reimplement animations
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14ddc0b237
commit
90bffcb6b7
@ -4,9 +4,7 @@ const toast = require('izitoast');
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const eachSeries = require('async/eachSeries');
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const actions = require('./actions');
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const { TIMES } = require('./constants');
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const animations = require('./animations.utils');
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const { removeTier } = require('./utils');
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const { setAnimations, clearAnimations } = require('./animations.utils');
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const SOCKET_URL = process.env.NODE_ENV === 'production' ? 'wss://mnml.gg/api/ws' : 'ws://localhost/api/ws';
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@ -20,73 +18,32 @@ function createSocket(store) {
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ws.send(cbor.encode(msg));
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}
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function sendDevResolve(a, b, skill) {
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send(['DevResolve', { a, b, skill }]);
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function sendDevResolve(skill) {
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send(['DevResolve', { skill }]);
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}
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function onDevResolutions(newRes) {
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const { game, account, animating } = store.getState();
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if (animating) return false;
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function setGame(game) {
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store.dispatch(actions.setGame(game));
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store.dispatch(actions.setAnimating(true));
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store.dispatch(actions.setGameSkillInfo(null));
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// stop fetching the game state til animations are done
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const newRes = game.resolutions[game.resolutions.length - 1];
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return eachSeries(newRes, (r, cb) => {
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if (!r.event) return cb();
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const timeout = animations.getTime(r.stages);
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const anims = animations.getObjects(r, game, account);
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const text = animations.getText(r);
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store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r, game)));
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if (anims.animSkill) store.dispatch(actions.setAnimSkill(anims.animSkill));
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if (r.stages.includes('START_SKILL') && anims.animSource) {
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store.dispatch(actions.setAnimSource(anims.animSource));
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}
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if (r.stages.includes('END_SKILL') && anims.animTarget) {
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store.dispatch(actions.setAnimTarget(anims.animTarget));
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if (animations.isCbAnim(anims.animSkill)) store.dispatch(actions.setAnimCb(cb));
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}
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if (r.stages.includes('POST_SKILL') && text) {
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// timeout to prevent text classes from being added too soon
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if (timeout === TIMES.POST_SKILL_DURATION_MS) {
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store.dispatch(actions.setResolution(text));
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} else {
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setTimeout(
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() => store.dispatch(actions.setResolution(text)),
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timeout - TIMES.POST_SKILL_DURATION_MS
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);
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}
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}
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return setTimeout(() => {
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store.dispatch(actions.setAnimSkill(null));
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store.dispatch(actions.setAnimSource(null));
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store.dispatch(actions.setAnimTarget(null));
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store.dispatch(actions.setResolution(null));
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store.dispatch(actions.setAnimFocus([]));
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if (r.stages.includes('END_SKILL') && animations.isCbAnim(anims.animSkill)) return true;
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return cb();
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}, timeout);
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// if (r.delay === 0) return cb(); // TargetKo etc
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setAnimations(r, store);
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return setTimeout(cb, r.delay);
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}, err => {
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if (err) return console.error(err);
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// clear animation state
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store.dispatch(actions.setAnimSkill(null));
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store.dispatch(actions.setAnimSource(null));
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store.dispatch(actions.setAnimTarget(null));
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store.dispatch(actions.setResolution(null));
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store.dispatch(actions.setAnimating(false));
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store.dispatch(actions.setGameEffectInfo(null));
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clearAnimations(store);
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// set the game state so resolutions don't fire twice
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store.dispatch(actions.setGame(game));
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// ws.sendGameState(game.id);
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return true;
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});
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}
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const handlers = {
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DevResolutions: onDevResolutions,
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GameState: setGame,
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};
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// decodes the cbor and
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@ -5,18 +5,7 @@ const { createStore, combineReducers } = require('redux');
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const reducers = require('./reducers');
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const actions = require('./actions');
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const createSocket = require('./animations.socket');
