scatter and revised skill resolution
This commit is contained in:
parent
cd6e31b306
commit
69a0cd4f73
@ -564,6 +564,11 @@ impl Cryp {
|
||||
}
|
||||
}
|
||||
|
||||
if self.is_ko() {
|
||||
events.push(Event::Ko { skill });
|
||||
self.effects.clear();
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
@ -637,6 +642,12 @@ impl Cryp {
|
||||
}
|
||||
};
|
||||
|
||||
if self.is_ko() {
|
||||
events.push(Event::Ko { skill });
|
||||
self.effects.clear();
|
||||
}
|
||||
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
@ -706,6 +717,11 @@ impl Cryp {
|
||||
}
|
||||
};
|
||||
|
||||
if self.is_ko() {
|
||||
events.push(Event::Ko { skill });
|
||||
self.effects.clear();
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
|
||||
@ -1163,9 +1163,124 @@ mod tests {
|
||||
// should not be stunned because of parry
|
||||
assert!(game.player_by_id(x_player.id).unwrap().cryps[0].is_stunned() == false);
|
||||
// riposte
|
||||
assert!(game.player_by_id(y_player.id).unwrap().cryps[0].green_life() == (1024 - x_cryp.red_damage().pct(Skill::Riposte.multiplier())));
|
||||
assert_eq!(game.player_by_id(y_player.id).unwrap().cryps[0].green_life(), (1024 - x_cryp.red_damage().pct(Skill::Riposte.multiplier())));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn corrupt_test() {
|
||||
let mut game = create_test_game();
|
||||
|
||||
let x_player = game.players[0].clone();
|
||||
let y_player = game.players[1].clone();
|
||||
|
||||
let x_cryp = x_player.cryps[0].clone();
|
||||
let y_cryp = y_player.cryps[0].clone();
|
||||
|
||||
game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Corrupt);
|
||||
|
||||
while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Corrupt).is_some() {
|
||||
game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
|
||||
}
|
||||
|
||||
// apply buff
|
||||
game.add_skill(x_player.id, x_cryp.id, None, Skill::Corrupt).unwrap();
|
||||
game.player_ready(x_player.id).unwrap();
|
||||
game.player_ready(y_player.id).unwrap();
|
||||
game = game.resolve_phase_start();
|
||||
assert!(game.cryp_by_id(x_cryp.id).unwrap().affected(Effect::Corrupt));
|
||||
|
||||
// attack and receive debuff
|
||||
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
||||
game.player_ready(x_player.id).unwrap();
|
||||
game.player_ready(y_player.id).unwrap();
|
||||
game = game.resolve_phase_start();
|
||||
|
||||
assert!(game.cryp_by_id(y_cryp.id).unwrap().affected(Effect::Corruption));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn scatter_test() {
|
||||
let mut game = create_test_game();
|
||||
|
||||
let x_player = game.players[0].clone();
|
||||
let y_player = game.players[1].clone();
|
||||
|
||||
let x_cryp = x_player.cryps[0].clone();
|
||||
let y_cryp = y_player.cryps[0].clone();
|
||||
|
||||
game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Scatter);
|
||||
|
||||
while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Scatter).is_some() {
|
||||
game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
|
||||
}
|
||||
|
||||
// apply buff
|
||||
game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::Scatter).unwrap();
|
||||
game.player_ready(x_player.id).unwrap();
|
||||
game.player_ready(y_player.id).unwrap();
|
||||
game = game.resolve_phase_start();
|
||||
assert!(game.cryp_by_id(x_cryp.id).unwrap().affected(Effect::Scatter));
|
||||
|
||||
let Resolution { source: _, target: _, event } = game.resolved.pop().unwrap();
|
||||
match event {
|
||||
Event::Effect { effect, skill: _, duration: _ } => assert_eq!(effect, Effect::Scatter),
|
||||
_ => panic!("not siphon"),
|
||||
};
|
||||
|
||||
let Resolution { source: _, target: _, event } = game.resolved.pop().unwrap();
|
||||
match event {
|
||||
Event::Recharge { red: _, blue: _, skill: _ } => (),
|
||||
_ => panic!("scatter result was not recharge"),
|
||||
}
|
||||
|
||||
// attack and receive scatter hit
|
||||
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
|
||||
game.player_ready(x_player.id).unwrap();
|
||||
game.player_ready(y_player.id).unwrap();
|
||||
game = game.resolve_phase_start();
|
||||
|
||||
let Resolution { source: _, target, event } = game.resolved.pop().unwrap();
|
||||
assert_eq!(target.id, y_cryp.id);
|
||||
match event {
|
||||
Event::Damage { amount, skill: _, mitigation: _, colour: _} =>
|
||||
