fix tick speed bug with new application
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WORKLOG.md
10
WORKLOG.md
@ -10,13 +10,6 @@
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* clear active mtx after joining game
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* Check results stack for whether a construct has ticked a dot already. Current issue E.g.
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Construct 1 with slow speed applies siphon round 1 on Enemy Construct 1
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Construct 2 with fast speed applies siphon round 2 on Enemy Construct 2
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Siphon tick won't proc at all that turn
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It assumes the dot has triggered already from existing dot from pre_resolve
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Instead of checking a dot already exists instead search for a matching dot tick event in results
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* mobile styles
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* mobile info page
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@ -25,9 +18,6 @@
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* can't reset password without knowing password =\
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* Invert recharge
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* serde serialize privatise
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* chat
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* Convert spec 'Plus' -> '+' when it appears as combo text in combiner and in info text
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## SOON
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@ -377,9 +377,11 @@ impl Game {
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let mut sorted = self.stack.clone();
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sorted.iter_mut()
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.for_each(|s| {
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let caster = self.construct_by_id(s.source_construct_id).unwrap();
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let speed = caster.skill_speed(s.skill);
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s.speed = speed;
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if !s.skill.is_tick() {
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let caster = self.construct_by_id(s.source_construct_id).unwrap();
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let speed = caster.skill_speed(s.skill);
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s.speed = speed;
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}
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});
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sorted.sort_unstable_by_key(|s| s.speed);
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@ -384,7 +384,7 @@ impl Cast {
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source_player_id: source.account,
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target_construct_id: target.id,
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skill,
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speed: 0,
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speed: source.skill_speed(skill),
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}
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}
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@ -1499,7 +1499,13 @@ fn heal(source: &mut Construct, target: &mut Construct, mut results: Resolutions
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}
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fn triage(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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let skip_tick = target.effects.iter().any(|e| e.effect == Effect::Triage);
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let skip_tick = target.effects.iter().any(|e| {
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match e.effect {
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Effect::Triage => source.skill_speed(skill) <= e.tick.unwrap().speed,
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_ => false,
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}
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});
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let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect()[0];
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let tick_skill = match meta {
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Some(EffectMeta::Skill(s)) => s,
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@ -1565,7 +1571,12 @@ fn decay(source: &mut Construct, target: &mut Construct, mut results: Resolution
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let wither = skill.effect()[0];
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results.push(Resolution::new(source, target).event(target.add_effect(skill, wither)));
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let skip_tick = target.effects.iter().any(|e| e.effect == Effect::Decay);
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let skip_tick = target.effects.iter().any(|e| {
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match e.effect {
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Effect::Decay => source.skill_speed(skill) <= e.tick.unwrap().speed,
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_ => false,
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}
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});
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let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect()[1];
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let tick_skill = match meta {
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Some(EffectMeta::Skill(s)) => s,
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@ -1619,7 +1630,12 @@ fn electrocute(source: &mut Construct, target: &mut Construct, mut results: Reso
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_ => panic!("no electrocute tick skill"),
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};
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let skip_tick = target.effects.iter().any(|e| e.effect == Effect::Electrocute);
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let skip_tick = target.effects.iter().any(|e| {
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match e.effect {
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Effect::Electrocute => source.skill_speed(skill) <= e.tick.unwrap().speed,
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_ => false,
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}
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});
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let electrocute = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill));
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results.push(Resolution::new(source, target)
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.event(target.add_effect(skill, electrocute))
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@ -1716,7 +1732,12 @@ fn recharge(source: &mut Construct, target: &mut Construct, mut results: Resolut
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fn siphon(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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let skip_tick = target.effects.iter().any(|e| e.effect == Effect::Siphon);
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let skip_tick = target.effects.iter().any(|e| {
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match e.effect {
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Effect::Siphon => source.skill_speed(skill) <= e.tick.unwrap().speed,
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_ => false,
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}
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});
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let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect()[0];
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let tick_skill = match meta {
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Some(EffectMeta::Skill(s)) => s,
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