rewrite game with skills on the game struct
This commit is contained in:
parent
f9966e1c2b
commit
b2dd063382
@ -16,9 +16,6 @@ use skill::{Skill, Cast};
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pub struct Team {
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id: Uuid,
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cryps: Vec<Cryp>,
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skills: Vec<Cast>,
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incoming: Vec<Cast>,
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resolved: Vec<Cast>,
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}
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impl Team {
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@ -26,9 +23,6 @@ impl Team {
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return Team {
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id: account,
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cryps: vec![],
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skills: vec![],
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incoming: vec![],
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resolved: vec![]
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};
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}
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@ -53,35 +47,6 @@ impl Team {
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pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
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self.cryps.iter_mut().find(|c| c.id == id)
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}
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pub fn cast_by_id(&mut self, id: Uuid) -> &mut Cast {
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match self.incoming.iter_mut().find(|a| a.id == id) {
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Some(a) => a,
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None => panic!("abiltity not in game"),
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}
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}
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pub fn progress_cooldowns(&mut self) -> &mut Team {
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// get a copy of the used skills
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for skill in self.skills.clone().iter() {
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// copy the creep cause we will replace it
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let mut cryp = self.cryp_by_id(skill.cryp_id).unwrap().clone();
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if skill.used_cooldown() {
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cryp.skill_set_cd(skill.skill);
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self.update_cryp(cryp);
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continue;
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}
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cryp.decrease_cooldowns();
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println!("{:?}", cryp);
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self.update_cryp(cryp);
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}
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self
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}
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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@ -101,6 +66,8 @@ pub struct Game {
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pub teams: Vec<Team>,
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pub is_pve: bool,
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pub phase: Phase,
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pub skills: Vec<Cast>,
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pub resolutions: Vec<Cast>,
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pub log: Vec<String>,
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}
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@ -113,6 +80,8 @@ impl Game {
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teams: vec![],
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is_pve: true,
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phase: Phase::Start,
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skills: vec![],
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resolutions: vec![],
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log: vec![],
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};
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}
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@ -171,6 +140,19 @@ impl Game {
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}
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}
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fn update_cryp(&mut self, cryp: &mut Cryp) -> &mut Game {
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match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) {
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Some(team) => {
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let index = team.cryps.iter().position(|t| t.id == cryp.id).unwrap();
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team.cryps.remove(index);
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team.cryps.push(cryp.clone());
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},
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None => panic!("cryp not in game"),
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};
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self
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}
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fn can_start(&self) -> bool {
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self.teams.len() == self.team_num
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}
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@ -186,10 +168,8 @@ impl Game {
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}
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self.phase = Phase::Skill;
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for team in self.teams.iter_mut() {
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team.skills.clear();
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team.incoming.clear();
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}
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self.skills.clear();
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if self.is_pve {
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self.pve_add_skills();
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@ -201,13 +181,13 @@ impl Game {
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fn pve_add_skills(&mut self) -> &mut Game {
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{
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let mob_team_id = Uuid::nil();
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let teams = self.teams.clone();
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let mobs = self.team_by_id(mob_team_id).clone();
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// TODO attack multiple players based on some criteria
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let player_team = teams.iter().find(|t| t.id != mob_team_id).unwrap();
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let player_team_id = self.teams.iter().find(|t| t.id != mob_team_id).unwrap().id;
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for mob in &mobs.cryps {
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// doesn't matter if the cryp can't cast
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self.add_skill(mob_team_id, mob.id, player_team.id, Skill::Attack).ok();
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self.add_skill(mob_team_id, mob.id, player_team_id, Skill::Attack).ok();
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}
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}
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@ -216,15 +196,14 @@ impl Game {
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// skills can target any team, but we have to check if the caller is the owner of the cryp
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// and that the cryp has the skill they are trying to add
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fn add_skill(&mut self, team_id: Uuid, cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Result<Uuid, Error> {
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fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Result<Uuid, Error> {
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if self.phase != Phase::Skill {
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return Err(err_msg("game not in skill phase"));
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}
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let team = self.team_by_id(team_id);
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{
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let cryp = match team.cryp_by_id(cryp_id) {
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let team = self.team_by_id(team_id);
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let cryp = match team.cryp_by_id(source_cryp_id) {
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Some(c) => c,
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None => return Err(err_msg("cryp not in team")),
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};
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@ -245,18 +224,26 @@ impl Game {
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// replace cryp skill
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if let Some(s) = team.skills.iter_mut().position(|s| s.cryp_id == cryp_id) {
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team.skills.remove(s);
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if let Some(s) = self.skills.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) {
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self.skills.remove(s);
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}
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let skill = Cast::new(cryp_id, target_team_id, skill);
