diff --git a/client/.eslintrc.js b/client/.eslintrc.js
index 2970baf5..507d7a3a 100755
--- a/client/.eslintrc.js
+++ b/client/.eslintrc.js
@@ -616,11 +616,11 @@ module.exports = {
avoidQuotes: true,
}],
- // suggest using arrow functions as callbacks
- 'prefer-arrow-callback': ['error', {
- allowNamedFunctions: false,
- allowUnboundThis: true,
- }],
+ // // suggest using arrow functions as callbacks
+ // 'prefer-arrow-callback': ['error', {
+ // allowNamedFunctions: false,
+ // allowUnboundThis: true,
+ // }],
// suggest using of const declaration for variables that are never modified after declared
'prefer-const': ['error', {
diff --git a/client/src/components/game.container.js b/client/src/components/game.container.js
index 10009920..8adac3fd 100644
--- a/client/src/components/game.container.js
+++ b/client/src/components/game.container.js
@@ -10,11 +10,16 @@ const addState = connect(
function selectSkillTarget(targetTeamId) {
if (activeSkill) {
- return ws.sendGameSkill(game.id, activeSkill.crypId, targetTeamId, activeSkill.skill);
+ return ws.sendGameSkill(game.id, activeSkill.crypId, targetTeamId, activeSkill.skill.skill);
}
return false;
}
+ // intercept self casting skills
+ if (activeSkill && activeSkill.skill.self_targeting) {
+ ws.sendGameSkill(game.id, activeSkill.crypId, null, activeSkill.skill.skill);
+ }
+
function selectIncomingTarget(crypId) {
if (activeIncoming) {
return ws.sendGameTarget(game.id, crypId, activeIncoming);
@@ -27,11 +32,11 @@ const addState = connect(
function receiveDispatch(dispatch) {
function setActiveSkill(crypId, skill) {
- dispatch(actions.setActiveSkill(crypId, skill))
+ dispatch(actions.setActiveSkill(crypId, skill));
}
function setActiveIncoming(skillId) {
- dispatch(actions.setActiveIncoming(skillId))
+ dispatch(actions.setActiveIncoming(skillId));
}
diff --git a/client/src/components/game.jsx b/client/src/components/game.jsx
index 66b4b386..f4c2d80e 100755
--- a/client/src/components/game.jsx
+++ b/client/src/components/game.jsx
@@ -21,7 +21,7 @@ function GamePanel(props) {
const playerTeam = game.teams.find(t => t.id === account.id);
- const incoming = playerTeam.incoming.map((inc) => {
+ const incoming = game.stack.filter(s => s.target_team_id === playerTeam.id).map((inc) => {
key.unbind('1');
key('1', () => setActiveIncoming(inc.id));
return (
@@ -41,14 +41,14 @@ function GamePanel(props) {
const skills = cryp.skills.map((skill, i) => {
const hotkey = SKILL_HOT_KEYS[i];
key.unbind(hotkey);
- key(hotkey, () => setActiveSkill(cryp.id, skill.skill));
+ key(hotkey, () => setActiveSkill(cryp.id, skill));
return (
@@ -59,7 +59,6 @@ function GamePanel(props) {
{status} for {status.turns}T
));
- if (activeIncoming) console.log('should be a pointer');
return (
block (sp 10) -> on self
+1.2 -> attack (sp 5) -> on team 2
-## Items
+2.1 -> hex (sp 3) -> on team 1
+2.2 -> attack (sp 5) -> on team 1
-## Rolling
-stat & rng
-block hash or totally random
-roll server that prints a roll every second?
+target phase:
+team 2 targets 1.2 on 2.2
-friendship on ties?
