send cast in event, split up cast and hit

This commit is contained in:
Mashy 2019-12-06 18:09:11 +10:00
parent 7afb6e30bd
commit a6f654fac1
9 changed files with 144 additions and 119 deletions

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@ -1,71 +1,66 @@
function getObjects(resolution, game, account) {
const [type, event] = resolution.variant;
const direction = (game, account, source, target) => {
const playerTeam = game.players.find(t => t.id === account.id);
const playerTeamIds = playerTeam.constructs.map(c => c.id);
const otherTeam = game.players.find(t => t.id !== account.id);
const otherTeamIds = otherTeam.constructs.map(c => c.id);
const sourceIsPlayer = playerTeamIds.includes(event.source);
const targetIsPlayer = playerTeamIds.includes(resolution.target);
const targetting = () => {
if (type === 'AoeSkill') {
if (targetIsPlayer) return playerTeamIds;
return otherTeamIds;
}
return [resolution.target];
};
const sourceIsPlayer = playerTeamIds.includes(source);
const targetIsPlayer = playerTeamIds.includes(target);
const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
let y = 0;
if (!sameTeam) y = targetIsPlayer ? 1 : -1;
const i = sourceIsPlayer
? playerTeamIds.findIndex(c => c === event.source)
: otherTeamIds.findIndex(c => c === event.source);
? playerTeamIds.findIndex(c => c === source)
: otherTeamIds.findIndex(c => c === source);
const j = targetIsPlayer
? playerTeamIds.findIndex(c => c === resolution.target)
: otherTeamIds.findIndex(c => c === resolution.target);
? playerTeamIds.findIndex(c => c === target)
: otherTeamIds.findIndex(c => c === target);
const x = j - i;
const direction = { x, y };
// const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
return { x, y };
};
const getFocusTargets = () => {
if (type === 'HitCast') {
const { source } = event;
const { target } = resolution;
if (source !== target) return [source, target];
return [target];
}
if (type === 'AoeSkill') {
if (targetIsPlayer) return playerTeamIds;
return otherTeamIds;
}
return [resolution.target];
};
function getAnimSource(resolution, game, account) {
const { source, target } = resolution.cast;
const animSource = {
animation: 'sourceCast',
constructId: event.source,
direction,
constructId: source,
direction: direction(game, account, source, target),
};
return animSource;
}
function getAnimTarget(resolution, game, account) {
const { source, target, skill } = resolution.cast;
const player = resolution.cast.player === account;
const animTarget = {
skill: event.skill,
constructId: targetting(),
player: playerTeamIds.includes(resolution.target),
direction,
constructId: resolution.cast.target,
player,
direction: direction(game, account, source, target),
skill,
};
return {
animSource,
animTarget,
focusTargets: getFocusTargets(),
skill: event.skill,
};
return animTarget;
}
function getFocusTargets(resolution, game, account) {
if (resolution.variant[1] === 'AoeHit') {
const playerTeam = game.players.find(t => t.id === account.id);
const playerTeamIds = playerTeam.constructs.map(c => c.id);
const otherTeam = game.players.find(t => t.id !== account.id);
const otherTeamIds = otherTeam.constructs.map(c => c.id);
if (resolution.cast.player === account) return playerTeamIds;
return otherTeamIds;
}
const { source, target } = resolution.cast;
return [source, target];
}
module.exports = {
getObjects,
getAnimSource,
getAnimTarget,
getFocusTargets,
};

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@ -46,8 +46,8 @@ class Attack extends Component {
y: [400, 200],
height: [100, 10, 0],
width: [12, 5, 0],
delay: () => anime.random(TIMES.TARGET_DELAY_MS, TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS / 2),
duration: TIMES.TARGET_DURATION_MS,
delay: () => anime.random(0, TIMES.TARGET_DURATION_MS / 4),
duration: TIMES.TARGET_DURATION_MS * 5 / 4,
}));
}
@ -59,9 +59,7 @@ class Attack extends Component {
for (let i = this.animations.length - 1; i >= 0; i--) {
this.animations[i].reset();
}
this.props.animCb && this.props.animCb();
}
}
module.exports = addState(Attack);

