoring
|
||||
// Score::Three => match opp {
|
||||
// Score::Adv => Score::Three,
|
||||
// Score::Three => Score::Adv,
|
||||
// _ => Score::Win,
|
||||
// }
|
||||
// Score::Adv => Score::Win,
|
||||
|
||||
_ => panic!("faulty score increment {:?}", self),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_loss(self) -> Score {
|
||||
match self {
|
||||
// Score::Adv => Score::Three,
|
||||
_ => self,
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Serialize,Deserialize)]
|
||||
pub struct Player {
|
||||
pub id: Uuid,
|
||||
pub img: Option<Uuid>,
|
||||
pub name: String,
|
||||
pub vbox: Vbox,
|
||||
pub constructs: Vec<Construct>,
|
||||
pub bot: bool,
|
||||
pub ready: bool,
|
||||
pub draw_offered: bool,
|
||||
pub score: Score,
|
||||
}
|
||||
|
||||
impl Player {
|
||||
pub fn new(account: Uuid, name: &String, constructs: Vec<Construct>) -> Player {
|
||||
Player {
|
||||
id: account,
|
||||
img: Some(account),
|
||||
name: name.clone(),
|
||||
vbox: Vbox::new(),
|
||||
constructs,
|
||||
bot: false,
|
||||
ready: false,
|
||||
draw_offered: false,
|
||||
score: Score::Zero,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn redact(mut self, account: Uuid) -> Player {
|
||||
// all g
|
||||
if account == self.id {
|
||||
return self;
|
||||
}
|
||||
|
||||
// remove vbox
|
||||
self.vbox = Vbox::new();
|
||||
|
||||
// hide skills
|
||||
for construct in self.constructs.iter_mut() {
|
||||
construct.skills = vec![];
|
||||
construct.specs = vec![];
|
||||
}
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
pub fn set_bot(mut self, bot: bool) -> Player {
|
||||
self.bot = bot;
|
||||
self
|
||||
}
|
||||
|
||||
pub fn set_ready(&mut self, ready: bool) -> &mut Player {
|
||||
self.ready = ready;
|
||||
self
|
||||
}
|
||||
|
||||
pub fn forfeit(&mut self) -> &mut Player {
|
||||
for construct in self.constructs.iter_mut() {
|
||||
construct.force_ko();
|
||||
}
|
||||
self
|
||||
}
|
||||
|
||||
pub fn set_win(&mut self) -> &mut Player {
|
||||
self.score = Score::Win;
|
||||
self
|
||||
}
|
||||
|
||||
pub fn set_lose(&mut self) -> &mut Player {
|
||||
self.score = Score::Lose;
|
||||
self
|
||||
}
|
||||
|
||||
pub fn construct_get(&mut self, id: Uuid) -> Result<&mut Construct, Error> {
|
||||
self.constructs.iter_mut().find(|c| c.id == id).ok_or(err_msg("construct not found"))
|
||||
}
|
||||
|
||||
pub fn autobuy(&mut self) -> &mut Player {
|
||||
let mut rng = thread_rng();
|
||||
|
||||
// skill buying phase
|
||||
while self.constructs.iter().any(|c| c.skills.len() < 3) {
|
||||
// find the construct with the smallest number of skills
|
||||
let construct_id = match self.constructs.iter().min_by_key(|c| c.skills.len()) {
|
||||
None => panic!("no constructs in autobuy"),
|
||||
Some(c) => c.id,
|
||||
};
|
||||
|
||||
let i = self.vbox.stash.iter()
|
||||
.find(|(_i, v)| v.into_skill().is_some())
|
||||
.map(|(i, _v)| i.clone());
|
||||
|
||||
// got a skill in stash
|
||||
if let Some(i) = i {
|
||||
// AAAAAAAAAAAAAAAAAAAA
|
||||
// there's a bad bug here where if this apply fails
|
||||
// the item in question will be silently dropped
|
||||
let item = self.vbox.stash.remove(&i).unwrap();
|
||||
self.vbox_apply(item, construct_id).ok();
|
||||
continue;
|
||||
}
|
||||
// need to buy one
|
||||
else {
|
||||
|
||||
// do we have any colours in store?
|
||||
let colours = self.vbox.store[&ItemType::Colours].keys()
|
||||
.cloned()
|
||||
.collect::<Vec<String>>();
|
||||
|
||||
// how about a base skill?
|
||||
let base = match self.vbox.store[&ItemType::Skills].iter().next() {
|
||||
Some(b) => Some(b.0.clone()),
|
||||
None => None,
|
||||
};
|
||||
|
||||
// if no: try to refill and start again
|
||||
match colours.len() < 2 || base.is_none() {
|
||||
true => match self.vbox_refill() {
|
||||
Ok(_) => continue,
|
||||
Err(_) => break, // give up
|
||||
},
|
||||
false => {
|
||||
let mut vbox_items = HashMap::new();
|
||||
vbox_items.insert(ItemType::Colours, colours);
|
||||
vbox_items.insert(ItemType::Skills, vec![base.unwrap()]);
|
||||
|
||||
match self.vbox_combine(vec![], Some(vbox_items)) {
|
||||
Ok(_) => continue,
|
||||
Err(_) => break, // give up
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// spec buying phase
|
||||
while self.constructs.iter().any(|c| c.specs.len() < 3) {
|
||||
// find the construct with the smallest number of skills
|
||||
let construct_id = match self.constructs.iter().min_by_key(|c| c.specs.len()) {
|
||||
None => panic!("no constructs in autobuy"),
|
||||
Some(c) => c.id,
|
||||
};
|
||||
|
||||
let i = self.vbox.stash.iter()
|
||||
.find(|(_i, v)| v.into_spec().is_some())
|
||||
.map(|(i, _v)| i.clone());
|
||||
|
||||
// got a skill in stash
|
||||
if let Some(i) = i {
|
||||
// AAAAAAAAAAAAAAAAAAAA
|
||||
// there's a bad bug here where if this apply fails
|
||||
// the item in question will be silently dropped
|
||||
let item = self.vbox.stash.remove(&i).unwrap();
|
||||
self.vbox_apply(item, construct_id).ok();
|
||||
continue;
|
||||
}
|
||||
// need to buy one
|
||||
else {
|
||||
// do we have any colours in store?
|
||||
let colours = self.vbox.store[&ItemType::Colours].keys()
|
||||
.cloned()
|
||||
.collect::<Vec<String>>();
|
||||
|
||||
// how about a base spec?
