core init

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COMBOS.md
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# item_info ->
combos [strike, [R R Attack]]
specs [spec [bonus amount, [r g b]]
# Playthrough
constructs join game
stats randomised
initial stash drops
6 skills
6 colours
6 specs
play first round
basically duke it out
# Colours #
### Red ###
Real world concepts
Aggressive
Apply Buffs
Fast & Chaotic
### Green ###
Healing Specialisation
Defensive
Purge buffs & debuffs
### Blue ###
Fantasy concepts (magical)
Aggressive & Defensive
Apply Debuffs
Slow & Reliable
# Classes #
Class names to be changed
====================
Pure Red `Nature`
Pure Green `Non-Violence`
Pure Blue `Destruction`
Hybrid Red / Blue `Chaos`
Hybrid Red / Green `Purity`
Hybrid Blue / Green `Technology`
Skills
==========
Basic Type
-------------------------------------------------------------------------
Attack `Basic offensive skill - deal damage`
Buff `Base ally targetted skill - increase ally speed`
Stun `Base enemy disable - disable enemy for 2 rounds`
Block `Base self targetted defensive - reduced damage taken for 2 rounds`
Debuff `Base enemy debuff - reduce enemy speed`
# Attack Base #
RR - Strike
GG - Heal
BB - Blast
RG - Purify
GB - Decay
RB - Blast
# Stun Base #
RR - Strangle
GG - Break
BB - Ruin
RG - Banish
GB - Silence
RB - Hex
# Buff Base #
RR - Empower
GR - Triage
BB - Absorb
RG - Sustain
GB - Amplify
RB - Haste
# Debuff Base #
RR - Restrict
GG - Purge
BB - Curse
RG - Slow
GB - Siphon
RB - Invert
# Block Base #
RR - Counter
GG - Reflect
BB - Electrify
RG - Intercept
GB - Life `rename?`
RB - Recharge
## Advanced combos ##
Two ways of upgrading
#1 -> combine more of the same for a stronger version of the same skill / spec (T2 / T3 Combos)
#2 -> combine skill with two matching colour specs to change the way the skill works (Spec / Skill hybrid)
### T2 / T3 Combos ###
All current specs / items can be further combo'd into T2 and T3 versions
# 3 of same base => 1 upgraded tier #
`3 x T1 Red Damage Spec => T2 Red Damage Spec`
`3 x T2 Red Damage Spec => T3 Red Damage Spec`
`3 x T1 Strike => T2 Strike`
`3 x T2 Strike => T3 Strike`
Upgraded skills will have a combination of higher damage / longer duration / reduced cooldown
Upgraded skills use the same speed formula as previously
### Spec / Skill hybrid specs ###
# Strike #
2 x Red Damage + Strike => Strike damage bonus (crit?)
2 x Red Speed + Strike => Strike reduces enemy speed
2 x Red Life + Strike => Strike reduces enemy healing (% reduction)
# Heal #
2 x Green Damage + Heal => Heal target for additional 20% of caster's maximum life
2 x Green Speed + Heal => Heal target gets bonus speed
2 x Green Life + Heal => Heal increases target's max hp for 2 turns
etc etc
30 skills * 3 specs => 90 spec / skill hybrid specs -> might be overcomplicated

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# Everything costs money (gold?)
Items - Base colours / skills / specs and associated upgrades
### Sources of money
- Start with money and gain income after each battle
- Higher income from winning
- Selling items in inventory or equipped on character refunds
- Selling from inventory full refund
- Selling from charcter 50% refund
### Uses for money
- Buying items
- Rerolling vbox
### Base Costs
Base colours have a base 1 cost
Base skills have a base 2 cost
Base specs have a base 3 cost
### Actual Costs
- Costs increase as more of an item is used on constructs in the game
- The cost increases by the base cost for every 6 allocations of base item
- Allocation is based on all constructs in the game
### Example ###
Round #1
All costs are base costs
# Player #1 and Player #2 (They both bought the same things)
Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
Construct #3 Attack, 2 cost
Total cost - 10
Round #2
Items used on constructs include:
Red x 8
Attack x 4
Buff x 2
The costs of red for round #2 are now (1 + 1) = 2
If they were to buy the same skill setup it would be as follows:
# Player #1 and Player #2 (They both bought the same things)
Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
Construct #3 Attack, 2 cost
Total cost - 14
### Philosophy of increasing item costs
- Two games will never feel exactly the same
- Costs change over rounds to diversify skill choice and gameplay
- As optimal builds emerge the paths to reach them will change every game
- Rewarded for going (hipster) builds nobody else is trying
- Some reward for hoarding items in your inventory while they cheaper (hodl red)
### Income values
Could try with 9 base income
Income increases by 3 each round and winning bonus of 6