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// const TrippyTriangle = require('./components/svgs/trippy.triangle');
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// const Amplify = require('./components/svgs/amplify');
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// const Hex = require('./components/svgs/hex');
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const Game = require('./components/game');
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const testGameBuilder = require('./test.game');
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const testGame = testGameBuilder('8552e0bf-340d-4fc8-b6fc-cccccccccccc');
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const testAccount = {
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id: '8552e0bf-340d-4fc8-b6fc-cccccccccccc',
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name: 'ntr',
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};
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// Redux Store
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const store = createStore(
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@ -24,20 +13,15 @@ const store = createStore(
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window.__REDUX_DEVTOOLS_EXTENSION__ && window.__REDUX_DEVTOOLS_EXTENSION__(),
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);
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const testAccount = {
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id: '8552e0bf-340d-4fc8-b6fc-cccccccccccc',
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name: 'ntr',
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};
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store.dispatch(actions.setAccount(testAccount));
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store.dispatch(actions.setGame(testGame));
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function animationsNav(ws) {
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function useSkill(skill) {
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const ateam = Math.round(Math.random());
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const bteam = Math.round(Math.random());
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const acon = Math.floor(Math.random() * 3);
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const bcon = Math.floor(Math.random() * 3);
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const a = testGame.players[ateam].constructs[acon].id;
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const b = testGame.players[bteam].constructs[bcon].id;
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return ws.sendDevResolve(a, b, skill);
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return ws.sendDevResolve(skill);
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}
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return SKILLS.map((s, i) => (
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@ -81,19 +65,19 @@ const SKILLS = [
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'Buff',
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'Chaos',
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'Counter',
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'CounterAttack',
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// 'CounterAttack',
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'Curse',
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'Debuff',
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'Decay',
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'DecayTick',
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'Electrify',
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'Electrocute',
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'ElectrocuteTick',
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// 'ElectrocuteTick',
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'Haste',
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'HasteStrike',
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// 'HasteStrike',
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'Heal',
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'Hybrid',
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'HybridBlast',
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// 'HybridBlast',
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'Intercept',
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'Invert',
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'Link',
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@ -105,12 +89,12 @@ const SKILLS = [
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'Ruin',
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'Silence',
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'Siphon',
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'SiphonTick',
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// 'SiphonTick',
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'Slay',
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'Sleep',
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'Strike',
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'Stun',
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'Sustain',
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'Triage',
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'TriageTick',
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// 'TriageTick',
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];
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@ -75,7 +75,6 @@ class ConstructAnimation extends Component {
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const animSkill = removeTier(skill);
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if (!constructId.includes(construct.id)) return false;
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// find target animation
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const chooseAnim = () => {
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switch (animSkill) {
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@ -87,7 +87,6 @@ function registerEvents(store) {
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store.dispatch(actions.setGameSkillInfo(null));
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// stop fetching the game state til animations are done
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const newRes = game.resolutions[game.resolutions.length - 1];
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console.log(newRes);
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return eachSeries(newRes, (r, cb) => {
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if (r.delay === 0) return cb(); // TargetKo etc
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setAnimations(r, store);
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143
core/src/game.rs
143
core/src/game.rs
@ -1596,54 +1596,53 @@ mod tests {
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// }
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// #[test]
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// fn sleep_cooldown_test() {
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// let mut game = create_test_game();
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#[test]
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fn sleep_cooldown_test() {
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let mut game = create_test_game();
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// let x_player = game.players[0].clone();
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// let y_player = game.players[1].clone();
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let x_player = game.players[0].clone();
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let y_player = game.players[1].clone();
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// let x_construct = x_player.constructs[0].clone();
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// let y_construct = y_player.constructs[0].clone();
