send cast in event, split up cast and hit
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@ -1,71 +1,66 @@
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function getObjects(resolution, game, account) {
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const [type, event] = resolution.variant;
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const direction = (game, account, source, target) => {
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const playerTeam = game.players.find(t => t.id === account.id);
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const playerTeamIds = playerTeam.constructs.map(c => c.id);
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const otherTeam = game.players.find(t => t.id !== account.id);
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const otherTeamIds = otherTeam.constructs.map(c => c.id);
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const sourceIsPlayer = playerTeamIds.includes(event.source);
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const targetIsPlayer = playerTeamIds.includes(resolution.target);
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const targetting = () => {
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if (type === 'AoeSkill') {
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if (targetIsPlayer) return playerTeamIds;
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return otherTeamIds;
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}
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return [resolution.target];
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};
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const sourceIsPlayer = playerTeamIds.includes(source);
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const targetIsPlayer = playerTeamIds.includes(target);
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const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
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let y = 0;
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if (!sameTeam) y = targetIsPlayer ? 1 : -1;
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const i = sourceIsPlayer
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? playerTeamIds.findIndex(c => c === event.source)
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: otherTeamIds.findIndex(c => c === event.source);
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? playerTeamIds.findIndex(c => c === source)
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: otherTeamIds.findIndex(c => c === source);
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const j = targetIsPlayer
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? playerTeamIds.findIndex(c => c === resolution.target)
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: otherTeamIds.findIndex(c => c === resolution.target);
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? playerTeamIds.findIndex(c => c === target)
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: otherTeamIds.findIndex(c => c === target);
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const x = j - i;
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const direction = { x, y };
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// const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
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return { x, y };
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};
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const getFocusTargets = () => {
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if (type === 'HitCast') {
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const { source } = event;
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const { target } = resolution;
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if (source !== target) return [source, target];
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return [target];
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}
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if (type === 'AoeSkill') {
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if (targetIsPlayer) return playerTeamIds;
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return otherTeamIds;
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}
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return [resolution.target];
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};
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function getAnimSource(resolution, game, account) {
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const { source, target } = resolution.cast;
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const animSource = {
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animation: 'sourceCast',
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constructId: event.source,
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direction,
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constructId: source,
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direction: direction(game, account, source, target),
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};
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return animSource;
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}
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function getAnimTarget(resolution, game, account) {
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const { source, target, skill } = resolution.cast;
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const player = resolution.cast.player === account;
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const animTarget = {
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skill: event.skill,
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constructId: targetting(),
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player: playerTeamIds.includes(resolution.target),
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direction,
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constructId: resolution.cast.target,
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player,
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direction: direction(game, account, source, target),
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skill,
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};
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return {
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animSource,
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animTarget,
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focusTargets: getFocusTargets(),
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skill: event.skill,
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};
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return animTarget;
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}
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function getFocusTargets(resolution, game, account) {
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if (resolution.variant[1] === 'AoeHit') {
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const playerTeam = game.players.find(t => t.id === account.id);
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const playerTeamIds = playerTeam.constructs.map(c => c.id);
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const otherTeam = game.players.find(t => t.id !== account.id);
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const otherTeamIds = otherTeam.constructs.map(c => c.id);
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if (resolution.cast.player === account) return playerTeamIds;
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return otherTeamIds;
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}
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const { source, target } = resolution.cast;
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return [source, target];
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}
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module.exports = {
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getObjects,
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getAnimSource,
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getAnimTarget,
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getFocusTargets,
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};
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@ -46,8 +46,8 @@ class Attack extends Component {
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y: [400, 200],
