diff --git a/client/src/components/game.jsx b/client/src/components/game.jsx
index 71eeea98..82b8f954 100755
--- a/client/src/components/game.jsx
+++ b/client/src/components/game.jsx
@@ -155,6 +155,9 @@ function GamePanel(props) {
return 'Game over';
}
}
+
+ const logs = game.log.reverse().map((l, i) => (
{l}
));
+
return (
@@ -172,7 +175,7 @@ function GamePanel(props) {
);
diff --git a/server/README.md b/server/README.md
index 07b9e5a4..dedf97d6 100755
--- a/server/README.md
+++ b/server/README.md
@@ -1,6 +1,6 @@
-# Cryps ("creeps") // Creeptography
+# Cryps ("creeps")
-## Setup
+## Combat
skill phase:
1.1 -> block (sp 10) -> on self
@@ -20,3 +20,127 @@ resolve phase:
1.1 <- attack (no effect because of block)
2.2 <- attack (normal resolve)
1.1 <- hexed (no skills for the rest of this turn and next)
+
+## Dmg Chart
+
+| Physical | Magic | Modifiers |
+| ------ | ------ | ------ |
+| dmg | dmg | speed |
+| evasion | resistance | cooldowns |
+| reduction | absorption? | durations |
+
+
+## Cryp Classes / Paths / Specialisations
+
+Organic / Combat
+================
+Strength of the Individual / Attack & Defense
+--------------------------
+
+from viruses and bacteria to civilisations all organic cryps are contained within this group.
+they are the original form of cryps to inhabit the universe.
+they value individual strength and the ability to defend one's self.
+having undergone natural selection they are combative by nature and feel threatened from all sides.
+magic and advanced technology disturbs them as they are unable to understand it;
+their response is to try and crush it and restore their place at the apex.
+their fear is a manifestation of the emotions that are unique to organic cryps.
+can be social and cooperative (primates) as well as isolated and agressive (wolves / snow leopards)
+
+* tactics and strategy
+ * rally
+ * physical damage
+ * rend / expose
+ * taunt
+* martial arts and combat
+ * blocking
+ * evasion and redirection
+* frenzy
+
+Artificial / Machines
+=====================
+Speed & Efficiency
+------------------
+
+artificial cryps are machines of any sort, from simple spring powered devices to vast self-aware networks.
+whether created by organic cryps as tools or as ancient automated systems discovered deep in space,
+artificial cryps are ubiquitous.
+their artificial nature lends them to efficiency and instant reactions.
+artificial cryps do not think, they simply act.
+no motivation / emotions; just outcomes
+
+* efficiency
+ * reduced cooldowns
+ * increased speed
+* replication
+ * drones / tokens
+* technology
+ * information and analysis (other teams' makeup etc)
+
+Life / Vitality
+===============
+Enhancement & Preservation
+--------------------------
+
+life based cryps value the sanctity of life above all else
+they are defensive and gracious, seeking to minimise the damage done by others.
+healing cryps they have allied themselves with, preventing incoming damage and rendering enemies harmless
+
+* healing
+ * hots
+ * direct healing
+* buffs
+ * protection from effects
+ * damage reduction
+
+Death / Destruction
+===================
+Damage & Destruction
+-------------------------
+
+cryps that have given themselves over to death are obsessed with destruction in all of its forms
+no price is too high, death centred cryps will gladly harm themselves and amplify this sacrifice
+in the hopes of inflicting ruin on everything around them.
+
+* damage amplification
+* nukes
+* life leach
+* life exchange
+* poison
+
+Form / Matter
+=============
+Structure & Control
+-------------------
+
+form focused cryps both enhance and exploit everything around them,
+seeking to improve their allies abilities and expose weaknesses in their opponents,
+they are builders and breakers, chasing perfection
+
+* Dispel, removal
+*
+
+Void
+=====
+Power from an alternate reality
+-------------------------------
+
+The void cryps originally entered into our universe from alternate reality.
+their physical form is embedded with advanced technologies which allows manipulation of time and space.
