scatter and revised skill resolution
This commit is contained in:
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cd6e31b306
commit
69a0cd4f73
@ -564,6 +564,11 @@ impl Cryp {
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}
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}
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}
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}
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if self.is_ko() {
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events.push(Event::Ko { skill });
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self.effects.clear();
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}
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return events;
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return events;
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}
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}
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@ -637,6 +642,12 @@ impl Cryp {
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}
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}
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};
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};
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if self.is_ko() {
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events.push(Event::Ko { skill });
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self.effects.clear();
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}
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return events;
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return events;
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}
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}
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@ -706,6 +717,11 @@ impl Cryp {
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}
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}
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};
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};
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if self.is_ko() {
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events.push(Event::Ko { skill });
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self.effects.clear();
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}
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return events;
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return events;
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}
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}
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@ -1163,9 +1163,124 @@ mod tests {
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// should not be stunned because of parry
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// should not be stunned because of parry
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assert!(game.player_by_id(x_player.id).unwrap().cryps[0].is_stunned() == false);
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assert!(game.player_by_id(x_player.id).unwrap().cryps[0].is_stunned() == false);
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// riposte
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// riposte
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assert!(game.player_by_id(y_player.id).unwrap().cryps[0].green_life() == (1024 - x_cryp.red_damage().pct(Skill::Riposte.multiplier())));
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assert_eq!(game.player_by_id(y_player.id).unwrap().cryps[0].green_life(), (1024 - x_cryp.red_damage().pct(Skill::Riposte.multiplier())));
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}
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}
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#[test]
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fn corrupt_test() {
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let mut game = create_test_game();
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let x_player = game.players[0].clone();
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let y_player = game.players[1].clone();
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let x_cryp = x_player.cryps[0].clone();
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let y_cryp = y_player.cryps[0].clone();
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Corrupt);
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Corrupt).is_some() {
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game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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}
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// apply buff
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game.add_skill(x_player.id, x_cryp.id, None, Skill::Corrupt).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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assert!(game.cryp_by_id(x_cryp.id).unwrap().affected(Effect::Corrupt));
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// attack and receive debuff
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game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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assert!(game.cryp_by_id(y_cryp.id).unwrap().affected(Effect::Corruption));
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}
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#[test]
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fn scatter_test() {
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let mut game = create_test_game();
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let x_player = game.players[0].clone();
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let y_player = game.players[1].clone();
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let x_cryp = x_player.cryps[0].clone();
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let y_cryp = y_player.cryps[0].clone();
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game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Scatter);
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while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Scatter).is_some() {
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game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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}
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// apply buff
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game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::Scatter).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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assert!(game.cryp_by_id(x_cryp.id).unwrap().affected(Effect::Scatter));
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let Resolution { source: _, target: _, event } = game.resolved.pop().unwrap();
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match event {
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Event::Effect { effect, skill: _, duration: _ } => assert_eq!(effect, Effect::Scatter),
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_ => panic!("not siphon"),
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};
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let Resolution { source: _, target: _, event } = game.resolved.pop().unwrap();
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match event {
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Event::Recharge { red: _, blue: _, skill: _ } => (),
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_ => panic!("scatter result was not recharge"),
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}
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// attack and receive scatter hit
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game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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let Resolution { source: _, target, event } = game.resolved.pop().unwrap();
