reeadme
This commit is contained in:
+23
-23
@@ -9,7 +9,8 @@ use failure::err_msg;
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use account::Account;
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use rpc::{CrypSpawnParams};
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use skill::{Skill, Cooldown, Roll};
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use game::{Log};
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use skill::{Skill, Cooldown, Roll, Effect};
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct CrypSkill {
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@@ -29,15 +30,8 @@ impl CrypSkill {
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Status {
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Stunned,
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Silenced,
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Blocking,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct CrypStatus {
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status: Status,
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pub struct CrypEffect {
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effect: Effect,
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duration: u8,
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}
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@@ -80,7 +74,7 @@ pub struct Cryp {
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pub xp: u64,
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pub lvl: u8,
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pub skills: Vec<CrypSkill>,
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pub statuses: Vec<CrypStatus>,
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pub effects: Vec<CrypEffect>,
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pub name: String,
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}
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@@ -103,7 +97,7 @@ impl Cryp {
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lvl: 0,
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xp: 0,
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skills: vec![CrypSkill::new(Skill::Attack)],
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statuses: vec![],
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effects: vec![],
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name: String::new()
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};
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}
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@@ -165,7 +159,7 @@ impl Cryp {
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}
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pub fn is_stunned(&self) -> bool {
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self.statuses.iter().any(|s| s.status == Status::Stunned)
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self.effects.iter().any(|s| s.effect == Effect::Stun)
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}
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pub fn available_skills(&self) -> Vec<&CrypSkill> {
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@@ -207,17 +201,17 @@ impl Cryp {
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self
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}
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pub fn reduce_statuses(&mut self) -> &mut Cryp {
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self.statuses = self.statuses.clone().into_iter().filter_map(|mut s| {
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pub fn reduce_effect_durations(&mut self) -> &mut Cryp {
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self.effects = self.effects.clone().into_iter().filter_map(|mut s| {
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s.duration = s.duration.saturating_sub(1);
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if s.duration == 0 {
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return None;
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}
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println!("reduced status {:?}", s);
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println!("reduced effect {:?}", s);
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return Some(s);
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}).collect::<Vec<CrypStatus>>();
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}).collect::<Vec<CrypEffect>>();
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self
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}
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@@ -246,20 +240,26 @@ impl Cryp {
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return roll;
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}
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pub fn stun(&mut self, _roll: Roll) -> &mut Cryp {
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if !self.statuses.iter().any(|s| s.status == Status::Blocking) {
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self.statuses.push(CrypStatus { status: Status::Stunned, duration: Skill::Stun.duration() });
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pub fn stun(&mut self, _roll: Roll, log: &mut Log) -> &mut Cryp {
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if !self.effects.iter().any(|s| s.effect == Effect::Block) {
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let stun = CrypEffect { effect: Effect::Stun, duration: Skill::Stun.duration() };
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self.effects.push(stun);
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log.push(format!("{:?} is {:?} for {:?}T", self.name, stun.effect, stun.duration))
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} else {
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log.push(format!("{:?} blocks.", self.name))
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}
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self
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}
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pub fn attack(&mut self, roll: Roll) -> &mut Cryp {
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pub fn attack(&mut self, roll: Roll, log: &mut Log) -> &mut Cryp {
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self.hp.reduce(roll.result);
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self
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}
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pub fn block(&mut self, _roll: Roll) -> &mut Cryp {
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self.statuses.push(CrypStatus { status: Status::Blocking, duration: Skill::Block.duration() });
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pub fn block(&mut self, _roll: Roll, log: &mut Log) -> &mut Cryp {
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let effect = CrypEffect { effect: Effect::Block, duration: Skill::Block.duration() };
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self.effects.push(effect);
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log.push(format!("{:?} is {:?} for {:?}T", self.name, effect.effect, effect.duration));
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self
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}
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+40
-24
@@ -12,6 +12,8 @@ use rpc::{GameStateParams, GameSkillParams, GamePveParams, GamePvpParams, GameTa
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use cryp::{Cryp, cryp_get};
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use skill::{Skill, Cast};
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pub type Log = Vec<String>;
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct Team {
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id: Uuid,
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@@ -47,7 +49,7 @@ pub enum Phase {
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Start,
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Skill,
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Target,
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Damage,
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Resolve,
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Finish,
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}
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@@ -94,11 +96,18 @@ impl Game {
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self
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}
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// check team not already in
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fn add_team(&mut self, team: Team) -> Result<&mut Game, Error> {
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if self.teams.len() == self.team_num {
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return Err(err_msg("maximum number of teams"));
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}
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if self.teams.iter().any(|t| t.id == team.id) {
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return Err(err_msg("team already in game"));
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}
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let team_description = team.cryps.iter().map(|c| c.name.clone()).collect::<Vec<String>>().join(", ");
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self.log.push(format!("{:?} has joined the game.", team_description));
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self.teams.push(team);
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Ok(self)
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@@ -139,13 +148,17 @@ impl Game {
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}
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fn start(&mut self) -> &mut Game {
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self.log.push("Game starting...".to_string());
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self.skill_phase_start();
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self
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}
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fn skill_phase_start(&mut self) -> &mut Game {