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# Stat Multipliers #
### Defenses ###
Rare `Increased GreenLife`
Common `Increased Evasion rating`
Common `Increased Blue Life rating`
Common `Increased RedLife rating`
Common `Increased Healing done`
Common `Increased Healing received`
Common `Increased Blue Damage`
Common `Increased Red Damage`
Uncommon `Reduced hp loss penalty to evade chance`
Uncommon `Increased base evasion chance per X evasion rating`
Uncommon `Increased % mitigation from red_life`
Uncommon `Increased % mitigation from spell shield`
Uncommon `Increased damage over time`
Rare `gain empower on KO`
Rare `cannot be restrictd`
Rare `cannot be silenced`
Rare `cannot be intercepted`
Rare `25% stun for attack`
Rare `25% hex for blast`
Rare `cooldown reduction`
Rare `effect duration`
Rare `increased phys damage, 0 spell damage`
Rare `increased spell damage, 0 phys damage`
Rare `increased phys damage, silenced`
Rare `increased spell damage, restrictd`
Rare `increased speed, increased durations`
Rare `increased speed, increased cooldowns`
# Nature - Technology - Nonviolence - Destruction - Purity - Chaos #
- Increased power
- Increased speed
- Increased stat
- ??? Related Notables
# ??? Constructs need to have a minimum of X of the construct stat to learn a skill #

