link damage fix + test

This commit is contained in:
Mashy 2019-12-19 18:18:51 +10:00
parent 13b8c5b766
commit 89a09e5ebc
4 changed files with 55 additions and 59 deletions

View File

@ -5,8 +5,11 @@ game ready not auto starting resolve phase
cooldowns set after cast
cooldowns reduced after 1 complete cast
don't focus if ko
highlight skills being used
ruin cd
triage 0 heal
effects info
sleep heal
invert animation - too slow
slay animation still looks a bit weird
electric / electrocute anim order some issue
triaged / decayed / siphoned / electrocute effect removal with purify / purge
inverted green damage ??

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@ -495,7 +495,7 @@ impl Construct {
self.effects = self.effects.clone().into_iter().filter_map(|mut effect| {
effect.duration = effect.duration.saturating_sub(1);
println!("{:?}", effect);
// println!("{:?}", effect);
if effect.duration == 0 {
return None;

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@ -427,12 +427,12 @@ impl Game {
// temp vec of this round's resolving skills
// because need to check cooldown use before pushing them into the complete list
let mut r_animation_ms = 0;
println!("{:?}", self.stack);
// println!("{:?}", self.stack);
while let Some(cast) = self.stack.pop() {
self.new_resolve(cast);
};
println!("processing durations");
// println!("processing durations");
self.progress_durations();
// go through the whole most recent round and modify delays of the resolutions
@ -1269,6 +1269,7 @@ mod tests {
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Ruin).is_some());
}
// #[cfg(test)]
// mod tests {
// use skill::*;
@ -1681,56 +1682,6 @@ mod tests {
// assert!(game.construct_by_id(y_construct.id).unwrap().affected(Effect::Electrocute));
// }
// // #[test]
// // fn link_test() {
// // let mut game = create_test_game();
// // let x_player = game.players[0].clone();
// // let y_player = game.players[1].clone();
// // let x_construct = x_player.constructs[0].clone();
// // let y_construct = y_player.constructs[0].clone();
// // game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::Link);
// // while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Link).is_some() {
// // game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
// // }
// // // apply buff
// // game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Link).unwrap();
// // game.player_ready(x_player.id).unwrap();
// // game.player_ready(y_player.id).unwrap();
// // game = game.resolve_phase_start();
// // assert!(game.construct_by_id(x_construct.id).unwrap().affected(Effect::Link));
// // let Resolution { source: _, target: _, Resolution, stages: _ } = game.Resolutions.last.unwrap().pop().unwrap();
// // match Resolution {
// // Resolution::Effect { effect, skill: _, duration: _, construct_effects: _ } => assert_eq!(effect, Effect::Link),
// // _ => panic!("not siphon"),
// // };
// // let Resolution { source: _, target: _, Resolution, stages: _ } = game.Resolutions.last.unwrap().pop().unwrap();
// // match Resolution {
// // Resolution::Recharge { red: _, blue: _, skill: _ } => (),
// // _ => panic!("link result was not recharge"),
// // }
// // // attack and receive link hit
// // game.add_skill(y_player.id, y_construct.id, x_construct.id, Skill::Attack).unwrap();
// // game.player_ready(x_player.id).unwrap();
// // game.player_ready(y_player.id).unwrap();
// // game = game.resolve_phase_start();
// // let Resolution { source: _, target, Resolution, stages: _ } = game.Resolutions.last.unwrap().pop().unwrap();
// // assert_eq!(target.id, y_construct.id);
// // match Resolution {
// // Resolution::Damage { amount, skill: _, mitigation: _, colour: _} =>
// // assert_eq!(amount, x_construct.red_power().pct(Skill::Attack.multiplier()) >> 1),
// // _ => panic!("not damage link"),
// // };
// // }
// // #[test]
// // fn absorb_test() {
// // let mut game = create_test_game();
@ -2091,6 +2042,43 @@ mod tests {
}));
}
#[test]
fn link_test() {
let mut game = create_2v2_test_game();
let player_id = game.players[0].id;
let source = game.players[0].constructs[0].id;
let target = game.players[1].constructs[0].id;
game.players[1].constructs[0].blue_life.force(0);
game.new_resolve(Cast::new(source, player_id, target, Skill::Link));
let last = game.resolutions.len() - 1;
let resolutions = &game.resolutions[last];
assert!(resolutions.iter().any(|r| match r.event {
Event::Damage { construct, colour, amount, mitigation: _, display: _ } =>
construct == target && amount == 320.pct(50) && colour == Colour::Blue,
_ => false,
}));
game = game.resolve_phase_start();
game.new_resolve(Cast::new(source, player_id, target, Skill::Triage));
game.new_resolve(Cast::new(source, player_id, target, Skill::Link));
let last = game.resolutions.len() - 1;
let resolutions = &game.resolutions[last];
assert!(resolutions.iter().any(|r| match r.event {
Event::Damage { construct, colour, amount, mitigation: _, display: _ } =>
construct == target && amount == 320.pct(75) && colour == Colour::Blue,
_ => false,
}));
}
#[test]
fn siphon_test() {
let mut game = create_2v2_test_game();

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@ -1844,11 +1844,16 @@ fn link(cast: Cast, game: &mut Game, values: Link) {
effect: ConstructEffect { effect: Effect::Stun, duration: values.duration(), meta: None },
}
);
let bp = game.value(Value::Stat { construct: cast.source, stat: Stat::BluePower }).pct(values.blue_dmg_base());
let links = game.value(Value::Effects { construct: cast.target });
let amount = bp.pct(100 + 100usize.saturating_mul(links));
game.action(cast,
Action::Damage {
construct: cast.target,
colour: Colour::Blue,
amount: game.value(Value::Effects { construct: cast.target }).pct(values.blue_dmg_base()),
amount: amount,
},
);
}
@ -2086,7 +2091,7 @@ fn sleep(cast: Cast, game: &mut Game, values: Sleep) {
Action::Heal {
construct: cast.target,
amount: game.value(Value::Stat { construct: cast.source, stat: Stat::GreenPower }).pct(values.green_heal_multi()),
colour: Colour::Blue,
colour: Colour::Green,
},
);
}