tests pass, adding skills back in
This commit is contained in:
parent
8cb335fcc7
commit
bab52f3406
@ -4,7 +4,7 @@ use rand::prelude::*;
|
||||
use failure::Error;
|
||||
use failure::err_msg;
|
||||
|
||||
use skill::{Skill, Cast, Immunity, Disable, EventVariant};
|
||||
use skill::{Skill, Cast, Immunity, Disable, Event, EventVariant};
|
||||
use game::{Colour};
|
||||
use effect::{Cooldown, Effect};
|
||||
use spec::{Spec};
|
||||
@ -549,7 +549,7 @@ impl Construct {
|
||||
// Should red type immunity block recharge???
|
||||
if let Some(immunity) = self.immune(skill) {
|
||||
if !self.is_ko() {
|
||||
events.push(EventVariant::Immunity { skill, immunity });
|
||||
events.push(Event::new(EventVariant::Immunity { skill, immunity }, self));
|
||||
}
|
||||
return events;
|
||||
}
|
||||
@ -568,7 +568,7 @@ impl Construct {
|
||||
let blue = new_blue_life - current_blue_life;
|
||||
|
||||
if red != 0 || blue != 0 {
|
||||
events.push(EventVariant::Recharge { red, blue, skill });
|
||||
events.push(Event::new(EventVariant::Recharge { red, blue, skill }, self));
|
||||
}
|
||||
},
|
||||
true => {
|
||||
@ -594,12 +594,12 @@ impl Construct {
|
||||
self.reduce_green_life(red_remainder);
|
||||
let red_damage_amount = red_current_green_life - self.green_life();
|
||||
|
||||
events.push(EventVariant::Damage {
|
||||
events.push(Event::new(EventVariant::Damage {
|
||||
skill,
|
||||
amount: red_damage_amount,
|
||||
mitigation: red_mitigation,
|
||||
colour: Colour::Red
|
||||
});
|
||||
}, self));
|
||||
}
|
||||
|
||||
if blue_amount != 0 {
|
||||
@ -623,12 +623,12 @@ impl Construct {
|
||||
self.reduce_green_life(blue_remainder);
|
||||
let blue_damage_amount = blue_current_green_life - self.green_life();
|
||||
|
||||
events.push(EventVariant::Damage {
|
||||
events.push(Event::new(EventVariant::Damage {
|
||||
skill,
|
||||
amount: blue_damage_amount,
|
||||
mitigation: blue_mitigation,
|
||||
colour: Colour::Blue
|
||||
});
|
||||
}, self));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -639,7 +639,7 @@ impl Construct {
|
||||
let mut events = vec![];
|
||||
if let Some(immunity) = self.immune(skill) {
|
||||
if !self.is_ko() {
|
||||
events.push(EventVariant::Immunity { skill, immunity });
|
||||
events.push(Event::new(EventVariant::Immunity { skill, immunity }, self));
|
||||
}
|
||||
return events;
|
||||
}
|
||||
@ -661,38 +661,38 @@ impl Construct {
|
||||
let healing = new_green_life - current_green_life;
|
||||
let overhealing = modified_power - healing;
|
||||
|
||||
events.push(EventVariant::Healing {
|
||||
events.push(Event::new(EventVariant::Healing {
|
||||
skill,
|
||||
amount: healing,
|
||||
overhealing,
|
||||
});
|
||||
}, self));
|
||||
},
|
||||
true => {
|
||||
// events.push(EventVariant::Inversion { skill });
|
||||
// events.push(Event::new(EventVariant::Inversion { skill }));
|
||||
|
||||
// there is no green shield (yet)
|
||||
let current_green_life = self.green_life();
|
||||
self.reduce_green_life(modified_power);
|
||||
let delta = current_green_life - self.green_life();
|
||||
|
||||
events.push(EventVariant::Damage {
|
||||
events.push(Event::new(EventVariant::Damage {
|
||||
skill,
|
||||
amount: delta,
|
||||
mitigation: 0,
|
||||
colour: Colour::Green,
|
||||
});
|
||||
}, self));
|
||||
}
|
||||
}
|
||||
|
||||
return events;
|
||||
}
|
||||
|
||||
pub fn deal_red_damage(&mut self, skill: Skill, amount: usize) -> Vec<Resolution> {
|
||||
pub fn deal_red_damage(&mut self, skill: Skill, amount: usize) -> Vec<Event> {
|
||||
let mut events = vec![];
|
||||
|
||||
if let Some(immunity) = self.immune(skill) {