|
||||
let base = match self.vbox.store[&ItemType::Specs].iter().next() {
|
||||
Some(b) => Some(b.0.clone()),
|
||||
None => None,
|
||||
};
|
||||
|
||||
// if no: try to refill and start again
|
||||
match colours.len() < 2 || base.is_none() {
|
||||
true => match self.vbox_refill() {
|
||||
Ok(_) => continue,
|
||||
Err(_) => break, // give up
|
||||
},
|
||||
false => {
|
||||
let mut vbox_items = HashMap::new();
|
||||
vbox_items.insert(ItemType::Colours, colours);
|
||||
vbox_items.insert(ItemType::Specs, vec![base.unwrap()]);
|
||||
|
||||
match self.vbox_combine(vec![], Some(vbox_items)) {
|
||||
Ok(_) => continue,
|
||||
Err(_) => break, // give up
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// upgrading phase
|
||||
// NYI
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
pub fn vbox_refill(&mut self) -> Result<&mut Player, Error> {
|
||||
self.vbox.balance_sub(DISCARD_COST)?;
|
||||
self.vbox.fill();
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn bot_vbox_accept(&mut self, group: ItemType) -> Result<&mut Player, Error> {
|
||||
let item = self.vbox.bot_buy(group)?;
|
||||
self.vbox.stash_add(item, None)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_buy(&mut self, group: ItemType, index: String, construct_id: Option<Uuid>) -> Result<&mut Player, Error> {
|
||||
let item = self.vbox.buy(group, &index)?;
|
||||
|
||||
match construct_id {
|
||||
Some(id) => { self.vbox_apply(item, id)?; },
|
||||
None => { self.vbox.stash_add(item, None)?; },
|
||||
};
|
||||
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_combine(&mut self, inv_indices: Vec<String>, vbox_indices: VboxIndices) -> Result<&mut Player, Error> {
|
||||
self.vbox.combine(inv_indices, vbox_indices)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_refund(&mut self, index: String) -> Result<&mut Player, Error> {
|
||||
self.vbox.refund(index)?;
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_equip(&mut self, index: String, construct_id: Uuid) -> Result<&mut Player, Error> {
|
||||
let item = self.vbox.stash.remove(&index)
|
||||
.ok_or(format_err!("no item at index {:?} {:}", self, &index))?;
|
||||
|
||||
self.vbox_apply(item, construct_id)
|
||||
}
|
||||
|
||||
pub fn vbox_apply(&mut self, item: Item, construct_id: Uuid) -> Result<&mut Player, Error> {
|
||||
match item.effect() {
|
||||
Some(ItemEffect::Skill) => {
|
||||
let skill = item.into_skill().ok_or(format_err!("item {:?} has no associated skill", item))?;
|
||||
let construct = self.construct_get(construct_id)?;
|
||||
// done here because i teach them a tonne of skills for tests
|
||||
let max_skills = 3;
|
||||
if construct.skills.len() >= max_skills {
|
||||
return Err(format_err!("construct at max skills ({:?})", max_skills));
|
||||
}
|
||||
|
||||
if construct.knows(skill) {
|
||||
return Err(format_err!("construct already knows skill ({:?})" , skill));
|
||||
}
|
||||
|
||||
construct.learn_mut(skill);
|
||||
},
|
||||
Some(ItemEffect::Spec) => {
|
||||
let spec = item.into_spec().ok_or(format_err!("item {:?} has no associated spec", item))?;
|
||||
let construct = self.construct_get(construct_id)?;
|
||||
construct.spec_add(spec)?;
|
||||
|
||||
},
|
||||
None => return Err(err_msg("item has no effect on constructs")),
|
||||
}
|
||||
|
||||
// now the item has been applied
|
||||
// recalculate the stats of the whole player
|
||||
let player_colours = self.constructs.iter().fold(Colours::new(), |tc, c| {
|
||||
Colours {
|
||||
red: tc.red + c.colours.red,
|
||||
green: tc.green + c.colours.green,
|
||||
blue: tc.blue + c.colours.blue
|
||||
}
|
||||
});
|
||||
|
||||
for construct in self.constructs.iter_mut() {
|
||||
construct.apply_modifiers(&player_colours);
|
||||
}
|
||||
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn vbox_unequip(&mut self, target: Item, construct_id: Uuid, target_construct_id: Option<Uuid>) -> Result<&mut Player, Error> {
|
||||
if self.vbox.stash.len() >= 9 && !target_construct_id.is_some() {
|
||||
return Err(err_msg("too many items stash"));
|
||||
}
|
||||
|
||||
match target.effect() {
|
||||
Some(ItemEffect::Skill) => {
|
||||
let skill = target.into_skill().ok_or(format_err!("item {:?} has no associated skill", target))?;
|
||||
let construct = self.construct_get(construct_id)?;
|
||||
construct.forget(skill)?;
|
||||
},
|
||||
Some(ItemEffect::Spec) => {
|
||||
let spec = target.into_spec().ok_or(format_err!("item {:?} has no associated spec", target))?;
|
||||
let construct = self.construct_get(construct_id)?;
|
||||
construct.spec_remove(spec)?;
|
||||
},
|
||||
None => return Err(err_msg("item has no effect on constructs")),
|
||||
}
|
||||
|
||||
// now the item has been applied
|
||||
// recalculate the stats of the whole player
|
||||
let player_colours = self.constructs.iter().fold(Colours::new(), |tc, c| {
|
||||
Colours {
|
||||
red: tc.red + c.colours.red,
|
||||
green: tc.green + c.colours.green,
|
||||
blue: tc.blue + c.colours.blue
|
||||
}
|
||||
});
|
||||
|
||||
for construct in self.constructs.iter_mut() {
|
||||
construct.apply_modifiers(&player_colours);
|
||||
}
|
||||
|
||||
match target_construct_id {
|
||||
Some(cid) => { self.vbox_apply(target, cid)?; },
|
||||
None => { self.vbox.stash_add(target, None)?; },
|
||||
};
|
||||
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
// GAME METHODS
|
||||
pub fn skills_required(&self) -> usize {
|
||||
let required = self.constructs.iter()
|
||||
.filter(|c| !c.is_ko())
|
||||
.filter(|c| c.available_skills().len() > 0)
|
||||
.collect::<Vec<&Construct>>().len();
|
||||
// info!("{:} requires {:} skills this turn", self.id, required);
|
||||
return required;
|
||||
}
|
||||
|
||||
pub fn intercepting(&self) -> Option<&Construct> {
|
||||
self.constructs.iter()
|
||||
.find(|c| c.affected(Effect::Intercept))
|
||||
}
|
||||
|
||||
pub fn construct_by_id(&mut self, id: Uuid) -> Option<&mut Construct> {
|
||||
self.constructs.iter_mut().find(|c| c.id == id)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use mob::instance_mobs;
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn player_bot_vbox_test() {
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let mut player = Player::new(player_account, &"test".to_string(), constructs).set_bot(true);
|
||||
|
||||
player.vbox.fill();
|
||||
player.autobuy();
|
||||
|
||||
assert!(player.constructs.iter().all(|c| c.skills.len() >= 1));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn player_score_test() {
|
||||
let player_account = Uuid::new_v4();
|
||||
let constructs = instance_mobs(player_account);
|
||||
let mut player = Player::new(player_account, &"test".to_string(), constructs).set_bot(true);
|
||||
|
||||
player.score = player.score.add_win(&Score::Zero);
|
||||
player.score = player.score.add_win(&Score::Zero);
|
||||
player.score = player.score.add_win(&Score::Zero);
|
||||
assert_eq!(player.score, Score::Win); // 40 / 0
|
||||
|
||||
// Bo7 tennis scoring
|
||||
/*assert_eq!(player.score, Score::Three); // 40 / 0
|
||||
|
||||
player.score = player.score.add_loss(); // adv -> deuce
|
||||
assert_eq!(player.score, Score::Three);
|
||||
|
||||
player.score = player.score.add_loss(); // adv -> deuce
|
||||
assert_eq!(player.score, Score::Three);
|
||||
|
||||
player.score = player.score.add_win(&Score::Adv); // opp adv -> stays deuce
|
||||
assert_eq!(player.score, Score::Three);
|
||||
|
||||
player.score = player.score.add_win(&Score::Three);
|
||||
assert_eq!(player.score, Score::Adv);
|
||||
|
||||
player.score = player.score.add_win(&Score::Three);
|
||||
assert_eq!(player.score, Score::Win);*/
|
||||
}
|
||||
|
||||
}
|
||||
2188
core/src/skill.rs
Normal file
2188
core/src/skill.rs
Normal file
File diff suppressed because it is too large
Load Diff
734
core/src/spec.rs
Normal file
734
core/src/spec.rs
Normal file
@ -0,0 +1,734 @@
|
||||
use construct::{Stat, Colours};
|
||||
use util::{IntPct};
|
||||
|
||||
#[derive(Debug,Clone,Serialize,Deserialize)]
|
||||
pub struct SpecBonus {
|
||||
pub req: Colours,
|
||||
pub bonus: u64,
|
||||
}
|
||||
|
||||
impl SpecBonus {
|
||||
pub fn get_bonus(&self, c: &Colours) -> u64 {
|
||||
if c.red >= self.req.red && c.blue >= self.req.blue && c.green >= self.req.green {
|
||||