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@ -7,7 +7,7 @@ const shapes = require('./shapes');
const { removeTier } = require('../utils');
const { TIMES } = require('./../constants');
const addState = connect(({ animText, animSkill, itemInfo }) => ({ animText, animSkill, itemInfo }));
const addState = connect(({ animText, itemInfo }) => ({ animText, itemInfo }));
class AnimText extends preact.Component {
shouldComponentUpdate(newProps) {
@ -17,7 +17,7 @@ class AnimText extends preact.Component {
componentDidUpdate(prevProps) {
const { animText, construct } = this.props;
if (animText && animText !== prevProps.animText && animText.target === construct.id) {
if (animText && animText !== prevProps.animText && animText.variant[1].target === construct.id) {
anime({
targets: '.combat-text',
top: '40%',
@ -28,10 +28,10 @@ class AnimText extends preact.Component {
}
render() {
const { construct, animText, animSkill, itemInfo } = this.props;
if (animText && animText.target === construct.id) {
const { construct, animText, itemInfo } = this.props;
if (animText && animText.variant[1].target === construct.id) {
const itemSourceDescription = () => {
const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animSkill));
const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animText.cast.skill));
const itemSourceInfo = itemSource.length
? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
: false;
@ -82,7 +82,7 @@ class AnimText extends preact.Component {
return (
<div class="combat-text">
<h2><span>{animSkill}</span></h2>
<h2><span>{animText.cast.skill}</span></h2>
<span>{itemSourceDescription()}</span>
{generateAnimText()}
</div>

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@ -21,11 +21,10 @@ const addState = connect(
class GameConstructEffects extends preact.Component {
shouldComponentUpdate(newProps) {
if (newProps.animText !== this.props.animText) {
if (newProps.animText && newProps.animText.constructId === this.props.construct.id) {
const [type] = newProps.animText.variant;
if (type === 'Effect' || type === 'Removal') return true;
}
if (newProps.animText && newProps.animText !== this.props.animText) {
const [type, info] = newProps.animText.variant;
if (info.target === this.props.construct.id
&& (type === 'Effect' || type === 'Removal')) return true;
}
if (newProps.construct !== this.props.construct) return true;
return false;

View File

@ -7,11 +7,10 @@ const addState = connect(({ animText }) => ({ animText }));
class GameConstructLife extends preact.Component {
shouldComponentUpdate(newProps) {
if (newProps.animText !== this.props.animText) {
if (newProps.animText && newProps.animText.target === this.props.construct.id) {
const [type] = newProps.animText.variant;
if (type === 'Damage' || type === 'Healing' || type === 'Recharge') return true;
}
if (newProps.animText && newProps.animText !== this.props.animText) {
const [type, info] = newProps.animText.variant;
if (info.target === this.props.construct.id
&& (type === 'Damage' || type === 'Healing' || type === 'Recharge')) return true;
}
if (newProps.construct !== this.props.construct) return true;
return false;

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@ -5,7 +5,7 @@ const eachSeries = require('async/eachSeries');
const sample = require('lodash/sample');
const actions = require('./actions');
const animations = require('./animations.utils');
const { getAnimSource, getAnimTarget, getFocusTargets } = require('./animations.utils');
const { infoToast, errorToast } = require('./utils');
const { tutorialVbox } = require('./tutorial.utils');
const { TIMES } = require('./constants');
@ -90,24 +90,19 @@ function registerEvents(store) {
const newRes = game.events[currentGame.events.length];
return eachSeries(newRes, (r, cb) => {
const timeout = r.delay;
const focusTargets = getFocusTargets(r, game, account);
store.dispatch(actions.setAnimFocus(focusTargets));
if (r.variant[0].includes('Hit')) {
let animTimeOut = TIMES.TARGET_DURATION_MS;
const anims = animations.getObjects(r, game, account);
if (r.variant[0] === 'HitCast') {
animTimeOut += TIMES.TARGET_DELAY_MS;
store.dispatch(actions.setAnimSource(anims.animSource));
}
store.dispatch(actions.setAnimFocus(anims.focusTargets));
store.dispatch(actions.setAnimSkill(anims.skill));
store.dispatch(actions.setAnimTarget(anims.animTarget));
if (r.variant[0] === 'Cast') {
const animSource = getAnimSource(r, game, account);
store.dispatch(actions.setAnimSource(animSource));
store.dispatch(actions.setAnimText(null));
setTimeout(() => {
store.dispatch(actions.setAnimSource(null));
store.dispatch(actions.setAnimTarget(null));
}, animTimeOut);
setTimeout(() => store.dispatch(actions.setAnimSource(null)), TIMES.SOURCE_DURATION_MS);
} else if (r.variant[0].includes('Hit')) {
const animTarget = getAnimTarget(r, game, account);
store.dispatch(actions.setAnimTarget(animTarget));
store.dispatch(actions.setAnimText(null));
setTimeout(() => store.dispatch(actions.setAnimTarget(null)), TIMES.TARGET_DURATION_MS);
} else {
store.dispatch(actions.setAnimText(r));
}