+the void cryps have been evolving in form since their arrival into the universe
+
+they value power over all else, their goal is to convert all sentient life into their void form
+
+manipulate physical reality to control and disrupt the flow of battle
+
+can take physical and astral forms
+
+* Banish
+* Shadow damage
+* Time control (reverse turn outcomes)
+* increase cooldowns
+* increase durations
+* Slow
+
+## Styles
+* Aztec
+* Yokai / ukiyo-e
\ No newline at end of file
diff --git a/server/WORKLOG.md b/server/WORKLOG.md
index 9b68c58e..7366c9bd 100755
--- a/server/WORKLOG.md
+++ b/server/WORKLOG.md
@@ -8,6 +8,8 @@
* move rpc functions out
* unwrap account for all functions except list
+* handle unserializable cryps
+
* Global rolls
* Stats
@@ -57,6 +59,11 @@
* run nginx as not root
+# Art Styles
+* Aztec
+* Pixel
+* Industrial
+
# Mechanic Ideas
teams
1v1 2v2 3v3
@@ -89,6 +96,7 @@ gem td style attr combinations
techno artists for the soundtrack
+
slimey
ghostly
@@ -114,24 +122,3 @@ gem td style attr combinations
* 18: Restrictions breed creativity
* 19: Your audience is good at recognizing problems and bad at solving them
* 20: All the lessons connect
-
-
-
-skill phase:
-1.1 -> block (sp 10) -> on self
-1.2 -> attack (sp 5) -> on team 2
-
-2.1 -> hex (sp 3) -> on team 1
-2.2 -> attack (sp 5) -> on team 1
-
-target phase:
-team 2 targets 1.2 on 2.2
-
-team 1 targets 2.1 on 1.1
-team 1 targets 2.2 on 1.1
-
-resolve phase:
-1.1 <- block
-1.1 <- attack (no effect because of block)
-2.2 <- attack (normal resolve)
-1.1 <- hexed (no skills for the rest of this turn and next)
diff --git a/server/src/cryp.rs b/server/src/cryp.rs
index da8fef4c..282675db 100755
--- a/server/src/cryp.rs
+++ b/server/src/cryp.rs
@@ -9,7 +9,8 @@ use failure::err_msg;
use account::Account;
use rpc::{CrypSpawnParams};
-use skill::{Skill, Cooldown, Roll};
+use game::{Log};
+use skill::{Skill, Cooldown, Roll, Effect};
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct CrypSkill {
@@ -29,15 +30,8 @@ impl CrypSkill {
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
-pub enum Status {
- Stunned,
- Silenced,
- Blocking,
-}
-
-#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
-pub struct CrypStatus {
- status: Status,
+pub struct CrypEffect {
+ effect: Effect,
duration: u8,
}
@@ -80,7 +74,7 @@ pub struct Cryp {
pub xp: u64,
pub lvl: u8,
pub skills: Vec,
- pub statuses: Vec,
+ pub effects: Vec,
pub name: String,
}
@@ -103,7 +97,7 @@ impl Cryp {
lvl: 0,
xp: 0,
skills: vec![CrypSkill::new(Skill::Attack)],
- statuses: vec![],
+ effects: vec![],
name: String::new()
};
}
@@ -165,7 +159,7 @@ impl Cryp {
}
pub fn is_stunned(&self) -> bool {
- self.statuses.iter().any(|s| s.status == Status::Stunned)
+ self.effects.iter().any(|s| s.effect == Effect::Stun)
}
pub fn available_skills(&self) -> Vec<&CrypSkill> {
@@ -207,17 +201,17 @@ impl Cryp {
self
}
- pub fn reduce_statuses(&mut self) -> &mut Cryp {
- self.statuses = self.statuses.clone().into_iter().filter_map(|mut s| {
+ pub fn reduce_effect_durations(&mut self) -> &mut Cryp {
+ self.effects = self.effects.clone().into_iter().filter_map(|mut s| {
s.duration = s.duration.saturating_sub(1);
if s.duration == 0 {
return None;
}
- println!("reduced status {:?}", s);
+ println!("reduced effect {:?}", s);
return Some(s);
- }).collect::>();
+ }).collect::>();
self
}
@@ -246,20 +240,26 @@ impl Cryp {
