stuns and statuses

This commit is contained in:
ntr 2018-10-25 17:53:35 +11:00
parent 7ff281c140
commit 89445a0b65
6 changed files with 107 additions and 72 deletions

View File

@ -55,6 +55,12 @@ function GamePanel(props) {
);
});
const statuses = cryp.statuses.map((status, i) => {
return (
<div key={i}>{status} for {status.turns}T</div>
)
})
if (activeIncoming) console.log('should be a pointer');
return (
<div
@ -81,6 +87,7 @@ function GamePanel(props) {
<div className="has-text-centered">{cryp.xp} / {Math.pow(2,cryp.lvl+1)} XP </div>
<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2,cryp.lvl+1)}></progress>
</div>
{statuses}
{skills}
</div>
);
@ -97,6 +104,12 @@ function GamePanel(props) {
}
function OpponentCrypCard(cryp) {
const statuses = cryp.statuses.map((status, i) => {
return (
<div key={i}>{status.status} for {status.turns}T</div>
)
});
return (
<div key={cryp.id} className="tile is-vertical">
<div className="tile is-child">
@ -119,6 +132,7 @@ function GamePanel(props) {
<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2,cryp.lvl+1)}></progress>
</div>
{statuses}
</div>
);
}

View File

@ -140,7 +140,7 @@ function createSocket(store) {
}
function sendGameTarget(gameId, crypId, skillId) {
send({ method: 'game_target', params: { game_id: gameId, cryp_id: crypId, skill_id: skillId } });
send({ method: 'game_target', params: { game_id: gameId, cryp_id: crypId, cast_id: skillId } });
store.dispatch(actions.setActiveIncoming(null));
}

View File

@ -9,7 +9,7 @@ use failure::err_msg;
use account::Account;
use rpc::{CrypSpawnParams};
use skill::{Skill};
use skill::{Skill, Roll};
type Cooldown = Option<u8>;
@ -26,7 +26,7 @@ impl CrypSkill {
Skill::Block => Some(1),
Skill::Dodge => Some(1),
Skill::Heal => Some(2),
Skill::Stun => Some(2),
Skill::Stun => None,
};
CrypSkill {
@ -35,7 +35,10 @@ impl CrypSkill {
}
}
fn is_usable(&self, cryp: &Cryp) -> bool {
fn can_cast(&self, cryp: &Cryp) -> bool {
if cryp.is_stunned() {
return false;
}
true
}
}
@ -52,7 +55,6 @@ pub struct CrypStatus {
turns: u8,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Stat {
Str,
@ -62,13 +64,6 @@ pub enum Stat {
Stam,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct Roll {
pub base: u64,
pub result: u64,
pub kind: Stat,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct CrypStat {
pub value: u64,
@ -87,12 +82,6 @@ impl CrypStat {
}
}
pub struct Turn {
pub str: Roll,
pub agi: Roll,
pub log: Vec<String>,
}
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Cryp {
pub id: Uuid,
@ -189,22 +178,70 @@ impl Cryp {
self.hp.value == 0
}
pub fn is_stunned(&self) -> bool {
self.statuses.iter().any(|s| s.status == Status::Stunned)
}
pub fn available_skills(&self) -> Vec<&CrypSkill> {
self.skills.iter().filter(|s| s.is_usable(self)).collect()
self.skills.iter().filter(|s| s.can_cast(self)).collect()
}
pub fn knows(&self, skill: Skill) -> bool {
self.skills.iter().any(|s| s.skill == skill)
}
pub fn has_cooldown(&self, skill: Skill) -> bool {
pub fn skill_on_cd(&self, skill: Skill) -> bool {
self.skills.iter().any(|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 rez(&mut self) -> &mut Cryp {
self.hp.set(self.stam.value);
self
}
pub fn roll(&self, skill: Skill) -> Roll {
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 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;
println!("{:064b} & <- attribute roll", stat.value);
println!("{:064b} = {:?}", roll.result, roll.result);
println!("");
return roll;
}
pub fn stun(&mut self, roll: Roll) -> &mut Cryp {
self.statuses.push(CrypStatus { status: Status::Stunned, turns: 1 });
self
}
pub fn attack(&mut self, roll: Roll) -> &mut Cryp {
self.hp.reduce(roll.result);
self
}
}
pub fn cryp_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result<Cryp, Error> {
@ -229,8 +266,7 @@ pub fn cryp_spawn(params: CrypSpawnParams, tx: &mut Transaction, account: &Accou
let cryp = Cryp::new()
.named(&params.name)
.level(10)
.learn(Skill::Block)
.learn(Skill::Heal)
.learn(Skill::Stun)
.set_account(account.id)
.create();

