blocking and speed
This commit is contained in:
parent
28238ee812
commit
b5191e5306
@ -9,40 +9,23 @@ use failure::err_msg;
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use account::Account;
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use account::Account;
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use rpc::{CrypSpawnParams};
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use rpc::{CrypSpawnParams};
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use skill::{Skill, Roll};
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use skill::{Skill, Cooldown, Roll};
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type Cooldown = Option<u8>;
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct CrypSkill {
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pub struct CrypSkill {
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pub skill: Skill,
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pub skill: Skill,
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pub self_targeting: bool,
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pub cd: Cooldown,
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pub cd: Cooldown,
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}
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}
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impl CrypSkill {
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impl CrypSkill {
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pub fn new(skill: Skill) -> CrypSkill {
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pub fn new(skill: Skill) -> CrypSkill {
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let cd = match skill {
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Skill::Attack => None,
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Skill::Block => Some(1),
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Skill::Dodge => Some(1),
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Skill::Heal => Some(2),
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Skill::Stun => Some(2),
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Skill::TestTouch => None,
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Skill::TestStun => None,
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};
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CrypSkill {
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CrypSkill {
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skill,
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skill,
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cd,
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self_targeting: skill.self_targeting(),
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cd: skill.cd(),
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}
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}
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}
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}
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fn can_cast(&self, cryp: &Cryp) -> bool {
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if cryp.is_stunned() {
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return false;
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}
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true
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}
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}
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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@ -55,7 +38,7 @@ pub enum Status {
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct CrypStatus {
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pub struct CrypStatus {
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status: Status,
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status: Status,
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turns: u8,
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duration: u8,
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}
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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@ -186,7 +169,7 @@ impl Cryp {
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}
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}
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pub fn available_skills(&self) -> Vec<&CrypSkill> {
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pub fn available_skills(&self) -> Vec<&CrypSkill> {
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self.skills.iter().filter(|s| s.can_cast(self)).collect()
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self.skills.iter().filter(|s| s.skill.castable(self)).collect()
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}
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}
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pub fn knows(&self, skill: Skill) -> bool {
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pub fn knows(&self, skill: Skill) -> bool {
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@ -197,10 +180,6 @@ impl Cryp {
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self.skills.iter().find(|s| s.skill == skill && s.cd.is_some())
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self.skills.iter().find(|s| s.skill == skill && s.cd.is_some())
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}
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}
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pub fn skill_can_cast(&self, skill: Skill) -> bool {
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self.skills.iter().any(|s| s.skill == skill && s.can_cast(self))
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}
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pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Cryp {
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pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Cryp {
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let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
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let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
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self.skills.remove(i);
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self.skills.remove(i);
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@ -209,9 +188,10 @@ impl Cryp {
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self
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self
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}
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}
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pub fn decrease_cooldowns(&mut self) -> &mut Cryp {
