rewrite game with skills on the game struct

This commit is contained in:
ntr 2018-10-27 17:41:15 +11:00
parent f9966e1c2b
commit b2dd063382
2 changed files with 130 additions and 133 deletions

View File

@ -16,9 +16,6 @@ use skill::{Skill, Cast};
pub struct Team {
id: Uuid,
cryps: Vec<Cryp>,
skills: Vec<Cast>,
incoming: Vec<Cast>,
resolved: Vec<Cast>,
}
impl Team {
@ -26,9 +23,6 @@ impl Team {
return Team {
id: account,
cryps: vec![],
skills: vec![],
incoming: vec![],
resolved: vec![]
};
}
@ -53,35 +47,6 @@ impl Team {
pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
self.cryps.iter_mut().find(|c| c.id == id)
}
pub fn cast_by_id(&mut self, id: Uuid) -> &mut Cast {
match self.incoming.iter_mut().find(|a| a.id == id) {
Some(a) => a,
None => panic!("abiltity not in game"),
}
}
pub fn progress_cooldowns(&mut self) -> &mut Team {
// get a copy of the used skills
for skill in self.skills.clone().iter() {
// copy the creep cause we will replace it
let mut cryp = self.cryp_by_id(skill.cryp_id).unwrap().clone();
if skill.used_cooldown() {
cryp.skill_set_cd(skill.skill);
self.update_cryp(cryp);
continue;
}
cryp.decrease_cooldowns();
println!("{:?}", cryp);
self.update_cryp(cryp);
}
self
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
@ -101,6 +66,8 @@ pub struct Game {
pub teams: Vec<Team>,
pub is_pve: bool,
pub phase: Phase,
pub skills: Vec<Cast>,
pub resolutions: Vec<Cast>,
pub log: Vec<String>,
}
@ -113,6 +80,8 @@ impl Game {
teams: vec![],
is_pve: true,
phase: Phase::Start,
skills: vec![],
resolutions: vec![],
log: vec![],
};
}
@ -171,6 +140,19 @@ impl Game {
}
}
fn update_cryp(&mut self, cryp: &mut Cryp) -> &mut Game {
match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) {
Some(team) => {
let index = team.cryps.iter().position(|t| t.id == cryp.id).unwrap();
team.cryps.remove(index);
team.cryps.push(cryp.clone());
},
None => panic!("cryp not in game"),
};
self
}
fn can_start(&self) -> bool {
self.teams.len() == self.team_num
}
@ -186,10 +168,8 @@ impl Game {
}
self.phase = Phase::Skill;
for team in self.teams.iter_mut() {
team.skills.clear();
team.incoming.clear();
}
self.skills.clear();
if self.is_pve {
self.pve_add_skills();
@ -201,13 +181,13 @@ impl Game {
fn pve_add_skills(&mut self) -> &mut Game {
{
let mob_team_id = Uuid::nil();
let teams = self.teams.clone();
let mobs = self.team_by_id(mob_team_id).clone();
// TODO attack multiple players based on some criteria
let player_team = teams.iter().find(|t| t.id != mob_team_id).unwrap();
let player_team_id = self.teams.iter().find(|t| t.id != mob_team_id).unwrap().id;
for mob in &mobs.cryps {
// doesn't matter if the cryp can't cast
self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).ok();
self.add_skill(mob_team_id, mob.id, player_team_id, Skill::Attack).ok();
}
}
@ -216,15 +196,14 @@ impl Game {
// skills can target any team, but we have to check if the caller is the owner of the cryp
// and that the cryp has the skill they are trying to add
fn add_skill(&mut self, team_id: Uuid, cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Result<Uuid, Error> {
fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Result<Uuid, Error> {
if self.phase != Phase::Skill {
return Err(err_msg("game not in skill phase"));
}
let team = self.team_by_id(team_id);
{
let cryp = match team.cryp_by_id(cryp_id) {
let team = self.team_by_id(team_id);
let cryp = match team.cryp_by_id(source_cryp_id) {
Some(c) => c,
None => return Err(err_msg("cryp not in team")),
};
@ -245,18 +224,26 @@ impl Game {
// replace cryp skill
if let Some(s) = team.skills.iter_mut().position(|s| s.cryp_id == cryp_id) {
team.skills.remove(s);
if let Some(s) = self.skills.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) {
self.skills.remove(s);
}
let skill = Cast::new(cryp_id, target_team_id, skill);
team.skills.push(skill);
let skill = Cast::new(source_cryp_id, team_id, target_team_id, skill);
self.skills.push(skill);
return Ok(skill.id);
}
fn skill_phase_finished(&self) -> bool {
self.teams.iter().all(|t| t.skills.len() == t.skills_required())
self.teams.iter()
// for every team
.all(|t| self.skills.iter()
// the number of skills they have cast
.filter(|s| s.target_team_id == t.id)
.collect::<Vec<&Cast>>()
// should equal the number required this turn
.len() == t.skills_required()
)
}
// move all skills into their target team's targets list
@ -267,16 +254,6 @@ impl Game {
self.phase = Phase::Target;
// have to clone the teams because we change them while iterating
let teams = self.teams.clone();
for mut team in teams {
for skill in team.skills.iter_mut() {
let target_team = self.team_by_id(skill.target_team_id);
target_team.incoming.push(*skill);
}
}
if self.is_pve {
self.pve_add_targets();
}
@ -294,33 +271,38 @@ impl Game {
let mob_team_id = Uuid::nil();