View File

@ -10,14 +10,14 @@ use failure::err_msg;
use account::Account;
use rpc::{GameStateParams, GameSkillParams, GamePveParams, GamePvpParams, GameTargetParams, GameJoinParams};
use cryp::{Cryp, cryp_get};
use skill::{Skill, Turn};
use skill::{Skill, Cast};
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Team {
id: Uuid,
cryps: Vec<Cryp>,
skills: Vec<Turn>,
incoming: Vec<Turn>,
skills: Vec<Cast>,
incoming: Vec<Cast>,
}
impl Team {
@ -31,7 +31,9 @@ impl Team {
}
fn skills_required(&self) -> usize {
self.cryps.iter().filter(|c| c.available_skills().len() > 0).collect::<Vec<&Cryp>>().len()
let required = self.cryps.iter().filter(|c| c.available_skills().len() > 0).collect::<Vec<&Cryp>>().len();
println!("{:?} requires {:?} skills this turn", self.id, required);
return required;
}
pub fn set_cryps(&mut self, cryps: Vec<Cryp>) -> &mut Team {
@ -43,7 +45,7 @@ impl Team {
self.cryps.iter_mut().find(|c| c.id == id)
}
pub fn turn_by_id(&mut self, id: Uuid) -> &mut Turn {
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"),
@ -184,7 +186,8 @@ impl Game {
// TODO attack multiple players based on some criteria
let player_team = teams.iter().find(|t| t.id != mob_team_id).unwrap();
for mob in &mobs.cryps {
self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).unwrap();
// doesn't matter if the cryp can't cast
self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).ok();
}
}
@ -211,9 +214,13 @@ impl Game {
return Err(err_msg("cryp does not have that skill"));
}
if cryp.has_cooldown(skill) {
if cryp.skill_on_cd(skill) {
return Err(err_msg("abiltity on cooldown"));
}
if cryp.skill_can_cast(skill) {
return Err(err_msg("cryp cannot cast spell"));
}
}
// replace cryp skill
@ -221,7 +228,7 @@ impl Game {
team.skills.remove(s);
}
let skill = Turn::new(cryp_id, target_team_id, skill);
let skill = Cast::new(cryp_id, target_team_id, skill);
team.skills.push(skill);
return Ok(skill.id);
@ -253,6 +260,11 @@ impl Game {
self.pve_add_targets();
}
// all cryps are stunned or otherwise inactive
if self.target_phase_finished() {
self.damage_phase_start();
}
self
}
@ -271,7 +283,7 @@ impl Game {
// targets can only be added by the owner of the team
fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, skill_id: Uuid) -> Result<&mut Turn, Error> {
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);
@ -282,8 +294,8 @@ impl Game {
};
// set the target
let turn = team.turn_by_id(skill_id);
Ok(turn.set_target(cryp_id))
let cast = team.cast_by_id(cast_id);
Ok(cast.set_target(cryp_id))
}
fn target_phase_finished(&self) -> bool {
@ -394,7 +406,7 @@ pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Acc
let game_bytes: Vec<u8> = returned.get("data");
let mut game = from_slice::<Game>(&game_bytes)?;
game.add_target(account.id, params.cryp_id, params.skill_id)?;
game.add_target(account.id, params.cryp_id, params.cast_id)?;
if game.target_phase_finished() {
game.damage_phase_start();

View File

@ -355,7 +355,7 @@ struct GameTargetMsg {
pub struct GameTargetParams {
pub game_id: Uuid,
pub cryp_id: Uuid,
pub skill_id: Uuid,
pub cast_id: Uuid,
}
#[derive(Debug,Clone,Serialize,Deserialize)]

View File

@ -20,65 +20,38 @@ pub enum Skill {
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct Turn {
pub struct Cast {
pub id: Uuid,
pub skill: Skill,
pub cryp_id: Uuid,
pub roll: Option<Roll>,
pub target_cryp_id: Option<Uuid>,
pub target_team_id: Uuid,
}
impl Turn {
pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Turn {
return Turn {
impl Cast {
pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
return Cast {
id: Uuid::new_v4(),
cryp_id,
target_cryp_id: None,
target_team_id,
roll: None,
skill,
};
}
fn roll(&self, c: &Cryp) -> Roll {
let mut rng = thread_rng();
let base: u64 = rng.gen();
pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Cast {
let roll = cryp.roll(self.skill);
let stat = match self.skill {
Skill::Attack => &c.str,
Skill::Block => &c.str,
Skill::Stun => &c.str,
Skill::Dodge => &c.agi,
Skill::Heal => &c.int,
match self.skill {
Skill::Stun => target.stun(roll),
_ => target.attack(roll),
};
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", c.name);
println!("{:064b} <- finalised", roll.result);
roll.result = roll.result & stat.value;
println!("{:064b} & <- attribute roll", stat.value);
println!("{:064b} = {:?}", roll.result, roll.result);
println!("");
return roll;
}
pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Turn {
let roll = self.roll(&cryp);
println!("{:?} gettin clapped for {:?}", target.name, roll.result);
target.hp.reduce(roll.result);
self
}
pub fn set_target(&mut self, cryp_id: Uuid) -> &mut Turn {
pub fn set_target(&mut self, cryp_id: Uuid) -> &mut Cast {
self.target_cryp_id = Some(cryp_id);
self
}