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pub fn reduce_cooldowns(&mut self) -> &mut Cryp {
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for skill in self.skills.iter_mut() {
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for skill in self.skills.iter_mut() {
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if let Some(cd) = skill.cd {
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// if used cooldown
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if let Some(cd) = skill.skill.cd() {
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// if the cd is 1 it becomes none
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// if the cd is 1 it becomes none
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if cd == 1 {
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if cd == 1 {
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println!("{:?} is now off cd", skill.skill);
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println!("{:?} is now off cd", skill.skill);
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@ -227,6 +207,21 @@ impl Cryp {
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self
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self
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}
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}
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pub fn reduce_statuses(&mut self) -> &mut Cryp {
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self.statuses = self.statuses.clone().into_iter().filter_map(|mut s| {
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s.duration = s.duration.saturating_sub(1);
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if s.duration == 0 {
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return None;
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}
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println!("reduced status {:?}", s);
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return Some(s);
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}).collect::<Vec<CrypStatus>>();
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self
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}
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pub fn rez(&mut self) -> &mut Cryp {
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pub fn rez(&mut self) -> &mut Cryp {
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self.hp.set(self.stam.value);
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self.hp.set(self.stam.value);
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self
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self
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@ -236,24 +231,10 @@ impl Cryp {
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let mut rng = thread_rng();
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let mut rng = thread_rng();
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let base: u64 = rng.gen();
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let base: u64 = rng.gen();
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let stat = match skill {
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let stat = skill.stat(self);
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Skill::Attack => self.str,
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Skill::Block => self.str,
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Skill::Stun => self.str,
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Skill::Dodge => self.agi,
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Skill::Heal => self.int,
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// test skills
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Skill::TestTouch => self.int,
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Skill::TestStun => self.str,
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};
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let mut roll = Roll { base, result: base };
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let mut roll = Roll { base, result: base };
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// // apply skills
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// roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
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// finally combine with stat
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println!("{:?}'s stats", self.name);
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println!("{:?}'s stats", self.name);
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println!("{:064b} <- finalised", roll.result);
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println!("{:064b} <- finalised", roll.result);
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roll.result = roll.result & stat.value;
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roll.result = roll.result & stat.value;
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@ -266,7 +247,9 @@ impl Cryp {
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}
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}
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pub fn stun(&mut self, _roll: Roll) -> &mut Cryp {
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pub fn stun(&mut self, _roll: Roll) -> &mut Cryp {
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self.statuses.push(CrypStatus { status: Status::Stunned, turns: 1 });
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if !self.statuses.iter().any(|s| s.status == Status::Blocking) {
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self.statuses.push(CrypStatus { status: Status::Stunned, duration: Skill::Stun.duration() });
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}
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self
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self
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}
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}
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@ -276,7 +259,7 @@ impl Cryp {
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}
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}
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pub fn block(&mut self, _roll: Roll) -> &mut Cryp {
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pub fn block(&mut self, _roll: Roll) -> &mut Cryp {
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self.statuses.push(CrypStatus { status: Status::Blocking, turns: 1 });
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self.statuses.push(CrypStatus { status: Status::Blocking, duration: Skill::Block.duration() });
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self