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let x_construct = x_player.constructs[0].clone();
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let y_construct = y_player.constructs[0].clone();
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// for _n in 1..10 {
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// // should auto progress back to skill phase
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// assert!(game.phase == Phase::Skill);
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for _n in 1..10 {
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// should auto progress back to skill phase
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assert!(game.phase == Phase::Skill);
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// // Sleep 2T CD
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
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// Sleep 2T CD
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
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// game.player_ready(x_player.id).unwrap();
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// game.player_ready(y_player.id).unwrap();
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// game = game.resolve_phase_start();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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// // Sleep 1T CD
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
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// Sleep 1T CD
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
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// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Decay).unwrap();
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// // game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
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// game.player_ready(x_player.id).unwrap();
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// game.player_ready(y_player.id).unwrap();
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// game = game.resolve_phase_start();
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game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Decay).unwrap();
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// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Attack).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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// // Sleep 0T CD (we use it here)
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_none());
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// Sleep 0T CD (we use it here)
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_none());
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// game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Sleep).unwrap();
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// game.player_ready(x_player.id).unwrap();
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// game.player_ready(y_player.id).unwrap();
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// game = game.resolve_phase_start();
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game.add_skill(x_player.id, x_construct.id, y_construct.id, Skill::Sleep).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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// // Sleep back to 2T CD
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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// assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
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// }
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// }
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// Sleep back to 2T CD
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Decay).is_none());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Sleep).is_some());
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}
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}
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// #[test]
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// fn counter_test() {
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@ -1885,52 +1884,52 @@ mod tests {
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// }
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// }
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// #[test]
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// fn ko_pve_test() {
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// let mut game = create_2v2_test_game();
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#[test]
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fn ko_pve_test() {
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let mut game = create_2v2_test_game();
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// let i_player = game.players[0].clone();
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// let x_player = game.players[1].clone();
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let i_player = game.players[0].clone();
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let x_player = game.players[1].clone();
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// let i_construct = i_player.constructs[0].clone();
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// let j_construct = i_player.constructs[1].clone();
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// let x_construct = x_player.constructs[0].clone();
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// let y_construct = x_player.constructs[1].clone();
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let i_construct = i_player.constructs[0].clone();
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let j_construct = i_player.constructs[1].clone();
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let x_construct = x_player.constructs[0].clone();
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let y_construct = x_player.constructs[1].clone();
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// game.add_skill(i_player.id, i_construct.id, x_construct.id, Skill::Attack).unwrap()
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// .add_skill(i_player.id, j_construct.id, x_construct.id, Skill::Attack).unwrap()
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// .add_skill(x_player.id, x_construct.id, i_construct.id, Skill::Attack).unwrap()
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// .add_skill(x_player.id, y_construct.id, i_construct.id, Skill::Attack).unwrap()
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// .player_ready(i_player.id).unwrap()
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// .player_ready(x_player.id).unwrap();
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game.add_skill(i_player.id, i_construct.id, x_construct.id, Skill::Attack).unwrap()
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.add_skill(i_player.id, j_construct.id, x_construct.id, Skill::Attack).unwrap()
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.add_skill(x_player.id, x_construct.id, i_construct.id, Skill::Attack).unwrap()
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.add_skill(x_player.id, y_construct.id, i_construct.id, Skill::Attack).unwrap()
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.player_ready(i_player.id).unwrap()
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.player_ready(x_player.id).unwrap();
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// assert!(game.skill_phase_finished());
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// game = game.resolve_phase_start();
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assert!(game.skill_phase_finished());
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game = game.resolve_phase_start();
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// assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
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assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