+team 1 targets 2.1 on 1.1
+team 1 targets 2.2 on 1.1
-Def
-0001011011001100110101000000101111100110101111110100100001000001 - roll
-0000000000000000000000000000000000000000000000000000000000001111 ^ steel armour
-0000000000000000000000000000000000000000000000000000001111000000 ^ stoney trait
-0001011011001100110101000000101111100110101111110100101111001111 = modified roll
-0000000000000000000000000000000000000000000000000000000111000010 & def attribute
-0000000000000000000000000000000000000000000000000000000111000010 = roll w/ stats
-
-0000000000000000000000000000000000000000000000000000000001000000 = roll w/out stats
-
-
-## missions
-also the idea is like
-the currency is kinda like path right
-you're trying to get like chaos
-to reroll some stat
-or some item
-so maybe like a sword
-has 5 bits of damage it can guarantee
-but a badman-sabre has 16 bits
-and you keep blowing chaos on it til it gets 1111111111
-MashyToday at 9:04 PM
-yeah that would be cool
-natureToday at 9:05 PM
-i feel like that would make it kinda p2w
-so probably needs limits
-MashyToday at 9:05 PM
-I was thinking the p2w more just like making the needs and missions quicker right
-so like instead of feeding your dude you get some item where hes fed for 2 days or something
-or you could reduce the mission time which is like kinda pay to win but not really
-natureToday at 9:06 PM
-well what do the missions give you
-MashyToday at 9:06 PM
-well thats what i was thinking you'd do to get items
-so instead of doing a zone in an rpg and getting all this loot
-you send your dude out and you got a notification 4 hours later like success / failure this is what you got back
-natureToday at 9:07 PM
-i was thinking aobut that
-i don't really like the possibility of failure on a mission
-imagine sending your dude out on a mission for 2 days and it ceoms back like "nope wrong"
-i'd just fucken rq
-MashyToday at 9:08 PM
-Yeah
-natureToday at 9:08 PM
-BUT
-a better thing is like
-playing off crypto
-MashyToday at 9:08 PM
-its something like this https://www.youtube.com/watch?v=bXLW9dF7LN8
-YouTube
-Tommy J
-WoW: Garrison Mission Chance - How it Works
-
-natureToday at 9:08 PM
-missions are like
-MashyToday at 9:08 PM
-so you get told before hand the % chance for success
-natureToday at 9:08 PM
-go and do 2000 overkill damage to some monster
-and your dude is out there using his items and rolling
-so it can happen quick if you're lucky
-or slow if you're not
-but still will eventually happen
-and then you get like easy limits for missions right
-MashyToday at 9:09 PM
-yeah that would be better actually
-natureToday at 9:09 PM
-like a creep that onl deals 100 dmg can't finish that mission
-i feel like that would be good
-cause then if you have like a defensive cryp
-it could have a defensive kinda mission
-like go and block 40000 damage in pve
-and then it gets some baller shield
-and is like speccing into defense
-MashyToday at 9:10 PM
-sounds better
-natureToday at 9:10 PM
-and like an offensive cryp could do that too
-but it might keep getting KOd
-and you hvae to pay to revive it
\ No newline at end of file
+resolve phase:
+1.1 <- block
+1.1 <- attack (no effect because of block)
+2.2 <- attack (normal resolve)
+1.1 <- hexed (no skills for the rest of this turn and next)
diff --git a/server/WORKLOG.md b/server/WORKLOG.md
index a82abd4b..9b68c58e 100755
--- a/server/WORKLOG.md
+++ b/server/WORKLOG.md
@@ -4,30 +4,20 @@
* Prove something
# WORK WORK
-* QOL
- * auto login
- * cryp list on spawn
- * ws reconnect ✔
-* Levelling ✔
+* move rpc functions out
+ * unwrap account for all functions except list
* Global rolls
-* Logins ✔️
- * Cryp Ownership ✔
-
-* Matchmaking
- * Lobbies
- * Create
- * Join
- * Resolve
-
* Stats
* Scrabble grid
* skills
* offensive -> choose target ✔
* private fields for opponents
+ * cooldowns reduce each turn ✔
+ * statuses reduce each turn
* teach cyps skills
* can you attack yourself?
* fetch existing battles
@@ -50,6 +40,17 @@
* Cryp Generation
*
+* ws reconnect ✔
+* Levelling ✔
+* Logins ✔️
+ * Cryp Ownership ✔