|
||||
if !self.is_ko() {
|
||||
events.push(EventVariant::Immunity { skill, immunity });
|
||||
events.push(Event::new(EventVariant::Immunity { skill, immunity }, self));
|
||||
}
|
||||
return events;
|
||||
}
|
||||
@ -722,15 +722,18 @@ impl Construct {
|
||||
self.reduce_green_life(remainder);
|
||||
let delta = current_green_life - self.green_life();
|
||||
|
||||
events.push(EventVariant::Damage {
|
||||
skill,
|
||||
amount: delta,
|
||||
mitigation,
|
||||
colour: Colour::Red,
|
||||
});
|
||||
events.push(Event::new(
|
||||
EventVariant::Damage {
|
||||
skill,
|
||||
amount: delta,
|
||||
mitigation,
|
||||
colour: Colour::Red,
|
||||
},
|
||||
self
|
||||
));
|
||||
},
|
||||
true => {
|
||||
// events.push(EventVariant::Inversion { skill });
|
||||
// events.push(Event::new(EventVariant::Inversion { skill }));
|
||||
|
||||
let current_green_life = self.green_life();
|
||||
self.green_life.increase(modified_power);
|
||||
@ -743,15 +746,17 @@ impl Construct {
|
||||
let recharge = self.red_life.value - current_life;
|
||||
|
||||
if healing > 0 {
|
||||
events.push(EventVariant::Healing {
|
||||
skill,
|
||||
amount: healing,
|
||||
overhealing: overhealing - recharge,
|
||||
});
|
||||
events.push(Event::new(
|
||||
EventVariant::Healing{
|
||||
skill,
|
||||
amount: healing,
|
||||
overhealing: overhealing - recharge,
|
||||
}, self
|
||||
));
|
||||
}
|
||||
|
||||
if recharge > 0 {
|
||||
events.push(EventVariant::Recharge { red: recharge, blue: 0, skill });
|
||||
events.push(Event::new(EventVariant::Recharge { red: recharge, blue: 0, skill }, self));
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -764,7 +769,7 @@ impl Construct {
|
||||
|
||||
if let Some(immunity) = self.immune(skill) {
|
||||
if !self.is_ko() {
|
||||
events.push(EventVariant::Immunity { skill, immunity });
|
||||
events.push(Event::new(EventVariant::Immunity { skill, immunity }, self));
|
||||
}
|
||||
return events;
|
||||
}
|
||||
@ -790,15 +795,15 @@ impl Construct {
|
||||
self.reduce_green_life(remainder);
|
||||
let delta = current_green_life - self.green_life();
|
||||
|
||||
events.push(EventVariant::Damage {
|
||||
events.push(Event::new(EventVariant::Damage {
|
||||
skill,
|
||||
amount: delta,
|
||||
mitigation,
|
||||
colour: Colour::Blue,
|
||||
});
|
||||
}, self));
|
||||
},
|
||||
true => {
|
||||
// events.push(EventVariant::Inversion { skill });
|
||||
// events.push(Event::new(EventVariant::Inversion { skill }));
|
||||
|
||||
let current_green_life = self.green_life();
|
||||
self.green_life.increase(modified_power);
|
||||
@ -811,15 +816,18 @@ impl Construct {
|
||||
let recharge = self.blue_life.value - current_life;
|
||||
|
||||
if healing > 0 {
|
||||
events.push(EventVariant::Healing {
|
||||
skill,
|
||||
amount: healing,
|
||||
overhealing,
|
||||
});
|
||||
events.push(
|
||||
Event::new(EventVariant::Healing {
|
||||
skill,
|
||||
amount: healing,
|
||||
overhealing,
|
||||
},
|
||||
self
|
||||
));
|
||||
}
|
||||
|
||||
if recharge > 0 {
|
||||
events.push(EventVariant::Recharge { red: 0, blue: recharge, skill });
|
||||
events.push(Event::new(EventVariant::Recharge { red: 0, blue: recharge, skill }, self));
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -829,10 +837,11 @@ impl Construct {
|
||||
|
||||
pub fn add_effect(&mut self, skill: Skill, effect: ConstructEffect) -> Event {
|
||||
if let Some(immunity) = self.immune(skill) {
|
||||
return EventVariant::Immunity {
|
||||
skill,
|
||||
immunity,
|
||||
};
|
||||
return Event::new(
|
||||
EventVariant::Immunity{
|
||||
skill,
|
||||
