Merge branch 'release/1.11.0' of ssh://git.mnml.gg:40022/~/mnml into release/1.11.0

This commit is contained in:
Mashy 2019-12-19 14:51:33 +10:00
commit 8e03564b46
6 changed files with 49 additions and 78 deletions

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@ -435,12 +435,14 @@ impl Construct {
} }
pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct { pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct {
// println!("{:?} {:?} skill cooldown set", self.name, skill);
// tests force resolve some skills // tests force resolve some skills
// which cause the game to attempt to put them on cd // which cause the game to attempt to put them on cd
// even though the construct doesn't know the skill // even though the construct doesn't know the skill
if let Some(i) = self.skills.iter().position(|s| s.skill == skill) { if let Some(i) = self.skills.iter().position(|s| s.skill == skill) {
self.skills.remove(i); self.skills.remove(i);
self.skills.push(ConstructSkill::new(skill)); self.skills.insert(i, ConstructSkill::new(skill));
} }
self self

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@ -508,14 +508,14 @@ impl Game {
self.resolve(Cast { skill, ..cast }); self.resolve(Cast { skill, ..cast });
} }
// for aoe events send the source / target animations before each set of casts if cast.skill.cast_animation() {
self.action(cast, Action::Cast);
}
if cast.skill.aoe() { if cast.skill.aoe() {
if cast.skill.cast_animation() { self.action(cast, Action::HitAoe);
let event = self.cast(cast); } else {
self.add_resolution(&cast, &event); self.action(cast, Action::Hit);
}
let event = self.hit_aoe(cast);
self.add_resolution(&cast, &event);
} }
let casts = self.modify_cast(cast); let casts = self.modify_cast(cast);
@ -559,6 +559,7 @@ impl Game {
let new_events = match action { let new_events = match action {
Action::Cast => vec![self.cast(cast)], Action::Cast => vec![self.cast(cast)],
Action::Hit => vec![self.hit(cast)], Action::Hit => vec![self.hit(cast)],
Action::HitAoe => vec![self.hit_aoe(cast)],
Action::Damage { construct, amount, colour } => self.damage(construct, amount, colour), Action::Damage { construct, amount, colour } => self.damage(construct, amount, colour),
Action::Heal { construct, amount, colour } => self.heal(construct, amount, colour), Action::Heal { construct, amount, colour } => self.heal(construct, amount, colour),
@ -848,6 +849,7 @@ pub enum Value {
#[derive(Debug,Clone,PartialEq)] #[derive(Debug,Clone,PartialEq)]
pub enum Action { pub enum Action {
Hit, Hit,
HitAoe,
Cast, Cast,
Heal { construct: Uuid, amount: usize, colour: Colour }, Heal { construct: Uuid, amount: usize, colour: Colour },
Damage { construct: Uuid, amount: usize, colour: Colour }, Damage { construct: Uuid, amount: usize, colour: Colour },
@ -1033,6 +1035,7 @@ mod tests {
.learn(Skill::Siphon) .learn(Skill::Siphon)
.learn(Skill::Amplify) .learn(Skill::Amplify)
.learn(Skill::Stun) .learn(Skill::Stun)
.learn(Skill::Ruin)
.learn(Skill::Block) .learn(Skill::Block)
.learn(Skill::Sleep) .learn(Skill::Sleep)
.learn(Skill::Decay); .learn(Skill::Decay);
@ -1251,6 +1254,31 @@ mod tests {
assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none()); assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
} }
#[test]
fn ruin_cooldown_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();
while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Ruin).is_some() {
game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
}
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Ruin).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
game = game.resolve_phase_start();
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Ruin).is_some());
}
// #[cfg(test)] // #[cfg(test)]
// mod tests { // mod tests {
// use skill::*; // use skill::*;
@ -1595,55 +1623,6 @@ mod tests {
// } // }
// } // }
#[test]
fn sleep_cooldown_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();
for _n in 1..10 {
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
// Sleep 2T CD
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
game = game.resolve_phase_start();
// Sleep 1T CD
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Decay).unwrap();
// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
game = game.resolve_phase_start();
// Sleep 0T CD (we use it here)
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_none());
game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Sleep).unwrap();
game.player_ready(x_player.id).unwrap();
game.player_ready(y_player.id).unwrap();
game = game.resolve_phase_start();
// Sleep back to 2T CD
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
}
}
// #[test] // #[test]
// fn counter_test() { // fn counter_test() {
// let mut game = create_test_game(); // let mut game = create_test_game();