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self
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}
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}
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@ -59,8 +59,8 @@ pub struct Game {
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pub teams: Vec<Team>,
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pub teams: Vec<Team>,
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pub is_pve: bool,
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pub is_pve: bool,
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pub phase: Phase,
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pub phase: Phase,
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pub skills: Vec<Cast>,
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pub stack: Vec<Cast>,
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pub resolutions: Vec<Cast>,
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pub resolved: Vec<Cast>,
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pub log: Vec<String>,
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pub log: Vec<String>,
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}
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}
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@ -73,8 +73,8 @@ impl Game {
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teams: vec![],
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teams: vec![],
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is_pve: true,
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is_pve: true,
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phase: Phase::Start,
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phase: Phase::Start,
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skills: vec![],
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stack: vec![],
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resolutions: vec![],
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resolved: vec![],
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log: vec![],
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log: vec![],
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};
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};
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}
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}
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@ -150,7 +150,7 @@ impl Game {
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self.phase = Phase::Skill;
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self.phase = Phase::Skill;
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self.skills.clear();
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self.stack.clear();
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if self.is_pve {
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if self.is_pve {
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self.pve_add_skills();
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self.pve_add_skills();
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@ -168,7 +168,7 @@ impl Game {
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let player_team_id = self.teams.iter().find(|t| t.id != mob_team_id).unwrap().id;
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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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for mob in &mobs.cryps {
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// doesn't matter if the cryp can't cast
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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, Some(player_team_id), Skill::Attack).ok();
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}
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}
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}
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}
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@ -177,7 +177,7 @@ 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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// 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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// and that the cryp has the skill they are trying to add
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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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fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Option<Uuid>, skill: Skill) -> Result<Uuid, Error> {
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if self.phase != Phase::Skill {
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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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return Err(err_msg("game not in skill phase"));
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}
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}
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@ -197,19 +197,28 @@ impl Game {
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return Err(err_msg("abiltity on cooldown"));
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return Err(err_msg("abiltity on cooldown"));
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}
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}
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if !cryp.skill_can_cast(skill) {
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if skill.self_targeting() && target_team_id.is_some() {
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return Err(err_msg("skill is self targeting"));
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}
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if !skill.self_targeting() && target_team_id.is_none() {
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return Err(err_msg("skill requires a target"));
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}
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// check here as well so uncastable spells don't go on the stack
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if !skill.castable(&cryp) {
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return Err(err_msg("cryp cannot cast spell"));
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return Err(err_msg("cryp cannot cast spell"));
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}
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}
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}
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}
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// replace cryp skill
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// replace cryp skill