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assert_eq!(target.id, y_cryp.id);
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match event {
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Event::Damage { amount, skill: _, mitigation: _, colour: _} =>
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assert_eq!(amount, 256.pct(Skill::Attack.multiplier()) >> 1),
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_ => panic!("not damage scatter"),
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};
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}
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// #[test]
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// fn hatred_test() {
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// let mut game = create_test_game();
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// let x_player = game.players[0].clone();
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// let y_player = game.players[1].clone();
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// let x_cryp = x_player.cryps[0].clone();
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// let y_cryp = y_player.cryps[0].clone();
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// game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Hostility);
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// while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Hostility).is_some() {
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// game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
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// }
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// // apply buff
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// game.add_skill(x_player.id, x_cryp.id, Some(x_cryp.id), Skill::Hostility).unwrap();
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// game.player_ready(x_player.id).unwrap();
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// game.player_ready(y_player.id).unwrap();
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// game = game.resolve_phase_start();
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// assert!(game.cryp_by_id(x_cryp.id).unwrap().affected(Effect::Hostility));
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// // attack and receive debuff
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// game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestAttack).unwrap();
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// game.player_ready(x_player.id).unwrap();
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// game.player_ready(y_player.id).unwrap();
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// game = game.resolve_phase_start();
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// println!("{:#?}", game);
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// assert!(game.cryp_by_id(y_cryp.id).unwrap().affected(Effect::Hatred));
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// }
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#[test]
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#[test]
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fn aoe_test() {
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fn aoe_test() {
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let mut game = create_2v2_test_game();
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let mut game = create_2v2_test_game();
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@ -17,16 +17,20 @@ pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
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pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
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pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
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let skill = cast.skill;
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let skill = cast.skill;
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let mut source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let targets = game.get_targets(cast.skill, &source, cast.target_cryp_id);
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let targets = game.get_targets(cast.skill, &source, cast.target_cryp_id);
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for target_id in targets {
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for target_id in targets {
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let mut source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let mut source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let mut target = game.cryp_by_id(target_id).unwrap().clone();
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let mut target = game.cryp_by_id(target_id).unwrap().clone();
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resolutions = resolve(cast.skill, &mut source, &mut target, resolutions);
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resolutions = resolve(cast.skill, &mut source, &mut target, resolutions);
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// save the clones
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// save the clones
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game.update_cryp(&mut source);
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game.update_cryp(&mut source);
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game.update_cryp(&mut target);
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game.update_cryp(&mut target);
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// do additional steps
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resolutions = post_resolve(cast.skill, game, resolutions);
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}
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}
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return resolutions;
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return resolutions;
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@ -52,10 +56,6 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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return resolve(skill, target, source, resolutions);
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return resolve(skill, target, source, resolutions);
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}
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}
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if target.affected(Effect::Scatter) {
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resolutions = resolve(skill, target, source, resolutions);
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}
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// match self.category() == Category::Red {
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// match self.category() == Category::Red {
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// true => {
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// true => {
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// if let Some(evasion) = target.evade(*self) {
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// if let Some(evasion) = target.evade(*self) {
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@ -126,36 +126,43 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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Skill::TestSiphon => siphon(source, target, resolutions, Skill::Siphon),
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Skill::TestSiphon => siphon(source, target, resolutions, Skill::Siphon),
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};
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};
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// if any event dealt damage to target cryp
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return resolutions;
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// hit them with corruption
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}
