Tier 3 and tier enums
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@ -69,8 +69,9 @@ pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutio
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Skill::Snare => snare(source, target, resolutions),
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Skill::Snare => snare(source, target, resolutions),
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Skill::Strangle => strangle(source, target, resolutions),
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Skill::Strangle => strangle(source, target, resolutions),
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Skill::StrangleTick => strangle_tick(source, target, resolutions),
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Skill::StrangleTick => strangle_tick(source, target, resolutions),
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Skill::Strike => strike(source, target, resolutions, 1),
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Skill::Strike => strike(source, target, resolutions, Tier::T1),
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Skill::StrikeII => strike(source, target, resolutions, 2),
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Skill::StrikeII => strike(source, target, resolutions, Tier::T2),
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Skill::StrikeIII => strike(source, target, resolutions, Tier::T3),
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Skill::Stun => stun(source, target, resolutions),
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Skill::Stun => stun(source, target, resolutions),
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Skill::Taunt => taunt(source, target, resolutions),
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Skill::Taunt => taunt(source, target, resolutions),
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Skill::Throw => throw(source, target, resolutions), // no damage stun, adds vulnerable
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Skill::Throw => throw(source, target, resolutions), // no damage stun, adds vulnerable
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@ -503,6 +504,13 @@ pub enum Category {
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Ko,
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Ko,
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}
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Tier {
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T1,
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T2,
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T3,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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pub enum Skill {
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Attack,
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Attack,
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@ -529,6 +537,7 @@ pub enum Skill {
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Strike,
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Strike,
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StrikeII,
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StrikeII,
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StrikeIII,
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Stun,
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Stun,
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// Evade, // actively evade
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// Evade, // actively evade
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@ -591,6 +600,7 @@ impl Skill {
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Skill::Attack => 0.9,
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Skill::Attack => 0.9,
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Skill::Strike => 1.1,
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Skill::Strike => 1.1,
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Skill::StrikeII => 1.3,
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Skill::StrikeII => 1.3,
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Skill::StrikeIII => 1.5,
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Skill::StrangleTick => 0.3,
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Skill::StrangleTick => 0.3,
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Skill::Riposte => 1.0,
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Skill::Riposte => 1.0,
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Skill::Heal => 1.2,
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Skill::Heal => 1.2,
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@ -607,7 +617,8 @@ impl Skill {
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match self {
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match self {
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Skill::Attack => None,
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Skill::Attack => None,
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Skill::Strike => None,
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Skill::Strike => None,
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Skill::StrikeII => None,
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Skill::StrikeII => None,
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Skill::StrikeIII => None,
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Skill::Block => None, // reduce damage
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Skill::Block => None, // reduce damage
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Skill::Parry => None, // avoid all damage
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Skill::Parry => None, // avoid all damage
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Skill::Riposte => None, // used on parry
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Skill::Riposte => None, // used on parry
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@ -665,6 +676,7 @@ impl Skill {
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Skill::Attack => Category::Red,
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Skill::Attack => Category::Red,
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Skill::Strike => Category::Red,
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Skill::Strike => Category::Red,
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Skill::StrikeII => Category::Red,
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Skill::StrikeII => Category::Red,
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Skill::StrikeIII => Category::Red,
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Skill::Injure => Category::Red,
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Skill::Injure => Category::Red,
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Skill::Strangle => Category::Red,
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Skill::Strangle => Category::Red,
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Skill::StrangleTick => Category::Red,
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Skill::StrangleTick => Category::Red,
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@ -740,7 +752,8 @@ impl Skill {
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Skill::TestSiphon => 10,
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Skill::TestSiphon => 10,
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Skill::Strike => u8::max_value(),
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Skill::Strike => u8::max_value(),
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Skill::StrikeII => u8::max_value(),
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Skill::StrikeII => Skill::Strike.speed(),
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Skill::StrikeIII => Skill::Strike.speed(),
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Skill::SiphonTick => Var::from(Skill::Siphon).speed(),
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Skill::SiphonTick => Var::from(Skill::Siphon).speed(),
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Skill::DecayTick => Var::from(Skill::Decay).speed(),
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Skill::DecayTick => Var::from(Skill::Decay).speed(),
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@ -817,10 +830,11 @@ fn attack(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions) -> Res
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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 strike(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, tier: u8) -> Resolutions {
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fn strike(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, tier: Tier) -> Resolutions {
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let multiplier = match tier {
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let multiplier = match tier {
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2 => Skill::StrikeII.multiplier(),
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Tier::T1 => Skill::Strike.multiplier(),
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_ => Skill::Strike.multiplier()
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Tier::T2 => Skill::StrikeII.multiplier(),
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Tier::T3 => Skill::StrikeIII.multiplier(),
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};
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};
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let amount = (source.red_damage() as f64 * multiplier).floor() as u64;
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let amount = (source.red_damage() as f64 * multiplier).floor() as u64;
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target.deal_red_damage(Skill::Strike, amount)
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target.deal_red_damage(Skill::Strike, amount)
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@ -88,6 +88,7 @@ pub enum Var {
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Strangle,
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Strangle,
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Strike,
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Strike,
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StrikeII,
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StrikeII,
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StrikeIII,
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Siphon,
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Siphon,
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Clutch,
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Clutch,
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Taunt,
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Taunt,
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@ -215,6 +216,7 @@ impl Var {
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Var::Strangle => Some(Skill::Strangle),
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Var::Strangle => Some(Skill::Strangle),
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Var::Strike => Some(Skill::Strike),
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Var::Strike => Some(Skill::Strike),
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Var::StrikeII => Some(Skill::StrikeII),
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Var::StrikeII => Some(Skill::StrikeII),
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Var::StrikeIII => Some(Skill::StrikeIII),
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Var::Clutch => Some(Skill::Clutch),
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Var::Clutch => Some(Skill::Clutch),
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Var::Taunt => Some(Skill::Taunt),
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Var::Taunt => Some(Skill::Taunt),
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Var::Throw => Some(Skill::Throw),
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Var::Throw => Some(Skill::Throw),
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@ -286,6 +288,7 @@ impl From<Skill> for Var {
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Skill::Strangle => Var::Strangle,
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Skill::Strangle => Var::Strangle,
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Skill::Strike => Var::Strike,
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Skill::Strike => Var::Strike,
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Skill::StrikeII => Var::StrikeII,
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Skill::StrikeII => Var::StrikeII,
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Skill::StrikeIII => Var::StrikeIII,
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Skill::Stun => Var::Stun,
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Skill::Stun => Var::Stun,
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Skill::Taunt => Var::Taunt,
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Skill::Taunt => Var::Taunt,
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Skill::Throw => Var::Throw,
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Skill::Throw => Var::Throw,
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@ -371,6 +374,7 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
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Combo { units: vec![Var::Attack, Var::Red, Var::Red], var: Var::Strike },
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Combo { units: vec![Var::Strike, Var::Strike, Var::Strike], var: Var::StrikeII },
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Combo { units: vec![Var::Strike, Var::Strike, Var::Strike], var: Var::StrikeII },
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Combo { units: vec![Var::StrikeII, Var::StrikeII, Var::StrikeII], var: Var::StrikeIII },
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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