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team.skills.push(skill);
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let skill = Cast::new(source_cryp_id, team_id, target_team_id, skill);
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self.skills.push(skill);
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return Ok(skill.id);
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}
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fn skill_phase_finished(&self) -> bool {
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self.teams.iter().all(|t| t.skills.len() == t.skills_required())
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self.teams.iter()
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// for every team
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.all(|t| self.skills.iter()
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// the number of skills they have cast
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.filter(|s| s.target_team_id == t.id)
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.collect::<Vec<&Cast>>()
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// should equal the number required this turn
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.len() == t.skills_required()
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)
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}
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// move all skills into their target team's targets list
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@ -267,16 +254,6 @@ impl Game {
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self.phase = Phase::Target;
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// have to clone the teams because we change them while iterating
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let teams = self.teams.clone();
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for mut team in teams {
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for skill in team.skills.iter_mut() {
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let target_team = self.team_by_id(skill.target_team_id);
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target_team.incoming.push(*skill);
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}
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}
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if self.is_pve {
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self.pve_add_targets();
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}
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@ -294,33 +271,38 @@ impl Game {
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let mob_team_id = Uuid::nil();
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let mobs = self.team_by_id(mob_team_id).clone();
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// TODO attack multiple players based on some criteria
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for incoming in &mobs.incoming {
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self.add_target(mob_team_id, mobs.cryps[0].id, incoming.id).unwrap();
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for incoming_skill_id in self.skills.clone().iter().filter(|s| s.target_team_id == mob_team_id).map(|s| s.id) {
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self.add_target(mob_team_id, mobs.cryps[0].id, incoming_skill_id).unwrap();
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}
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}
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self
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}
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// targets can only be added by the owner of the team
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fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, cast_id: Uuid) -> Result<&mut Cast, Error> {
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// whose team is this?
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let team = self.team_by_id(team_id);
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{
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// whose team is this?
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let team = self.team_by_id(team_id);
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// is the target in the team?
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match team.cryp_by_id(cryp_id) {
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Some(c) => c,
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None => return Err(err_msg("cryp not in team")),
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};
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// is the target in the team?
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match team.cryp_by_id(cryp_id) {
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Some(c) => c,
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None => return Err(err_msg("cryp not in team")),
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};
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}
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// set the target
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let cast = team.cast_by_id(cast_id);
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let cast = match self.skills.iter_mut().find(|s| s.id == cast_id) {
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Some(c) => c,
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None => return Err(err_msg("cast_id not found")),
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};
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Ok(cast.set_target(cryp_id))
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}
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fn target_phase_finished(&self) -> bool {
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self.teams.iter().all(|t| t.incoming.iter().all(|i| i.target_cryp_id.is_some()))
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self.skills.iter().all(|s| s.target_cryp_id.is_some())
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}
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// requires no input
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@ -348,30 +330,44 @@ impl Game {
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panic!("game not in damage phase");
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}
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// sometimes... you just gotta
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for team in self.teams.clone().iter_mut() {
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for incoming in team.incoming.clone().iter_mut() {
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// they better fuckin be there
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let mut cryp = self.cryp_by_id(incoming.cryp_id).clone();
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let mut target_cryp = self.cryp_by_id(incoming.target_cryp_id.unwrap()).clone();
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let resolution = incoming.resolve(&mut cryp, &mut target_cryp);
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for skill in self.skills.clone().iter_mut() {
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let mut source = self.cryp_by_id(skill.source_cryp_id).clone();
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let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).clone();
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let resolution = skill.resolve(&mut source, &mut target);
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// push the resolved spell on
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team.resolved.push(*resolution);
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team.update_cryp(target_cryp);
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self.update_team(team);
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}
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self.update_cryp(&mut source);
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self.update_cryp(&mut target);
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}
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// now damage has all been assigned
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// handle cooldowns
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for team in self.teams.iter_mut() {
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team.progress_cooldowns();
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self.progress_cooldowns();
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self
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}
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fn progress_cooldowns(&mut self) -> &mut Game {
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for skill in self.skills.clone().iter() {
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// copy the creep cause we will replace it
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let mut cryp = self.cryp_by_id(skill.source_cryp_id).clone();
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if skill.used_cooldown() {
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cryp.skill_set_cd(skill.skill);
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self.update_cryp(&mut cryp);
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continue;
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}
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cryp.decrease_cooldowns();
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println!("{:?}", cryp);
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self.update_cryp(&mut cryp);
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}
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self
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}
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fn is_finished(&self) -> bool {
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self.teams.iter().any(|t| t.cryps.iter().all(|c| c.is_ko()))
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}
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@ -379,10 +375,7 @@ impl Game {
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fn finish(&mut self) -> &mut Game {