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@ -716,7 +716,7 @@ impl Item {
Item::HealPlusPlus | Item::HealPlusPlus |
Item::Triage | Item::Triage |
Item::TriagePlus | Item::TriagePlus |
Item::TriagePlusPlus | Item::TriagePlusPlus |
Item::Break | Item::Break |
Item::BreakPlus | Item::BreakPlus |
Item::BreakPlusPlus | Item::BreakPlusPlus |
@ -735,7 +735,7 @@ impl Item {
Item::Invert | Item::Invert |
Item::InvertPlus | Item::InvertPlus |
Item::InvertPlusPlus | Item::InvertPlusPlus |
Item::Decay | Item::Decay |
Item::DecayPlus | Item::DecayPlus |
Item::DecayPlusPlus | Item::DecayPlusPlus |
Item::Siphon| Item::Siphon|
@ -817,7 +817,7 @@ impl Item {
Item::AmplifyPlus => vec![Item::Amplify, Item::Amplify], Item::AmplifyPlus => vec![Item::Amplify, Item::Amplify],
Item::AmplifyPlusPlus => vec![Item::AmplifyPlus, Item::AmplifyPlus], Item::AmplifyPlusPlus => vec![Item::AmplifyPlus, Item::AmplifyPlus],
Item::HastePlus => vec![Item::Haste, Item::Haste], Item::HastePlus => vec![Item::Haste, Item::Haste],
Item::HastePlusPlus => vec![Item::HastePlus, Item::HastePlus], Item::HastePlusPlus => vec![Item::HastePlus, Item::HastePlus],
@ -832,9 +832,9 @@ impl Item {
Item::Curse => vec![Item::Debuff, Item::Red, Item::Blue], Item::Curse => vec![Item::Debuff, Item::Red, Item::Blue],
Item::Decay => vec![Item::Debuff, Item::Green, Item::Blue], Item::Decay => vec![Item::Debuff, Item::Green, Item::Blue],
Item::PurgePlus => vec![Item::Purge, Item::Purge], Item::PurgePlus => vec![Item::Purge, Item::Purge],
Item::PurgePlusPlus => vec![Item::PurgePlus, Item::PurgePlus], Item::PurgePlusPlus => vec![Item::PurgePlus, Item::PurgePlus],
Item::InvertPlus => vec![Item::Invert, Item::Invert], Item::InvertPlus => vec![Item::Invert, Item::Invert],
Item::InvertPlusPlus => vec![Item::InvertPlus, Item::InvertPlus], Item::InvertPlusPlus => vec![Item::InvertPlus, Item::InvertPlus],
@ -843,10 +843,10 @@ impl Item {
Item::SilencePlus => vec![Item::Silence, Item::Silence], Item::SilencePlus => vec![Item::Silence, Item::Silence],
Item::SilencePlusPlus => vec![Item::SilencePlus, Item::SilencePlus], Item::SilencePlusPlus => vec![Item::SilencePlus, Item::SilencePlus],
Item::CursePlus => vec![Item::Curse, Item::Curse], Item::CursePlus => vec![Item::Curse, Item::Curse],
Item::CursePlusPlus => vec![Item::CursePlus, Item::CursePlus], Item::CursePlusPlus => vec![Item::CursePlus, Item::CursePlus],
Item::DecayPlus => vec![Item::Decay, Item::Decay], Item::DecayPlus => vec![Item::Decay, Item::Decay],
Item::DecayPlusPlus => vec![Item::DecayPlus, Item::DecayPlus], Item::DecayPlusPlus => vec![Item::DecayPlus, Item::DecayPlus],
@ -1427,20 +1427,13 @@ mod tests {
assert_eq!(Item::StrikePlus.components(), vec![ assert_eq!(Item::StrikePlus.components(), vec![
Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
]); ]);
assert_eq!(Item::StrikePlusPlus.components(), vec![ assert_eq!(Item::StrikePlusPlus.components(), vec![
Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack, Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
Item::Red, Item::Red, Item::Attack,
]); ]);
} }

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@ -42,13 +42,6 @@ impl Cast {
} }
pub fn resolve(self, game: &mut Game) { pub fn resolve(self, game: &mut Game) {
if !self.skill.aoe() {
if self.skill.cast_animation() {
game.action(self, Action::Cast);
}
game.action(self, Action::Hit);
}
match self.skill { match self.skill {
Skill::Attack => attack(self, game, Attack::Base), Skill::Attack => attack(self, game, Attack::Base),
Skill::Block => block(self, game, Block::Base), Skill::Block => block(self, game, Block::Base),

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@ -25,6 +25,7 @@ dotenv = "0.9.0"
log = "0.4" log = "0.4"
fern = { version = "0.5", features = ["colored", "syslog-4"] } fern = { version = "0.5", features = ["colored", "syslog-4"] }
syslog = "4" syslog = "4"
log-panics = "2"
iron = "0.6" iron = "0.6"
bodyparser = "0.8" bodyparser = "0.8"

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@ -15,6 +15,7 @@ extern crate serde_cbor;
#[macro_use] extern crate failure; #[macro_use] extern crate failure;
extern crate fern; extern crate fern;
extern crate log_panics;
#[macro_use] extern crate log; #[macro_use] extern crate log;
extern crate stripe; extern crate stripe;
@ -55,6 +56,8 @@ use crossbeam_channel::{unbounded};
#[cfg(unix)] #[cfg(unix)]
pub fn setup_logger() -> Result<(), fern::InitError> { pub fn setup_logger() -> Result<(), fern::InitError> {
log_panics::init();
let formatter = syslog::Formatter3164 { let formatter = syslog::Formatter3164 {
facility: syslog::Facility::LOG_USER, facility: syslog::Facility::LOG_USER,
hostname: None, hostname: None,