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// on damage events
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fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
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// todo not sure if this fucks up with multiple calls to resolve
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for Resolution { source, target, event } in resolutions.clone() {
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// have to think
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let mut source = game.cryp_by_id(source.id).unwrap().clone();
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for r in resolutions.clone() {
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let mut target = game.cryp_by_id(target.id).unwrap().clone();
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match r.event {
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match event {
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Event::Damage { amount, skill, mitigation: _, colour: _ } => {
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Event::Damage { amount, skill, mitigation: _, colour: _ } => {
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if target.affected(Effect::Corrupt) {
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if target.affected(Effect::Corrupt) {
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resolutions = corruption(target, source, resolutions, Skill::Corrupt);
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resolutions = corruption(&mut target, &mut source, resolutions, Skill::Corrupt);
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}
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}
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if target.affected(Effect::Hostility) {
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if target.affected(Effect::Hostility) {
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resolutions = hatred(source, target, resolutions, skill, amount, Skill::Hostility);
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resolutions = hatred(&mut source, &mut target, resolutions, skill, amount, Skill::Hostility);
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}
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// beware that scatter doesn't cause any damage
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// because then applying it will proc this
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if target.affected(Effect::Scatter) {
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resolutions = scatter_hit(&source, &target, resolutions, game, event)
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}
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}
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},
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},
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Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) {
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Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) {
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true => resolutions = riposte(target, source, resolutions, Skill::Riposte),
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true => {
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resolutions = riposte(&mut target, &mut source, resolutions, Skill::Riposte);
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}
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false => (),
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false => (),
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},
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},
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_ => (),
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_ => (),
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}
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};
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};
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// i don't think we need to check the source being ko
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game.update_cryp(&mut source);
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if target.is_ko() {
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game.update_cryp(&mut target);
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resolutions.push(Resolution::new(source, target).event(Event::Ko { skill }));
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};
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target.effects.clear();
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}
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return resolutions;
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return resolutions;
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}
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}
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@ -381,6 +388,8 @@ impl Effect {
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Effect::Haste => vec![Stat::Speed],
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Effect::Haste => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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Effect::Scatter => vec![Stat::BlueDamageTaken, Stat::GreenDamageTaken, Stat::RedDamageTaken],
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_ => vec![],
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_ => vec![],
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}
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}
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}
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}
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@ -399,6 +408,8 @@ impl Effect {
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Effect::Impurity => value << 1,
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Effect::Impurity => value << 1,
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Effect::Wither => value >> 1,
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Effect::Wither => value >> 1,
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Effect::Scatter => value >> 1,
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Effect::Hatred => value + match meta {
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Effect::Hatred => value + match meta {
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Some(EffectMeta::AddedDamage(d)) => d,
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Some(EffectMeta::AddedDamage(d)) => d,
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_ => panic!("hatred meta not damage"),
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_ => panic!("hatred meta not damage"),
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@ -610,6 +621,7 @@ impl Skill {
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Skill::CorruptionTick => 80,
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Skill::CorruptionTick => 80,
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Skill::DecayTick => 25,
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Skill::DecayTick => 25,
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Skill::Riposte => 70,
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Skill::Riposte => 70,
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Skill::Scatter => 140,
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_ => 100,
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_ => 100,
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}
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}
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@ -1255,11 +1267,43 @@ fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, s
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}
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}
