diff --git a/server/src/item.rs b/server/src/item.rs index 8365d7c6..66db8759 100644 --- a/server/src/item.rs +++ b/server/src/item.rs @@ -462,7 +462,7 @@ impl Item { self.into_skill().unwrap().multiplier()), Item::ClutchI | - Item::ClutchII | + Item::ClutchII | Item::ClutchIII => format!("Construct cannot be KO'd while active. Additionally provides immunity to disables."), Item::CorruptI | @@ -482,9 +482,9 @@ impl Item { self.into_skill().unwrap().effect().first().unwrap().get_duration()), Item::DecayI | - Item::DecayII | + Item::DecayII | Item::DecayIII => format!( - "Reduces healing taken by {:?}% and deals {:?}% BluePower as BlueDamage each turn. Lasts {:?}T", + "Reduces healing taken by {:?}% and deals blue damage {:?}% blue power each turn. Lasts {:?}T", 100 - self.into_skill().unwrap().effect().first().unwrap().get_multiplier(), self.into_skill().unwrap().multiplier(), self.into_skill().unwrap().effect().first().unwrap().get_duration()), @@ -513,7 +513,7 @@ impl Item { Item::HexI | Item::HexII | Item::HexIII => format!("Blue based skill that applies Hex for {:?}T. \ - Hexed targets cannot cast any skills.", + Hexed targets cannot cast any skills.", self.into_skill().unwrap().effect().first().unwrap().get_duration()), Item::ImpurityI | @@ -522,11 +522,11 @@ impl Item { "Impurity increases Green Power by {:?}%, Blue based Attack skills will blast again dealing {:?}{}. Lasts {:?}T", self.into_skill().unwrap().effect().first().unwrap().get_multiplier() - 100, Skill::ImpureBlast.multiplier(), - "% GreenPower as BlueDamage", + "% GreenPower as BluePower", self.into_skill().unwrap().effect().first().unwrap().get_duration()), Item::InvertI | - Item::InvertII | + Item::InvertII | Item::InvertIII => format!( "Reverse healing into damage and damage into healing. Any excess red or blue damage is converted into shield recharge."), @@ -557,7 +557,7 @@ impl Item { self.into_skill().unwrap().effect().first().unwrap().get_duration()), Item::RechargeI | - Item::RechargeII | + Item::RechargeII | Item::RechargeIII => format!( "Recharge Red and Blue Life based on {:?} RedPower and BluePower", self.into_skill().unwrap().multiplier()), @@ -567,7 +567,7 @@ impl Item { Item::RuinIII => format!( "Team wide Stun for {:?}T. Stunned constructs are unable to cast skills.", self.into_skill().unwrap().effect().first().unwrap().get_duration()), - + Item::ScatterI | Item::ScatterII | Item::ScatterIII => format!( @@ -662,15 +662,15 @@ impl Item { Item::ScatterI => vec![Item::Buff, Item::Blue, Item::Blue], Item::ScatterII => vec![Item::ScatterI, Item::ScatterI, Item::ScatterI], Item::ScatterIII => vec![Item::ScatterIII, Item::ScatterIII, Item::ScatterIII], - + Item::HasteI => vec![Item::Buff, Item::Red, Item::Green], Item::HasteII => vec![Item::HasteI, Item::HasteI, Item::HasteI], Item::HasteIII => vec![Item::HasteII, Item::HasteII, Item::HasteII], Item::ImpurityI => vec![Item::Buff, Item::Green, Item::Blue], Item::ImpurityII => vec![Item::ImpurityI, Item::ImpurityI, Item::ImpurityI], Item::ImpurityIII => vec![Item::ImpurityII, Item::ImpurityII, Item::ImpurityII], - Item::AmplifyI => vec![Item::Buff, Item::Red, Item::Blue], - Item::AmplifyII => vec![Item::AmplifyI, Item::AmplifyI, Item::AmplifyI], + Item::AmplifyI => vec![Item::Buff, Item::Red, Item::Blue], + Item::AmplifyII => vec![Item::AmplifyI, Item::AmplifyI, Item::AmplifyI], Item::AmplifyIII => vec![Item::AmplifyII, Item::AmplifyII, Item::AmplifyII], Item::SnareI => vec![Item::Debuff, Item::Red, Item::Red], @@ -882,8 +882,7 @@ impl From for Item { Skill::TestBlock => Item::TestBlock, Skill::TestParry => Item::TestParry, Skill::TestSiphon => Item::TestSiphon, - - // _ => panic!("{:?} not implemented with item conversion", skill), + _ => panic!("{:?