+* Matchmaking ✔
+ * Lobbies ✔
+ * Create ✔
+ * Join ✔
+ * Resolve ✔
+
+
# Db maintenance
* delete games when a cryp is deleted
* does this need to happen? can have historical games
@@ -112,4 +113,25 @@ gem td style attr combinations
* 17: You don't have to change much to change everything
* 18: Restrictions breed creativity
* 19: Your audience is good at recognizing problems and bad at solving them
-* 20: All the lessons connect
\ No newline at end of file
+* 20: All the lessons connect
+
+
+
+skill phase:
+1.1 -> block (sp 10) -> on self
+1.2 -> attack (sp 5) -> on team 2
+
+2.1 -> hex (sp 3) -> on team 1
+2.2 -> attack (sp 5) -> on team 1
+
+target phase:
+team 2 targets 1.2 on 2.2
+
+team 1 targets 2.1 on 1.1
+team 1 targets 2.2 on 1.1
+
+resolve phase:
+1.1 <- block
+1.1 <- attack (no effect because of block)
+2.2 <- attack (normal resolve)
+1.1 <- hexed (no skills for the rest of this turn and next)
diff --git a/server/src/cryp.rs b/server/src/cryp.rs
index dd018cea..da8fef4c 100755
--- a/server/src/cryp.rs
+++ b/server/src/cryp.rs
@@ -9,50 +9,36 @@ use failure::err_msg;
use account::Account;
use rpc::{CrypSpawnParams};
-use skill::{Skill, Roll};
-
-type Cooldown = Option;
+use skill::{Skill, Cooldown, Roll};
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct CrypSkill {
- skill: Skill,
- cd: Cooldown,
+ pub skill: Skill,
+ pub self_targeting: bool,
+ pub cd: Cooldown,
}
impl CrypSkill {
pub fn new(skill: Skill) -> CrypSkill {
- let turns = match skill {
- Skill::Attack => None,
- Skill::Block => Some(1),
- Skill::Dodge => Some(1),
- Skill::Heal => Some(2),
- Skill::Stun => None,
- };
-
CrypSkill {
skill,
- cd: turns,
+ self_targeting: skill.self_targeting(),
+ cd: skill.cd(),
}
}
-
- fn can_cast(&self, cryp: &Cryp) -> bool {
- if cryp.is_stunned() {
- return false;
- }
- true
- }
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Status {
Stunned,
Silenced,
+ Blocking,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct CrypStatus {
status: Status,
- turns: u8,
+ duration: u8,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
@@ -183,19 +169,57 @@ impl Cryp {
}
pub fn available_skills(&self) -> Vec<&CrypSkill> {
- self.skills.iter().filter(|s| s.can_cast(self)).collect()
+ self.skills.iter().filter(|s| s.skill.castable(self)).collect()
}
pub fn knows(&self, skill: Skill) -> bool {
self.skills.iter().any(|s| s.skill == skill)
}
- pub fn skill_on_cd(&self, skill: Skill) -> bool {
- self.skills.iter().any(|s| s.skill == skill && s.cd.is_some())
+ pub fn skill_on_cd(&self, skill: Skill) -> Option<&CrypSkill> {
+ self.skills.iter().find(|s| s.skill == skill && s.cd.is_some())
}
- pub fn skill_can_cast(&self, skill: Skill) -> bool {
- self.skills.iter().any(|s| s.skill == skill && !s.can_cast(self))
+ pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Cryp {
+ let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
+ self.skills.remove(i);
+ self.skills.push(CrypSkill::new(skill));
+
+ self
+ }
+
+ pub fn reduce_cooldowns(&mut self) -> &mut Cryp {
+ for skill in self.skills.iter_mut() {
+ // if used cooldown
+ if let Some(cd) = skill.skill.cd() {
+ // if the cd is 1 it becomes none
+ if cd == 1 {
+ println!("{:?} is now off cd", skill.skill);
+ skill.cd = None;
+ continue;
+ }
+
+ // otherwise decrement it
+ skill.cd = Some(cd.saturating_sub(1));
+ }
+ }
+
+ self
+ }
+
+ pub fn reduce_statuses(&mut self) -> &mut Cryp {
+ self.statuses = self.statuses.clone().into_iter().filter_map(|mut s| {
+ s.duration = s.duration.saturating_sub(1);
+
+ if s.duration == 0 {
+ return None;
+ }
+
+ println!("reduced status {:?}", s);
+ return Some(s);
+ }).collect::>();
+
+ self
}
pub fn rez(&mut self) -> &mut Cryp {
@@ -207,20 +231,10 @@ impl Cryp {
let mut rng = thread_rng();
let base: u64 = rng.gen();
- let stat = match skill {
- Skill::Attack => self.str,
- Skill::Block => self.str,
- Skill::Stun => self.str,
- Skill::Dodge => self.agi,
- Skill::Heal => self.int,
- };
+ let stat = skill.stat(self);
let mut roll = Roll { base, result: base };
- // // apply skills
- // roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
-
- // finally combine with stat
println!("{:?}'s stats", self.name);
println!("{:064b} <- finalised", roll.result);
roll.result = roll.result & stat.value;
@@ -232,8 +246,10 @@ impl Cryp {
return roll;
}
- pub fn stun(&mut self, roll: Roll) -> &mut Cryp {
- self.statuses.push(CrypStatus { status: Status::Stunned, turns: 1 });
+ pub fn stun(&mut self, _roll: Roll) -> &mut Cryp {
+ if !self.statuses.iter().any(|s| s.status == Status::Blocking) {
+ self.statuses.push(CrypStatus { status: Status::Stunned, duration: Skill::Stun.duration() });
+ }
self
}
@@ -242,6 +258,11 @@ impl Cryp {
self
}
+ pub fn block(&mut self, _roll: Roll) -> &mut Cryp {
+ self.statuses.push(CrypStatus { status: Status::Blocking, duration: Skill::Block.duration() });
+ self
+ }
+
}
pub fn cryp_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result {
@@ -267,6 +288,7 @@ pub fn cryp_spawn(params: CrypSpawnParams, tx: &mut Transaction, account: &Accou
.named(¶ms.name)
.level(10)
.learn(Skill::Stun)
+ .learn(Skill::Block)
.set_account(account.id)
.create();
diff --git a/server/src/game.rs b/server/src/game.rs
index 413484ec..728dd219 100755
--- a/server/src/game.rs
+++ b/server/src/game.rs
@@ -16,8 +16,6 @@ use skill::{Skill, Cast};
pub struct Team {
id: Uuid,
cryps: Vec,
- skills: Vec,
- incoming: Vec,
}
impl Team {
@@ -25,8 +23,6 @@ impl Team {
return Team {
id: account,
cryps: vec![],
- skills: vec![],
- incoming: vec![],
};
}
@@ -44,13 +40,6 @@ impl Team {
pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
self.cryps.iter_mut().find(|c| c.id == id)
}
-
- pub fn cast_by_id(&mut self, id: Uuid) -> &mut Cast {
- match self.incoming.iter_mut().find(|a| a.id == id) {
- Some(a) => a,
- None => panic!("abiltity not in game"),
- }
- }
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
@@ -70,6 +59,8 @@ pub struct Game {
pub teams: Vec,
pub is_pve: bool,
pub phase: Phase,
+ pub stack: Vec,
+ pub resolved: Vec,
pub log: Vec,
}
@@ -82,6 +73,8 @@ impl Game {
teams: vec![],
is_pve: true,
phase: Phase::Start,
+ stack: vec![],
+ resolved: vec![],
log: vec![],
};
}
@@ -119,35 +112,25 @@ impl Game {
}
}
- fn cryp_by_id(&mut self, id: Uuid) -> &mut Cryp {
- for team in self.teams.iter_mut() {
- let in_team = team.cryp_by_id(id);
- if in_team.is_some() {
- return in_team.unwrap();
- }
- }
- panic!("cryp not in game");
+ fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
+ match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) {
+ Some(team) => {
+ return team.cryps.iter_mut().find(|c| c.id == id);
+ },
+ None => panic!("cryp not in game"),
+ };
}
- // fn update_team(&mut self, updated: Team) -> &mut Game {
- // match self.teams.iter().position(|t| t.id == updated.id) {
- // Some(index) => {
- // self.teams.remove(index);
- // self.teams.push(updated);
- // self
- // }
- // None => panic!("team not in game"),
- // }
- // }
-
- fn update_cryp(&mut self, updated: Cryp) -> &mut Game {
- for team in self.teams.iter_mut() {
- if let Some(index) = team.cryps.iter().position(|c| c.id == updated.id) {
+ fn update_cryp(&mut self, cryp: &mut Cryp) -> &mut Game {
+ match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) {
+ Some(team) => {
+ let index = team.cryps.iter().position(|t| t.id == cryp.id).unwrap();
team.cryps.remove(index);
- team.cryps.push(updated);
- break;
- }
- }
+ team.cryps.push(cryp.clone());
+ },
+ None => panic!("cryp not in game"),
+ };
+
self
}
@@ -166,10 +149,8 @@ impl Game {
}
self.phase = Phase::Skill;
- for team in self.teams.iter_mut() {
- team.skills.clear();
- team.incoming.clear();
- }
+
+ self.stack.clear();
if self.is_pve {
self.pve_add_skills();
@@ -181,13 +162,13 @@ impl Game {
fn pve_add_skills(&mut self) -> &mut Game {
{
let mob_team_id = Uuid::nil();
- let teams = self.teams.clone();
let mobs = self.team_by_id(mob_team_id).clone();
+
// TODO attack multiple players based on some criteria
- let player_team = teams.iter().find(|t| t.id != mob_team_id).unwrap();
+ let player_team_id = self.teams.iter().find(|t| t.id != mob_team_id).unwrap().id;
