stuns and statuses
This commit is contained in:
parent
7ff281c140
commit
89445a0b65
@ -55,6 +55,12 @@ function GamePanel(props) {
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);
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});
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const statuses = cryp.statuses.map((status, i) => {
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return (
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<div key={i}>{status} for {status.turns}T</div>
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)
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})
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if (activeIncoming) console.log('should be a pointer');
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return (
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<div
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@ -81,6 +87,7 @@ function GamePanel(props) {
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<div className="has-text-centered">{cryp.xp} / {Math.pow(2,cryp.lvl+1)} XP </div>
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2,cryp.lvl+1)}></progress>
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</div>
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{statuses}
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{skills}
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</div>
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);
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@ -97,6 +104,12 @@ function GamePanel(props) {
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}
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function OpponentCrypCard(cryp) {
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const statuses = cryp.statuses.map((status, i) => {
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return (
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<div key={i}>{status.status} for {status.turns}T</div>
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)
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});
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return (
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<div key={cryp.id} className="tile is-vertical">
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<div className="tile is-child">
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@ -119,6 +132,7 @@ function GamePanel(props) {
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<progress className="progress is-dark" value={cryp.xp} max={Math.pow(2,cryp.lvl+1)}></progress>
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</div>
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{statuses}
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</div>
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);
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}
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@ -140,7 +140,7 @@ function createSocket(store) {
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}
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function sendGameTarget(gameId, crypId, skillId) {
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send({ method: 'game_target', params: { game_id: gameId, cryp_id: crypId, skill_id: skillId } });
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send({ method: 'game_target', params: { game_id: gameId, cryp_id: crypId, cast_id: skillId } });
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store.dispatch(actions.setActiveIncoming(null));
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}
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@ -9,7 +9,7 @@ use failure::err_msg;
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use account::Account;
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use rpc::{CrypSpawnParams};
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use skill::{Skill};
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use skill::{Skill, Roll};
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type Cooldown = Option<u8>;
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@ -26,7 +26,7 @@ impl CrypSkill {
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Skill::Block => Some(1),
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Skill::Dodge => Some(1),
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Skill::Heal => Some(2),
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Skill::Stun => Some(2),
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Skill::Stun => None,
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};
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CrypSkill {
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@ -35,7 +35,10 @@ impl CrypSkill {
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}
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}
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fn is_usable(&self, cryp: &Cryp) -> bool {
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fn can_cast(&self, cryp: &Cryp) -> bool {
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if cryp.is_stunned() {
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return false;
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}
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true
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}
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}
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@ -52,7 +55,6 @@ pub struct CrypStatus {
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turns: u8,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Stat {
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Str,
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@ -62,13 +64,6 @@ pub enum Stat {
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Stam,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct Roll {
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pub base: u64,
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pub result: u64,
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pub kind: Stat,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct CrypStat {
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pub value: u64,
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@ -87,12 +82,6 @@ impl CrypStat {
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}
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}
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pub struct Turn {
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pub str: Roll,
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pub agi: Roll,
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pub log: Vec<String>,
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct Cryp {
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pub id: Uuid,
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@ -189,22 +178,70 @@ impl Cryp {
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self.hp.value == 0
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}
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pub fn is_stunned(&self) -> bool {
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self.statuses.iter().any(|s| s.status == Status::Stunned)
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}
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pub fn available_skills(&self) -> Vec<&CrypSkill> {
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self.skills.iter().filter(|s| s.is_usable(self)).collect()
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self.skills.iter().filter(|s| s.can_cast(self)).collect()
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}
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pub fn knows(&self, skill: Skill) -> bool {
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self.skills.iter().any(|s| s.skill == skill)
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}
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pub fn has_cooldown(&self, skill: Skill) -> bool {
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pub fn skill_on_cd(&self, skill: Skill) -> bool {
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self.skills.iter().any(|s| s.skill == skill && s.cd.is_some())
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}
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pub fn skill_can_cast(&self, skill: Skill) -> bool {
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self.skills.iter().any(|s| s.skill == skill && !s.can_cast(self))
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}
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pub fn rez(&mut self) -> &mut Cryp {
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self.hp.set(self.stam.value);
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self
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}
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pub fn roll(&self, skill: Skill) -> Roll {
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let mut rng = thread_rng();
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let base: u64 = rng.gen();
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let stat = match skill {
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Skill::Attack => self.str,