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height: [100, 10, 0],
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width: [12, 5, 0],
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delay: () => anime.random(TIMES.TARGET_DELAY_MS, TIMES.TARGET_DELAY_MS + TIMES.TARGET_DURATION_MS / 2),
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duration: TIMES.TARGET_DURATION_MS,
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delay: () => anime.random(0, TIMES.TARGET_DURATION_MS / 4),
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duration: TIMES.TARGET_DURATION_MS * 5 / 4,
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}));
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}
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@ -59,9 +59,7 @@ class Attack extends Component {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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this.props.animCb && this.props.animCb();
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}
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}
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module.exports = addState(Attack);
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@ -7,7 +7,7 @@ const shapes = require('./shapes');
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const { removeTier } = require('../utils');
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const { TIMES } = require('./../constants');
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const addState = connect(({ animText, animSkill, itemInfo }) => ({ animText, animSkill, itemInfo }));
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const addState = connect(({ animText, itemInfo }) => ({ animText, itemInfo }));
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class AnimText extends preact.Component {
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shouldComponentUpdate(newProps) {
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@ -17,7 +17,7 @@ class AnimText extends preact.Component {
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componentDidUpdate(prevProps) {
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const { animText, construct } = this.props;
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if (animText && animText !== prevProps.animText && animText.target === construct.id) {
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if (animText && animText !== prevProps.animText && animText.variant[1].target === construct.id) {
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anime({
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targets: '.combat-text',
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top: '40%',
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@ -28,10 +28,10 @@ class AnimText extends preact.Component {
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}
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render() {
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const { construct, animText, animSkill, itemInfo } = this.props;
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if (animText && animText.target === construct.id) {
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const { construct, animText, itemInfo } = this.props;
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if (animText && animText.variant[1].target === construct.id) {
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const itemSourceDescription = () => {
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animSkill));
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const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animText.cast.skill));
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const itemSourceInfo = itemSource.length
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? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
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: false;
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@ -82,7 +82,7 @@ class AnimText extends preact.Component {
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return (
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<div class="combat-text">
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<h2><span>{animSkill}</span></h2>
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<h2><span>{animText.cast.skill}</span></h2>
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<span>{itemSourceDescription()}</span>
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{generateAnimText()}
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</div>
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@ -21,11 +21,10 @@ const addState = connect(
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class GameConstructEffects extends preact.Component {
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shouldComponentUpdate(newProps) {
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if (newProps.animText !== this.props.animText) {
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if (newProps.animText && newProps.animText.constructId === this.props.construct.id) {
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const [type] = newProps.animText.variant;
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if (type === 'Effect' || type === 'Removal') return true;
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}
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if (newProps.animText && newProps.animText !== this.props.animText) {
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const [type, info] = newProps.animText.variant;
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if (info.target === this.props.construct.id
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&& (type === 'Effect' || type === 'Removal')) return true;
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}
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if (newProps.construct !== this.props.construct) return true;
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return false;
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@ -7,11 +7,10 @@ const addState = connect(({ animText }) => ({ animText }));
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class GameConstructLife extends preact.Component {
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shouldComponentUpdate(newProps) {
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if (newProps.animText !== this.props.animText) {
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if (newProps.animText && newProps.animText.target === this.props.construct.id) {
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const [type] = newProps.animText.variant;
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if (type === 'Damage' || type === 'Healing' || type === 'Recharge') return true;
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}
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if (newProps.animText && newProps.animText !== this.props.animText) {
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const [type, info] = newProps.animText.variant;
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if (info.target === this.props.construct.id
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&& (type === 'Damage' || type === 'Healing' || type === 'Recharge')) return true;
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}
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if (newProps.construct !== this.props.construct) return true;
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return false;
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@ -5,7 +5,7 @@ const eachSeries = require('async/eachSeries');
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const sample = require('lodash/sample');
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const actions = require('./actions');
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const animations = require('./animations.utils');
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const { getAnimSource, getAnimTarget, getFocusTargets } = require('./animations.utils');
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const { infoToast, errorToast } = require('./utils');
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const { tutorialVbox } = require('./tutorial.utils');
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const { TIMES } = require('./constants');
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@ -90,24 +90,19 @@ function registerEvents(store) {