for mob in &mobs.cryps {
// doesn't matter if the cryp can't cast
- self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).ok();
+ self.add_skill(mob_team_id, mob.id, Some(player_team_id), Skill::Attack).ok();
}
}
@@ -196,15 +177,13 @@ impl Game {
// skills can target any team, but we have to check if the caller is the owner of the cryp
// and that the cryp has the skill they are trying to add
- fn add_skill(&mut self, team_id: Uuid, cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Result {
+ fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Option, skill: Skill) -> Result {
if self.phase != Phase::Skill {
return Err(err_msg("game not in skill phase"));
}
- let team = self.team_by_id(team_id);
-
{
- let cryp = match team.cryp_by_id(cryp_id) {
+ let cryp = match self.cryp_by_id(source_cryp_id) {
Some(c) => c,
None => return Err(err_msg("cryp not in team")),
};
@@ -214,48 +193,57 @@ impl Game {
return Err(err_msg("cryp does not have that skill"));
}
- if cryp.skill_on_cd(skill) {
+ if cryp.skill_on_cd(skill).is_some() {
return Err(err_msg("abiltity on cooldown"));
}
- if cryp.skill_can_cast(skill) {
+ if skill.self_targeting() && target_team_id.is_some() {
+ return Err(err_msg("skill is self targeting"));
+ }
+
+ if !skill.self_targeting() && target_team_id.is_none() {
+ return Err(err_msg("skill requires a target"));
+ }
+
+ // check here as well so uncastable spells don't go on the stack
+ if !skill.castable(&cryp) {
return Err(err_msg("cryp cannot cast spell"));
}
}
+
// replace cryp skill
- if let Some(s) = team.skills.iter_mut().position(|s| s.cryp_id == cryp_id) {
- team.skills.remove(s);
+ if let Some(s) = self.stack.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) {
+ self.stack.remove(s);
}
- let skill = Cast::new(cryp_id, target_team_id, skill);
- team.skills.push(skill);
+ let skill = Cast::new(source_cryp_id, team_id, target_team_id, skill);
+ self.stack.push(skill);
return Ok(skill.id);
}
fn skill_phase_finished(&self) -> bool {
- self.teams.iter().all(|t| t.skills.len() == t.skills_required())
+ self.teams.iter()
+ // for every team
+ .all(|t| self.stack.iter()
+ // the number of skills they have cast
+ .filter(|s| s.source_team_id == t.id)
+ .collect::>()
+ // should equal the number required this turn
+ .len() == t.skills_required()
+ )
}
// move all skills into their target team's targets list
fn target_phase_start(&mut self) -> &mut Game {
+ assert!(self.skill_phase_finished());
if self.phase != Phase::Skill {
panic!("game not in skill phase");
}
self.phase = Phase::Target;
- // have to clone the teams because we change them while iterating
- let teams = self.teams.clone();
-
- for mut team in teams {
- for skill in team.skills.iter_mut() {
- let target_team = self.team_by_id(skill.target_team_id);
- target_team.incoming.push(*skill);
- }
- }
-
if self.is_pve {
self.pve_add_targets();
}
@@ -273,33 +261,52 @@ impl Game {
let mob_team_id = Uuid::nil();
let mobs = self.team_by_id(mob_team_id).clone();
// TODO attack multiple players based on some criteria
- for incoming in &mobs.incoming {
- self.add_target(mob_team_id, mobs.cryps[0].id, incoming.id).unwrap();
- }
+ for incoming_skill_id in self.stack.clone().iter()
+ .filter(|s| s.target_cryp_id.is_none() && s.target_team_id == mob_team_id)
+ .map(|s| s.id) {
+ self.add_target(mob_team_id, mobs.cryps[0].id, incoming_skill_id).unwrap();
+ }
}
self
}
-
// targets can only be added by the owner of the team
- fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, cast_id: Uuid) -> Result<&mut Cast, Error> {
- // whose team is this?
- let team = self.team_by_id(team_id);
+ fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, skill_id: Uuid) -> Result<&mut Cast, Error> {
+ if self.phase != Phase::Target {
+ return Err(err_msg("game not in target phase"));
+ }
- // is the target in the team?
- match team.cryp_by_id(cryp_id) {
- Some(c) => c,
- None => return Err(err_msg("cryp not in team")),
- };
+ {
+ // whose team is this?
+ let team = self.team_by_id(team_id);
+
+ // is the target in the team?