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if ![Phase::Start, Phase::Damage].contains(&self.phase) {
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panic!("game not in damage or start phase");
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self.log.push("<Skill Phase>".to_string());
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if ![Phase::Start, Phase::Resolve].contains(&self.phase) {
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panic!("game not in Resolve or start phase");
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}
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self.phase = Phase::Skill;
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@@ -175,8 +188,6 @@ impl Game {
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self
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}
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// skills can target any team, but we have to check if the caller is the owner of the cryp
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// and that the cryp has the skill they are trying to add
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fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Option<Uuid>, skill: Skill) -> Result<Uuid, Error> {
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if self.phase != Phase::Skill {
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return Err(err_msg("game not in skill phase"));
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@@ -207,7 +218,7 @@ impl Game {
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// check here as well so uncastable spells don't go on the stack
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if !skill.castable(&cryp) {
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return Err(err_msg("cryp cannot cast spell"));
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return Err(err_msg("cryp cannot cast that skill"));
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}
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}
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@@ -228,16 +239,16 @@ impl Game {
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// for every team
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.all(|t| self.stack.iter()
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// the number of skills they have cast
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.filter(|s| s.source_team_id == t.id)
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.collect::<Vec<&Cast>>()
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.filter(|s| s.source_team_id == t.id).collect::<Vec<&Cast>>()
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// should equal the number required this turn
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.len() == t.skills_required()
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)
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}
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// move all skills into their target team's targets list
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fn target_phase_start(&mut self) -> &mut Game {
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assert!(self.skill_phase_finished());
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self.log.push("<Target Phase>".to_string());
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if self.phase != Phase::Skill {
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panic!("game not in skill phase");
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}
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@@ -250,7 +261,7 @@ impl Game {
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// all cryps are stunned or otherwise inactive
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if self.target_phase_finished() {
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self.damage_phase_start();
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self.resolve_phase_start();
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}
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self
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@@ -311,12 +322,14 @@ impl Game {
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// requires no input
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// just do it
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fn damage_phase_start(&mut self) -> &mut Game {
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fn resolve_phase_start(&mut self) -> &mut Game {
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if self.phase != Phase::Target {
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panic!("game not in target phase");
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}
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assert!(self.target_phase_finished());
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self.phase = Phase::Damage;
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self.phase = Phase::Resolve;
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self.log.push("<Resolve Phase>".to_string());
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self.resolve_skills();
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@@ -330,8 +343,8 @@ impl Game {
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}
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fn resolve_skills(&mut self) -> &mut Game {
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if self.phase != Phase::Damage {
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panic!("game not in damage phase");
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if self.phase != Phase::Resolve {
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panic!("game not in Resolve phase");
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}
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self.stack.sort_unstable_by_key(|s| s.skill.speed());
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@@ -342,16 +355,18 @@ impl Game {
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let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
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let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).unwrap().clone();
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let resolution = skill.resolve(&mut source, &mut target);
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self.log.push(format!("{:?} uses {:?} on {:?}", source.name, skill.skill, target.name));
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let resolution = skill.resolve(&mut source, &mut target, &mut self.log);
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self.resolved.push(*resolution);
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self.update_cryp(&mut source);
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self.update_cryp(&mut target);
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return *resolution;
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}).collect::<Vec<Cast>>();
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// now damage has all been assigned
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// now Resolve has all been assigned
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// handle cooldowns and statuses
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self.progress_durations();
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@@ -378,7 +393,7 @@ impl Game {
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}
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// always reduce durations
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cryp.reduce_statuses();
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cryp.reduce_effect_durations();
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self.update_cryp(&mut cryp);
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}
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@@ -455,7 +470,7 @@ pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Acc
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game.add_target(account.id, params.cryp_id, params.skill_id)?;
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if game.target_phase_finished() {
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game.damage_phase_start();
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game.resolve_phase_start();
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}
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game_update(&game, tx)?;
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@@ -753,7 +768,7 @@ mod tests {
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assert!(game.target_phase_finished());
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game.damage_phase_start();
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game.resolve_phase_start();
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assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
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@@ -780,7 +795,7 @@ mod tests {
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game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
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assert!(game.target_phase_finished());
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game.damage_phase_start();
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game.resolve_phase_start();
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// should auto progress back to skill phase
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assert!(game.phase == Phase::Skill);
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@@ -807,7 +822,7 @@ mod tests {
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game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
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game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
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game.damage_phase_start();
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game.resolve_phase_start();
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// should auto progress back to skill phase
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assert!(game.phase == Phase::Skill);
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@@ -823,7 +838,7 @@ mod tests {
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game.target_phase_start();