assert_eq!(amount, 256.pct(Skill::Attack.multiplier()) >> 1),
|
||||
_ => panic!("not damage scatter"),
|
||||
};
|
||||
}
|
||||
|
||||
// #[test]
|
||||
// fn hatred_test() {
|
||||
// let mut game = create_test_game();
|
||||
|
||||
// let x_player = game.players[0].clone();
|
||||
// let y_player = game.players[1].clone();
|
||||
|
||||
// let x_cryp = x_player.cryps[0].clone();
|
||||
// let y_cryp = y_player.cryps[0].clone();
|
||||
|
||||
// game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Hostility);
|
||||
|
||||
// while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Hostility).is_some() {
|
||||
// game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns();
|
||||
// }
|
||||
|
||||
// // apply buff
|
||||
// game.add_skill(x_player.id, x_cryp.id, Some(x_cryp.id), Skill::Hostility).unwrap();
|
||||
// game.player_ready(x_player.id).unwrap();
|
||||
// game.player_ready(y_player.id).unwrap();
|
||||
// game = game.resolve_phase_start();
|
||||
// assert!(game.cryp_by_id(x_cryp.id).unwrap().affected(Effect::Hostility));
|
||||
|
||||
// // attack and receive debuff
|
||||
// game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestAttack).unwrap();
|
||||
// game.player_ready(x_player.id).unwrap();
|
||||
// game.player_ready(y_player.id).unwrap();
|
||||
// game = game.resolve_phase_start();
|
||||
|
||||
// println!("{:#?}", game);
|
||||
// assert!(game.cryp_by_id(y_cryp.id).unwrap().affected(Effect::Hatred));
|
||||
// }
|
||||
|
||||
#[test]
|
||||
fn aoe_test() {
|
||||
let mut game = create_2v2_test_game();
|
||||
|
||||
@ -17,16 +17,20 @@ pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
|
||||
|
||||
pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
|
||||
let skill = cast.skill;
|
||||
let mut source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
|
||||
|
||||
let source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
|
||||
let targets = game.get_targets(cast.skill, &source, cast.target_cryp_id);
|
||||
|
||||
for target_id in targets {
|
||||
let mut source = game.cryp_by_id(cast.source_cryp_id).unwrap().clone();
|
||||
let mut target = game.cryp_by_id(target_id).unwrap().clone();
|
||||
resolutions = resolve(cast.skill, &mut source, &mut target, resolutions);
|
||||
|
||||
// save the clones
|
||||
game.update_cryp(&mut source);
|
||||
game.update_cryp(&mut target);
|
||||
|
||||
// do additional steps
|
||||
resolutions = post_resolve(cast.skill, game, resolutions);
|
||||
}
|
||||
|
||||
return resolutions;
|
||||
@ -52,10 +56,6 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
|
||||
return resolve(skill, target, source, resolutions);
|
||||
}
|
||||
|
||||
if target.affected(Effect::Scatter) {
|
||||
resolutions = resolve(skill, target, source, resolutions);
|
||||
}
|
||||
|
||||
// match self.category() == Category::Red {
|
||||
// true => {
|
||||
// if let Some(evasion) = target.evade(*self) {
|
||||
@ -126,36 +126,43 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
|
||||
Skill::TestSiphon => siphon(source, target, resolutions, Skill::Siphon),
|
||||
};
|
||||
|
||||
// if any event dealt damage to target cryp
|
||||
// hit them with corruption
|
||||
return resolutions;
|
||||
}
|
||||
|
||||
// on damage events
|
||||
// todo not sure if this fucks up with multiple calls to resolve
|
||||
// have to think
|
||||
for r in resolutions.clone() {
|
||||
match r.event {
|
||||
fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) -> Resolutions {
|
||||
for Resolution { source, target, event } in resolutions.clone() {
|
||||
let mut source = game.cryp_by_id(source.id).unwrap().clone();
|
||||
let mut target = game.cryp_by_id(target.id).unwrap().clone();
|
||||
|
||||
match event {
|
||||
Event::Damage { amount, skill, mitigation: _, colour: _ } => {
|
||||
if target.affected(Effect::Corrupt) {
|
||||
resolutions = corruption(target, source, resolutions, Skill::Corrupt);
|
||||
resolutions = corruption(&mut target, &mut source, resolutions, Skill::Corrupt);
|
||||
}
|
||||
|
||||
if target.affected(Effect::Hostility) {
|
||||
resolutions = hatred(source, target, resolutions, skill, amount, Skill::Hostility);
|
||||
resolutions = hatred(&mut source, &mut target, resolutions, skill, amount, Skill::Hostility);
|
||||
}
|
||||
|
||||
