combat log"

This commit is contained in:
ntr 2018-10-09 15:34:11 +11:00
parent 08b830320a
commit a42ef53c6d
4 changed files with 50 additions and 15 deletions

View File

@ -1,9 +1,14 @@
const preact = require('preact');
function CrypPanel({ battle }) {
if (!battle) return <div>...</div>;
return (
<div className="">
{JSON.stringify(battle)}
{JSON.stringify(battle.a)}
{JSON.stringify(battle.b)}
<ul>
{battle.log.map((l, i) => (<li key={i} >{l}</li>))}
</ul>
</div>
);
}

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@ -50,4 +50,27 @@ gem td style attr combinations
techno artists for the soundtrack
slimey
ghostly
ghostly
* 1: Fighting against human nature is a losing battle
* 2: Aesthetics matter
* 3: Resonance is important
* 4: Make use of piggybacking
* 5: Don't confuse "interesting" with "fun"
* 6: Understand what emotion your game is trying to evoke
* 7: Allow the players the ability to make the game personal
* 8: The details are where the players fall in love with your game
* 9: Allow your players to have a sense of ownership
* 10: Leave room for the player to explore
* 11: If everyone likes your game, but no one loves it, it will fail
* 12: Don't design to prove you can do something
* 13: Make the fun part also the correct strategy to win
* 14: Don't be afraid to be blunt
* 15: Design the component for its intended audience
* 16: Be more afraid of boring your players than challenging them
* 17: You don't have to change much to change everything
* 18: Restrictions breed creativity
* 19: Your audience is good at recognizing problems and bad at solving them
* 20: All the lessons connect

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@ -16,6 +16,7 @@ use cryp::Cryp;
pub struct Battle {
pub a: Cryp,
pub b: Cryp,
pub log: Vec<String>,
}
impl Battle {
@ -23,6 +24,7 @@ impl Battle {
return Battle {
a: a.clone(),
b: b.clone(),
log: vec![],
};
}
@ -35,12 +37,15 @@ impl Battle {
panic!("{:?} is finished", self);
}
let a_turn = self.a.turn();
let b_turn = self.b.turn();
let mut a_turn = self.a.turn();
let mut b_turn = self.b.turn();
self.a.assign_dmg(&self.b, &a_turn, &b_turn);
self.b.assign_dmg(&self.a, &b_turn, &a_turn);
self.log.append(&mut a_turn.log);
self.log.append(&mut b_turn.log);
self
}

View File

@ -38,25 +38,25 @@ impl Stat {
self
}
fn roll(&self, c: &Cryp) -> Roll {
fn roll(&self, c: &Cryp, log: &mut Vec<String>) -> Roll {
let mut rng = thread_rng();
let base: u64 = rng.gen();
let mut roll = Roll { kind: self.kind, base, result: base };
println!("{:?}", self.kind);
println!("{:064b} <- base roll", base);
log.push(format!("{:?}", self.kind));
log.push(format!("{:064b} <- base roll", base));
// apply skills
roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
// finally combine with stat
println!("{:064b} <- finalised", roll.result);
log.push(format!("{:064b} <- finalised", roll.result));
roll.result = roll.result & self.value;
println!("{:064b} & <- attribute roll", self.value);
println!("{:064b} = {:?}", roll.result, roll.result);
println!("");
log.push(format!("{:064b} & <- attribute roll", self.value));
log.push(format!("{:064b} = {:?}", roll.result, roll.result));
log.push(format!(""));
return roll;
}
@ -70,6 +70,7 @@ impl Stat {
pub struct Turn {
pub dmg: Roll,
pub def: Roll,
pub log: Vec<String>,
}
#[derive(Debug,Clone,Serialize,Deserialize)]
@ -143,11 +144,12 @@ impl Cryp {
}
pub fn turn(&self) -> Turn {
// println!("{:?}'s turn:", c.name);
let dmg = self.dmg.roll(self);
let def = self.def.roll(self);
let mut log = vec![format!("{:?}'s turn:", self.name)];
return Turn { dmg, def }
let dmg = self.dmg.roll(self, &mut log);
let def = self.def.roll(self, &mut log);
return Turn { dmg, def, log }
}
pub fn create(mut self) -> Cryp {