reeadme
This commit is contained in:
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@ -155,6 +155,9 @@ function GamePanel(props) {
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return 'Game over';
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}
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}
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const logs = game.log.reverse().map((l, i) => (<div key={i}>{l}</div>));
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return (
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<section className="columns">
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<div className="column is-2 title is-1">
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@ -172,7 +175,7 @@ function GamePanel(props) {
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</div>
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</div>
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<div className="column is-2">
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<div className="title is-4">log</div>
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<div className="title is-4">{logs}</div>
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</div>
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</section>
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);
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128
server/README.md
128
server/README.md
@ -1,6 +1,6 @@
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# Cryps ("creeps") // Creeptography
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# Cryps ("creeps")
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## Setup
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## Combat
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skill phase:
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1.1 -> block (sp 10) -> on self
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@ -20,3 +20,127 @@ resolve phase:
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1.1 <- attack (no effect because of block)
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2.2 <- attack (normal resolve)
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1.1 <- hexed (no skills for the rest of this turn and next)
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## Dmg Chart
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| Physical | Magic | Modifiers |
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| ------ | ------ | ------ |
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| dmg | dmg | speed |
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| evasion | resistance | cooldowns |
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| reduction | absorption? | durations |
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## Cryp Classes / Paths / Specialisations
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Organic / Combat
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================
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Strength of the Individual / Attack & Defense
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--------------------------
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from viruses and bacteria to civilisations all organic cryps are contained within this group.
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they are the original form of cryps to inhabit the universe.
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they value individual strength and the ability to defend one's self.
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having undergone natural selection they are combative by nature and feel threatened from all sides.
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magic and advanced technology disturbs them as they are unable to understand it;
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their response is to try and crush it and restore their place at the apex.
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their fear is a manifestation of the emotions that are unique to organic cryps.
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can be social and cooperative (primates) as well as isolated and agressive (wolves / snow leopards)
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* tactics and strategy
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* rally
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* physical damage
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* rend / expose
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* taunt
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* martial arts and combat
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* blocking
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* evasion and redirection
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* frenzy
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Artificial / Machines
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=====================
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Speed & Efficiency
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------------------
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artificial cryps are machines of any sort, from simple spring powered devices to vast self-aware networks.
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whether created by organic cryps as tools or as ancient automated systems discovered deep in space,
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artificial cryps are ubiquitous.
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their artificial nature lends them to efficiency and instant reactions.
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artificial cryps do not think, they simply act.
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no motivation / emotions; just outcomes
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* efficiency
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* reduced cooldowns
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* increased speed
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* replication
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* drones / tokens
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* technology
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* information and analysis (other teams' makeup etc)
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Life / Vitality
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===============
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Enhancement & Preservation
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--------------------------
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life based cryps value the sanctity of life above all else
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they are defensive and gracious, seeking to minimise the damage done by others.
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healing cryps they have allied themselves with, preventing incoming damage and rendering enemies harmless
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* healing
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* hots
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* direct healing
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* buffs
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* protection from effects
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* damage reduction
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Death / Destruction
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===================
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Damage & Destruction
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-------------------------
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cryps that have given themselves over to death are obsessed with destruction in all of its forms
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no price is too high, death centred cryps will gladly harm themselves and amplify this sacrifice
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in the hopes of inflicting ruin on everything around them.
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* damage amplification
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* nukes
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* life leach
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* life exchange
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* poison
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Form / Matter
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=============
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Structure & Control
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-------------------
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form focused cryps both enhance and exploit everything around them,
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seeking to improve their allies abilities and expose weaknesses in their opponents,
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they are builders and breakers, chasing perfection
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* Dispel, removal
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*
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Void
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=====
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Power from an alternate reality
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-------------------------------
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The void cryps originally entered into our universe from alternate reality.
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their physical form is embedded with advanced technologies which allows manipulation of time and space.
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the void cryps have been evolving in form since their arrival into the universe
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they value power over all else, their goal is to convert all sentient life into their void form
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manipulate physical reality to control and disrupt the flow of battle
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can take physical and astral forms
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* Banish
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* Shadow damage
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* Time control (reverse turn outcomes)
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* increase cooldowns
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* increase durations
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* Slow
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## Styles
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* Aztec
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* Yokai / ukiyo-e
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@ -8,6 +8,8 @@
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* move rpc functions out
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* unwrap account for all functions except list
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* handle unserializable cryps
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* Global rolls
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* Stats
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@ -57,6 +59,11 @@
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* run nginx as not root
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# Art Styles
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* Aztec
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* Pixel
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* Industrial
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# Mechanic Ideas
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teams
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1v1 2v2 3v3
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@ -89,6 +96,7 @@ gem td style attr combinations
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techno artists for the soundtrack
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slimey
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ghostly
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@ -114,24 +122,3 @@ gem td style attr combinations
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* 18: Restrictions breed creativity
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* 19: Your audience is good at recognizing problems and bad at solving them
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* 20: All the lessons connect
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skill phase:
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1.1 -> block (sp 10) -> on self
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1.2 -> attack (sp 5) -> on team 2
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2.1 -> hex (sp 3) -> on team 1
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2.2 -> attack (sp 5) -> on team 1
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target phase:
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team 2 targets 1.2 on 2.2
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team 1 targets 2.1 on 1.1
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team 1 targets 2.2 on 1.1
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resolve phase:
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1.1 <- block
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1.1 <- attack (no effect because of block)
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2.2 <- attack (normal resolve)
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1.1 <- hexed (no skills for the rest of this turn and next)
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@ -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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@ -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());
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -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<u8>;
|
||||
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,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user