return roll;
}
- pub fn stun(&mut self, _roll: Roll) -> &mut Cryp {
- if !self.statuses.iter().any(|s| s.status == Status::Blocking) {
- self.statuses.push(CrypStatus { status: Status::Stunned, duration: Skill::Stun.duration() });
+ pub fn stun(&mut self, _roll: Roll, log: &mut Log) -> &mut Cryp {
+ if !self.effects.iter().any(|s| s.effect == Effect::Block) {
+ let stun = CrypEffect { effect: Effect::Stun, duration: Skill::Stun.duration() };
+ self.effects.push(stun);
+ log.push(format!("{:?} is {:?} for {:?}T", self.name, stun.effect, stun.duration))
+ } else {
+ log.push(format!("{:?} blocks.", self.name))
}
self
}
- pub fn attack(&mut self, roll: Roll) -> &mut Cryp {
+ pub fn attack(&mut self, roll: Roll, log: &mut Log) -> &mut Cryp {
self.hp.reduce(roll.result);
self
}
- pub fn block(&mut self, _roll: Roll) -> &mut Cryp {
- self.statuses.push(CrypStatus { status: Status::Blocking, duration: Skill::Block.duration() });
+ pub fn block(&mut self, _roll: Roll, log: &mut Log) -> &mut Cryp {
+ let effect = CrypEffect { effect: Effect::Block, duration: Skill::Block.duration() };
+ self.effects.push(effect);
+ log.push(format!("{:?} is {:?} for {:?}T", self.name, effect.effect, effect.duration));
self
}
diff --git a/server/src/game.rs b/server/src/game.rs
index 728dd219..2241d983 100755
--- a/server/src/game.rs
+++ b/server/src/game.rs
@@ -12,6 +12,8 @@ use rpc::{GameStateParams, GameSkillParams, GamePveParams, GamePvpParams, GameTa
use cryp::{Cryp, cryp_get};
use skill::{Skill, Cast};
+pub type Log = Vec;
+
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Team {
id: Uuid,
@@ -47,7 +49,7 @@ pub enum Phase {
Start,
Skill,
Target,
- Damage,
+ Resolve,
Finish,
}
@@ -94,11 +96,18 @@ impl Game {
self
}
- // check team not already in
fn add_team(&mut self, team: Team) -> Result<&mut Game, Error> {
if self.teams.len() == self.team_num {
return Err(err_msg("maximum number of teams"));
}
+
+ if self.teams.iter().any(|t| t.id == team.id) {
+ return Err(err_msg("team already in game"));
+ }
+
+ let team_description = team.cryps.iter().map(|c| c.name.clone()).collect::>().join(", ");
+ self.log.push(format!("{:?} has joined the game.", team_description));
+
self.teams.push(team);
Ok(self)
@@ -139,13 +148,17 @@ impl Game {
}
fn start(&mut self) -> &mut Game {
+ self.log.push("Game starting...".to_string());
+
self.skill_phase_start();
self
}
fn skill_phase_start(&mut self) -> &mut Game {
- if ![Phase::Start, Phase::Damage].contains(&self.phase) {
- panic!("game not in damage or start phase");
+ self.log.push("".to_string());
+
+ if ![Phase::Start, Phase::Resolve].contains(&self.phase) {
+ panic!("game not in Resolve or start phase");
}
self.phase = Phase::Skill;
@@ -175,8 +188,6 @@ impl Game {
self
}
- // skills can target any team, but we have to check if the caller is the owner of the cryp
- // and that the cryp has the skill they are trying to add
fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Option, skill: Skill) -> Result {
if self.phase != Phase::Skill {
return Err(err_msg("game not in skill phase"));
@@ -207,7 +218,7 @@ impl Game {
// check here as well so uncastable spells don't go on the stack
if !skill.castable(&cryp) {
- return Err(err_msg("cryp cannot cast spell"));
+ return Err(err_msg("cryp cannot cast that skill"));
}
}
@@ -228,16 +239,16 @@ impl Game {
// for every team
.all(|t| self.stack.iter()