let mobs = self.team_by_id(mob_team_id).clone();
// TODO attack multiple players based on some criteria
for incoming in &mobs.incoming {
self.add_target(mob_team_id, mobs.cryps[0].id, incoming.id).unwrap();
for incoming_skill_id in self.skills.clone().iter().filter(|s| s.target_team_id == mob_team_id).map(|s| s.id) {
self.add_target(mob_team_id, mobs.cryps[0].id, incoming_skill_id).unwrap();
}
}
self
}
// targets can only be added by the owner of the team
fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, cast_id: Uuid) -> Result<&mut Cast, Error> {
// whose team is this?
let team = self.team_by_id(team_id);
{
// whose team is this?
let team = self.team_by_id(team_id);
// is the target in the team?
match team.cryp_by_id(cryp_id) {
Some(c) => c,
None => return Err(err_msg("cryp not in team")),
};
// is the target in the team?
match team.cryp_by_id(cryp_id) {
Some(c) => c,
None => return Err(err_msg("cryp not in team")),
};
}
// set the target
let cast = team.cast_by_id(cast_id);
let cast = match self.skills.iter_mut().find(|s| s.id == cast_id) {
Some(c) => c,
None => return Err(err_msg("cast_id not found")),
};
Ok(cast.set_target(cryp_id))
}
fn target_phase_finished(&self) -> bool {
self.teams.iter().all(|t| t.incoming.iter().all(|i| i.target_cryp_id.is_some()))
self.skills.iter().all(|s| s.target_cryp_id.is_some())
}
// requires no input
@ -348,30 +330,44 @@ impl Game {
panic!("game not in damage phase");
}
// sometimes... you just gotta
for team in self.teams.clone().iter_mut() {
for incoming in team.incoming.clone().iter_mut() {
// they better fuckin be there
let mut cryp = self.cryp_by_id(incoming.cryp_id).clone();
let mut target_cryp = self.cryp_by_id(incoming.target_cryp_id.unwrap()).clone();
let resolution = incoming.resolve(&mut cryp, &mut target_cryp);
for skill in self.skills.clone().iter_mut() {
let mut source = self.cryp_by_id(skill.source_cryp_id).clone();
let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).clone();
let resolution = skill.resolve(&mut source, &mut target);
// push the resolved spell on
team.resolved.push(*resolution);
team.update_cryp(target_cryp);
self.update_team(team);
}
self.update_cryp(&mut source);
self.update_cryp(&mut target);
}
// now damage has all been assigned
// handle cooldowns
for team in self.teams.iter_mut() {
team.progress_cooldowns();
self.progress_cooldowns();
self
}
fn progress_cooldowns(&mut self) -> &mut Game {
for skill in self.skills.clone().iter() {
// copy the creep cause we will replace it
let mut cryp = self.cryp_by_id(skill.source_cryp_id).clone();
if skill.used_cooldown() {
cryp.skill_set_cd(skill.skill);
self.update_cryp(&mut cryp);
continue;
}
cryp.decrease_cooldowns();
println!("{:?}", cryp);
self.update_cryp(&mut cryp);
}
self
}
fn is_finished(&self) -> bool {
self.teams.iter().any(|t| t.cryps.iter().all(|c| c.is_ko()))
}
@ -379,10 +375,7 @@ impl Game {
fn finish(&mut self) -> &mut Game {
self.phase = Phase::Finish;
for team in self.teams.iter_mut() {
team.skills.clear();
team.incoming.clear();
}
self.skills.clear();
self
}
@ -714,62 +707,64 @@ 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, y_team.id, Skill::Attack).unwrap();
// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::Attack).unwrap();
let x_attack_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::Attack).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, 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.damage_phase_start();
game.damage_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, y_team.id, Skill::TestStun).unwrap();
// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::TestTouch).unwrap();
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::TestStun).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, 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.damage_phase_start();
assert!(game.target_phase_finished());
game.damage_phase_start();
// // 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);
// }
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
println!("{:#?}", game);
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() {

View File

@ -26,17 +26,19 @@ pub enum Skill {
pub struct Cast {
pub id: Uuid,
pub skill: Skill,
pub cryp_id: Uuid,
pub source_team_id: Uuid,
pub source_cryp_id: Uuid,
pub target_cryp_id: Option<Uuid>,
pub target_team_id: Uuid,
pub roll: Option<Roll>,
}
impl Cast {
pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
return Cast {
id: Uuid::new_v4(),
cryp_id,
source_cryp_id,
source_team_id,
target_cryp_id: None,
target_team_id,
skill,
@ -62,7 +64,7 @@ impl Cast {
Skill::TestTouch => target,
};
println!("{:?} gettin clapped for {:?}", target.name, roll.result);
// println!("{:?} gettin clapped for {:?}", target.name, roll.result);
self.roll = Some(roll);
self