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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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if let Some(s) = self.stack.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) {
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self.skills.remove(s);
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self.stack.remove(s);
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}
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}
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let skill = Cast::new(source_cryp_id, team_id, target_team_id, 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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self.stack.push(skill);
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return Ok(skill.id);
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return Ok(skill.id);
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}
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}
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@ -217,7 +226,7 @@ impl Game {
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fn skill_phase_finished(&self) -> bool {
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fn skill_phase_finished(&self) -> bool {
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self.teams.iter()
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self.teams.iter()
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// for every team
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// for every team
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.all(|t| self.skills.iter()
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.all(|t| self.stack.iter()
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// the number of skills they have cast
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// the number of skills they have cast
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.filter(|s| s.source_team_id == t.id)
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.filter(|s| s.source_team_id == t.id)
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.collect::<Vec<&Cast>>()
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.collect::<Vec<&Cast>>()
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@ -252,7 +261,9 @@ impl Game {
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let mob_team_id = Uuid::nil();
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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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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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// TODO attack multiple players based on some criteria
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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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for incoming_skill_id in self.stack.clone().iter()
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.filter(|s| s.target_cryp_id.is_none() && s.target_team_id == mob_team_id)
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.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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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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}
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}
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@ -274,16 +285,24 @@ impl Game {
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}
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}
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// set the target
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// set the target
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let cast = match self.skills.iter_mut().find(|s| s.id == skill_id) {
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let cast = match self.stack.iter_mut().find(|s| s.id == skill_id) {
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Some(c) => c,
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Some(c) => c,
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None => return Err(err_msg("skill_id not found")),
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None => return Err(err_msg("skill_id not found")),
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};
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};
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if cast.skill.self_targeting() {
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return Err(err_msg("skill is self targeting"));
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}
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if cast.target_team_id != team_id {
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return Err(err_msg("you cannot target that skill"));
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}
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Ok(cast.set_target(cryp_id))
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Ok(cast.set_target(cryp_id))
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}
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}
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fn target_phase_finished(&self) -> bool {
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fn target_phase_finished(&self) -> bool {
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self.skills.iter().all(|s| s.target_cryp_id.is_some())
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self.stack.iter().all(|s| s.target_cryp_id.is_some())
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}
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}
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// requires no input
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// requires no input
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@ -311,39 +330,51 @@ impl Game {
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panic!("game not in damage phase");
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panic!("game not in damage phase");
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}
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}
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for skill in self.skills.clone().iter_mut() {
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self.stack.sort_unstable_by_key(|s| s.skill.speed());
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self.stack.reverse();
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// update the stack with the resolved skills
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self.stack = self.stack.clone().iter_mut().map(|skill| {