return self.bonus;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug,Clone,Serialize,Deserialize)]
|
||||
pub struct SpecValues {
|
||||
pub base: u64,
|
||||
pub bonuses: Vec<SpecBonus>,
|
||||
}
|
||||
|
||||
impl SpecValues {
|
||||
pub fn max_value (&self, c: &Colours) -> u64 {
|
||||
self.bonuses.iter().fold(self.base, |acc, s| acc + s.get_bonus(c))
|
||||
}
|
||||
|
||||
pub fn base (self) -> u64 {
|
||||
self.base
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#[derive(Debug,Copy,Clone,Serialize,Deserialize,PartialEq,PartialOrd,Ord,Eq)]
|
||||
pub enum Spec {
|
||||
Speed,
|
||||
SpeedRR,
|
||||
SpeedBB,
|
||||
SpeedGG,
|
||||
SpeedRG,
|
||||
SpeedGB,
|
||||
SpeedRB,
|
||||
|
||||
SpeedRRPlus,
|
||||
SpeedBBPlus,
|
||||
SpeedGGPlus,
|
||||
SpeedRGPlus,
|
||||
SpeedGBPlus,
|
||||
SpeedRBPlus,
|
||||
|
||||
SpeedRRPlusPlus,
|
||||
SpeedBBPlusPlus,
|
||||
SpeedGGPlusPlus,
|
||||
SpeedRGPlusPlus,
|
||||
SpeedGBPlusPlus,
|
||||
SpeedRBPlusPlus,
|
||||
|
||||
Life,
|
||||
LifeGG,
|
||||
LifeRR,
|
||||
LifeBB,
|
||||
LifeRG,
|
||||
LifeGB,
|
||||
LifeRB,
|
||||
LifeGGPlus,
|
||||
LifeRRPlus,
|
||||
LifeBBPlus,
|
||||
LifeRGPlus,
|
||||
LifeGBPlus,
|
||||
LifeRBPlus,
|
||||
LifeGGPlusPlus,
|
||||
LifeRRPlusPlus,
|
||||
LifeBBPlusPlus,
|
||||
LifeRGPlusPlus,
|
||||
LifeGBPlusPlus,
|
||||
LifeRBPlusPlus,
|
||||
|
||||
Power,
|
||||
PowerRR,
|
||||
PowerGG,
|
||||
PowerBB,
|
||||
PowerRG,
|
||||
PowerGB,
|
||||
PowerRB,
|
||||
PowerRRPlus,
|
||||
PowerGGPlus,
|
||||
PowerBBPlus,
|
||||
PowerRGPlus,
|
||||
PowerGBPlus,
|
||||
PowerRBPlus,
|
||||
PowerRRPlusPlus,
|
||||
PowerGGPlusPlus,
|
||||
PowerBBPlusPlus,
|
||||
PowerRGPlusPlus,
|
||||
PowerGBPlusPlus,
|
||||
PowerRBPlusPlus,
|
||||
|
||||
}
|
||||
|
||||
impl Spec {
|
||||
pub fn affects(&self) -> Vec<Stat> {
|
||||
match *self {
|
||||
Spec::Power => vec![Stat::BluePower, Stat::RedPower, Stat::GreenPower],
|
||||
Spec::PowerRR => vec![Stat::RedPower],
|
||||
Spec::PowerGG => vec![Stat::GreenPower],
|
||||
Spec::PowerBB => vec![Stat::BluePower],
|
||||
Spec::PowerRG => vec![Stat::GreenPower, Stat::RedPower],
|
||||
Spec::PowerGB => vec![Stat::GreenPower, Stat::BluePower],
|
||||
Spec::PowerRB => vec![Stat::RedPower, Stat::BluePower],
|
||||
Spec::PowerRRPlus => vec![Stat::RedPower],
|
||||
Spec::PowerGGPlus => vec![Stat::GreenPower],
|
||||
Spec::PowerBBPlus => vec![Stat::BluePower],
|
||||
Spec::PowerRGPlus => vec![Stat::GreenPower, Stat::RedPower],
|
||||
Spec::PowerGBPlus => vec![Stat::GreenPower, Stat::BluePower],
|
||||
Spec::PowerRBPlus => vec![Stat::RedPower, Stat::BluePower],
|
||||
Spec::PowerRRPlusPlus => vec![Stat::RedPower],
|
||||
Spec::PowerGGPlusPlus => vec![Stat::GreenPower],
|
||||
Spec::PowerBBPlusPlus => vec![Stat::BluePower],
|
||||
Spec::PowerRGPlusPlus => vec![Stat::GreenPower, Stat::RedPower],
|
||||
Spec::PowerGBPlusPlus => vec![Stat::GreenPower, Stat::BluePower],
|
||||
Spec::PowerRBPlusPlus => vec![Stat::RedPower, Stat::BluePower],
|
||||
|
||||
Spec::Speed => vec![Stat::Speed],
|
||||
Spec::SpeedRR => vec![Stat::Speed],
|
||||
Spec::SpeedBB => vec![Stat::Speed],
|
||||
Spec::SpeedGG => vec![Stat::Speed],
|
||||
Spec::SpeedRG => vec![Stat::Speed],
|
||||
Spec::SpeedGB => vec![Stat::Speed],
|
||||
Spec::SpeedRB => vec![Stat::Speed],
|
||||
Spec::SpeedRRPlus => vec![Stat::Speed],
|
||||
Spec::SpeedBBPlus => vec![Stat::Speed],
|
||||
Spec::SpeedGGPlus => vec![Stat::Speed],
|
||||
Spec::SpeedRGPlus => vec![Stat::Speed],
|
||||
Spec::SpeedGBPlus => vec![Stat::Speed],
|
||||
Spec::SpeedRBPlus => vec![Stat::Speed],
|
||||
Spec::SpeedRRPlusPlus => vec![Stat::Speed],
|
||||
Spec::SpeedBBPlusPlus => vec![Stat::Speed],
|
||||
Spec::SpeedGGPlusPlus => vec![Stat::Speed],
|
||||
Spec::SpeedRGPlusPlus => vec![Stat::Speed],
|
||||
Spec::SpeedGBPlusPlus => vec![Stat::Speed],
|
||||
Spec::SpeedRBPlusPlus => vec![Stat::Speed],
|
||||
|
||||
Spec::Life => vec![Stat::GreenLife],
|
||||
Spec::LifeRR => vec![Stat::RedLife],
|
||||
Spec::LifeBB => vec![Stat::BlueLife],
|
||||
Spec::LifeGG => vec![Stat::GreenLife],
|
||||
Spec::LifeRG => vec![Stat::GreenLife, Stat::RedLife],
|
||||
Spec::LifeGB => vec![Stat::GreenLife, Stat::BlueLife],
|
||||
Spec::LifeRB => vec![Stat::BlueLife, Stat::RedLife],
|
||||
Spec::LifeRRPlus => vec![Stat::RedLife],
|
||||
Spec::LifeBBPlus => vec![Stat::BlueLife],
|
||||
Spec::LifeGGPlus => vec![Stat::GreenLife],
|
||||
Spec::LifeRGPlus => vec![Stat::GreenLife, Stat::RedLife],
|
||||
Spec::LifeGBPlus => vec![Stat::GreenLife, Stat::BlueLife],
|
||||
Spec::LifeRBPlus => vec![Stat::BlueLife, Stat::RedLife],
|
||||
Spec::LifeRRPlusPlus => vec![Stat::RedLife],
|
||||
Spec::LifeBBPlusPlus => vec![Stat::BlueLife],
|
||||
Spec::LifeGGPlusPlus => vec![Stat::GreenLife],
|
||||
Spec::LifeRGPlusPlus => vec![Stat::GreenLife, Stat::RedLife],
|
||||
Spec::LifeGBPlusPlus => vec![Stat::GreenLife, Stat::BlueLife],
|
||||
Spec::LifeRBPlusPlus => vec![Stat::BlueLife, Stat::RedLife],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn values(&self) -> SpecValues {
|
||||
match *self {
|
||||
Spec::Power => SpecValues {
|
||||
base: 10,
|
||||
bonuses: vec![]
|
||||
},
|
||||
|
||||
Spec::PowerRR=> SpecValues {
|
||||
base: 25,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 15 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 20 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerGG=> SpecValues {
|
||||
base: 25,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 15 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 20 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerBB=> SpecValues {
|
||||
base: 25,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 15 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 20 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRG=> SpecValues {
|
||||
base: 20,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 5 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 15 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerGB=> SpecValues {
|
||||
base: 20,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 5 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 15 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRB=> SpecValues {
|
||||
base: 20,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 5 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 15 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRRPlus => SpecValues {
|
||||
base: 45,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 15 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 25 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 35 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerGGPlus => SpecValues {
|
||||
base: 45,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 15 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 25 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 35 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerBBPlus => SpecValues {
|
||||
base: 45,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 15 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 25 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 35 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRGPlus => SpecValues {
|
||||
base: 35,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 20 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 25 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerGBPlus => SpecValues {
|
||||
base: 35,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 20 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 25 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRBPlus => SpecValues {
|
||||
base: 35,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 10 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 20 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 25 }
|
||||
],
|
||||
},
|
||||
Spec::PowerRRPlusPlus => SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 25 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 45 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 60 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerGGPlusPlus => SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 25 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 45 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 60 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerBBPlusPlus => SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 25 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 45 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 60 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRGPlusPlus => SpecValues {