+ match team.cryp_by_id(cryp_id) {
+ Some(c) => c,
+ None => return Err(err_msg("cryp not in team")),
+ };
+ }
// set the target
- let cast = team.cast_by_id(cast_id);
+ let cast = match self.stack.iter_mut().find(|s| s.id == skill_id) {
+ Some(c) => c,
+ None => return Err(err_msg("skill_id not found")),
+ };
+
+ if cast.skill.self_targeting() {
+ return Err(err_msg("skill is self targeting"));
+ }
+
+ if cast.target_team_id != team_id {
+ return Err(err_msg("you cannot target that skill"));
+ }
+
Ok(cast.set_target(cryp_id))
}
fn target_phase_finished(&self) -> bool {
- self.teams.iter().all(|t| t.incoming.iter().all(|i| i.target_cryp_id.is_some()))
+ self.stack.iter().all(|s| s.target_cryp_id.is_some())
}
// requires no input
@@ -327,20 +334,58 @@ impl Game {
panic!("game not in damage phase");
}
- // sometimes... you just gotta
- for team in self.teams.clone().iter_mut() {
- for incoming in team.incoming.clone().iter_mut() {
- // they better fuckin be there
- let mut cryp = self.cryp_by_id(incoming.cryp_id).clone();
- let mut target_cryp = self.cryp_by_id(incoming.target_cryp_id.unwrap()).clone();
- println!("{:?} is attacking {:?}", cryp.name, target_cryp.name);
- incoming.resolve(&mut cryp, &mut target_cryp);
- self.update_cryp(target_cryp);
- }
- }
+ self.stack.sort_unstable_by_key(|s| s.skill.speed());
+ self.stack.reverse();
+
+ // update the stack with the resolved skills
+ self.stack = self.stack.clone().iter_mut().map(|skill| {
+ let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
+ let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).unwrap().clone();
+
+ let resolution = skill.resolve(&mut source, &mut target);
+ self.resolved.push(*resolution);
+
+ self.update_cryp(&mut source);
+ self.update_cryp(&mut target);
+
+ return *resolution;
+ }).collect::>();
+
+ // now damage has all been assigned
+ // handle cooldowns and statuses
+ self.progress_durations();
+
self
}
+ fn progress_durations(&mut self) -> &mut Game {
+ // do it once for every cryp
+ for mut cryp in self.stack.clone().iter()
+ .map(|s| self.cryp_by_id(s.source_cryp_id).unwrap().clone())
+ .collect::>() {
+
+ println!("progressing durations for {:?}", cryp.name);
+
+ // only reduce cooldowns if no cd was used
+ // have to borrow self for the skill check
+ {
+ let skill = self.stack.iter_mut().find(|s| s.source_cryp_id == cryp.id).unwrap();
+ if skill.used_cooldown() {
+ cryp.skill_set_cd(skill.skill);
+ } else {
+ cryp.reduce_cooldowns();
+ }
+ }
+
+ // always reduce durations
+ cryp.reduce_statuses();
+ self.update_cryp(&mut cryp);
+ }
+
+ self
+ }
+
+
fn is_finished(&self) -> bool {
self.teams.iter().any(|t| t.cryps.iter().all(|c| c.is_ko()))
}
@@ -348,10 +393,7 @@ impl Game {
fn finish(&mut self) -> &mut Game {
self.phase = Phase::Finish;
- for team in self.teams.iter_mut() {
- team.skills.clear();
- team.incoming.clear();
- }
+ self.stack.clear();
self
}
@@ -376,6 +418,10 @@ pub fn game_skill(params: GameSkillParams, tx: &mut Transaction, account: &Accou
let game_bytes: Vec = returned.get("data");
let mut game = from_slice::(&game_bytes)?;
+ if game.phase != Phase::Skill {
+ return Err(err_msg("game not in skill phase"))
+ }
+
game.add_skill(account.id, params.cryp_id, params.target_team_id, params.skill)?;
if game.skill_phase_finished() {
@@ -406,7 +452,7 @@ pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Acc
let game_bytes: Vec = returned.get("data");
let mut game = from_slice::(&game_bytes)?;
- game.add_target(account.id, params.cryp_id, params.cast_id)?;
+ game.add_target(account.id, params.cryp_id, params.skill_id)?;
if game.target_phase_finished() {
game.damage_phase_start();
@@ -513,7 +559,7 @@ fn generate_mob(plr: &Cryp) -> Cryp {
// rng panics on min == max
let mob_lvl: u8 = match plr.lvl {
1 => 1,
- _ => rng.gen_range(1, plr.lvl)
+ _ => rng.gen_range(plr.lvl.saturating_sub(2), plr.lvl)
};
return Cryp::new()
@@ -638,22 +684,25 @@ mod tests {
use game::*;
use cryp::*;
- #[test]
- fn game_test() {
+ fn create_test_game() -> Game {
let x = Cryp::new()
.named(&"pronounced \"creeep\"".to_string())
.level(8)
+ .learn(Skill::TestStun)
+ .learn(Skill::TestTouch)