// beware that scatter doesn't cause any damage
|
||||
// because then applying it will proc this
|
||||
if target.affected(Effect::Scatter) {
|
||||
resolutions = scatter_hit(&source, &target, resolutions, game, event)
|
||||
}
|
||||
},
|
||||
|
||||
Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) {
|
||||
true => resolutions = riposte(target, source, resolutions, Skill::Riposte),
|
||||
true => {
|
||||
resolutions = riposte(&mut target, &mut source, resolutions, Skill::Riposte);
|
||||
}
|
||||
false => (),
|
||||
},
|
||||
_ => (),
|
||||
}
|
||||
};
|
||||
|
||||
// i don't think we need to check the source being ko
|
||||
if target.is_ko() {
|
||||
resolutions.push(Resolution::new(source, target).event(Event::Ko { skill }));
|
||||
target.effects.clear();
|
||||
}
|
||||
game.update_cryp(&mut source);
|
||||
game.update_cryp(&mut target);
|
||||
};
|
||||
|
||||
return resolutions;
|
||||
}
|
||||
@ -381,6 +388,8 @@ impl Effect {
|
||||
Effect::Haste => vec![Stat::Speed],
|
||||
Effect::Slow => vec![Stat::Speed],
|
||||
|
||||
Effect::Scatter => vec![Stat::BlueDamageTaken, Stat::GreenDamageTaken, Stat::RedDamageTaken],
|
||||
|
||||
_ => vec![],
|
||||
}
|
||||
}
|
||||
@ -399,6 +408,8 @@ impl Effect {
|
||||
Effect::Impurity => value << 1,
|
||||
Effect::Wither => value >> 1,
|
||||
|
||||
Effect::Scatter => value >> 1,
|
||||
|
||||
Effect::Hatred => value + match meta {
|
||||
Some(EffectMeta::AddedDamage(d)) => d,
|
||||
_ => panic!("hatred meta not damage"),
|
||||
@ -610,6 +621,7 @@ impl Skill {
|
||||
Skill::CorruptionTick => 80,
|
||||
Skill::DecayTick => 25,
|
||||
Skill::Riposte => 70,
|
||||
Skill::Scatter => 140,
|
||||
|
||||
_ => 100,
|
||||
}
|
||||
@ -1255,11 +1267,43 @@ fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, s
|
||||
}
|
||||
|
||||
fn scatter(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
let scatter = CrypEffect::new(Effect::Scatter, skill.duration());
|
||||
results.push(Resolution::new(source, target).event(target.add_effect(skill, scatter)));
|
||||
let effect = CrypEffect::new(Effect::Scatter, skill.duration())
|
||||
.set_meta(EffectMeta::ScatterTarget(target.id));
|
||||
|
||||
let blue_amount = source.blue_damage().pct(skill.multiplier());
|
||||
results.push(Resolution::new(source, target).event(target.recharge(skill, 0, blue_amount)));
|
||||
|
||||
results.push(Resolution::new(source, target).event(source.add_effect(skill, effect)));
|
||||
return results;
|
||||
}
|
||||
|
||||
fn scatter_hit(source: &Cryp, target: &Cryp, mut results: Resolutions, game: &mut Game, event: Event) -> Resolutions {
|
||||
match event {
|
||||
Event::Damage { amount, skill, mitigation: _, colour } => {
|
||||
let scatter = target.effects.iter().find(|e| e.effect == Effect::Scatter).unwrap();
|
||||
|
||||
if let Some(EffectMeta::ScatterTarget(scatter_target_id)) = scatter.meta {
|
||||
let mut scatter_target = game.cryp_by_id(scatter_target_id).unwrap();
|
||||
|
||||
let res = match colour {
|
||||
Category::RedDamage => scatter_target.deal_red_damage(skill, amount),
|
||||
Category::BlueDamage => scatter_target.deal_blue_damage(skill, amount),
|
||||
Category::GreenDamage => scatter_target.deal_green_damage(skill, amount),
|
||||
_ => panic!("{:?} unknown damage type", colour),
|
||||
};
|
||||
|
||||
results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::Scatter }));
|
||||
res.into_iter().for_each(|e| results.push(Resolution::new(&source, &scatter_target).event(e)));
|
||||
} else {
|
||||
panic!("not a scatter target {:?}", scatter);
|
||||
}
|
||||
|
||||
return results;
|
||||
},
|
||||
_ => panic!("{:?} scatter hit not damage event", event),
|
||||
}
|
||||
}
|
||||
|
||||
fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
let silence = CrypEffect::new(Effect::Silence, skill.duration());
|
||||
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]
|
||||
fn triage_test() {
|
||||
let mut x = Cryp::new()
|
||||
@ -1639,93 +1642,3 @@ mod tests {
|
||||
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);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn vbox_info_test() {
|
||||
println!("{:#?}", vbox_info());
|
||||
}
|
||||
// #[test]
|
||||
// fn vbox_info_test() {
|
||||
// println!("{:#?}", vbox_info());
|
||||
// }
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user