|
||||
base: 60,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 20 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 30 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 45 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerGBPlusPlus => SpecValues {
|
||||
base: 60,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 20 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 30 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 45 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::PowerRBPlusPlus => SpecValues {
|
||||
base: 60,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 20 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 30 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 45 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::Speed => SpecValues {
|
||||
base: 40,
|
||||
bonuses: vec![]
|
||||
},
|
||||
|
||||
Spec::SpeedRR=> SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 80 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedGG=> SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 80 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedBB=> SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 80 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRG=> SpecValues {
|
||||
base: 60,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 60 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 60 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 60 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedGB=> SpecValues {
|
||||
base: 60,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 60 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 60 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 60 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRB=> SpecValues {
|
||||
base: 60,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 60 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 60 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 60 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRRPlus => SpecValues {
|
||||
base: 120,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 120 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedGGPlus => SpecValues {
|
||||
base: 120,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 120 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedBBPlus => SpecValues {
|
||||
base: 120,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 120 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRGPlus => SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 80 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedGBPlus => SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 80 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRBPlus => SpecValues {
|
||||
base: 80,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 80 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 80 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRRPlusPlus => SpecValues {
|
||||
base: 160,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 160 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 160 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 160 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedGGPlusPlus => SpecValues {
|
||||
base: 160,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 160 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 160 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 160 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedBBPlusPlus => SpecValues {
|
||||
base: 160,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 160 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 160 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 160 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRGPlusPlus => SpecValues {
|
||||
base: 120,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 120 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedGBPlusPlus => SpecValues {
|
||||
base: 120,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 120 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::SpeedRBPlusPlus => SpecValues {
|
||||
base: 120,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 120 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 120 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::Life => SpecValues {
|
||||
base: 125,
|
||||
bonuses: vec![]},
|
||||
|
||||
Spec::LifeRR=> SpecValues {
|
||||
base: 275,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 75 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 125 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 175 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeGG=> SpecValues {
|
||||
base: 225,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 50 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 75 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 125 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeBB=> SpecValues {
|
||||
base: 275,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 75 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 125 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 175 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRG=> SpecValues {
|
||||
base: 125,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 50 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 75 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 125 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeGB=> SpecValues {
|
||||
base: 125,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 50 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 75 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 125 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRB=> SpecValues {
|
||||
base: 175,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 50 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 75 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 125 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRRPlus => SpecValues {
|
||||
base: 500,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 125 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 225 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 300 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeGGPlus => SpecValues {
|
||||
base: 400,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 90 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 130 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 225 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeBBPlus => SpecValues {
|
||||
base: 500,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 125 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 225 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 300 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRGPlus => SpecValues {
|
||||
base: 225,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 100 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 150 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 225 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeGBPlus => SpecValues {
|
||||
base: 225,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 100 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 150 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 225 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRBPlus => SpecValues {
|
||||
base: 350,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 100 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 150 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 225 }
|
||||
],
|
||||
},
|
||||
Spec::LifeRRPlusPlus => SpecValues {
|
||||
base: 875,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 0 }, bonus: 225 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 0 }, bonus: 400 },
|
||||
SpecBonus { req: Colours { red: 20, green: 0, blue: 0 }, bonus: 525 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeGGPlusPlus => SpecValues {
|
||||
base: 475,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 0 }, bonus: 130 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 0 }, bonus: 225 },