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let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
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let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
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let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).unwrap().clone();
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let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).unwrap().clone();
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let resolution = skill.resolve(&mut source, &mut target);
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// do something with resolution
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let resolution = skill.resolve(&mut source, &mut target);
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self.resolved.push(*resolution);
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self.update_cryp(&mut source);
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self.update_cryp(&mut source);
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self.update_cryp(&mut target);
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self.update_cryp(&mut target);
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}
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return *resolution;
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}).collect::<Vec<Cast>>();
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// now damage has all been assigned
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// now damage has all been assigned
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// handle cooldowns
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// handle cooldowns and statuses
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self.progress_cooldowns();
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self.progress_durations();
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self
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self
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}
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}
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fn progress_cooldowns(&mut self) -> &mut Game {
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fn progress_durations(&mut self) -> &mut Game {
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for skill in self.skills.clone().iter() {
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// do it once for every cryp
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// copy the creep cause we will replace it
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for mut cryp in self.stack.clone().iter()
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let mut cryp = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
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.map(|s| self.cryp_by_id(s.source_cryp_id).unwrap().clone())
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.collect::<Vec<Cryp>>() {
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println!("progressing durations for {:?}", cryp.name);
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// only reduce cooldowns if no cd was used
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// have to borrow self for the skill check
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{
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||||||
|
let skill = self.stack.iter_mut().find(|s| s.source_cryp_id == cryp.id).unwrap();
|
||||||
if skill.used_cooldown() {
|
if skill.used_cooldown() {
|
||||||
cryp.skill_set_cd(skill.skill);
|
cryp.skill_set_cd(skill.skill);
|
||||||
self.update_cryp(&mut cryp);
|
} else {
|
||||||
continue;
|
cryp.reduce_cooldowns();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
cryp.decrease_cooldowns();
|
// always reduce durations
|
||||||
|
cryp.reduce_statuses();
|
||||||
println!("{:?}", cryp);
|
|
||||||
|
|
||||||
self.update_cryp(&mut cryp);
|
self.update_cryp(&mut cryp);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -358,7 +389,7 @@ impl Game {
|
|||||||
fn finish(&mut self) -> &mut Game {
|
fn finish(&mut self) -> &mut Game {
|
||||||
self.phase = Phase::Finish;
|
self.phase = Phase::Finish;
|
||||||
|
|
||||||
self.skills.clear();
|
self.stack.clear();
|
||||||
|
|
||||||
self
|
self
|
||||||
}
|
}
|
||||||
@ -520,7 +551,7 @@ fn generate_mob(plr: &Cryp) -> Cryp {
|
|||||||
// rng panics on min == max
|
// rng panics on min == max
|
||||||
let mob_lvl: u8 = match plr.lvl {
|
let mob_lvl: u8 = match plr.lvl {
|
||||||
1 => 1,
|
1 => 1,
|
||||||
_ => rng.gen_range(1, plr.lvl)
|
_ => rng.gen_range(plr.lvl.saturating_sub(2), plr.lvl)
|
||||||
};
|
};
|
||||||
|
|
||||||
return Cryp::new()
|
return Cryp::new()
|
||||||
@ -651,6 +682,7 @@ mod tests {
|
|||||||
.level(8)
|
.level(8)
|
||||||
.learn(Skill::TestStun)
|
.learn(Skill::TestStun)
|
||||||
.learn(Skill::TestTouch)
|
.learn(Skill::TestTouch)
|
||||||
|
.learn(Skill::TestBlock)
|
||||||
.learn(Skill::Block)
|
.learn(Skill::Block)
|
||||||
.create();
|
.create();
|
||||||
|
|
||||||
@ -659,6 +691,7 @@ mod tests {
|
|||||||
.level(8)
|
.level(8)
|
||||||
.learn(Skill::TestStun)
|
.learn(Skill::TestStun)
|
||||||
.learn(Skill::TestTouch)
|
.learn(Skill::TestTouch)
|
||||||
|
.learn(Skill::TestBlock)
|
||||||
.learn(Skill::Block)
|
.learn(Skill::Block)
|
||||||
.create();
|
.create();
|
||||||
|
|
||||||
@ -700,8 +733,8 @@ mod tests {
|
|||||||
let x_cryp = x_team.cryps[0].clone();
|
let x_cryp = x_team.cryps[0].clone();
|
||||||
let y_cryp = y_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 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, x_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());
|
||||||
|
|
||||||
@ -729,8 +762,8 @@ mod tests {
|
|||||||
let x_cryp = x_team.cryps[0].clone();
|
let x_cryp = x_team.cryps[0].clone();
|
||||||
let y_cryp = y_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 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, x_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();
|
||||||
|
|
||||||
assert!(game.skill_phase_finished());
|
assert!(game.skill_phase_finished());
|
||||||
game.target_phase_start();
|
game.target_phase_start();
|
||||||
@ -759,8 +792,8 @@ mod tests {
|
|||||||
let x_cryp = x_team.cryps[0].clone();
|
let x_cryp = x_team.cryps[0].clone();
|
||||||
let y_cryp = y_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::TestTouch).unwrap();
|
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, x_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.target_phase_start();
|
game.target_phase_start();
|
||||||
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
|
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
|
||||||
@ -776,16 +809,16 @@ mod tests {