// the number of skills they have cast
- .filter(|s| s.source_team_id == t.id)
- .collect::>()
+ .filter(|s| s.source_team_id == t.id).collect::>()
// should equal the number required this turn
.len() == t.skills_required()
)
}
- // move all skills into their target team's targets list
fn target_phase_start(&mut self) -> &mut Game {
assert!(self.skill_phase_finished());
+ self.log.push("".to_string());
+
if self.phase != Phase::Skill {
panic!("game not in skill phase");
}
@@ -250,7 +261,7 @@ impl Game {
// all cryps are stunned or otherwise inactive
if self.target_phase_finished() {
- self.damage_phase_start();
+ self.resolve_phase_start();
}
self
@@ -311,12 +322,14 @@ impl Game {
// requires no input
// just do it
- fn damage_phase_start(&mut self) -> &mut Game {
+ fn resolve_phase_start(&mut self) -> &mut Game {
if self.phase != Phase::Target {
panic!("game not in target phase");
}
+ assert!(self.target_phase_finished());
- self.phase = Phase::Damage;
+ self.phase = Phase::Resolve;
+ self.log.push("".to_string());
self.resolve_skills();
@@ -330,8 +343,8 @@ impl Game {
}
fn resolve_skills(&mut self) -> &mut Game {
- if self.phase != Phase::Damage {
- panic!("game not in damage phase");
+ if self.phase != Phase::Resolve {
+ panic!("game not in Resolve phase");
}
self.stack.sort_unstable_by_key(|s| s.skill.speed());
@@ -342,16 +355,18 @@ impl Game {
let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).unwrap().clone();
- let resolution = skill.resolve(&mut source, &mut target);
+ self.log.push(format!("{:?} uses {:?} on {:?}", source.name, skill.skill, target.name));
+ let resolution = skill.resolve(&mut source, &mut target, &mut self.log);
self.resolved.push(*resolution);
+
self.update_cryp(&mut source);
self.update_cryp(&mut target);
return *resolution;
}).collect::>();
- // now damage has all been assigned
+ // now Resolve has all been assigned
// handle cooldowns and statuses
self.progress_durations();
@@ -378,7 +393,7 @@ impl Game {
}
// always reduce durations
- cryp.reduce_statuses();
+ cryp.reduce_effect_durations();
self.update_cryp(&mut cryp);
}
@@ -455,7 +470,7 @@ pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Acc
game.add_target(account.id, params.cryp_id, params.skill_id)?;
if game.target_phase_finished() {
- game.damage_phase_start();
+ game.resolve_phase_start();
}
game_update(&game, tx)?;
@@ -753,7 +768,7 @@ mod tests {
assert!(game.target_phase_finished());
- game.damage_phase_start();
+ game.resolve_phase_start();
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
@@ -780,7 +795,7 @@ mod tests {
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
assert!(game.target_phase_finished());
- game.damage_phase_start();
+ game.resolve_phase_start();
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
@@ -807,7 +822,7 @@ mod tests {
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
- game.damage_phase_start();
+ game.resolve_phase_start();
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
@@ -823,7 +838,7 @@ mod tests {
game.target_phase_start();
// game.add_target(x_team.id, x_cryp.id, y_block_id).unwrap();
// game.add_target(y_team.id, y_cryp.id, x_block_id).unwrap();
- // game.damage_phase_start();
+ // game.resolve_phase_start();
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
@@ -855,10 +870,11 @@ mod tests {
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