|
||||
SpecBonus { req: Colours { red: 0, green: 20, blue: 0 }, bonus: 300 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeBBPlusPlus => SpecValues {
|
||||
base: 875,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 5 }, bonus: 225 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 10 }, bonus: 400 },
|
||||
SpecBonus { req: Colours { red: 0, green: 0, blue: 20 }, bonus: 525 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRGPlusPlus => SpecValues {
|
||||
base: 400,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 2, blue: 0 }, bonus: 175 },
|
||||
SpecBonus { req: Colours { red: 5, green: 5, blue: 0 }, bonus: 275 },
|
||||
SpecBonus { req: Colours { red: 10, green: 10, blue: 0 }, bonus: 400 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeGBPlusPlus => SpecValues {
|
||||
base: 625,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 0, green: 2, blue: 2 }, bonus: 175 },
|
||||
SpecBonus { req: Colours { red: 0, green: 5, blue: 5 }, bonus: 275 },
|
||||
SpecBonus { req: Colours { red: 0, green: 10, blue: 10 }, bonus: 400 }
|
||||
],
|
||||
},
|
||||
|
||||
Spec::LifeRBPlusPlus => SpecValues {
|
||||
base: 400,
|
||||
bonuses: vec![
|
||||
SpecBonus { req: Colours { red: 2, green: 0, blue: 2 }, bonus: 175 },
|
||||
SpecBonus { req: Colours { red: 5, green: 0, blue: 5 }, bonus: 275 },
|
||||
SpecBonus { req: Colours { red: 10, green: 0, blue: 10 }, bonus: 400 }
|
||||
],
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply(&self, modified: u64, base: u64, player_colours: &Colours) -> u64 {
|
||||
match *self {
|
||||
// Percentage multipliers based on base value
|
||||
Spec::Power |
|
||||
Spec::Speed => modified + base.pct(self.values().base),
|
||||
Spec::PowerRR|
|
||||
Spec::PowerGG|
|
||||
Spec::PowerBB|
|
||||
Spec::PowerRG|
|
||||
Spec::PowerGB|
|
||||
Spec::PowerRB|
|
||||
Spec::PowerRRPlus |
|
||||
Spec::PowerGGPlus |
|
||||
Spec::PowerBBPlus |
|
||||
Spec::PowerRGPlus |
|
||||
Spec::PowerGBPlus |
|
||||
Spec::PowerRBPlus |
|
||||
Spec::PowerRRPlusPlus |
|
||||
Spec::PowerGGPlusPlus |
|
||||
Spec::PowerBBPlusPlus |
|
||||
Spec::PowerRGPlusPlus |
|
||||
Spec::PowerGBPlusPlus |
|
||||
Spec::PowerRBPlusPlus |
|
||||
|
||||
Spec::SpeedRR|
|
||||
Spec::SpeedGG|
|
||||
Spec::SpeedBB|
|
||||
Spec::SpeedRG|
|
||||
Spec::SpeedGB|
|
||||
Spec::SpeedRB|
|
||||
Spec::SpeedRRPlus |
|
||||
Spec::SpeedGGPlus |
|
||||
Spec::SpeedBBPlus |
|
||||
Spec::SpeedRGPlus |
|
||||
Spec::SpeedGBPlus |
|
||||
Spec::SpeedRBPlus |
|
||||
Spec::SpeedRRPlusPlus |
|
||||
Spec::SpeedGGPlusPlus |
|
||||
Spec::SpeedBBPlusPlus |
|
||||
Spec::SpeedRGPlusPlus |
|
||||
Spec::SpeedGBPlusPlus |
|
||||
Spec::SpeedRBPlusPlus => modified + base.pct(self.values().max_value(player_colours)),
|
||||
|
||||
// Flat bonus
|
||||
Spec::Life => modified + self.values().base,
|
||||
Spec::LifeRR|
|
||||
Spec::LifeGG|
|
||||
Spec::LifeBB|
|
||||
Spec::LifeRG|
|
||||
Spec::LifeGB|
|
||||
Spec::LifeRB|
|
||||
Spec::LifeRRPlus |
|
||||
Spec::LifeGGPlus |
|
||||
Spec::LifeBBPlus |
|
||||
Spec::LifeRGPlus |
|
||||
Spec::LifeGBPlus |
|
||||
Spec::LifeRBPlus |
|
||||
Spec::LifeRRPlusPlus |
|
||||
Spec::LifeGGPlusPlus |
|
||||
Spec::LifeBBPlusPlus |
|
||||
Spec::LifeRGPlusPlus |
|
||||
Spec::LifeGBPlusPlus |
|
||||
Spec::LifeRBPlusPlus => modified + self.values().max_value(player_colours),
|
||||
}
|
||||
}
|
||||
}
|
||||
40
core/src/util.rs
Normal file
40
core/src/util.rs
Normal file
@ -0,0 +1,40 @@
|
||||
// use net::Db;
|
||||
// Db Commons
|
||||
// use failure::Error;
|
||||
|
||||
// pub fn startup(db: Db) -> Result<(), Error> {
|
||||
// let tx = db.transaction()?;
|
||||
|
||||
// info!("running startup fns");
|
||||
|
||||
// match tx.commit() {
|
||||
// Ok(_) => {
|
||||
// info!("startup processes completed");
|
||||
// Ok(())
|
||||
// },
|
||||
// Err(e) => Err(format_err!("failed to commit startup tx {:?}", e)),
|
||||
// }
|
||||
// }
|
||||
|
||||
pub trait IntPct {
|
||||
fn pct(self, pct: u64) -> u64;
|
||||
}
|
||||
|
||||
impl IntPct for u64 {
|
||||
fn pct(self, pct: u64) -> u64 {
|
||||
self * pct / 100
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn int_pct_test() {
|
||||
assert_eq!(100.pct(110), 110);
|
||||
assert_eq!(100.pct(50), 50);
|
||||
assert_eq!(1.pct(200), 2);
|
||||
assert_eq!(1.pct(50), 0);
|
||||
}
|
||||
}
|
||||
305
core/src/vbox.rs
Normal file
305
core/src/vbox.rs
Normal file
@ -0,0 +1,305 @@
|
||||
use uuid::Uuid;
|
||||
|
||||
use std::iter;
|
||||
use std::collections::HashMap;
|
||||
|
||||
// refunds
|
||||
use rand::prelude::*;
|
||||
use rand::{thread_rng};
|
||||
use rand::distributions::{WeightedIndex};
|
||||
|
||||
use failure::Error;
|
||||
use failure::err_msg;
|
||||
|
||||
use instance::{Instance};
|
||||
use construct::{Colours};
|
||||
|
||||
use item::*;
|
||||
|
||||
pub type VboxIndices = Option<HashMap<ItemType, Vec<String>>>;
|
||||
|
||||
#[derive(Debug,Clone,Serialize,Deserialize)]
|
||||
pub struct Vbox {
|
||||
pub bits: usize,
|
||||
pub store: HashMap<ItemType, HashMap<String, Item>>,
|
||||
pub stash: HashMap<String, Item>,
|
||||
}
|
||||
|
||||
#[derive(Debug,Copy,Clone,Serialize,Deserialize,Hash,PartialEq,Eq)]
|
||||
pub enum ItemType {
|
||||
Colours,
|
||||
Skills,
|
||||
Specs,
|
||||
}
|
||||
|
||||
const STORE_COLOURS_CAPACITY: usize = 6;
|
||||
const STORE_SKILLS_CAPACITY: usize = 3;
|
||||
const STORE_SPECS_CAPACITY: usize = 3;
|
||||
const STASH_CAPACITY: usize = 6;
|
||||
const STARTING_ATTACK_COUNT: usize = 3;
|
||||
|
||||
impl Vbox {
|
||||
pub fn new() -> Vbox {
|
||||
let mut colours: HashMap<String, Item> = HashMap::new();
|
||||
let mut skills: HashMap<String, Item> = HashMap::new();
|
||||
let mut specs: HashMap<String, Item> = HashMap::new();
|
||||
|
||||
let store = [
|
||||
(ItemType::Colours, colours),
|
||||
(ItemType::Skills, skills),
|
||||
(ItemType::Colours, specs),
|
||||
].iter().cloned().collect();
|
||||
|
||||
let mut stash = HashMap::new();
|
||||
for i in 0..STARTING_ATTACK_COUNT {
|
||||
stash.insert(i.to_string(), Item::Attack);
|
||||
}
|
||||
|
||||
Vbox {
|
||||
store,
|
||||
stash,
|
||||
bits: 30,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn balance_sub(&mut self, amount: usize) -> Result<&mut Vbox, Error> {
|
||||
let new_balance = self.bits
|
||||
.checked_sub(amount)
|
||||
.ok_or(format_err!("insufficient balance: {:?}", self.bits))?;
|
||||
|
||||
self.bits = new_balance;
|
||||
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn balance_add(&mut self, amount: usize) -> &mut Vbox {
|
||||
self.bits = self.bits.saturating_add(amount);
|
||||
self
|
||||
}
|
||||
|
||||
pub fn fill(&mut self) -> &mut Vbox {
|
||||
let mut rng = thread_rng();
|
||||
|
||||
let colours = vec![
|
||||
(Item::Red, 1),
|
||||
(Item::Green, 1),
|
||||
(Item::Blue, 1),
|
||||
];
|
||||
let colour_dist = WeightedIndex::new(colours.iter().map(|item| item.1)).unwrap();
|
||||
|
||||
let skills = vec![
|
||||
(Item::Attack, 1),
|
||||
(Item::Block, 1),
|
||||
(Item::Buff, 1),
|
||||
(Item::Debuff, 1),
|
||||
(Item::Stun, 1),
|
||||
];
|
||||
let skill_dist = WeightedIndex::new(skills.iter().map(|item| item.1)).unwrap();
|
||||
|
||||
let specs = vec![
|
||||
(Item::Power, 1),
|
||||
(Item::Life, 1),
|
||||
(Item::Speed, 1),
|
||||
];
|
||||
let spec_dist = WeightedIndex::new(specs.iter().map(|item| item.1)).unwrap();
|
||||
|
||||
for item_type in [ItemType::Colours, ItemType::Skills, ItemType::Specs].iter() {
|
||||
let (items, num, dist) = match item_type {
|
||||
ItemType::Colours => (&colours, STORE_COLOURS_CAPACITY, &colour_dist),
|
||||
ItemType::Skills => (&skills, STORE_SKILLS_CAPACITY, &skill_dist),
|
||||
ItemType::Specs => (&specs, STORE_SPECS_CAPACITY, &spec_dist),
|
||||
};
|
||||
|
||||
let drops = iter::repeat_with(|| items[dist.sample(&mut rng)].0)
|
||||
.take(num)
|
||||
.enumerate()
|
||||
.map(|(i, item)| (i.to_string(), item))
|
||||
.collect::<HashMap<String, Item>>();
|
||||
|
||||
self.store.insert(*item_type, drops);
|
||||
}
|
||||
|
||||
self
|
||||
}
|
||||
|
||||
pub fn buy(&mut self, item: ItemType, i: &String) -> Result<Item, Error> {
|
||||
// check item exists
|
||||
let selection = self.store
|
||||
.get_mut(&item).ok_or(format_err!("no item group {:?}", item))?