|
|||||||
|
|
||||||
// second round
|
// second round
|
||||||
// now we block and it should go back on cd
|
// now we block and it should go back on cd
|
||||||
let x_block_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::Block).unwrap();
|
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, x_team.id, Skill::Block).unwrap();
|
let _y_block_id = game.add_skill(y_team.id, y_cryp.id, None, Skill::Block).unwrap();
|
||||||
|
|
||||||
game.target_phase_start();
|
game.target_phase_start();
|
||||||
game.add_target(x_team.id, x_cryp.id, y_block_id).unwrap();
|
// game.add_target(x_team.id, x_cryp.id, y_block_id).unwrap();
|
||||||
game.add_target(y_team.id, y_cryp.id, x_block_id).unwrap();
|
// game.add_target(y_team.id, y_cryp.id, x_block_id).unwrap();
|
||||||
game.damage_phase_start();
|
// game.damage_phase_start();
|
||||||
|
|
||||||
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
|
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
|
||||||
println!("{:#?}", game);
|
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
@ -798,16 +831,26 @@ mod tests {
|
|||||||
let x_cryp = x_team.cryps[0].clone();
|
let x_cryp = x_team.cryps[0].clone();
|
||||||
let y_cryp = y_team.cryps[0].clone();
|
let y_cryp = y_team.cryps[0].clone();
|
||||||
|
|
||||||
let x_block_id = game.add_skill(x_team.id, x_cryp.id, y_team.id, Skill::TestTouch).unwrap();
|
// ensure that you can't pass a target for a block
|
||||||
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, x_team.id, Skill::TestTouch).unwrap();
|
assert!(game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestBlock).is_err());
|
||||||
|
|
||||||
|
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();
|
||||||
|
|
||||||
|
// ensure you can't target a self targeting skill
|
||||||
|
assert!(game.add_target(y_team.id, y_cryp.id, x_block_id).is_err());
|
||||||
|
|
||||||
|
// 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_target(x_team.id, x_cryp.id, y_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_block_id).unwrap();
|
|
||||||
|
|
||||||
game.damage_phase_start();
|
game.damage_phase_start();
|
||||||
|
|
||||||
println!("{:#?}", game);
|
// should not be stunned because of block
|
||||||
|
assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -368,7 +368,7 @@ struct GameSkillMsg {
|
|||||||
pub struct GameSkillParams {
|
pub struct GameSkillParams {
|
||||||
pub game_id: Uuid,
|
pub game_id: Uuid,
|
||||||
pub cryp_id: Uuid,
|
pub cryp_id: Uuid,
|
||||||
pub target_team_id: Uuid,
|
pub target_team_id: Option<Uuid>,
|
||||||
pub skill: Skill,
|
pub skill: Skill,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -1,7 +1,7 @@
|
|||||||
use rand::prelude::*;
|
// use rand::prelude::*;
|
||||||
use uuid::Uuid;
|
use uuid::Uuid;
|
||||||
|
|
||||||
use cryp::{Cryp, CrypSkill};
|
use cryp::{Cryp, CrypSkill, CrypStat};
|
||||||
|
|
||||||
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||||
pub struct Roll {
|
pub struct Roll {
|
||||||
@ -9,6 +9,8 @@ pub struct Roll {
|
|||||||
pub result: u64,
|
pub result: u64,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub type Cooldown = Option<u8>;
|
||||||
|
|
||||||
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
|
||||||
pub enum Skill {
|
pub enum Skill {
|
||||||
Attack,
|
Attack,
|
||||||
@ -16,9 +18,80 @@ pub enum Skill {
|
|||||||
Heal,
|
Heal,
|
||||||
Stun,
|
Stun,
|
||||||
Dodge,
|
Dodge,
|
||||||
// used by tests to do no dmg
|
// used by tests, no cd, no dmg
|
||||||
TestTouch,
|
TestTouch,
|
||||||
TestStun,
|
TestStun,
|
||||||
|
TestBlock,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Skill {
|
||||||
|
pub fn cd(&self) -> Cooldown {
|
||||||
|
match self {
|
||||||
|
Skill::Attack => None,
|
||||||
|
Skill::Block => Some(1),
|
||||||
|
Skill::Dodge => Some(1),
|
||||||
|
Skill::Heal => Some(2),
|
||||||
|
Skill::Stun => Some(2),
|
||||||
|
Skill::TestTouch => None,
|
||||||
|
Skill::TestStun => None,
|
||||||
|
Skill::TestBlock => None,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn speed(&self) -> u8 {
|
||||||
|
match self {
|
||||||
|
Skill::Attack => 10,
|
||||||
|
Skill::Block => 5,
|
||||||
|
Skill::Dodge => 5,
|
||||||
|
Skill::Heal => 2,
|
||||||
|
Skill::Stun => 2,
|
||||||
|
Skill::TestTouch => 10,
|
||||||
|
Skill::TestStun => 2,
|
||||||
|
Skill::TestBlock => 5,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn stat(&self, cryp: &Cryp) -> CrypStat {
|
||||||
|
match self {
|
||||||
|
Skill::Attack => cryp.str,
|
||||||
|
Skill::Block => cryp.str,
|
||||||
|
Skill::Stun => cryp.str,
|
||||||
|
Skill::Dodge => cryp.agi,
|
||||||
|
Skill::Heal => cryp.int,
|
||||||
|
|
||||||
|
// test skills
|
||||||
|
Skill::TestTouch => cryp.int,
|
||||||
|
Skill::TestStun => cryp.str,
|
||||||
|
Skill::TestBlock => cryp.str,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn duration(&self) -> u8 {
|
||||||
|
match self {
|
||||||
|
Skill::Dodge => 1,
|
||||||
|
Skill::Stun => 2,
|
||||||
|
Skill::Block => 1,
|
||||||
|
|
||||||
|
Skill::TestBlock => 1,
|
||||||
|
Skill::TestStun => 2,
|
||||||
|
_ => panic!("{:?} does not have a duration", self),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn self_targeting(&self) -> bool {
|
||||||
|
match self {
|
||||||
|
Skill::Block => true,
|
||||||
|
Skill::TestBlock => true,
|
||||||
|
_ => false,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn castable(&self, cryp: &Cryp) -> bool {
|
||||||
|
if cryp.is_stunned() {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
true
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -34,12 +107,18 @@ pub struct Cast {
|
|||||||
}
|
}
|
||||||
|
|
||||||
impl Cast {
|
impl Cast {
|
||||||
pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Uuid, skill: Skill) -> Cast {
|
pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Option<Uuid>, skill: Skill) -> Cast {
|
||||||
|
|
||||||
|
let (target_cryp_id, target_team_id) = match skill.self_targeting() {
|
||||||
|
true => (Some(source_cryp_id), source_team_id),
|
||||||
|
false => (None, target_team_id.unwrap())
|
||||||
|
};
|
||||||
|
|
||||||
return Cast {
|
return Cast {
|
||||||
id: Uuid::new_v4(),
|
id: Uuid::new_v4(),
|
||||||
source_cryp_id,
|
source_cryp_id,
|
||||||
source_team_id,
|
source_team_id,
|
||||||
target_cryp_id: None,
|
target_cryp_id,
|
||||||
target_team_id,
|
target_team_id,
|
||||||
skill,
|
skill,
|
||||||
roll: None,
|
roll: None,
|
||||||
@ -61,6 +140,7 @@ impl Cast {
|
|||||||
|
|
||||||
// Test Skills
|
// Test Skills
|
||||||
Skill::TestStun => target.stun(roll),
|
Skill::TestStun => target.stun(roll),
|
||||||
|
Skill::TestBlock => target.block(roll),
|
||||||
Skill::TestTouch => target,
|
Skill::TestTouch => target,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user