fix ruin cooldown

This commit is contained in:
ntr 2019-12-19 14:42:42 +10:00
parent 16488ee0ee
commit 9a5a93ce24
4 changed files with 45 additions and 78 deletions

View File

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

View File

@ -508,14 +508,14 @@ impl Game {
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.cast_animation() {
let event = self.cast(cast);
self.add_resolution(&cast, &event);
}
let event = self.hit_aoe(cast);
self.add_resolution(&cast, &event);
self.action(cast, Action::HitAoe);
} else {
self.action(cast, Action::Hit);
}
let casts = self.modify_cast(cast);
@ -559,6 +559,7 @@ impl Game {
let new_events = match action {
Action::Cast => vec![self.cast(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::Heal { construct, amount, colour } => self.heal(construct, amount, colour),
@ -848,6 +849,7 @@ pub enum Value {
#[derive(Debug,Clone,PartialEq)]
pub enum Action {
Hit,
HitAoe,
Cast,
Heal { construct: Uuid, amount: usize, colour: Colour },
Damage { construct: Uuid, amount: usize, colour: Colour },
@ -1033,6 +1035,7 @@ mod tests {
.learn(Skill::Siphon)
.learn(Skill::Amplify)
.learn(Skill::Stun)
.learn(Skill::Ruin)
.learn(Skill::Block)
.learn(Skill::Sleep)
.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());
}
#[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)]
// mod tests {
// 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]
// fn counter_test() {
// let mut game = create_test_game();

View File

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

View File

@ -42,13 +42,6 @@ impl Cast {
}
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 {
Skill::Attack => attack(self, game, Attack::Base),
Skill::Block => block(self, game, Block::Base),