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fn scatter(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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fn scatter(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let scatter = CrypEffect::new(Effect::Scatter, skill.duration());
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let effect = CrypEffect::new(Effect::Scatter, skill.duration())
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results.push(Resolution::new(source, target).event(target.add_effect(skill, scatter)));
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.set_meta(EffectMeta::ScatterTarget(target.id));
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let blue_amount = source.blue_damage().pct(skill.multiplier());
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results.push(Resolution::new(source, target).event(target.recharge(skill, 0, blue_amount)));
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results.push(Resolution::new(source, target).event(source.add_effect(skill, effect)));
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return results;
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return results;
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}
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}
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fn scatter_hit(source: &Cryp, target: &Cryp, mut results: Resolutions, game: &mut Game, event: Event) -> Resolutions {
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match event {
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Event::Damage { amount, skill, mitigation: _, colour } => {
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let scatter = target.effects.iter().find(|e| e.effect == Effect::Scatter).unwrap();
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if let Some(EffectMeta::ScatterTarget(scatter_target_id)) = scatter.meta {
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let mut scatter_target = game.cryp_by_id(scatter_target_id).unwrap();
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let res = match colour {
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Category::RedDamage => scatter_target.deal_red_damage(skill, amount),
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Category::BlueDamage => scatter_target.deal_blue_damage(skill, amount),
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Category::GreenDamage => scatter_target.deal_green_damage(skill, amount),
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_ => panic!("{:?} unknown damage type", colour),
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};
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results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::Scatter }));
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res.into_iter().for_each(|e| results.push(Resolution::new(&source, &scatter_target).event(e)));
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} else {
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panic!("not a scatter target {:?}", scatter);
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}
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return results;
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},
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_ => panic!("{:?} scatter hit not damage event", event),
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}
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}
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fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let silence = CrypEffect::new(Effect::Silence, skill.duration());
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let silence = CrypEffect::new(Effect::Silence, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, silence)));
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, silence)));
|
||||||
@ -1513,47 +1557,6 @@ mod tests {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn corrupt_test() {
|
|
||||||
let mut x = Cryp::new()
|
|
||||||
.named(&"muji".to_string());
|
|
||||||
|
|
||||||
let mut y = Cryp::new()
|
|
||||||
.named(&"camel".to_string());
|
|
||||||
|
|
||||||
corrupt(&mut y.clone(), &mut y, vec![], Skill::Corrupt);
|
|
||||||
assert!(y.affected(Effect::Corrupt));
|
|
||||||
|
|
||||||
resolve(Skill::Attack, &mut x, &mut y, vec![]);
|
|
||||||
|
|
||||||
assert!(x.affected(Effect::Corruption));
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
|
||||||
fn hatred_test() {
|
|
||||||
let mut x = Cryp::new()
|
|
||||||
.named(&"muji".to_string());
|
|
||||||
|
|
||||||
let mut y = Cryp::new()
|
|
||||||
.named(&"camel".to_string());
|
|
||||||
|
|
||||||
hostility(&mut y.clone(), &mut y, vec![], Skill::Hostility);
|
|
||||||
assert!(y.affected(Effect::Hostility));
|
|
||||||
|
|
||||||
resolve(Skill::TestAttack, &mut x, &mut y, vec![]);
|
|
||||||
|
|
||||||
assert!(y.affected(Effect::Hatred));
|
|
||||||
|
|
||||||
let mut results = resolve(Skill::TestAttack, &mut y, &mut x, vec![]);
|
|
||||||
|
|
||||||
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
||||||
match event {
|
|
||||||
Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 512),
|
|
||||||
_ => panic!("not damage hatred"),
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn triage_test() {
|
fn triage_test() {
|
||||||
let mut x = Cryp::new()
|
let mut x = Cryp::new()
|
||||||
@ -1639,93 +1642,3 @@ mod tests {
|
|||||||
assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay));
|
assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// pub enum Skill {
|
|
||||||
// Attack,
|
|
||||||
|
|
||||||
// // -----------------
|
|
||||||
// // Nature
|
|
||||||
// // -----------------
|
|
||||||
// Block, // reduce damage
|
|
||||||
// Parry, // avoid all damage
|
|
||||||
// Snare,
|
|
||||||
|
|
||||||
// Paralyse,
|
|
||||||
|
|
||||||
// Strangle, // physical dot and disable
|
|
||||||
// Strike,
|
|
||||||
// Stun,
|
|
||||||
// // Evade, // actively evade
|
|
||||||
|
|
||||||
|
|
||||||
// // -----------------
|
|
||||||
// // Technology
|
|
||||||
// // -----------------
|
|
||||||
// Replicate,
|
|
||||||
// Swarm,
|
|
||||||
// Orbit,
|
|
||||||
// Repair,
|
|
||||||
// Scan, // track?
|
|
||||||
|
|
||||||
// // -----------------
|
|
||||||
// // Nonviolence
|
|
||||||
// // -----------------
|
|
||||||
// Heal,
|
|
||||||
// Triage, // hot
|
|
||||||
// TriageTick,
|
|
||||||
// Throw, // no damage stun, adds vulnerable
|
|
||||||
// Charm,
|
|
||||||
// Calm,
|
|
||||||
// Rez,
|
|
||||||
|
|
||||||
// // Sleep,
|
|
||||||
// // Nightmare,
|
|
||||||
|
|
||||||
// // -------------------
|
|
||||||
// // Destruction
|
|
||||||
// // -------------------
|
|
||||||
// Blast,
|
|
||||||
// Amplify,
|
|
||||||
// Decay, // dot
|
|
||||||
// DecayTick, // dot
|
|
||||||
// Siphon,
|
|
||||||
// SiphonTick,
|
|
||||||
// Curse,
|
|
||||||
// Corrupt, // aoe dot
|
|
||||||
// Ruin, // aoe
|
|
||||||
|
|
||||||
// // -----------------
|
|
||||||
// // Purity
|
|
||||||
// // -----------------
|
|
||||||
// Empower,
|
|
||||||
// Slay,
|
|
||||||
// Shield,
|
|
||||||
// Silence,
|
|
||||||
// Inquiry,
|
|
||||||
// Purify,
|
|
||||||
// Purge,
|
|
||||||
// // Precision,
|
|
||||||
|
|
||||||
// // -----------------
|
|
||||||
// // Chaos
|
|
||||||
// // -----------------
|
|
||||||
// Banish,
|
|
||||||
// Hex,
|
|
||||||
// Fear,
|
|
||||||
// Taunt,
|
|
||||||
// Pause, // speed slow
|
|
||||||
// Haste,
|
|
||||||
// Slow,
|
|
||||||
|
|
||||||
// // used by tests, no cd, no damage
|
|
||||||
// TestTouch,
|
|
||||||
// TestStun,
|
|
||||||
// TestBlock,
|
|
||||||
// TestParry,
|
|
||||||
// TestSiphon,
|
|
||||||
// }
|
|
||||||
|
|||||||
@ -677,8 +677,8 @@ mod tests {
|
|||||||
assert_eq!(count.red, 2);
|
assert_eq!(count.red, 2);
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
// #[test]
|
||||||
fn vbox_info_test() {
|
// fn vbox_info_test() {
|
||||||
println!("{:#?}", vbox_info());
|
// println!("{:#?}", vbox_info());
|
||||||
}
|
// }
|
||||||
}
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user