} not implemented with item conversion", skill), } } } @@ -939,7 +938,7 @@ pub fn get_combos() -> Vec { Combo { components: Item::ScatterI.combo(), item: Item::ScatterI }, Combo { components: Item::ScatterII.combo(), item: Item::ScatterII }, Combo { components: Item::ScatterIII.combo(), item: Item::ScatterIII }, - + Combo { components: Item::HasteI.combo(), item: Item::HasteI }, Combo { components: Item::HasteII.combo(), item: Item::HasteII }, Combo { components: Item::HasteIII.combo(), item: Item::HasteIII }, @@ -949,7 +948,7 @@ pub fn get_combos() -> Vec { Combo { components: Item::ImpurityI.combo(), item: Item::ImpurityI }, Combo { components: Item::ImpurityII.combo(), item: Item::ImpurityII }, Combo { components: Item::ImpurityIII.combo(), item: Item::ImpurityIII }, - + Combo { components: Item::AmplifyI.combo(), item: Item::AmplifyI }, Combo { components: Item::AmplifyII.combo(), item: Item::AmplifyII }, Combo { components: Item::AmplifyIII.combo(), item: Item::AmplifyIII }, @@ -982,11 +981,11 @@ pub fn get_combos() -> Vec { Combo { components: Item::PurifyI.combo(), item: Item::PurifyI }, Combo { components: Item::PurifyII.combo(), item: Item::PurifyII }, Combo { components: Item::PurifyIII.combo(), item: Item::PurifyIII }, - + Combo { components: Item::CorruptI.combo(), item: Item::CorruptI }, Combo { components: Item::CorruptII.combo(), item: Item::CorruptII }, Combo { components: Item::CorruptIII.combo(), item: Item::CorruptIII }, - + Combo { components: Item::ClutchI.combo(), item: Item::ClutchI }, Combo { components: Item::ClutchII.combo(), item: Item::ClutchII }, Combo { components: Item::ClutchIII.combo(), item: Item::ClutchIII }, diff --git a/server/src/skill.rs b/server/src/skill.rs index 7dc1ee7a..c53dbdc2 100644 --- a/server/src/skill.rs +++ b/server/src/skill.rs @@ -21,7 +21,8 @@ pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) - let targets = game.get_targets(cast.skill, &source, cast.target_construct_id); if skill.aoe() { // Send an aoe skill event for anims - resolutions.push(Resolution::new(&source, &game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::AoeSkill { skill })); + resolutions.push(Resolution::new(&source, + &game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::AoeSkill { skill })); } for target_id in targets { @@ -75,9 +76,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut if source.affected(Effect::Haste) { match skill { Skill::Attack | - Skill::Slay | - Skill::Chaos | - Skill::Strike => { + Skill::SlayI | + Skill::ChaosI | + Skill::StrikeI => { let amount = source.speed().pct(Skill::HasteStrike.multiplier()); target.deal_red_damage(Skill::HasteStrike, amount) .into_iter() @@ -89,9 +90,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut if source.affected(Effect::Impurity) { match skill { - Skill::Blast | - Skill::Chaos | - Skill::Siphon => { + Skill::BlastI | + Skill::ChaosI | + Skill::SiphonI => { let amount = source.green_power().pct(Skill::ImpureBlast.multiplier()); target.deal_blue_damage(Skill::ImpureBlast, amount) .into_iter() @@ -112,56 +113,169 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut // } resolutions = match skill { - Skill::Amplify => amplify(source, target, resolutions, skill), // increase magic damage - Skill::Attack => attack(source, target, resolutions, skill), - Skill::Banish => banish(source, target, resolutions, skill), // TODO prevent all actions - Skill::Blast => blast(source, target, resolutions, skill), - Skill::Block => block(source, target, resolutions, skill), - Skill::Buff => buff(source, target, resolutions, skill), - Skill::Chaos => chaos(source, target, resolutions, skill), - Skill::Clutch => clutch(source, target, resolutions, skill), - Skill::Corrupt => corrupt(source, target, resolutions, skill), - Skill::CorruptionTick => corruption_tick(source, target, resolutions, skill), - Skill::Curse => curse(source, target, resolutions, skill), - Skill::Debuff => debuff(source, target, resolutions, skill), // speed slow - Skill::Decay => decay(source, target, resolutions, skill), // dot - Skill::DecayTick => decay_tick(source, target, resolutions, skill), // dot - Skill::Haste => haste(source, target, resolutions, skill), // speed slow - Skill::HasteStrike => panic!