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// // kill a construct
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// game.player_by_id(i_player.id).unwrap().construct_by_id(i_construct.id).unwrap().green_life.reduce(usize::max_value());
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// kill a construct
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game.player_by_id(i_player.id).unwrap().construct_by_id(i_construct.id).unwrap().green_life.reduce(usize::max_value());
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// assert!(game.player_by_id(i_player.id).unwrap().skills_required() == 1);
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// assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
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assert!(game.player_by_id(i_player.id).unwrap().skills_required() == 1);
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assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
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// // add some more skills
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// game.add_skill(i_player.id, j_construct.id, x_construct.id, Skill::Attack).unwrap();
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// game.add_skill(x_player.id, x_construct.id, j_construct.id, Skill::Attack).unwrap();
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// game.add_skill(x_player.id, y_construct.id, j_construct.id, Skill::Attack).unwrap();
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// assert!(game.add_skill(x_player.id, x_construct.id, i_construct.id, Skill::Attack).is_err());
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// add some more skills
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game.add_skill(i_player.id, j_construct.id, x_construct.id, Skill::Attack).unwrap();
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game.add_skill(x_player.id, x_construct.id, j_construct.id, Skill::Attack).unwrap();
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game.add_skill(x_player.id, y_construct.id, j_construct.id, Skill::Attack).unwrap();
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assert!(game.add_skill(x_player.id, x_construct.id, i_construct.id, Skill::Attack).is_err());
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// game.player_ready(i_player.id).unwrap();
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// game.player_ready(x_player.id).unwrap();
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game.player_ready(i_player.id).unwrap();
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game.player_ready(x_player.id).unwrap();
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// assert!(game.skill_phase_finished());
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// game = game.resolve_phase_start();
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assert!(game.skill_phase_finished());
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game = game.resolve_phase_start();
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// assert!(game.player_by_id(i_player.id).unwrap().skills_required() == 1);
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// assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
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// return;
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// }
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assert!(game.player_by_id(i_player.id).unwrap().skills_required() == 1);
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assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
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return;
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}
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// #[test]
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// fn tick_removal_test() {
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@ -1,10 +1,13 @@
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use uuid::Uuid;
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use std::iter;
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use rand::prelude::*;
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use construct::{Construct};
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use names::{name};
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use player::{Player};
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use game::{Game};
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use skill::{Skill, Cast};
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pub fn generate_mob() -> Construct {
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let mob = Construct::new()
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@ -28,3 +31,51 @@ pub fn bot_player() -> Player {
|
||||
Player::new(bot_id, None, &name(), constructs).set_bot(true)
|
||||
}
|
||||
|
||||
pub fn anim_test_game(skill: Skill) -> Game {
|
||||
let mut rng = thread_rng();
|
||||
let mut game = Game::new();
|
||||
|
||||
game
|
||||
.set_player_num(2)
|
||||
.set_player_constructs(3);
|
||||
|
||||
let x_id = Uuid::parse_str("8552e0bf-340d-4fc8-b6fc-cccccccccccc").unwrap();
|
||||
let constructs = iter::repeat_with(||
|
||||
generate_mob()
|
||||
.set_account(x_id)
|
||||
.learn(Skill::Attack))
|
||||
.take(3)
|
||||
.collect::<Vec<Construct>>();
|
||||
let x_player = Player::new(x_id, None, &name(), constructs);
|
||||
|
||||
let id = Uuid::new_v4();
|
||||
let constructs = iter::repeat_with(||
|
||||
generate_mob()
|
||||
.set_account(id)
|
||||
.learn(Skill::Attack))
|
||||
.take(3)
|
||||
.collect::<Vec<Construct>>();
|
||||
let y_player = Player::new(id, None, &name(), constructs);
|
||||
|
||||
game
|
||||
.player_add(x_player).unwrap()
|
||||
.player_add(y_player).unwrap();
|
||||
|
||||
game = game.start();
|
||||
|
||||
let x_id = game.players[0].id;
|
||||
let x_construct = game.players[0].constructs[1].id;
|
||||
|
||||
let y_id = game.players[1].id;
|
||||
let y_construct = game.players[1].constructs[1].id;
|
||||
|
||||
let cast = match rng.gen_bool(0.5) {
|
||||
true => Cast::new(x_construct, x_id, y_construct, skill),
|
||||
false => Cast::new(y_construct, y_id, x_construct, skill),
|
||||
};
|
||||
|
||||
game.stack.push(cast);
|
||||
game = game.resolve_phase_start();
|
||||
return game;
|
||||
}
|
||||
|
||||
|
||||
@ -199,20 +199,6 @@ impl Cast {
|
||||
}
|
||||
}
|
||||
|
||||
// pub fn dev_resolve(a_id: Uuid, b_id: Uuid, skill: Skill) {
|
||||
// let mut resolutions =vec![];
|
||||
|
||||
// let mut a = Construct::new();
|
||||
// a.id = a_id;
|
||||
// let mut b = Construct::new();
|
||||
// b.id = b_id;
|
||||
// if skill.aoe() { // Send an aoe skill event for anims
|
||||
// game.event(Event::new(&a, &b).event(Event::AoeSkill { skill }).stages(EventStages::StartEnd));
|
||||
// }
|
||||
// return cast_actions(skill, &mut a, &mut b, resolutions);
|
||||
// }
|
||||
|
||||
|
||||
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||
pub enum Skill {
|
||||
Attack,
|
||||
@ -894,7 +880,7 @@ fn attack(cast: Cast, game: &mut Game, values: Attack) {
|
||||
enum Blast { Base, Plus, PlusPlus, Hybrid }
|
||||
impl Blast {
|
||||
fn dmg_multi(self) -> usize {
|
||||
match self {
|
||||
match self {
|
||||
Blast::Base => 105,
|
||||
Blast::Plus => 125,
|
||||
Blast::PlusPlus => 145,
|
||||
@ -931,7 +917,7 @@ impl Chaos {
|
||||
fn description(self) -> String {
|
||||
format!("Hits twice for red and blue damage. Damage {:?}% RedPower and BluePower.
|
||||
Randomly deals 0 to 30% more damage.", self.dmg_multi())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn chaos(cast: Cast, game: &mut Game, values: Chaos) {
|
||||
@ -961,7 +947,7 @@ impl Heal {
|
||||
}
|
||||
fn description(self) -> String {
|
||||
format!("Heals target for {:?}% GreenPower.", self.heal_multiplier())
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1283,7 +1269,7 @@ impl Absorb {
|
||||
Absorption increases RedPower and BluePower based on damage taken.
