Merge branch 'develop' of ssh://git.mnml.gg:40022/~/mnml into develop
This commit is contained in:
+12
-13
@@ -554,7 +554,9 @@ impl Construct {
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// Should red type immunity block recharge???
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity { skill, immunity });
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if !self.is_ko() {
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events.push(Event::Immunity { skill, immunity });
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}
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return events;
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}
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@@ -642,10 +644,9 @@ impl Construct {
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pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec<Event> {
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let mut events = vec![];
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity {
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immunity,
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skill,
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});
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if !self.is_ko() {
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events.push(Event::Immunity { skill, immunity });
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}
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return events;
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}
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@@ -696,10 +697,9 @@ impl Construct {
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let mut events = vec![];
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity {
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skill,
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immunity,
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});
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if !self.is_ko() {
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events.push(Event::Immunity { skill, immunity });
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}
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return events;
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}
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@@ -769,10 +769,9 @@ impl Construct {
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let mut events = vec![];
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if let Some(immunity) = self.immune(skill) {
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events.push(Event::Immunity {
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skill,
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immunity,
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});
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if !self.is_ko() {
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events.push(Event::Immunity { skill, immunity });
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}
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return events;
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}
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+8
-4
@@ -469,6 +469,14 @@ impl Game {
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let mut resolutions = resolution_steps(&cast, &mut self);
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r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay());
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// the cast itself goes into this temp vec to handle cooldowns
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// if theres no resolution events, the skill didn't trigger (disable etc)
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if resolutions.len() > 0 {
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casts.push(cast);
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}
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self.resolved.append(&mut resolutions);
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// while let Some(resolution) = resolutions.pop() {
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@@ -477,10 +485,6 @@ impl Game {
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// self.resolved.push(resolution);
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// }
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// the cast itself goes into this temp vec
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// to handle cooldowns
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casts.push(cast);
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// sort the stack again in case speeds have changed
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self.stack_sort_speed();
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};
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+1
-1
@@ -353,8 +353,8 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) ->
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};
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if target.is_ko() {
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// resolutions.push(Resolution::new(&source, &target).event(Event::Ko()).stages(EventStages::PostOnly));
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target.effects.clear();
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resolutions.push(Resolution::new(&source, &target).event(Event::Ko()).stages(EventStages::PostOnly));
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}
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game.update_construct(&mut source);
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