nuff of that
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@ -1,11 +1,8 @@
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# FIXME
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last round of animations skipped cause no skill phase to add new vec
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check silence skill multiplier
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game ready not auto starting resolve phase
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cooldown events leak skills
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purify conditional healing
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absorb post resolve
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@ -893,8 +893,6 @@ impl Construct {
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pub fn effect_add(&mut self, effect: ConstructEffect) -> Vec<Event> {
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if self.is_ko() { return vec![Event::TargetKo { construct: self.id }] }
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if self.affected(Effect::Banish) { panic!("banish immunity not fixt yet") }
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if let Some(p) = self.effects.iter().position(|ce| ce.effect == effect.effect) {
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// duplicate effect
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// replace existing
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@ -134,15 +134,6 @@ impl Game {
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.unwrap()
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}
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fn copy_constructs(&self) -> Vec<Construct> {
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self.players.clone()
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.into_iter()
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.flat_map(
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|t| t.constructs
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.into_iter())
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.collect::<Vec<Construct>>()
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}
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pub fn update_construct(&mut self, construct: &mut Construct) -> &mut Game {
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match self.players.iter_mut().find(|t| t.constructs.iter().any(|c| c.id == construct.id)) {
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Some(player) => {
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@ -426,17 +417,19 @@ impl Game {
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}
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// find their statuses with ticks
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let mut ticks = self.copy_constructs()
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let mut ticks = self.players
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.iter()
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.flat_map(
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|c| c.effects
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.iter()
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.cloned()
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.filter_map(|e| e.meta)
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.filter_map(move |m| match m {
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EffectMeta::CastTick { source, target, skill } => Some(Cast::new(source, c.account, target, skill)),
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_ => None,
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})
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.flat_map(|p| p.constructs.iter()
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.flat_map(
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|c| c.effects
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.iter()
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.cloned()
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.filter_map(|e| e.meta)
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.filter_map(move |m| match m {
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EffectMeta::CastTick { source, target, skill } => Some(Cast::new(source, c.account, target, skill)),
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_ => None,
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})
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)
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).collect::<Vec<Cast>>();
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// add them to the stack
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@ -736,18 +729,19 @@ impl Game {
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})
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.collect::<Vec<Uuid>>();
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for mut construct in self.copy_constructs() {
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if construct.is_ko() {
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continue;
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for player in self.players.iter_mut() {
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for construct in player.constructs.iter_mut() {
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if construct.is_ko() {
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continue;
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}
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if !used_cooldown.contains(&construct.id) {
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construct.reduce_cooldowns();
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};
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// always reduce durations
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construct.reduce_effect_durations();
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}
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if !used_cooldown.contains(&construct.id) {
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construct.reduce_cooldowns();
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};
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// always reduce durations
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construct.reduce_effect_durations();
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self.update_construct(&mut construct);
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}
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self
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