rename prevents to disabled

This commit is contained in:
ntr 2018-12-04 14:35:21 +11:00
parent ad381d58f6
commit aa2ecc4ce6
3 changed files with 139 additions and 109 deletions

View File

@ -201,7 +201,7 @@ impl Cryp {
}
pub fn available_skills(&self) -> Vec<&CrypSkill> {
self.skills.iter().filter(|s| s.skill.castable(self)).collect()
self.skills.iter().filter(|s| !s.skill.disabled(self)).collect()
}
pub fn knows(&self, skill: Skill) -> bool {

View File

@ -244,7 +244,7 @@ impl Game {
}
// check here as well so uncastable spells don't go on the stack
if !skill.castable(&cryp) {
if skill.disabled(&cryp) {
return Err(err_msg("cryp cannot cast that skill"));
}
}
@ -927,160 +927,190 @@ mod tests {
return game;
}
// #[test]
// fn phase_test() {
// let mut game = create_test_game();
#[test]
fn phase_test() {
let mut game = create_test_game();
// let x_team = game.teams[0].clone();
// let y_team = game.teams[1].clone();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
// let x_cryp = x_team.cryps[0].clone();
// let y_cryp = y_team.cryps[0].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
// let x_attack_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::Attack).unwrap();
// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::Attack).unwrap();
let x_attack_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::Attack).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::Attack).unwrap();
// assert!(game.skill_phase_finished());
assert!(game.skill_phase_finished());
// game.target_phase_start();
game.target_phase_start();
// game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
// game.add_target(y_team.id, y_cryp.id, x_attack_id).unwrap();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_attack_id).unwrap();
// assert!(game.target_phase_finished());
assert!(game.target_phase_finished());
// game.resolve_phase_start();
game.resolve_phase_start();
// assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
// return;
// }
return;
}
// #[test]
// fn stun_test() {
// let mut game = create_test_game();
#[test]
fn stun_test() {
let mut game = create_test_game();
// let x_team = game.teams[0].clone();
// let y_team = game.teams[1].clone();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
// let x_cryp = x_team.cryps[0].clone();
// let y_cryp = y_team.cryps[0].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
// let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestStun).unwrap();
// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestStun).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
// assert!(game.skill_phase_finished());
// game.target_phase_start();
assert!(game.skill_phase_finished());
game.target_phase_start();
// game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
// game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
// assert!(game.target_phase_finished());
// game.resolve_phase_start();
assert!(game.target_phase_finished());
game.resolve_phase_start();
// // should auto progress back to skill phase
// assert!(game.phase == Phase::Skill);
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
// assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
// assert!(game.team_by_id(y_team.id).skills_required() == 0);
// }
assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
assert!(game.team_by_id(y_team.id).skills_required() == 0);
}
// #[test]
// fn cooldown_test() {
// let mut game = create_test_game();
#[test]
fn ko_resolution_test() {
let mut game = create_test_game();
// let x_team = game.teams[0].clone();
// let y_team = game.teams[1].clone();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
// let x_cryp = x_team.cryps[0].clone();
// let y_cryp = y_team.cryps[0].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
// let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestTouch).unwrap();
// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
game.team_by_id(y_team.id).cryp_by_id(y_cryp.id).unwrap().phys_dmg.set(u64::max_value());
// game.target_phase_start();
// game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
// game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestStun).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::Attack).unwrap();
// game.resolve_phase_start();
assert!(game.skill_phase_finished());
game.target_phase_start();
// // should auto progress back to skill phase
// assert!(game.phase == Phase::Skill);
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
// // after 1 turn block should be off cooldown
// assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
// assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
assert!(game.target_phase_finished());
game.resolve_phase_start();
// // second round
// // now we block and it should go back on cd
// let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::Block).unwrap();
// let _y_block_id = game.add_skill(y_team.id, y_cryp.id, None, Skill::Block).unwrap();