|
||||
.remove(i).ok_or(format_err!("no item at index {:?} {:}", self, i))?;
|
||||
|
||||
self.balance_sub(selection.cost())?;
|
||||
|
||||
Ok(selection)
|
||||
}
|
||||
|
||||
pub fn stash_add(&mut self, item: Item, index: Option<&String>) -> Result<String, Error> {
|
||||
if self.stash.len() >= STASH_CAPACITY {
|
||||
return Err(err_msg("stash full"));
|
||||
}
|
||||
|
||||
if let Some(index) = index {
|
||||
if self.stash.contains_key(index) {
|
||||
return Err(format_err!("slot occupied {:?}", index));
|
||||
}
|
||||
self.stash.insert(index.clone(), item);
|
||||
return Ok(index.to_string());
|
||||
}
|
||||
|
||||
for i in (0..STASH_CAPACITY).map(|i| i.to_string()) {
|
||||
if !self.stash.contains_key(&i) {
|
||||
self.stash.insert(i.clone(), item);
|
||||
return Ok(i);
|
||||
}
|
||||
}
|
||||
|
||||
return Err(err_msg("stash full"));
|
||||
}
|
||||
|
||||
pub fn bot_buy(&mut self, item: ItemType) -> Result<Item, Error> {
|
||||
let buy_index = self.store[&item]
|
||||
.keys()
|
||||
.next()
|
||||
.ok_or(format_err!("no item in group {:?}", item))?
|
||||
.clone();
|
||||
|
||||
self.buy(item, &buy_index)
|
||||
}
|
||||
|
||||
pub fn refund(&mut self, i: String) -> Result<&mut Vbox, Error> {
|
||||
let refunded = self.stash.remove(&i)
|
||||
.ok_or(format_err!("no item at index {:?} {:?}", self.stash, i))?;
|
||||
|
||||
let refund = refunded.cost();
|
||||
// info!("refunding {:?} for {:?}", refund, refunded);
|
||||
self.balance_add(refund);
|
||||
Ok(self)
|
||||
}
|
||||
|
||||
pub fn combine(&mut self, stash_indices: Vec<String>, store_indices: Option<HashMap<ItemType, Vec<String>>>) -> Result<&mut Vbox, Error> {
|
||||
// find base item for index to insert into
|
||||
let base_index = stash_indices.iter()
|
||||
.find(|i| match self.stash.get(i.clone()) {
|
||||
Some(item) => item.into_skill().is_some(),
|
||||
None => false,
|
||||
});
|
||||
|
||||
let mut input = stash_indices
|
||||
.iter()
|
||||
.map(|i| self.stash.remove(i)
|
||||
.ok_or(format_err!("no item at index {:?} {:?}", self.stash, i)))
|
||||
.collect::<Result<Vec<Item>, Error>>()?;
|
||||
|
||||
if let Some(store_indices) = store_indices {
|
||||
let mut purchased = store_indices.iter()
|
||||
.map(|(g, list)|
|
||||
list.iter()
|
||||
.map(|i| self.buy(*g, i))
|
||||
.collect::<Result<Vec<Item>, Error>>()
|
||||
)
|
||||
.collect::<Result<Vec<Vec<Item>>, Error>>()?
|
||||
.into_iter()
|
||||
.flatten()
|
||||
.collect();
|
||||
|
||||
input.append(&mut purchased);
|
||||
}
|
||||
|
||||
// sort the input to align with the combinations
|
||||
// combos are sorted when created
|
||||
input.sort_unstable();
|
||||
let combos = get_combos();
|
||||
let combo = combos.iter().find(|c| c.components == input).ok_or(err_msg("not a combo"))?;
|
||||
|
||||
self.stash_add(combo.item, base_index)?;
|
||||
|
||||
Ok(self)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn combine_test() {
|
||||
let mut vbox = Vbox::new();
|
||||
vbox.stash.insert(0.to_string(), Item::Attack);
|
||||
vbox.stash.insert(1.to_string(), Item::Green);
|
||||
vbox.stash.insert(2.to_string(), Item::Green);
|
||||
vbox.combine(vec![0.to_string(), 1.to_string(), 2.to_string()], None).unwrap();
|
||||
assert_eq!(vbox.stash["0"], Item::Heal);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn buy_test() {
|
||||
let mut vbox = Vbox::new();
|
||||
vbox.fill();
|
||||
|
||||
// cannot rebuy same
|
||||
vbox.buy(ItemType::Skills, &0.to_string()).unwrap();
|
||||
assert!(vbox.store[&ItemType::Skills].get(&0.to_string()).is_none());
|
||||
assert!(vbox.buy(ItemType::Skills, &0.to_string()).is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn capacity_test() {
|
||||
let mut vbox = Vbox::new();
|
||||
vbox.fill();
|
||||
vbox.stash_add(Item::Red, None).unwrap();
|
||||
vbox.stash_add(Item::Red, None).unwrap();
|
||||
vbox.stash_add(Item::Red, None).unwrap();
|
||||
assert!(vbox.stash_add(Item::Red, None).is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn store_and_stash_combine_test() {
|
||||
let mut vbox = Vbox::new();
|
||||
vbox.fill();
|
||||
|
||||
let mut skill_combine_args = HashMap::new();
|
||||
skill_combine_args.insert(ItemType::Colours, vec![0.to_string(), 1.to_string()]);
|
||||
skill_combine_args.insert(ItemType::Skills, vec![0.to_string()]);
|
||||
|
||||
let mut spec_combine_args = HashMap::new();
|
||||
spec_combine_args.insert(ItemType::Colours, vec![2.to_string(), 3.to_string()]);
|
||||
spec_combine_args.insert(ItemType::Specs, vec![0.to_string()]);
|
||||
|
||||
vbox.combine(vec![], Some(skill_combine_args)).unwrap();
|
||||
vbox.combine(vec![], Some(spec_combine_args)).unwrap();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn combos_test() {
|
||||
let mut input = vec![Item::Green, Item::Attack, Item::Green];
|
||||
let combos = get_combos();
|
||||
|
||||
// sort input so they align
|
||||
input.sort_unstable();
|
||||
|
||||
let combo = combos.iter().find(|c| c.components == input);
|
||||
assert!(combo.is_some());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn refund_test() {
|
||||
let mut vbox = Vbox::new();
|
||||
vbox.stash.insert(0.to_string(), Item::Strike);
|
||||
vbox.refund(0.to_string()).unwrap();
|
||||
assert_eq!(vbox.bits, 32);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn colours_count_test() {
|
||||
let strike = Item::Strike;
|
||||
|
||||
let mut count = Colours::new();
|
||||
strike.colours(&mut count);
|
||||
assert_eq!(count.red, 2);
|
||||
}
|
||||
|
||||
// #[test]
|
||||
// fn item_info_test() {
|
||||
// info!("{:#?}", item_info());
|
||||
// }
|
||||
}
|
||||
@ -17,7 +17,7 @@ use account::Account;
|
||||
use pg::Db;
|
||||
|
||||
use construct::{Construct};
|
||||
use skill::{Skill, Cast, Resolution, Event, resolution_steps};
|
||||
use skill::{Skill, Cast, Resolution, Event, resolve};
|
||||