- game.damage_phase_start();
+ game.resolve_phase_start();
// should not be stunned because of block
assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
+ println!("{:#?}", game.log);
}
}
diff --git a/server/src/skill.rs b/server/src/skill.rs
index 63e710f9..12fc63d2 100755
--- a/server/src/skill.rs
+++ b/server/src/skill.rs
@@ -2,6 +2,7 @@
use uuid::Uuid;
use cryp::{Cryp, CrypSkill, CrypStat};
+use game::{Log};
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct Roll {
@@ -15,9 +16,16 @@ pub type Cooldown = Option;
pub enum Skill {
Attack,
Block,
- Heal,
Stun,
Dodge,
+ Banish,
+ Heal,
+ Accuracy,
+ Evasion,
+ Amplify,
+ HoT,
+ DoT,
+
// used by tests, no cd, no dmg
TestTouch,
TestStun,
@@ -28,10 +36,20 @@ impl Skill {
pub fn cd(&self) -> Cooldown {
match self {
Skill::Attack => None,
+
Skill::Block => Some(1),
Skill::Dodge => Some(1),
+ Skill::Amplify => Some(1),
+ Skill::Evasion => Some(1),
+ Skill::Accuracy => Some(1),
+
Skill::Heal => Some(2),
Skill::Stun => Some(2),
+ Skill::DoT => Some(2),
+ Skill::HoT => Some(2),
+
+ Skill::Banish => Some(3),
+
Skill::TestTouch => None,
Skill::TestStun => None,
Skill::TestBlock => None,
@@ -40,11 +58,21 @@ impl Skill {
pub fn speed(&self) -> u8 {
match self {
+ Skill::Dodge => 12,
Skill::Attack => 10,
+
Skill::Block => 5,
- Skill::Dodge => 5,
+ Skill::Amplify => 5,
+ Skill::Accuracy => 5,
+ Skill::Evasion => 5,
+ Skill::HoT => 5,
+ Skill::DoT => 5,
+
Skill::Heal => 2,
Skill::Stun => 2,
+ Skill::Banish => 2,
+
+ // test skills
Skill::TestTouch => 10,
Skill::TestStun => 2,
Skill::TestBlock => 5,
@@ -58,6 +86,12 @@ impl Skill {
Skill::Stun => cryp.str,
Skill::Dodge => cryp.agi,
Skill::Heal => cryp.int,
+ Skill::Banish => cryp.str,
+ Skill::Evasion => cryp.str,
+ Skill::Accuracy => cryp.str,
+ Skill::Amplify => cryp.str,
+ Skill::HoT => cryp.str,
+ Skill::DoT => cryp.str,
// test skills
Skill::TestTouch => cryp.int,
@@ -125,27 +159,29 @@ impl Cast {
};
}
- pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Cast {
+ pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) -> &mut Cast {
let roll = cryp.roll(self.skill);
- println!("{:?} -> {:?} -> {:?}", cryp.name, self.skill, target.name);
-
match self.skill {
// the real deal
- Skill::Stun => target.stun(roll),
- Skill::Attack => target.attack(roll),
- Skill::Block => target.block(roll),
+ Skill::Stun => target.stun(roll, log),
+ Skill::Attack => target.attack(roll, log),
+ Skill::Block => target.block(roll, log),
Skill::Heal => target,
Skill::Dodge => target,
+ Skill::Banish => target,
+ Skill::Accuracy => target,
+ Skill::Evasion => target,
+ Skill::Amplify => target,
+ Skill::HoT => target,
+ Skill::DoT => target,
// Test Skills
- Skill::TestStun => target.stun(roll),
- Skill::TestBlock => target.block(roll),
+ Skill::TestStun => target.stun(roll, log),
+ Skill::TestBlock => target.block(roll, log),
Skill::TestTouch => target,
};
- // println!("{:?} gettin clapped for {:?}", target.name, roll.result);
-
self.roll = Some(roll);
self
}
@@ -161,6 +197,28 @@ impl Cast {
}
}
+#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
+pub enum Effect {
+ // Skill Effects
+ Stun,
+ Silence,
+ Banish,
+ Block,
+ Haste,
+ Slow,
+ Regen,
+ Degen,
+ Bleed,
+ Leech,
+ Airborne,
+ Immune,
+
+ // Passives / items
+ Ghost,
+ Stone,
+ Evasion,
+}
+
// #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
// pub enum Skill {
// Stoney,