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@ -423,11 +423,11 @@ impl Construct {
match skill.cd {
Some(cd) => {
skill.cd = Some(cd.saturating_add(turns));
events.push(EventVariant::CooldownIncrease { turns, skill: skill.skill })
events.push(EventVariant::CooldownIncrease { target: self.id, turns })
},
None => {
skill.cd = Some(turns);
events.push(EventVariant::CooldownIncrease { turns, skill: skill.skill })
events.push(EventVariant::CooldownIncrease { target: self.id, turns })
},
}
}
@ -548,7 +548,7 @@ impl Construct {
pub fn recharge(&mut self, red_amount: usize, blue_amount: usize) -> Vec<EventVariant> {
let mut events = vec![];
let target = self.id;
if self.is_ko() { return events; }
match self.affected(Effect::Invert) {
@ -565,7 +565,7 @@ impl Construct {
let blue = new_blue_life - current_blue_life;
if red != 0 || blue != 0 {
events.push(EventVariant::Recharge { red, blue });
events.push(EventVariant::Recharge { target, red, blue });
}
},
true => {
@ -592,6 +592,7 @@ impl Construct {
let red_damage_amount = red_current_green_life - self.green_life();
events.push(EventVariant::Damage {
target,
amount: red_damage_amount,
mitigation: red_mitigation,
colour: Colour::Red,
@ -621,6 +622,7 @@ impl Construct {
let blue_damage_amount = blue_current_green_life - self.green_life();
events.push(EventVariant::Damage {
target,
amount: blue_damage_amount,
mitigation: blue_mitigation,
colour: Colour::Blue,
@ -635,6 +637,7 @@ impl Construct {
pub fn deal_green_damage(&mut self, amount: usize) -> Vec<EventVariant> {
let mut events = vec![];
if self.is_ko() { return events; }
let target = self.id;
let mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::GreenDamageTaken))
@ -654,6 +657,7 @@ impl Construct {
let overhealing = modified_power - healing;
events.push(EventVariant::Healing {
target,
amount: healing,
overhealing,
});
@ -667,6 +671,7 @@ impl Construct {
let delta = current_green_life - self.green_life();
events.push(EventVariant::Damage {
target,
amount: delta,
mitigation: 0,
colour: Colour::Green,
@ -682,6 +687,7 @@ impl Construct {
let mut events = vec![];
if self.is_ko() { return events; }
let target = self.id;
let mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::RedDamageTaken))
@ -710,6 +716,7 @@ impl Construct {
events.push(
EventVariant::Damage {
target,
amount: delta,
mitigation,
colour: Colour::Red,
@ -717,7 +724,7 @@ impl Construct {
}
);
if self.is_ko() {
events.push(EventVariant::Ko {});
events.push(EventVariant::Ko { target });
}
},
true => {
@ -736,6 +743,7 @@ impl Construct {
if healing > 0 {
events.push(
EventVariant::Healing {
target,
amount: healing,
overhealing: overhealing - recharge,
}
@ -743,7 +751,7 @@ impl Construct {
}
if recharge > 0 {
events.push(EventVariant::Recharge { red: recharge, blue: 0 });
events.push(EventVariant::Recharge { target, red: recharge, blue: 0 });
}
}
};
@ -755,6 +763,7 @@ impl Construct {
let mut events = vec![];
if self.is_ko() { return events; }
let target = self.id;
let mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::BlueDamageTaken))
@ -778,6 +787,7 @@ impl Construct {
let delta = current_green_life - self.green_life();
events.push(EventVariant::Damage {
target,
amount: delta,
mitigation,
colour: Colour::Blue,
@ -798,11 +808,11 @@ impl Construct {
let recharge = self.blue_life.value - current_life;
if healing > 0 {
events.push(EventVariant::Healing { amount: healing, overhealing });
events.push(EventVariant::Healing { target, amount: healing, overhealing });
}
if recharge > 0 {
events.push(EventVariant::Recharge { red: 0, blue: recharge });
events.push(EventVariant::Recharge { target, red: 0, blue: recharge });
}
}
};
@ -828,6 +838,7 @@ impl Construct {
// todo modified durations cause of buffs
let result = EventVariant::Effect {
target: self.id,
effect: effect.effect,
duration: effect.duration,
display: EventConstruct::new(self)