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self.phase = Phase::Finish;
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for team in self.teams.iter_mut() {
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team.skills.clear();
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team.incoming.clear();
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}
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self.skills.clear();
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self
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}
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@ -714,62 +707,64 @@ mod tests {
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return game;
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}
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// #[test]
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// fn phase_test() {
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// let mut game = create_test_game();
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#[test]
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fn phase_test() {
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let mut game = create_test_game();
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// let x_team = game.teams[0].clone();
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// let y_team = game.teams[1].clone();
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let x_team = game.teams[0].clone();
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let y_team = game.teams[1].clone();
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// let x_cryp = x_team.cryps[0].clone();
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// let y_cryp = y_team.cryps[0].clone();
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let x_cryp = x_team.cryps[0].clone();
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let y_cryp = y_team.cryps[0].clone();
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// let x_attack_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::Attack).unwrap();
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// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::Attack).unwrap();
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let x_attack_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::Attack).unwrap();
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let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::Attack).unwrap();
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// assert!(game.skill_phase_finished());
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assert!(game.skill_phase_finished());
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// game.target_phase_start();
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game.target_phase_start();
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// game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
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// game.add_target(y_team.id, y_cryp.id, x_attack_id).unwrap();
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game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
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game.add_target(y_team.id, y_cryp.id, x_attack_id).unwrap();
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// assert!(game.target_phase_finished());
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assert!(game.target_phase_finished());
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// game.damage_phase_start();
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game.damage_phase_start();
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// assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
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assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
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// return;
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// }
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return;
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}
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// #[test]
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// fn stun_test() {
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// let mut game = create_test_game();
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#[test]
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fn stun_test() {
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let mut game = create_test_game();
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// let x_team = game.teams[0].clone();
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// let y_team = game.teams[1].clone();
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let x_team = game.teams[0].clone();
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let y_team = game.teams[1].clone();
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// let x_cryp = x_team.cryps[0].clone();
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// let y_cryp = y_team.cryps[0].clone();
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let x_cryp = x_team.cryps[0].clone();
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let y_cryp = y_team.cryps[0].clone();
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// let x_stun_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::TestStun).unwrap();
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// let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::TestTouch).unwrap();
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let x_stun_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::TestStun).unwrap();
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let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::TestTouch).unwrap();
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// assert!(game.skill_phase_finished());
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// game.target_phase_start();
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assert!(game.skill_phase_finished());
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game.target_phase_start();
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// game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
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// game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
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game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
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game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
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// assert!(game.target_phase_finished());
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// game.damage_phase_start();
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assert!(game.target_phase_finished());
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game.damage_phase_start();
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// // should auto progress back to skill phase
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// assert!(game.phase == Phase::Skill);
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// assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
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// assert!(game.team_by_id(y_team.id).skills_required() == 0);
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// }
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// should auto progress back to skill phase
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assert!(game.phase == Phase::Skill);
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println!("{:#?}", game);
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assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
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assert!(game.team_by_id(y_team.id).skills_required() == 0);
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}
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#[test]
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fn cooldown_test() {
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@ -26,17 +26,19 @@ pub enum Skill {
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pub struct Cast {
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pub id: Uuid,
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pub skill: Skill,
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pub cryp_id: Uuid,
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pub source_team_id: Uuid,
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pub source_cryp_id: Uuid,
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pub target_cryp_id: Option<Uuid>,
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pub target_team_id: Uuid,
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pub roll: Option<Roll>,
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}
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impl Cast {
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pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
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pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
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return Cast {
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id: Uuid::new_v4(),
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cryp_id,
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source_cryp_id,
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source_team_id,
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target_cryp_id: None,
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target_team_id,
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skill,
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@ -62,7 +64,7 @@ impl Cast {
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Skill::TestTouch => target,
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};
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println!("{:?} gettin clapped for {:?}", target.name, roll.result);
|
||||
// println!("{:?} gettin clapped for {:?}", target.name, roll.result);
|
||||
|
||||
self.roll = Some(roll);
|
||||
self
|
||||
|
||||
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Reference in New Issue
Block a user