+ .learn(Skill::TestBlock)
+ .learn(Skill::Block)
.create();
- let x_id = x.id;
-
let y = Cryp::new()
.named(&"lemongrass tea".to_string())
.level(8)
+ .learn(Skill::TestStun)
+ .learn(Skill::TestTouch)
+ .learn(Skill::TestBlock)
+ .learn(Skill::Block)
.create();
- let y_id = y.id;
-
let mut game = Game::new();
game
@@ -679,17 +728,28 @@ mod tests {
game.start();
- let x_attack_id = game.add_skill(x_team_id, x_id, y_team_id, Skill::Attack);
- let y_attack_id = game.add_skill(y_team_id, y_id, x_team_id, Skill::Attack);
+ return game;
+ }
+
+ #[test]
+ fn phase_test() {
+ let mut game = create_test_game();
+
+ let x_team = game.teams[0].clone();
+ let y_team = game.teams[1].clone();
+
+ let x_cryp = x_team.cryps[0].clone();
+ let y_cryp = y_team.cryps[0].clone();
+
+ let x_attack_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::Attack).unwrap();
+ let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::Attack).unwrap();
assert!(game.skill_phase_finished());
game.target_phase_start();
- println!("{:?}", game);
-
- game.add_target(x_team_id, x_id, y_attack_id.unwrap()).unwrap();
- game.add_target(y_team_id, y_id, x_attack_id.unwrap()).unwrap();
+ game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
+ game.add_target(y_team.id, y_cryp.id, x_attack_id).unwrap();
assert!(game.target_phase_finished());
@@ -697,8 +757,108 @@ mod tests {
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
- println!("{:?}", game);
-
return;
}
+
+ #[test]
+ fn stun_test() {
+ let mut game = create_test_game();
+
+ let x_team = game.teams[0].clone();
+ let y_team = game.teams[1].clone();
+
+ let x_cryp = x_team.cryps[0].clone();
+ let y_cryp = y_team.cryps[0].clone();
+
+ let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestStun).unwrap();
+ let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
+
+ assert!(game.skill_phase_finished());
+ game.target_phase_start();
+
+ 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();
+
+ assert!(game.target_phase_finished());
+ game.damage_phase_start();
+
+ // should auto progress back to skill phase
+ assert!(game.phase == Phase::Skill);
+
+ println!("{:#?}", game);
+ assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
+ assert!(game.team_by_id(y_team.id).skills_required() == 0);
+ }
+
+ #[test]
+ fn cooldown_test() {
+ let mut game = create_test_game();
+
+ let x_team = game.teams[0].clone();
+ let y_team = game.teams[1].clone();
+
+ let x_cryp = x_team.cryps[0].clone();
+ let y_cryp = y_team.cryps[0].clone();
+
+ let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestTouch).unwrap();
+ let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
+
+ game.target_phase_start();
+ 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();
+
+ // should auto progress back to skill phase
+ assert!(game.phase == Phase::Skill);
+
+ // after 1 turn block should be off cooldown
+ assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
+
+ // second round
+ // now we block and it should go back on cd
+ let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::Block).unwrap();
+ let _y_block_id = game.add_skill(y_team.id, y_cryp.id, None, Skill::Block).unwrap();
+
+ 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();
+
+ 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());
+ }
+
+ #[test]
+ fn block_test() {
+ let mut game = create_test_game();
+
+ let x_team = game.teams[0].clone();
+ let y_team = game.teams[1].clone();
+
+ let x_cryp = x_team.cryps[0].clone();
+ let y_cryp = y_team.cryps[0].clone();
+
+ // ensure that you can't pass a target for a block
+ assert!(game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestBlock).is_err());
+
+ let x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
+ let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestStun).unwrap();
+
+ game.target_phase_start();
+
+ // ensure you can't target a self targeting skill
+ assert!(game.add_target(y_team.id, y_cryp.id, x_block_id).is_err());
+
+ // ensure you can't target another team's skills
+ assert!(game.add_target(x_team.id, y_cryp.id, y_attack_id).is_err());
+
+ game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
+
+ game.damage_phase_start();