// resolution should have been prevented by KO
assert!(!game.team_by_id(y_team.id).cryps[0].is_stunned());
assert!(game.phase == Phase::Finish);
}
// game.target_phase_start();
// assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
// assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
// }
#[test]
fn cooldown_test() {
let mut game = create_test_game();
// #[test]
// fn block_test() {
// let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
// let x_team = game.teams[0].clone();
// let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
// let x_cryp = x_team.cryps[0].clone();
// let y_cryp = y_team.cryps[0].clone();
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestTouch).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
// // ensure that you can't pass a target for a block
// assert!(game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestBlock).is_err());
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
// let x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestStun).unwrap();
game.resolve_phase_start();
// game.target_phase_start();
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
// // ensure you can't target a self targeting skill
// assert!(game.add_target(y_team.id, y_cryp.id, x_block_id).is_err());
// after 1 turn block should be off cooldown
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
// // ensure you can't target another team's skills
// assert!(game.add_target(x_team.id, y_cryp.id, y_attack_id).is_err());
// second round
// now we block and it should go back on cd
let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::Block).unwrap();
let _y_block_id = game.add_skill(y_team.id, y_cryp.id, None, Skill::Block).unwrap();
// game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.target_phase_start();
// game.resolve_phase_start();
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
}
// // should not be stunned because of block
// assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
// }
#[test]
fn block_test() {
let mut game = create_test_game();
// #[test]
// fn drain_test() {
// let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
// let x_team = game.teams[0].clone();
// let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
// let x_cryp = x_team.cryps[0].clone();
// let y_cryp = y_team.cryps[0].clone();
// ensure that you can't pass a target for a block
assert!(game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestBlock).is_err());
// let x_drain_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestDrain).unwrap();
// let y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
let x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestStun).unwrap();
// game.target_phase_start();
game.target_phase_start();
// game.add_target(x_team.id, x_cryp.id, y_touch_id).unwrap();
// game.add_target(y_team.id, y_cryp.id, x_drain_id).unwrap();
// ensure you can't target a self targeting skill
assert!(game.add_target(y_team.id, y_cryp.id, x_block_id).is_err());
// game.resolve_phase_start();
// ensure you can't target another team's skills
assert!(game.add_target(x_team.id, y_cryp.id, y_attack_id).is_err());
// game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
// game.add_skill(y_team.id, y_cryp.id, None, Skill::TestBlock).unwrap();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
// game.target_phase_start();
game.resolve_phase_start();
// assert!(game.resolved.iter().any(|r| r.skill == Skill::DrainTick));
// }
// should not be stunned because of block
assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
}
#[test]
fn drain_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
let x_drain_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestDrain).unwrap();
let y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_touch_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_drain_id).unwrap();
game.resolve_phase_start();
game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
game.add_skill(y_team.id, y_cryp.id, None, Skill::TestBlock).unwrap();
game.target_phase_start();
assert!(game.resolved.iter().any(|r| r.skill == Skill::DrainTick));
}
#[test]
fn ko_pve_test() {

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@ -140,7 +140,7 @@ impl Effect {
}
}
pub fn prevents_casting(&self, skill: Skill) -> bool {
pub fn disables_skill(&self, skill: Skill) -> bool {
match self {
Effect::Stun => true,
Effect::Silence => match skill.category() {
@ -684,8 +684,8 @@ impl Skill {
}
}
pub fn castable(&self, cryp: &Cryp) -> bool {
!cryp.effects.iter().any(|e| e.effect.prevents_casting(*self))
pub fn disabled(&self, cryp: &Cryp) -> bool {
cryp.effects.iter().any(|e| e.effect.disables_skill(*self))
}
}
@ -1241,7 +1241,7 @@ mod tests {
silence(&mut x.clone(), &mut x);
assert!(x.effects.iter().any(|e| e.effect == Effect::Silence));
assert!(!Skill::Decay.castable(&x));
assert!(Skill::Decay.disabled(&x));
}
#[test]