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// game.add_target(x_team.id, x_cryp.id, y_block_id).unwrap();
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// game.add_target(y_team.id, y_cryp.id, x_block_id).unwrap();
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// game.damage_phase_start();
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// game.resolve_phase_start();
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assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
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assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
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@@ -855,10 +870,11 @@ mod tests {
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game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
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game.damage_phase_start();
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game.resolve_phase_start();
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// should not be stunned because of block
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assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
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println!("{:#?}", game.log);
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}
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}
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+70
-12
@@ -2,6 +2,7 @@
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use uuid::Uuid;
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use cryp::{Cryp, CrypSkill, CrypStat};
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use game::{Log};
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct Roll {
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@@ -15,9 +16,16 @@ pub type Cooldown = Option<u8>;
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pub enum Skill {
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Attack,
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Block,
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Heal,
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Stun,
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Dodge,
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Banish,
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Heal,
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Accuracy,
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Evasion,
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Amplify,
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HoT,
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DoT,
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// used by tests, no cd, no dmg
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TestTouch,
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TestStun,
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@@ -28,10 +36,20 @@ impl Skill {
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pub fn cd(&self) -> Cooldown {
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match self {
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Skill::Attack => None,
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Skill::Block => Some(1),
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Skill::Dodge => Some(1),
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Skill::Amplify => Some(1),
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Skill::Evasion => Some(1),
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Skill::Accuracy => Some(1),
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Skill::Heal => Some(2),
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Skill::Stun => Some(2),
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Skill::DoT => Some(2),
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Skill::HoT => Some(2),
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Skill::Banish => Some(3),
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Skill::TestTouch => None,
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Skill::TestStun => None,
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Skill::TestBlock => None,
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@@ -40,11 +58,21 @@ impl Skill {
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pub fn speed(&self) -> u8 {
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match self {
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Skill::Dodge => 12,
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Skill::Attack => 10,
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Skill::Block => 5,
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Skill::Dodge => 5,
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Skill::Amplify => 5,
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Skill::Accuracy => 5,
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Skill::Evasion => 5,
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Skill::HoT => 5,
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Skill::DoT => 5,
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Skill::Heal => 2,
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Skill::Stun => 2,
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Skill::Banish => 2,
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// test skills
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Skill::TestTouch => 10,
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Skill::TestStun => 2,
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Skill::TestBlock => 5,
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@@ -58,6 +86,12 @@ impl Skill {
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Skill::Stun => cryp.str,
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Skill::Dodge => cryp.agi,
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Skill::Heal => cryp.int,
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Skill::Banish => cryp.str,
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Skill::Evasion => cryp.str,
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Skill::Accuracy => cryp.str,
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Skill::Amplify => cryp.str,
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Skill::HoT => cryp.str,
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Skill::DoT => cryp.str,
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// test skills
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Skill::TestTouch => cryp.int,
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@@ -125,27 +159,29 @@ impl Cast {
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};
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}
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pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Cast {
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pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) -> &mut Cast {
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let roll = cryp.roll(self.skill);
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println!("{:?} -> {:?} -> {:?}", cryp.name, self.skill, target.name);
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match self.skill {
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// the real deal
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Skill::Stun => target.stun(roll),
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Skill::Attack => target.attack(roll),
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Skill::Block => target.block(roll),
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Skill::Stun => target.stun(roll, log),
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Skill::Attack => target.attack(roll, log),
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Skill::Block => target.block(roll, log),
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Skill::Heal => target,
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Skill::Dodge => target,
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Skill::Banish => target,
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Skill::Accuracy => target,
|
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Skill::Evasion => target,
|
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Skill::Amplify => target,
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Skill::HoT => target,
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Skill::DoT => target,
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// Test Skills
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Skill::TestStun => target.stun(roll),
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Skill::TestBlock => target.block(roll),
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Skill::TestStun => target.stun(roll, log),
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Skill::TestBlock => target.block(roll, log),
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Skill::TestTouch => target,
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};
|
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// println!("{:?} gettin clapped for {:?}", target.name, roll.result);
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|
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self.roll = Some(roll);
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self
|
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}
|
||||
@@ -161,6 +197,28 @@ impl Cast {
|
||||
}
|
||||
}
|
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
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pub enum Effect {
|
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// Skill Effects
|
||||
Stun,
|
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Silence,
|
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Banish,
|
||||
Block,
|
||||
Haste,
|
||||
Slow,
|
||||
Regen,
|
||||
Degen,
|
||||
Bleed,
|
||||
Leech,
|
||||
Airborne,
|
||||
Immune,
|
||||
|
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// Passives / items
|
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Ghost,
|
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Stone,
|
||||
Evasion,
|
||||
}
|
||||
|
||||
// #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||
// pub enum Skill {
|
||||
// Stoney,
|
||||
|
||||
Reference in New Issue
Block a user