+
+ // should not be stunned because of block
+ assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
+ }
+
}
diff --git a/server/src/rpc.rs b/server/src/rpc.rs
index a7b3b08a..2bf60067 100755
--- a/server/src/rpc.rs
+++ b/server/src/rpc.rs
@@ -355,7 +355,7 @@ struct GameTargetMsg {
pub struct GameTargetParams {
pub game_id: Uuid,
pub cryp_id: Uuid,
- pub cast_id: Uuid,
+ pub skill_id: Uuid,
}
#[derive(Debug,Clone,Serialize,Deserialize)]
@@ -368,7 +368,7 @@ struct GameSkillMsg {
pub struct GameSkillParams {
pub game_id: Uuid,
pub cryp_id: Uuid,
- pub target_team_id: Uuid,
+ pub target_team_id: Option,
pub skill: Skill,
}
diff --git a/server/src/skill.rs b/server/src/skill.rs
index ab9b5953..63e710f9 100755
--- a/server/src/skill.rs
+++ b/server/src/skill.rs
@@ -1,7 +1,7 @@
-use rand::prelude::*;
+// use rand::prelude::*;
use uuid::Uuid;
-use cryp::{Cryp};
+use cryp::{Cryp, CrypSkill, CrypStat};
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct Roll {
@@ -9,6 +9,8 @@ pub struct Roll {
pub result: u64,
}
+pub type Cooldown = Option;
+
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Skill {
Attack,
@@ -16,6 +18,80 @@ pub enum Skill {
Heal,
Stun,
Dodge,
+ // used by tests, no cd, no dmg
+ TestTouch,
+ TestStun,
+ TestBlock,
+}
+
+impl Skill {
+ pub fn cd(&self) -> Cooldown {
+ match self {
+ Skill::Attack => None,
+ Skill::Block => Some(1),
+ Skill::Dodge => Some(1),
+ Skill::Heal => Some(2),
+ Skill::Stun => Some(2),
+ Skill::TestTouch => None,
+ Skill::TestStun => None,
+ Skill::TestBlock => None,
+ }
+ }
+
+ pub fn speed(&self) -> u8 {
+ match self {
+ Skill::Attack => 10,
+ Skill::Block => 5,
+ Skill::Dodge => 5,
+ Skill::Heal => 2,
+ Skill::Stun => 2,
+ Skill::TestTouch => 10,
+ Skill::TestStun => 2,
+ Skill::TestBlock => 5,
+ }
+ }
+
+ pub fn stat(&self, cryp: &Cryp) -> CrypStat {
+ match self {
+ Skill::Attack => cryp.str,
+ Skill::Block => cryp.str,
+ Skill::Stun => cryp.str,
+ Skill::Dodge => cryp.agi,
+ Skill::Heal => cryp.int,
+
+ // test skills
+ Skill::TestTouch => cryp.int,
+ Skill::TestStun => cryp.str,
+ Skill::TestBlock => cryp.str,
+ }
+ }
+
+ pub fn duration(&self) -> u8 {
+ match self {
+ Skill::Dodge => 1,
+ Skill::Stun => 2,
+ Skill::Block => 1,
+
+ Skill::TestBlock => 1,
+ Skill::TestStun => 2,
+ _ => panic!("{:?} does not have a duration", self),
+ }
+ }
+
+ pub fn self_targeting(&self) -> bool {
+ match self {
+ Skill::Block => true,
+ Skill::TestBlock => true,
+ _ => false,
+ }
+ }
+
+ pub fn castable(&self, cryp: &Cryp) -> bool {
+ if cryp.is_stunned() {
+ return false;
+ }
+ true
+ }
}
@@ -23,31 +99,54 @@ pub enum Skill {
pub struct Cast {
pub id: Uuid,
pub skill: Skill,
- pub cryp_id: Uuid,
+ pub source_team_id: Uuid,
+ pub source_cryp_id: Uuid,
pub target_cryp_id: Option,
pub target_team_id: Uuid,
+ pub roll: Option,
}
impl Cast {
- pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
+ pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Option, skill: Skill) -> Cast {
+
+ let (target_cryp_id, target_team_id) = match skill.self_targeting() {
+ true => (Some(source_cryp_id), source_team_id),
+ false => (None, target_team_id.unwrap())
+ };
+
return Cast {
id: Uuid::new_v4(),
- cryp_id,
- target_cryp_id: None,
+ source_cryp_id,
+ source_team_id,
+ target_cryp_id,
target_team_id,
skill,
+ roll: None,
};
}
pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &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),
- _ => target.attack(roll),
+ Skill::Attack => target.attack(roll),
+ Skill::Block => target.block(roll),
+ Skill::Heal => target,
+ Skill::Dodge => target,
+
+ // Test Skills
+ Skill::TestStun => target.stun(roll),
+ Skill::TestBlock => target.block(roll),
+ Skill::TestTouch => target,
};
- println!("{:?} gettin clapped for {:?}", target.name, roll.result);
+ // println!("{:?} gettin clapped for {:?}", target.name, roll.result);
+
+ self.roll = Some(roll);
self
}
@@ -55,6 +154,11 @@ impl Cast {
self.target_cryp_id = Some(cryp_id);
self
}
+
+ pub fn used_cooldown(self) -> bool {
+ let cs = CrypSkill::new(self.skill);
+ return cs.cd.is_some();
+ }
}
// #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]