immunity,
|
||||
}, self);
|
||||
}
|
||||
|
||||
if let Some(p) = self.effects.iter().position(|ce| ce.effect == effect.effect) {
|
||||
@ -847,12 +856,14 @@ impl Construct {
|
||||
}
|
||||
|
||||
// todo modified durations cause of buffs
|
||||
let result = EventVariant::Effect {
|
||||
effect: effect.effect,
|
||||
duration: effect.duration,
|
||||
construct_effects: self.effects.clone(),
|
||||
skill,
|
||||
};
|
||||
let result = Event::new(
|
||||
EventVariant::Effect {
|
||||
effect: effect.effect,
|
||||
duration: effect.duration,
|
||||
construct_effects: self.effects.clone(),
|
||||
skill,
|
||||
}, self
|
||||
);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@ -10,7 +10,7 @@ use failure::Error;
|
||||
use failure::err_msg;
|
||||
|
||||
use construct::{Construct, Stat};
|
||||
use skill::{Skill, Cast, Resolution, Event, resolve};
|
||||
use skill::{Skill, Cast, Event, resolve};
|
||||
use effect::{Effect};
|
||||
use player::{Player};
|
||||
use instance::{TimeControl};
|
||||
@ -53,7 +53,7 @@ pub struct Game {
|
||||
pub players: Vec<Player>,
|
||||
pub phase: Phase,
|
||||
pub stack: Vec<Cast>,
|
||||
pub resolutions: Vec<Vec<Resolution>>,
|
||||
pub resolutions: Vec<Vec<Event>>,
|
||||
pub instance: Option<Uuid>,
|
||||
time_control: TimeControl,
|
||||
phase_start: DateTime<Utc>,
|
||||
@ -489,7 +489,7 @@ impl Game {
|
||||
self.skill_phase_start(r_animation_ms)
|
||||
}
|
||||
|
||||
fn resolution_add(&mut self, mut resolutions: Vec<Resolution>) -> &mut Game {
|
||||
fn resolution_add(&mut self, mut resolutions: Vec<Event>) -> &mut Game {
|
||||
self.resolutions.last_mut().unwrap().append(&mut resolutions);
|
||||
self
|
||||
}
|
||||
@ -505,9 +505,8 @@ impl Game {
|
||||
}
|
||||
|
||||
fn damage(&mut self, construct: Uuid, skill: Skill, values: Vec<Value>, colour: Colour) -> &mut Game {
|
||||
let target = self.construct_by_id(construct).unwrap();
|
||||
let resolutions = match colour {
|
||||
_ => target.deal_red_damage(skill, 128) // fixme unwrap
|
||||
_ => self.construct_by_id(construct).unwrap().deal_red_damage(skill, 128) // fixme unwrap
|
||||
};
|
||||
|
||||
self.resolution_add(resolutions);
|
||||
@ -535,8 +534,8 @@ impl Game {
|
||||
self
|
||||
}
|
||||
|
||||
// fn log_resolution(&mut self, speed: usize, resolution: &Resolution) -> &mut Game {
|
||||
// let Resolution { source, target, event, stages: _ } = resolution;
|
||||
// fn log_resolution(&mut self, speed: usize, resolution: &Event) -> &mut Game {
|
||||
// let Event { source, target, event, stages: _ } = resolution;
|
||||
// match event {
|
||||
// Event::Ko { skill: _ }=>
|
||||
// self.log.push(format!("{:} KO!", target.name)),
|
||||
@ -1033,13 +1032,13 @@ mod tests {
|
||||
// // game = game.resolve_phase_start();
|
||||
// // assert!(game.construct_by_id(x_construct.id).unwrap().affected(Effect::Link));
|
||||
|
||||
// // let Resolution { source: _, target: _, event, stages: _ } = game.resolutions.last.unwrap().pop().unwrap();
|
||||
// // let Event { source: _, target: _, event, stages: _ } = game.resolutions.last.unwrap().pop().unwrap();
|
||||
// // match event {
|
||||
// // Event::Effect { effect, skill: _, duration: _, construct_effects: _ } => assert_eq!(effect, Effect::Link),
|
||||
// // _ => panic!("not siphon"),
|
||||
// // };
|
||||
|
||||
// // let Resolution { source: _, target: _, event, stages: _ } = game.resolutions.last.unwrap().pop().unwrap();
|
||||
// // let Event { source: _, target: _, event, stages: _ } = game.resolutions.last.unwrap().pop().unwrap();
|
||||
// // match event {
|
||||