|
||||
Absorption lasts {:?}T. Recharges BlueLife based on {:?}% BluePower.",
|
||||
self.duration(),
|
||||
match self {
|
||||
match self {
|
||||
Absorb::Base => Absorption::Base.duration(),
|
||||
Absorb::Plus => Absorption::Plus.duration(),
|
||||
Absorb::PlusPlus => Absorption::PlusPlus.duration(),
|
||||
@ -1297,7 +1283,7 @@ fn absorb(cast: Cast, game: &mut Game, values: Absorb) {
|
||||
game.action(cast,
|
||||
Action::Effect {
|
||||
construct: cast.target,
|
||||
effect: ConstructEffect {
|
||||
effect: ConstructEffect {
|
||||
effect: Effect::Absorb,
|
||||
duration: values.duration(),
|
||||
meta: Some(EffectMeta::CastOnHit(values.absorption_skill())) },
|
||||
@ -1483,7 +1469,7 @@ fn curse(cast: Cast, game: &mut Game, values: Curse) {
|
||||
game.action(cast,
|
||||
Action::Effect {
|
||||
construct: cast.target,
|
||||
effect: ConstructEffect {
|
||||
effect: ConstructEffect {
|
||||
effect: Effect::Curse,
|
||||
duration: values.curse_duration(),
|
||||
meta: Some(EffectMeta::Multiplier(values.curse_multi()))
|
||||
@ -1603,10 +1589,10 @@ fn decay(cast: Cast, game: &mut Game, values: Decay) {
|
||||
game.action(cast,
|
||||
Action::Effect {
|
||||
construct: cast.target,
|
||||
effect: ConstructEffect {
|
||||
effect: ConstructEffect {
|
||||
effect: Effect::Wither,
|
||||
duration: values.wither_duration(),
|
||||
meta: Some(EffectMeta::Multiplier(values.wither_multiplier()))
|
||||
meta: Some(EffectMeta::Multiplier(values.wither_multiplier()))
|
||||
},
|
||||
}
|
||||
);
|
||||
@ -1653,11 +1639,11 @@ impl Electrify {
|
||||
Electrify::PlusPlus => Skill::ElectrocutePlusPlus,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn duration(self) -> u8 {
|
||||
match self { Electrify::Base => 1, Electrify::Plus => 1, Electrify::PlusPlus => 2 }
|
||||
}
|
||||
|
||||
|
||||
fn description(self) -> String {
|
||||
let electro = match self {
|
||||
Electrify::Base => Electrocute::Base,
|
||||
@ -2228,4 +2214,4 @@ fn triage_tick(cast: Cast, game: &mut Game) {
|
||||
effect: ConstructEffect { effect: Effect::Triaged, duration: 1, meta: None },
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -53,7 +53,7 @@ use mnml_core::player::Player;
|
||||
use mnml_core::vbox::{ItemType};
|
||||
use mnml_core::item::Item;
|
||||
use mnml_core::skill::Skill;
|
||||
// use mnml_core::skill::{dev_resolve, Resolutions};
|
||||
use mnml_core::mob::{anim_test_game};
|
||||
use mnml_core::instance::{Instance};
|
||||
|
||||
use mtx;
|
||||
@ -88,8 +88,6 @@ pub enum RpcMessage {
|
||||
|
||||
Pong(()),
|
||||
|
||||
// DevResolutions(Resolutions),
|
||||
|
||||
QueueRequested(()),
|
||||
QueueJoined(()),
|
||||
QueueLeft(()),
|
||||
@ -108,7 +106,7 @@ pub enum RpcMessage {
|
||||
pub enum RpcRequest {
|
||||
Ping {},
|
||||
ItemInfo {},
|
||||
DevResolve { a: Uuid, b: Uuid, skill: Skill },
|
||||
DevResolve { skill: Skill },
|
||||
|
||||
MtxConstructApply { mtx: mtx::MtxVariant, construct_id: Uuid, name: String },
|
||||
MtxConstructSpawn { },
|
||||
@ -171,8 +169,8 @@ impl Connection {
|
||||
match v {
|
||||
RpcRequest::Ping {} => return Ok(RpcMessage::Pong(())),
|
||||
RpcRequest::ItemInfo {} => return Ok(RpcMessage::ItemInfo(item_info())),
|
||||
// RpcRequest::DevResolve {a, b, skill } =>
|
||||
// return Ok(RpcMessage::DevResolutions(dev_resolve(a, b, skill))),
|
||||
RpcRequest::DevResolve { skill } =>
|
||||
return Ok(RpcMessage::GameState(anim_test_game(skill))),
|
||||
_ => (),
|
||||
};
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user