reimplement animations
This commit is contained in:
+71
-72
@@ -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 {
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Player::new(bot_id, None, &name(), constructs).set_bot(true)
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}
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pub fn anim_test_game(skill: Skill) -> Game {
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let mut rng = thread_rng();
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let mut game = Game::new();
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game
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.set_player_num(2)
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.set_player_constructs(3);
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let x_id = Uuid::parse_str("8552e0bf-340d-4fc8-b6fc-cccccccccccc").unwrap();
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let constructs = iter::repeat_with(||
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generate_mob()
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.set_account(x_id)
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.learn(Skill::Attack))
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.take(3)
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.collect::<Vec<Construct>>();
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let x_player = Player::new(x_id, None, &name(), constructs);
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let id = Uuid::new_v4();
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let constructs = iter::repeat_with(||
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generate_mob()
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.set_account(id)
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.learn(Skill::Attack))
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.take(3)
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.collect::<Vec<Construct>>();
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let y_player = Player::new(id, None, &name(), constructs);
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game
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.player_add(x_player).unwrap()
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.player_add(y_player).unwrap();
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game = game.start();
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let x_id = game.players[0].id;
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let x_construct = game.players[0].constructs[1].id;
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let y_id = game.players[1].id;
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let y_construct = game.players[1].constructs[1].id;
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let cast = match rng.gen_bool(0.5) {
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true => Cast::new(x_construct, x_id, y_construct, skill),
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false => Cast::new(y_construct, y_id, x_construct, skill),
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};
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game.stack.push(cast);
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game = game.resolve_phase_start();
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return game;
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}
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+11
-25
@@ -199,20 +199,6 @@ impl Cast {
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}
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}
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// pub fn dev_resolve(a_id: Uuid, b_id: Uuid, skill: Skill) {
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// let mut resolutions =vec![];
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// let mut a = Construct::new();
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// a.id = a_id;
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// let mut b = Construct::new();
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// b.id = b_id;
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// if skill.aoe() { // Send an aoe skill event for anims
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// game.event(Event::new(&a, &b).event(Event::AoeSkill { skill }).stages(EventStages::StartEnd));
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// }
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// return cast_actions(skill, &mut a, &mut b, resolutions);
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// }
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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Attack,
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@@ -894,7 +880,7 @@ fn attack(cast: Cast, game: &mut Game, values: Attack) {
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enum Blast { Base, Plus, PlusPlus, Hybrid }
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impl Blast {
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fn dmg_multi(self) -> usize {
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match self {
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match self {
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Blast::Base => 105,
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Blast::Plus => 125,
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Blast::PlusPlus => 145,
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@@ -931,7 +917,7 @@ impl Chaos {
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fn description(self) -> String {
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format!("Hits twice for red and blue damage. Damage {:?}% RedPower and BluePower.
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Randomly deals 0 to 30% more damage.", self.dmg_multi())
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}
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}
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}
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fn chaos(cast: Cast, game: &mut Game, values: Chaos) {
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@@ -961,7 +947,7 @@ impl Heal {
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}
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fn description(self) -> String {
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format!("Heals target for {:?}% GreenPower.", self.heal_multiplier())
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}
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}
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}
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@@ -1283,7 +1269,7 @@ impl Absorb {
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Absorption increases RedPower and BluePower based on damage taken.
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Absorption lasts {:?}T. Recharges BlueLife based on {:?}% BluePower.",
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self.duration(),
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match self {
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match self {
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Absorb::Base => Absorption::Base.duration(),
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Absorb::Plus => Absorption::Plus.duration(),
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Absorb::PlusPlus => Absorption::PlusPlus.duration(),
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@@ -1297,7 +1283,7 @@ fn absorb(cast: Cast, game: &mut Game, values: Absorb) {
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game.action(cast,
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Action::Effect {
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construct: cast.target,
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effect: ConstructEffect {
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effect: ConstructEffect {
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effect: Effect::Absorb,
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duration: values.duration(),
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meta: Some(EffectMeta::CastOnHit(values.absorption_skill())) },
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@@ -1483,7 +1469,7 @@ fn curse(cast: Cast, game: &mut Game, values: Curse) {
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game.action(cast,
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Action::Effect {
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construct: cast.target,
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effect: ConstructEffect {
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effect: ConstructEffect {
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effect: Effect::Curse,
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duration: values.curse_duration(),
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meta: Some(EffectMeta::Multiplier(values.curse_multi()))
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@@ -1603,10 +1589,10 @@ fn decay(cast: Cast, game: &mut Game, values: Decay) {
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game.action(cast,
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Action::Effect {
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construct: cast.target,
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effect: ConstructEffect {
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effect: ConstructEffect {
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effect: Effect::Wither,
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duration: values.wither_duration(),
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meta: Some(EffectMeta::Multiplier(values.wither_multiplier()))
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meta: Some(EffectMeta::Multiplier(values.wither_multiplier()))
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},
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}
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);
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@@ -1653,11 +1639,11 @@ impl Electrify {
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Electrify::PlusPlus => Skill::ElectrocutePlusPlus,
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}
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}
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fn duration(self) -> u8 {
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match self { Electrify::Base => 1, Electrify::Plus => 1, Electrify::PlusPlus => 2 }
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}
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fn description(self) -> String {
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let electro = match self {
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Electrify::Base => Electrocute::Base,
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@@ -2228,4 +2214,4 @@ fn triage_tick(cast: Cast, game: &mut Game) {
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effect: ConstructEffect { effect: Effect::Triaged, duration: 1, meta: None },
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},
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);
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}
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}
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