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const newRes = game.events[currentGame.events.length];
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return eachSeries(newRes, (r, cb) => {
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const timeout = r.delay;
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const focusTargets = getFocusTargets(r, game, account);
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store.dispatch(actions.setAnimFocus(focusTargets));
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if (r.variant[0].includes('Hit')) {
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let animTimeOut = TIMES.TARGET_DURATION_MS;
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const anims = animations.getObjects(r, game, account);
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if (r.variant[0] === 'HitCast') {
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animTimeOut += TIMES.TARGET_DELAY_MS;
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store.dispatch(actions.setAnimSource(anims.animSource));
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}
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store.dispatch(actions.setAnimFocus(anims.focusTargets));
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store.dispatch(actions.setAnimSkill(anims.skill));
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store.dispatch(actions.setAnimTarget(anims.animTarget));
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if (r.variant[0] === 'Cast') {
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const animSource = getAnimSource(r, game, account);
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store.dispatch(actions.setAnimSource(animSource));
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store.dispatch(actions.setAnimText(null));
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setTimeout(() => {
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store.dispatch(actions.setAnimSource(null));
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store.dispatch(actions.setAnimTarget(null));
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}, animTimeOut);
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setTimeout(() => store.dispatch(actions.setAnimSource(null)), TIMES.SOURCE_DURATION_MS);
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} else if (r.variant[0].includes('Hit')) {
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const animTarget = getAnimTarget(r, game, account);
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store.dispatch(actions.setAnimTarget(animTarget));
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store.dispatch(actions.setAnimText(null));
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setTimeout(() => store.dispatch(actions.setAnimTarget(null)), TIMES.TARGET_DURATION_MS);
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} else {
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store.dispatch(actions.setAnimText(r));
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}
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@ -423,11 +423,11 @@ impl Construct {
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match skill.cd {
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Some(cd) => {
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skill.cd = Some(cd.saturating_add(turns));
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events.push(EventVariant::CooldownIncrease { turns, skill: skill.skill })
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events.push(EventVariant::CooldownIncrease { target: self.id, turns })
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},
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None => {
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skill.cd = Some(turns);
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events.push(EventVariant::CooldownIncrease { turns, skill: skill.skill })
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events.push(EventVariant::CooldownIncrease { target: self.id, turns })
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},
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}
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}
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@ -548,7 +548,7 @@ impl Construct {
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pub fn recharge(&mut self, red_amount: usize, blue_amount: usize) -> Vec<EventVariant> {
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let mut events = vec![];
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let target = self.id;
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if self.is_ko() { return events; }
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match self.affected(Effect::Invert) {
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@ -565,7 +565,7 @@ impl Construct {
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let blue = new_blue_life - current_blue_life;
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if red != 0 || blue != 0 {
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events.push(EventVariant::Recharge { red, blue });
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events.push(EventVariant::Recharge { target, red, blue });
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}
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},
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true => {
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@ -592,6 +592,7 @@ impl Construct {
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let red_damage_amount = red_current_green_life - self.green_life();
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events.push(EventVariant::Damage {
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target,
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amount: red_damage_amount,
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mitigation: red_mitigation,
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colour: Colour::Red,
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@ -621,6 +622,7 @@ impl Construct {
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let blue_damage_amount = blue_current_green_life - self.green_life();
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events.push(EventVariant::Damage {
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target,
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amount: blue_damage_amount,
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mitigation: blue_mitigation,
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colour: Colour::Blue,
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@ -635,6 +637,7 @@ impl Construct {
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pub fn deal_green_damage(&mut self, amount: usize) -> Vec<EventVariant> {
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let mut events = vec![];
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if self.is_ko() { return events; }
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let target = self.id;
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let mods = self.effects.iter()
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.filter(|e| e.effect.modifications().contains(&Stat::GreenDamageTaken))
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@ -654,6 +657,7 @@ impl Construct {
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let overhealing = modified_power - healing;
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events.push(EventVariant::Healing {
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target,
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amount: healing,
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overhealing,
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});
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@ -667,6 +671,7 @@ impl Construct {
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let delta = current_green_life - self.green_life();
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events.push(EventVariant::Damage {
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target,
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amount: delta,
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mitigation: 0,
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colour: Colour::Green,
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@ -682,6 +687,7 @@ impl Construct {
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let mut events = vec![];
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if self.is_ko() { return events; }