use effect::{Effect};
|
||||
use player::{Player};
|
||||
use instance::{TimeControl, instance_game_finished};
|
||||
@ -217,6 +217,7 @@ impl Game {
|
||||
|
||||
fn pve_add_skills(&mut self) -> &mut Game {
|
||||
let mut pve_skills = vec![];
|
||||
let mut rng = thread_rng();
|
||||
|
||||
for mobs in self.players
|
||||
.iter()
|
||||
@ -228,8 +229,6 @@ impl Game {
|
||||
// info!("{:?} {:?}", mob.name, skill);
|
||||
match skill {
|
||||
Some(s) => {
|
||||
let mut rng = thread_rng();
|
||||
|
||||
// the mut marks it as being able to be called
|
||||
// more than once
|
||||
let mut find_target = || {
|
||||
@ -479,7 +478,7 @@ impl Game {
|
||||
while let Some(cast) = self.stack.pop() {
|
||||
// info!("{:} casts ", cast);
|
||||
|
||||
let mut resolutions = resolution_steps(&cast, &mut self);
|
||||
let mut resolutions = resolve(&cast, &mut self);
|
||||
r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
|
||||
|
||||
|
||||
@ -807,91 +806,6 @@ pub fn game_delete(tx: &mut Transaction, id: Uuid) -> Result<(), Error> {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
// pub fn game_global_startup(tx: &mut Transaction) -> Result<(), Error> {
|
||||
// if game_global_get(tx).is_ok() {
|
||||
// info!("global mm game exists");
|
||||
// return Ok(());
|
||||
// }
|
||||
|
||||
// let mut game = Game::new();
|
||||
|
||||
// game
|
||||
// .set_player_num(2)
|
||||
// .set_player_constructs(3)
|
||||
// .set_mode(GameMode::Pvp);
|
||||
|
||||
// game_write(tx, &game)?;
|
||||
|
||||
// let query = "
|
||||
// INSERT INTO matchmaking (id, game)
|
||||
// VALUES ($1, $2)
|
||||
// RETURNING id;
|
||||
// ";
|
||||
|
||||
// let result = tx
|
||||
// .query(query, &[&Uuid::nil(), &game.id])?;
|
||||
|
||||
// result.iter().next().ok_or(format_err!("no game written"))?;
|
||||
|
||||
// info!("{:} wrote global mm startup", game.id);
|
||||
|
||||
// return Ok(());
|
||||
// }
|
||||
|
||||
// pub fn game_global_set(tx: &mut Transaction, game: &Game) -> Result<(), Error> {
|
||||
// let query = "
|
||||
// UPDATE matchmaking
|
||||
// SET game = $1
|
||||
// WHERE id = $2
|
||||
// RETURNING id, game;
|
||||
// ";
|
||||
|
||||
// let result = tx
|
||||
// .query(query, &[&game.id, &Uuid::nil()])?;
|
||||
|
||||
// result.iter()
|
||||
// .next()
|
||||
// .ok_or(err_msg("could not set global game mm"))?;
|
||||
|
||||
// return Ok(());
|
||||
// }
|
||||
|
||||
// pub fn game_global_get(tx: &mut Transaction) -> Result<Game, Error> {
|
||||
// let query = "
|
||||
// SELECT * from games
|
||||
// WHERE id = (
|
||||
// SELECT game
|
||||
// FROM matchmaking
|
||||
// WHERE id = $1
|
||||
// );
|
||||
// ";
|
||||
|
||||
// let delete_query = "
|
||||
// DELETE from matchmaking;
|
||||
// ";
|
||||
|
||||
// let result = tx
|
||||
// .query(query, &[&Uuid::nil()])?;
|
||||
|
||||
// let returned = match result.iter().next() {
|
||||
// Some(row) => row,
|
||||
// None => return Err(err_msg("game not found")),
|
||||
// };
|
||||
|
||||
// // tells from_slice to cast into a construct
|
||||
// let game_bytes: Vec<u8> = returned.get("data");
|
||||
// let game = match from_slice::<Game>(&game_bytes) {
|
||||
// Ok(g) => g,
|
||||
// Err(_) => {
|
||||
// tx.query(delete_query, &[])?;
|
||||
// return Err(err_msg("matchmaking game was invalid"))
|
||||
// }
|
||||
// };
|
||||
|
||||
// return Ok(game);
|
||||
// }
|
||||
|
||||
|
||||
pub fn game_update(tx: &mut Transaction, game: &Game) -> Result<(), Error> {
|
||||
let game_bytes = to_vec(&game)?;
|
||||
|
||||
@ -964,13 +878,7 @@ pub fn game_concede(tx: &mut Transaction, account: &Account, game_id: Uuid) -> R
|
||||
|
||||
pub fn game_skill_clear(tx: &mut Transaction, account: &Account, game_id: Uuid) -> Result<Game, Error> {
|
||||
let mut game = game_get(tx, game_id)?;
|
||||
|
||||
game.clear_skill(account.id)?;
|
||||
|
||||
if game.skill_phase_finished() {
|
||||
game = game.resolve_phase_start();
|
||||
}
|
||||
|
||||
game_update(tx, &game)?;
|
||||
|
||||
Ok(game)
|
||||
|
||||
@ -18,18 +18,12 @@ pub fn dev_resolve(a_id: Uuid, b_id: Uuid, skill: Skill) -> Resolutions {
|
||||
if skill.aoe() { // Send an aoe skill event for anims
|
||||
resolutions.push(Resolution::new(&a, &b).event(Event::AoeSkill { skill }).stages(EventStages::StartEnd));
|
||||
}
|
||||
return resolve(skill, &mut a, &mut b, resolutions);
|
||||
return resolve_skill(skill, &mut a, &mut b, resolutions);
|
||||
}
|
||||
|
||||
pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
|
||||
pub fn resolve(cast: &Cast, game: &mut Game) -> Resolutions {
|
||||
let mut resolutions = vec![];
|
||||
|
||||
resolutions = pre_resolve(cast, game, resolutions);
|
||||
|
||||
return resolutions;
|
||||
}
|
||||
|
||||
pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
|
||||
let skill = cast.skill;
|
||||
let source = game.construct_by_id(cast.source_construct_id).unwrap().clone();
|
||||
let targets = game.get_targets(cast.skill, &source, cast.target_construct_id);
|
||||
@ -54,7 +48,7 @@ pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -
|
||||
continue;
|
||||
}
|
||||
|
||||
resolutions = resolve(cast.skill, &mut source, &mut target, resolutions);
|
||||
resolutions = resolve_skill(cast.skill, &mut source, &mut target, resolutions);
|
||||
|
||||
// save the changes to the game
|
||||
game.update_construct(&mut source);
|
||||
@ -67,7 +61,7 @@ pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -
|
||||
return resolutions;
|
||||
}
|
||||
|
||||
pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut resolutions: Vec<Resolution>) -> Resolutions {
|
||||
pub fn resolve_skill(skill: Skill, source: &mut Construct, target: &mut Construct, mut resolutions: Vec<Resolution>) -> Resolutions {
|
||||
if let Some(_disable) = source.disabled(skill) {
|
||||
// resolutions.push(Resolution::new(source, target).event(Event::Disable { disable, skill }).stages(EventStages::PostOnly));