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Skill::Block => self.str,
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Skill::Stun => self.str,
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Skill::Dodge => self.agi,
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Skill::Heal => self.int,
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};
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let mut roll = Roll { base, result: base };
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// // apply skills
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// roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
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// finally combine with stat
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println!("{:?}'s stats", self.name);
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println!("{:064b} <- finalised", roll.result);
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roll.result = roll.result & stat.value;
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println!("{:064b} & <- attribute roll", stat.value);
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println!("{:064b} = {:?}", roll.result, roll.result);
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println!("");
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return roll;
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}
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pub fn stun(&mut self, roll: Roll) -> &mut Cryp {
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self.statuses.push(CrypStatus { status: Status::Stunned, turns: 1 });
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self
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}
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pub fn attack(&mut self, roll: Roll) -> &mut Cryp {
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self.hp.reduce(roll.result);
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self
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}
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}
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pub fn cryp_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result<Cryp, Error> {
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@ -229,8 +266,7 @@ pub fn cryp_spawn(params: CrypSpawnParams, tx: &mut Transaction, account: &Accou
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let cryp = Cryp::new()
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.named(¶ms.name)
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.level(10)
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.learn(Skill::Block)
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.learn(Skill::Heal)
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.learn(Skill::Stun)
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.set_account(account.id)
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.create();
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@ -10,14 +10,14 @@ use failure::err_msg;
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use account::Account;
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use rpc::{GameStateParams, GameSkillParams, GamePveParams, GamePvpParams, GameTargetParams, GameJoinParams};
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use cryp::{Cryp, cryp_get};
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use skill::{Skill, Turn};
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use skill::{Skill, Cast};
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct Team {
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id: Uuid,
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cryps: Vec<Cryp>,
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skills: Vec<Turn>,
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incoming: Vec<Turn>,
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skills: Vec<Cast>,
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incoming: Vec<Cast>,
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}
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impl Team {
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@ -31,7 +31,9 @@ impl Team {
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}
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fn skills_required(&self) -> usize {
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self.cryps.iter().filter(|c| c.available_skills().len() > 0).collect::<Vec<&Cryp>>().len()
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let required = self.cryps.iter().filter(|c| c.available_skills().len() > 0).collect::<Vec<&Cryp>>().len();
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println!("{:?} requires {:?} skills this turn", self.id, required);
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return required;
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}
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pub fn set_cryps(&mut self, cryps: Vec<Cryp>) -> &mut Team {
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@ -43,7 +45,7 @@ impl Team {
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self.cryps.iter_mut().find(|c| c.id == id)
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}
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pub fn turn_by_id(&mut self, id: Uuid) -> &mut Turn {
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pub fn cast_by_id(&mut self, id: Uuid) -> &mut Cast {
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match self.incoming.iter_mut().find(|a| a.id == id) {
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Some(a) => a,
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None => panic!("abiltity not in game"),
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@ -184,7 +186,8 @@ impl Game {
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// TODO attack multiple players based on some criteria
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let player_team = teams.iter().find(|t| t.id != mob_team_id).unwrap();
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for mob in &mobs.cryps {
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self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).unwrap();
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// doesn't matter if the cryp can't cast
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self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).ok();
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}
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}
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@ -211,9 +214,13 @@ impl Game {
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return Err(err_msg("cryp does not have that skill"));
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}
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if cryp.has_cooldown(skill) {
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if cryp.skill_on_cd(skill) {
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return Err(err_msg("abiltity on cooldown"));
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}
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if cryp.skill_can_cast(skill) {
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return Err(err_msg("cryp cannot cast spell"));
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}
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}
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// replace cryp skill
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@ -221,7 +228,7 @@ impl Game {
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team.skills.remove(s);
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}
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let skill = Turn::new(cryp_id, target_team_id, skill);
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let skill = Cast::new(cryp_id, target_team_id, skill);
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team.skills.push(skill);
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return Ok(skill.id);
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@ -253,6 +260,11 @@ impl Game {
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self.pve_add_targets();
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}
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// all cryps are stunned or otherwise inactive
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if self.target_phase_finished() {
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self.damage_phase_start();
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}
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self
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}
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@ -271,7 +283,7 @@ impl Game {
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// targets can only be added by the owner of the team
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fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, skill_id: Uuid) -> Result<&mut Turn, Error> {
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fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, cast_id: Uuid) -> Result<&mut Cast, Error> {
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// whose team is this?