// // Event::Recharge { red: _, blue: _, skill: _ } => (),
|
||||
// // _ => panic!("link result was not recharge"),
|
||||
@ -1051,7 +1050,7 @@ mod tests {
|
||||
// // game.player_ready(y_player.id).unwrap();
|
||||
// // game = game.resolve_phase_start();
|
||||
|
||||
// // let Resolution { source: _, target, event, stages: _ } = game.resolutions.last.unwrap().pop().unwrap();
|
||||
// // let Event { source: _, target, event, stages: _ } = game.resolutions.last.unwrap().pop().unwrap();
|
||||
// // assert_eq!(target.id, y_construct.id);
|
||||
// // match event {
|
||||
// // Event::Damage { amount, skill: _, mitigation: _, colour: _} =>
|
||||
@ -1125,7 +1124,7 @@ mod tests {
|
||||
// .last().unwrap()
|
||||
// .into_iter()
|
||||
// .filter(|r| {
|
||||
// let Resolution { source, target: _, event, stages: _ } = r;
|
||||
// let Event { source, target: _, event, stages: _ } = r;
|
||||
// match source.id == x_construct.id {
|
||||
// true => match event {
|
||||
// Event::Effect { effect, duration, skill: _, construct_effects: _ } => {
|
||||
@ -1175,7 +1174,7 @@ mod tests {
|
||||
|
||||
// assert!(game.resolutions.len() == 4);
|
||||
// while let Some(r) = game.resolutions.last().unwrap().pop() {
|
||||
// let Resolution { source , target, event: _, stages: _ } = r;
|
||||
// let Event { source , target, event: _, stages: _ } = r;
|
||||
// if [i_construct.id, j_construct.id].contains(&source.id) {
|
||||
// assert!(target.id == x_construct.id);
|
||||
// }
|
||||
@ -1264,7 +1263,7 @@ mod tests {
|
||||
// game = game.resolve_phase_start();
|
||||
// assert!(game.construct_by_id(y_construct.id).unwrap().affected(Effect::Decay));
|
||||
|
||||
// let Resolution { source: _, target: _, event, stages: _ } = game.resolutions.last().unwrap().pop().unwrap();
|
||||
// let Event { source: _, target: _, event, stages: _ } = game.resolutions.last().unwrap().pop().unwrap();
|
||||
// match event {
|
||||
// Event::Damage { amount: _, skill, mitigation: _, colour: _ } => assert_eq!(skill, Skill::DecayTick),
|
||||
// _ => panic!("not decay"),
|
||||
@ -1278,7 +1277,7 @@ mod tests {
|
||||
// game.player_ready(y_player.id).unwrap();
|
||||
// game = game.resolve_phase_start();
|
||||
|
||||
// while let Some(Resolution { source: _, target: _, event, stages: _ }) = game.resolutions.last().unwrap().pop() {
|
||||
// while let Some(Event { source: _, target: _, event, stages: _ }) = game.resolutions.last().unwrap().pop() {
|
||||
// match event {
|
||||
// Event::Damage { amount: _, skill: _, mitigation: _, colour: _ } =>
|
||||
// panic!("{:?} damage event", event),
|
||||
@ -1298,7 +1297,7 @@ mod tests {
|
||||
// game.player_ready(y_player.id).unwrap();
|
||||
// game = game.resolve_phase_start();
|
||||
|
||||
// while let Some(Resolution { source: _, target: _, event, stages: _ }) = game.resolutions.last().unwrap().pop() {
|
||||
// while let Some(Event { source: _, target: _, event, stages: _ }) = game.resolutions.last().unwrap().pop() {
|
||||
// match event {
|
||||
// Event::Damage { amount: _, skill: _, mitigation: _, colour: _ } =>
|
||||
// panic!("{:#?} {:#?} damage event", game.resolutions, event),
|
||||
@ -1323,10 +1322,7 @@ mod tests {
|
||||
let player_id = game.players[0].id;
|
||||
let source = game.players[0].constructs[0].id;
|
||||
let target = game.players[1].constructs[0].id;
|
||||
println!("{:?}", game);
|
||||
game.add_skill(player_id, source, target, Skill::Attack).unwrap();
|
||||
game = game.resolve_phase_start();
|
||||
|
||||
println!("{:?}", game.resolutions.last().unwrap());
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user