|
||||
return resolutions;
|
||||
@ -84,7 +78,7 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
|
||||
return resolutions;
|
||||
}
|
||||
resolutions.push(Resolution::new(source, target).event(Event::Reflection { skill }));
|
||||
return resolve(skill, &mut source.clone(), source, resolutions);
|
||||
return resolve_skill(skill, &mut source.clone(), source, resolutions);
|
||||
}
|
||||
|
||||
if source.affected(Effect::Haste) {
|
||||
@ -175,14 +169,14 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
|
||||
|
||||
Skill::Decay|
|
||||
Skill::DecayPlus |
|
||||
Skill::DecayPlusPlus => decay(source, target, resolutions, skill), // dot
|
||||
Skill::DecayPlusPlus => decay(source, target, resolutions, skill),
|
||||
Skill::DecayTick|
|
||||
Skill::DecayTickPlus |
|
||||
Skill::DecayTickPlusPlus => decay_tick(source, target, resolutions, skill), // dot
|
||||
Skill::DecayTickPlusPlus => decay_tick(source, target, resolutions, skill),
|
||||
|
||||
Skill::Haste|
|
||||
Skill::HastePlus |
|
||||
Skill::HastePlusPlus => haste(source, target, resolutions, skill), // speed slow
|
||||
Skill::HastePlusPlus => haste(source, target, resolutions, skill),
|
||||
|
||||
Skill::Heal|
|
||||
Skill::HealPlus |
|
||||
@ -206,7 +200,7 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
|
||||
|
||||
Skill::Purge|
|
||||
Skill::PurgePlus |
|
||||
Skill::PurgePlusPlus => purge(source, target, resolutions, skill), // dispel all buffs
|
||||
Skill::PurgePlusPlus => purge(source, target, resolutions, skill),
|
||||
|
||||
Skill::Purify|
|
||||
Skill::PurifyPlus |
|
||||
@ -226,26 +220,26 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
|
||||
|
||||
Skill::Link|
|
||||
Skill::LinkPlus |
|
||||
Skill::LinkPlusPlus => link(source, target, resolutions, skill), // target is immune to magic damage and fx
|
||||
Skill::LinkPlusPlus => link(source, target, resolutions, skill),
|
||||
|
||||
Skill::Silence|
|
||||
Skill::SilencePlus |
|
||||
Skill::SilencePlusPlus => silence(source, target, resolutions, skill), // target cannot cast spells
|
||||
Skill::SilencePlusPlus => silence(source, target, resolutions, skill),
|
||||
|
||||
Skill::Siphon|
|
||||
Skill::SiphonPlus |
|
||||
Skill::SiphonPlusPlus => siphon(source, target, resolutions, skill), // dot
|
||||
Skill::SiphonPlusPlus => siphon(source, target, resolutions, skill),
|
||||
Skill::SiphonTick|
|
||||
Skill::SiphonTickPlus |
|
||||
Skill::SiphonTickPlusPlus => siphon_tick(source, target, resolutions, skill), // dot
|
||||
Skill::SiphonTickPlusPlus => siphon_tick(source, target, resolutions, skill),
|
||||
|
||||
Skill::Slay|
|
||||
Skill::SlayPlus |
|
||||
Skill::SlayPlusPlus => slay(source, target, resolutions, skill), // hybrid dmg self heal
|
||||
Skill::SlayPlusPlus => slay(source, target, resolutions, skill),
|
||||
|
||||
Skill::Sleep|
|
||||
Skill::SleepPlus |
|
||||
Skill::SleepPlusPlus => sleep(source, target, resolutions, skill), // heal stun
|
||||
Skill::SleepPlusPlus => sleep(source, target, resolutions, skill),
|
||||
|
||||
Skill::Restrict|
|
||||
Skill::RestrictPlus |
|
||||
@ -261,24 +255,24 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
|
||||
|
||||
Skill::Break|
|
||||
Skill::BreakPlus |
|
||||
Skill::BreakPlusPlus => break_(source, target, resolutions, skill), // no damage stun, adds vulnerable
|
||||
Skill::BreakPlusPlus => break_(source, target, resolutions, skill),
|
||||
|
||||
Skill::Triage|
|
||||
Skill::TriagePlus |
|
||||
Skill::TriagePlusPlus => triage(source, target, resolutions, skill), // hot
|
||||
Skill::TriagePlusPlus => triage(source, target, resolutions, skill),
|
||||
|
||||
Skill::TriageTick|
|
||||
Skill::TriageTickPlus |
|
||||
Skill::TriageTickPlusPlus => triage_tick(source, target, resolutions, skill), // hot
|
||||
Skill::TriageTickPlusPlus => triage_tick(source, target, resolutions, skill),
|
||||
|
||||
// Base Skills
|
||||
Skill::Attack => attack(source, target, resolutions, skill),
|
||||
Skill::Block => block(source, target, resolutions, skill),
|
||||
Skill::Buff => buff(source, target, resolutions, skill),
|
||||
Skill::Debuff => debuff(source, target, resolutions, skill), // speed slow
|
||||
Skill::Debuff => debuff(source, target, resolutions, skill),
|
||||
Skill::Stun => stun(source, target, resolutions, skill),
|
||||
|
||||
//Triggered
|
||||
// Triggered
|
||||
Skill::Electrocute |
|
||||
Skill::ElectrocutePlus |
|
||||
Skill::ElectrocutePlusPlus => panic!("should only trigger from electrify hit"),
|
||||
@ -1267,8 +1261,6 @@ impl Skill {
|
||||
}
|
||||
|
||||
pub fn defensive(&self) -> bool {
|
||||
let mut rng = thread_rng();
|
||||
|
||||
match self {
|
||||
Skill::Amplify|
|
||||
Skill::AmplifyPlus |
|
||||
@ -1311,10 +1303,6 @@ impl Skill {
|
||||
Skill::TriagePlus |
|
||||
Skill::TriagePlusPlus => true,
|
||||
|
||||
Skill::Banish |
|
||||
Skill::BanishPlus |
|
||||
Skill::BanishPlusPlus => rng.gen_bool(0.5),
|
||||
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
@ -2021,7 +2009,7 @@ mod tests {
|
||||
assert!(y.affected(Effect::Reflect));
|
||||
|
||||
let mut results = vec![];
|
||||
results = resolve(Skill::Blast, &mut x, &mut y, results);
|
||||
results = resolve_skill(Skill::Blast, &mut x, &mut y, results);
|
||||
|
||||
assert!(x.green_life() < 1024);
|
||||
|
||||
@ -2052,7 +2040,7 @@ mod tests {
|
||||
y.blue_life.force(0);
|
||||
x.green_life.reduce(512);
|
||||
|
||||
let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]);
|
||||
let mut results = resolve_skill(Skill::Siphon, &mut x, &mut y, vec![]);
|
||||
|
||||
assert!(y.affected(Effect::Siphon));
|
||||
assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTick.multiplier()) + 220.pct(Skill::SiphonTick.multiplier())));
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user