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let target = self.id;
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let mods = self.effects.iter()
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.filter(|e| e.effect.modifications().contains(&Stat::RedDamageTaken))
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@ -710,6 +716,7 @@ impl Construct {
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events.push(
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EventVariant::Damage {
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target,
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amount: delta,
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mitigation,
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colour: Colour::Red,
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@ -717,7 +724,7 @@ impl Construct {
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}
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);
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if self.is_ko() {
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events.push(EventVariant::Ko {});
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events.push(EventVariant::Ko { target });
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}
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},
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true => {
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@ -736,6 +743,7 @@ impl Construct {
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if healing > 0 {
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events.push(
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EventVariant::Healing {
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target,
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amount: healing,
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overhealing: overhealing - recharge,
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}
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@ -743,7 +751,7 @@ impl Construct {
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}
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if recharge > 0 {
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events.push(EventVariant::Recharge { red: recharge, blue: 0 });
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events.push(EventVariant::Recharge { target, red: recharge, blue: 0 });
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}
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}
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};
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@ -755,6 +763,7 @@ impl Construct {
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let mut events = vec![];
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if self.is_ko() { return events; }
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let target = self.id;
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let mods = self.effects.iter()
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.filter(|e| e.effect.modifications().contains(&Stat::BlueDamageTaken))
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@ -778,6 +787,7 @@ impl Construct {
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let delta = current_green_life - self.green_life();
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events.push(EventVariant::Damage {
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target,
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amount: delta,
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mitigation,
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colour: Colour::Blue,
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@ -798,11 +808,11 @@ impl Construct {
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let recharge = self.blue_life.value - current_life;
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if healing > 0 {
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events.push(EventVariant::Healing { amount: healing, overhealing });
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events.push(EventVariant::Healing { target, amount: healing, overhealing });
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}
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if recharge > 0 {
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events.push(EventVariant::Recharge { red: 0, blue: recharge });
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events.push(EventVariant::Recharge { target, red: 0, blue: recharge });
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}
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}
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};
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@ -828,6 +838,7 @@ impl Construct {
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// todo modified durations cause of buffs
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let result = EventVariant::Effect {
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target: self.id,
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effect: effect.effect,
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duration: effect.duration,
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display: EventConstruct::new(self)
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@ -41,7 +41,7 @@ pub enum Colour {
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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pub enum Action {
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Hit { cast: Cast },
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HitCast { cast: Cast },
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Cast { cast: Cast },
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Damage { cast: Cast, construct: Uuid, values: Vec<Value>, colour: Colour },
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Effect { cast: Cast, construct: Uuid, effect: ConstructEffect },
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IncreaseCooldowns { cast: Cast, construct: Uuid, turns: usize },
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@ -507,7 +507,7 @@ impl Game {
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for action in actions {
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match action {
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Action::Hit { cast } => self.hit(cast),
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Action::HitCast { cast } => self.hit_cast(cast),
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Action::Cast { cast } => self.cast(cast),
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Action::Damage { cast, construct, values, colour } => self.damage(cast, construct, values, colour),
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Action::Effect { cast, construct, effect } => self.effect(cast, construct, effect),
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Action::IncreaseCooldowns { cast, construct, turns } => self.increase_cooldowns(cast, construct, turns),
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@ -517,8 +517,8 @@ impl Game {
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self
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}
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fn hit_cast(&mut self, cast: Cast) -> &mut Game {
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self.event_add(vec![EventVariant::HitCast()], cast);
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fn cast(&mut self, cast: Cast) -> &mut Game {
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self.event_add(vec![EventVariant::Cast()], cast);
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self
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}
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@ -109,10 +109,13 @@ impl Cast {
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}
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pub fn actions(&self) -> Vec<Action> {
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let mut actions = match self.skill.is_tick() {
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false => vec![Action::HitCast { cast: *self } ],
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true => vec![Action::Hit { cast: *self } ]
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};
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let mut actions = vec![];
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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]
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user