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@ -41,7 +41,7 @@ pub enum Colour {
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum Action {
Hit { cast: Cast },
HitCast { cast: Cast },
Cast { cast: Cast },
Damage { cast: Cast, construct: Uuid, values: Vec<Value>, colour: Colour },
Effect { cast: Cast, construct: Uuid, effect: ConstructEffect },
IncreaseCooldowns { cast: Cast, construct: Uuid, turns: usize },
@ -507,7 +507,7 @@ impl Game {
for action in actions {
match action {
Action::Hit { cast } => self.hit(cast),
Action::HitCast { cast } => self.hit_cast(cast),
Action::Cast { cast } => self.cast(cast),
Action::Damage { cast, construct, values, colour } => self.damage(cast, construct, values, colour),
Action::Effect { cast, construct, effect } => self.effect(cast, construct, effect),
Action::IncreaseCooldowns { cast, construct, turns } => self.increase_cooldowns(cast, construct, turns),
@ -517,8 +517,8 @@ impl Game {
self
}
fn hit_cast(&mut self, cast: Cast) -> &mut Game {
self.event_add(vec![EventVariant::HitCast()], cast);
fn cast(&mut self, cast: Cast) -> &mut Game {
self.event_add(vec![EventVariant::Cast()], cast);
self
}

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@ -109,10 +109,13 @@ impl Cast {
}
pub fn actions(&self) -> Vec<Action> {
let mut actions = match self.skill.is_tick() {
false => vec![Action::HitCast { cast: *self } ],
true => vec![Action::Hit { cast: *self } ]
};
let mut actions = vec![];
if self.skill.cast_animation() {
actions.push(Action::Cast { cast: *self });
}
actions.push(Action::Hit { cast: *self });
let mut rest = match self.skill {
Skill::Amplify => vec![
@ -234,29 +237,23 @@ pub struct Event {
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum EventVariant {
Cast (),
Hit (),
HitCast (),
HitAoe (),
Damage { amount: usize, mitigation: usize, colour: Colour, display: EventConstruct },
Effect { effect: Effect, duration: u8, display: EventConstruct },
Removal { effect: Option<Effect>, display: EventConstruct },
Damage { target: Uuid, amount: usize, mitigation: usize, colour: Colour, display: EventConstruct },
Effect { target: Uuid, effect: Effect, duration: u8, display: EventConstruct },
Removal { target: Uuid, effect: Option<Effect>, display: EventConstruct },
Healing { amount: usize, overhealing: usize },
Recharge { red: usize, blue: usize },
Inversion { skill: Skill },
Reflection { skill: Skill },
AoeSkill { skill: Skill },
Skill { skill: Skill },
TargetKo { skill: Skill },
// skill not necessary but makes it neater as all events are arrays in js
Ko (),
Healing { target: Uuid, amount: usize, overhealing: usize },
Recharge { target: Uuid, red: usize, blue: usize },
Inversion { target: Uuid },
Reflection { target: Uuid },
Ko { target: Uuid },
CooldownIncrease { target: Uuid, turns: usize },
CooldownDecrease { target: Uuid, turns: usize },
Forfeit (),
Incomplete (),
// not used
Evasion { skill: Skill, evasion_rating: usize },
CooldownIncrease { turns: usize, skill: Skill },
CooldownDecrease { turns: usize, skill: Skill },
}
impl EventVariant {
@ -269,7 +266,7 @@ impl EventVariant {
match self {
EventVariant::Hit() => target_duration - combat_text_overlap,
EventVariant::HitCast() => target_delay + target_duration - combat_text_overlap,
EventVariant::Cast() => target_delay,
_ => combat_text_delay,
}
}
@ -1053,6 +1050,24 @@ impl Skill {
}
}
pub fn cast_animation(&self) -> bool {
match self {
Skill::ElectrocuteTick |
Skill::ElectrocuteTickPlus |
Skill::ElectrocuteTickPlusPlus |
Skill::DecayTick |
Skill::DecayTickPlus |
Skill::DecayTickPlusPlus |
Skill::SiphonTick |
Skill::SiphonTickPlus |
Skill::SiphonTickPlusPlus |
Skill::TriageTick |
Skill::TriageTickPlus |
Skill::TriageTickPlusPlus => false,
_ => true
}
}
pub fn defensive(&self) -> bool {
match self {
Skill::Amplify|
@ -1568,7 +1583,20 @@ mod tests {
let cast = Cast::new(Uuid::new_v4(), Uuid::new_v4(), Uuid::new_v4(), Skill::Attack);
let actions = cast.actions();
match actions[0] {
Action::Hit { cast } => {
assert_eq!(cast.skill, Skill::Attack);
},
_ => panic!("{:?}", actions),
};
match actions[1] {
Action::Damage { cast: _, construct: _, values: _, colour } => {
assert_eq!(colour, Colour::Red);
},
_ => panic!("{:?}", actions),
};
}
// #[test]