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let team = self.team_by_id(team_id);
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@ -282,8 +294,8 @@ impl Game {
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};
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// set the target
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let turn = team.turn_by_id(skill_id);
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Ok(turn.set_target(cryp_id))
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let cast = team.cast_by_id(cast_id);
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Ok(cast.set_target(cryp_id))
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}
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fn target_phase_finished(&self) -> bool {
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@ -394,7 +406,7 @@ pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Acc
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let game_bytes: Vec<u8> = returned.get("data");
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let mut game = from_slice::<Game>(&game_bytes)?;
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game.add_target(account.id, params.cryp_id, params.skill_id)?;
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game.add_target(account.id, params.cryp_id, params.cast_id)?;
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if game.target_phase_finished() {
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game.damage_phase_start();
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@ -355,7 +355,7 @@ struct GameTargetMsg {
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pub struct GameTargetParams {
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pub game_id: Uuid,
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pub cryp_id: Uuid,
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pub skill_id: Uuid,
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pub cast_id: Uuid,
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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@ -20,65 +20,38 @@ pub enum Skill {
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct Turn {
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pub struct Cast {
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pub id: Uuid,
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pub skill: Skill,
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pub cryp_id: Uuid,
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pub roll: Option<Roll>,
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pub target_cryp_id: Option<Uuid>,
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pub target_team_id: Uuid,
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}
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impl Turn {
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pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Turn {
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return Turn {
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impl Cast {
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pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
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return Cast {
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id: Uuid::new_v4(),
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cryp_id,
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target_cryp_id: None,
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target_team_id,
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roll: None,
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skill,
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};
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}
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fn roll(&self, c: &Cryp) -> Roll {
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let mut rng = thread_rng();
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let base: u64 = rng.gen();
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pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Cast {
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let roll = cryp.roll(self.skill);
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let stat = match self.skill {
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Skill::Attack => &c.str,
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Skill::Block => &c.str,
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Skill::Stun => &c.str,
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Skill::Dodge => &c.agi,
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Skill::Heal => &c.int,
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match self.skill {
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Skill::Stun => target.stun(roll),
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_ => target.attack(roll),
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};
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let mut roll = Roll { base, result: base };
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// // apply skills
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// roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
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// finally combine with stat
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println!("{:?}'s stats", c.name);
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println!("{:064b} <- finalised", roll.result);
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roll.result = roll.result & stat.value;
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println!("{:064b} & <- attribute roll", stat.value);
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println!("{:064b} = {:?}", roll.result, roll.result);
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println!("");
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return roll;
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}
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pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Turn {
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let roll = self.roll(&cryp);
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println!("{:?} gettin clapped for {:?}", target.name, roll.result);
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target.hp.reduce(roll.result);
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self
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}
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pub fn set_target(&mut self, cryp_id: Uuid) -> &mut Turn {
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pub fn set_target(&mut self, cryp_id: Uuid) -> &mut Cast {
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self.target_cryp_id = Some(cryp_id);
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self
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}
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