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### Road Map ###
# NOW Phase 1 (Dev -> Alpha)
Form company structure
Brainstorm Names?
Finalise documents
Game
Server T2 / T3 / Custom Specs
Any other outstanding "major" features ???
# Phase 2 (Alpha -> Beta)
Friends / Word of mouth testing
Server balance adjustments based on data
Client improvements based on feedback
Combat animations
Make in game shop
Payment processors / CC etc
Handler for game purchases
MTX - Construct Avatars
MTX - Skill anims
Setup company bank accounts
Accounting system - Xero etc
# Phase 3 (Beta -> Release)
Player Events e.g. chatwheel
Matchmaking + ELO / Leaderboard
Game skill private fields
Refine artwork, icons, scaling etc
Music
Marketing materials
Videos
Twitch
Advertisments?
Information
# china shit
You need to read the details more carefully. Playsaurus messed up:
1. They launched in China without registering a trademark
2. A competitor registered the trademark after 3 months of their launch
3. They continued to sell for 4 years under a name trademarked by another company, making $73,000+ yearly from that one country
Now, they complain about it on Reddit, even though China is a 'First to File' company.
The fault lies entirely with Playsaurus, nothing illegal occurred here.
https://www.trademarknow.com/blog/first-to-file-versus-first...
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 ###
Numbers are placeholder
`Specs get a bonus dependent on the total of Red / Green / Blue in player skills & specs`
# Example to meet 5 red gem bonus from skills only
In your player Construct #1 has `Strike`, Construct #2 has `Slay` and `Heal`, Construct #3 has `Restrict`
- RR skill `Strike` contributes 2 red gems to the total red gems (2 total)
- RG skill `Slay` contributes 1 red gem to the total red gems (3 total)
- GG skill `Heal` contirubtes 0 red gems to the total red gems (3 total)
- RR skill `Restrict` contirubtes 2 red gems to the total red gems (5 total)
# Advanced specs also require a minimum number of Red / Green / Blue gems on the construct to take effect
- Tier 1 Basic specs (Damage / Health / Defense) will have no requirements
- Advanced specs will require a certain threshold of red / green / blue gems to be enabled
- Provided spec requirements are met, all specs will add gems to the construct
# Starting from scratch with a vbox
### Round 1
- Buy 4 reds (items)
- Buy two 'Attack' Skills & 1 Stun skill (items)
- Buy 1 Basic Damage Spec (item)
Combine 2 Red + 'Attack' -> Strike
Combine 2 Red + 'Basic Damage Spec' -> Red Damage
Construct #1 -> Give Strike & Red Damage Spec -> Strike + 1 x Red Damage Spec
Construct #2 -> Give Attack -> Attack
Construct #3 -> Give Stun -> Stun
Player Total (4 Red + 2 Basic gems)
### Round 2
- Buy 2 reds & 2 green & 2 blue (all available colour items)
- Buy 2 Basic Damage Spec (item)
- Construct #2 Unequip Attack
- Combine 2 Green + 'Attack' -> Heal
- Construct #3 Unequip Stun
- Combine 2 Blue + 'Stun' -> Ruin
- Combine 2 Red + 'Basic Damage Spec' -> Red Damage
Construct #1 -> Give Red Damage items -> Strike + 2 x Red Damage Spec (6R)
Construct #2 -> Give Heal item -> Heal (2G)
Construct #3 -> Give Ruin item -> Ruin (2B)
## Round 3
- Buy 4 reds
- Buy 1 Attack, 1 Stun, 1 Block (item)
- Buy 2 Basic Damage Spec (item)
- Combine 2 Red + 'Stun' -> Strangle
- Combine 2 Red + 'Block' -> Counter
Construct #1 -> Give 'Stun' & 'Strangle' -> Strike, Stun, Strangle + 2 x Red Damage Spec (10R)
Construct #2 -> 'No change' -> Heal (2G)
Construct #3 -> Give Attack item & 2 Basic Damage Spec -> Attack + Ruin + 2 x Basic Damage Spec (2B)
## Round 4
- Buy 4 reds (getting lucky with reds!)
- Buy 1 Attack, 1 Buff
- Combine 2 Red + 'Attack' -> Strike
- Combine 2 Red + 'Buff' -> Empower
- Construct #1 Unequip 2 x Red Damage spec, Equip Empower -> Strike, Stun, Strangle, Empower (8R)
- Combine 'Strike' + 2 x Red Damage spec -> 'Increased Strike Damage spec'
### Note 'Increased Strike Damage spec' requires 8R on the construct
Construct #1 Equip Increased Strike Damage spec -> Strike, Stun, Strangle, Empower + Increased Strike Damage Spec (14R)
Construct #2 -> 'No change' -> Heal
Construct #3 -> 'No change' -> Attack + Ruin + 2 x Basic Damage Spec
## Round 5
We already lost cause we went all in on 1 red construct like a noob
### Generic Specs
# Basic % GreenLife
`Base` -> 5% inc hp
`Player Bonus` -> 3 basic gems -> +5% // 6 basic gems -> +10% // 12 basic gems -> +15%
Maximum 35% inc hp
# Basic Speed
`Base` -> 5% inc speed
`Player Bonus` -> 3 basic gems -> +10% // 6 basic gems -> +15% // 12 basic gems -> +20%
Maximum 50% inc speed
# Basic Class Spec
`Base` -> +2 red, +2 green +2 blue gems on construct
# Basic Duration
### Increased Damage Combos ###
Generate by combining `Generic Spec (Basic Damage)` with respective RGB
# Red Damage (Dmg + RR)
Add 2 `red gems`
`Base` -> 10% inc red dmg
`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +25%
Maximum +60% red damage
# Blue Damage (Dmg + BB) #
Add 2 `blue gems`
`Base` -> 10% inc blue dmg
`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +25%
Maximum +60% blue damage
# Healing (Dmg + GG) #
Add 2 `green gems`
`Base` -> 10% inc healing
`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +25%
Maximum +60% inc healing
# Red damage and healing (Dmg + RG)
Add 1 red 1 green gem
`Base` -> 5% inc red damage and 5% inc healing
`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
Maximum +35% inc red damage and 35% inc healing
# Red and blue damage (Dmg + RB)
Add 1 red and 1 blue gem
`Base` -> 5% inc red damage and 5% inc healing
`Player Bonus` (2 red + 2 green gems) -> +5% + 5% // (5 red + 5 green gems) -> +10% + 10% % // 20 green gems -> +15% + 15%
Maximum +35% inc damage and 35% inc healing
# Blue damage and healing (Dmg + BG)
Add 1 blue and 1 green gem
`Base` -> 5% inc blue damage and 5% inc healing
`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
Maximum +35% inc blue damage and 35% inc healing
### Increased GreenLife Combos ###
Generate by combining `Generic Spec (Basic GreenLife)` with respective RGB
# Increased % Red Life (Basic %HP + 2R)
Add 2 `red gems`
`Base` -> 10% inc red shield
`Player Bonus` 5 red gems -> +10% // 10 red gems -> +15% // 20 red gems -> +20%
Maximum +55% inc red shield
# Increased % Red Life and GreenLife (Basic %HP + 1R1G)
Add 1 red 1 green gem
`Base` -> 5% inc red shield and 5% inc hp
`Player Bonus` (2R + 2G gems) -> +5% + 5% // (5R + 5G gems) -> +10% + 10% % // (10R + 10G) gems -> +15% + 15%
Maximum +35% inc red shield and 35% inc hp
# Increased % Blue Life (Basic %HP + 2B)
Add 2 `blue gems`
`Base` -> 10% inc red shield
`Player Bonus` 5 blue gems -> +10% // 10 blue gems -> +15% // 20 blue gems -> +20%
Maximum +55% inc blue shield
# Increased % Blue Life and GreenLife (Basic %HP + 1B1G)
Add `1 blue and 1 green gems`
`Base` -> 5% inc red shield and 5% inc hp
`Player Bonus` (2B + 2G gems) -> +5% + 5% // (5B + 5G gems) -> +10% + 10% % // (10B + 10G) gems -> +15% + 15%
Maximum +35% inc blue shield and 35% inc hp
# Increased % GreenLife (Basic %HP + 2G)
Add `2 green gems`
`Base` -> 10% inc hp
`Player Bonus` 5 green gems -> +10% // 10 green gems -> +15% // 20 green gems -> +20%
Maximum +55% inc hp
# Increased % Blue and Red Life (Basic %HP + 1B1R)
Add `1 blue and 1 red gem`
`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

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## 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

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core/.cargo/config Executable file
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[target.x86_64-pc-windows-msvc.gnu]
rustc-link-search = ["C:\\Program Files\\PostgreSQL\\pg96\\lib"]

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core/.gitignore vendored Normal file
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target/
Cargo.lock
log/
.env

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core/Cargo.toml Normal file
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[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"

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core/src/effect.rs Normal file
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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,
}

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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

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23
core/src/lib.rs Normal file
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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
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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
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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
}

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core/src/player.rs Normal file
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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

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734
core/src/spec.rs Normal file
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@ -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
View 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
View 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());
// }
}

View File

@ -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)

View File

@ -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())));