("haste strike should not be caste"), - Skill::Heal => heal(source, target, resolutions, skill), - Skill::Hex => hex(source, target, resolutions, skill), - Skill::Hostility => hostility(source, target, resolutions, skill), - Skill::Impurity => impurity(source, target, resolutions, skill), - Skill::ImpureBlast => panic!("impure blast should not be caste"), - Skill::Invert => invert(source, target, resolutions, skill), - // Skill::Injure => injure(source, target, resolutions, skill), - Skill::Parry => parry(source, target, resolutions, skill), - Skill::Purge => purge(source, target, resolutions, skill), // dispel all buffs - Skill::Purify => purify(source, target, resolutions, skill), // dispel all debuffs - Skill::Recharge => recharge(source, target, resolutions, skill), // target is immune to magic damage and fx - Skill::Reflect => reflect(source, target, resolutions, skill), - Skill::Riposte => panic!("riposte should not be caste"), - Skill::Ruin => ruin(source, target, resolutions, skill), - Skill::Scatter => scatter(source, target, resolutions, skill), // target is immune to magic damage and fx - Skill::Silence => silence(source, target, resolutions, skill), // target cannot cast spells - Skill::Siphon => siphon(source, target, resolutions, skill), - Skill::SiphonTick => siphon_tick(source, target, resolutions, skill), // hot - Skill::Slay => slay(source, target, resolutions, skill), // hybrid dmg self heal - Skill::Sleep => sleep(source, target, resolutions, skill), // speed slow - Skill::Snare => snare(source, target, resolutions, skill), - Skill::Strangle => strangle(source, target, resolutions, skill), - Skill::StrangleTick => strangle_tick(source, target, resolutions, skill), + Skill::AmplifyI | + Skill::AmplifyII | + Skill::AmplifyIII => amplify(source, target, resolutions, skill), - Skill::Strike => strike(source, target, resolutions, skill), - Skill::StrikeII => strike(source, target, resolutions, skill), + Skill::BanishI | + Skill::BanishII | + Skill::BanishIII => banish(source, target, resolutions, skill), // TODO prevent all actions + + Skill::BlastI | + Skill::BlastII | + Skill::BlastIII => blast(source, target, resolutions, skill), + + Skill::ChaosI | + Skill::ChaosII | + Skill::ChaosIII => chaos(source, target, resolutions, skill), + + Skill::ClutchI | + Skill::ClutchII | + Skill::ClutchIII => clutch(source, target, resolutions, skill), + + Skill::CorruptI | + Skill::CorruptII | + Skill::CorruptIII => corrupt(source, target, resolutions, skill), + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII => corruption_tick(source, target, resolutions, skill), + + Skill::CurseI | + Skill::CurseII | + Skill::CurseIII => curse(source, target, resolutions, skill), + + Skill::DecayI | + Skill::DecayII | + Skill::DecayIII => decay(source, target, resolutions, skill), // dot + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII => decay_tick(source, target, resolutions, skill), // dot + + Skill::HasteI | + Skill::HasteII | + Skill::HasteIII => haste(source, target, resolutions, skill), // speed slow + + Skill::HealI | + Skill::HealII | + Skill::HealIII => heal(source, target, resolutions, skill), + + Skill::HexI | + Skill::HexII | + Skill::HexIII => hex(source, target, resolutions, skill), + + Skill::HostilityI | + Skill::HostilityII | + Skill::HostilityIII => hostility(source, target, resolutions, skill), + + Skill::ImpurityI | + Skill::ImpurityII | + Skill::ImpurityIII => impurity(source, target, resolutions, skill), + + Skill::InvertI | + Skill::InvertII | + Skill::InvertIII => invert(source, target, resolutions, skill), + + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII => parry(source, target, resolutions, skill), + + Skill::PurgeI | + Skill::PurgeII | + Skill::PurgeIII => purge(source, target, resolutions, skill), // dispel all buffs + + Skill::PurifyI | + Skill::PurifyII | + Skill::PurifyIII => purify(source, target, resolutions, skill), + + Skill::RechargeI | + Skill::RechargeII | + Skill::RechargeIII => recharge(source, target, resolutions, skill), + + Skill::ReflectI | + Skill::ReflectII | + Skill::ReflectIII => reflect(source, target, resolutions, skill), + + Skill::RuinI | + Skill::RuinII | + Skill::RuinIII => ruin(source, target, resolutions, skill), + + Skill::ScatterI | + Skill::ScatterII | + Skill::ScatterIII => scatter(source, target, resolutions, skill), // target is immune to magic damage and fx + + Skill::SilenceI | + Skill::SilenceII | + Skill::SilenceIII => silence(source, target, resolutions, skill), // target cannot cast spells + + Skill::SiphonI | + Skill::SiphonII | + Skill::SiphonIII => siphon(source, target, resolutions, skill), // dot + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII => siphon_tick(source, target, resolutions, skill), // dot + + Skill::SlayI | + Skill::SlayII | + Skill::SlayIII => slay(source, target, resolutions, skill), // hybrid dmg self heal + + Skill::SleepI | + Skill::SleepII | + Skill::SleepIII => sleep(source, target, resolutions, skill), // heal stun + + Skill::SnareI | + Skill::SnareII | + Skill::SnareIII => snare(source, target, resolutions, skill), + + Skill::StrangleI | + Skill::StrangleII | + Skill::StrangleIII => strangle(source, target, resolutions, skill), + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII => strangle_tick(source, target, resolutions, skill), + + Skill::StrikeI | + Skill::StrikeII | Skill::StrikeIII => strike(source, target, resolutions, skill), - Skill::Stun => stun(source, target, resolutions, skill), - Skill::Taunt => taunt(source, target, resolutions, skill), - Skill::Throw => throw(source, target, resolutions, skill), // no damage stun, adds vulnerable - Skill::Triage => triage(source, target, resolutions, skill), // hot - Skill::TriageTick => triage_tick(source, target, resolutions, skill), // hot + Skill::TauntI | + Skill::TauntII | + Skill::TauntIII => taunt(source, target, resolutions, skill), + Skill::ThrowI | + Skill::ThrowII | + Skill::ThrowIII => throw(source, target, resolutions, skill), // no damage stun, adds vulnerable + + Skill::TriageI | + Skill::TriageII | + Skill::TriageIII => triage(source, target, resolutions, skill), // hot + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => triage_tick(source, target, resolutions, skill), // hot + + // Base Skills + Skill::Attack => attack(source, target, resolutions, skill), + Skill::Block => block(source, target, resolutions, skill), + Skill::Buff => buff(source, target, resolutions, skill), + Skill::Debuff => debuff(source, target, resolutions, skill), // speed slow + Skill::Stun => stun(source, target, resolutions, skill), + + //Triggered + Skill::CorruptionI | + Skill::CorruptionII | + Skill::CorruptionIII => panic!("should only trigger from corrupt hit"), + Skill::HasteStrike => panic!("should only trigger from haste"), + Skill::HatredI | + Skill::HatredII | + Skill::HatredIII => panic!("should only trigger from hatred"), + Skill::ImpureBlast => panic!("should only trigger from impurity"), + Skill::RiposteI | + Skill::RiposteII | + Skill::RiposteIII => panic!("should only trigger from parry"), + + + // Not used + Skill::Injure => injure(source, target, resolutions, skill), // ----------------- // Test // ----------------- @@ -170,8 +284,8 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut Skill::TestTouch => touch(source, target, resolutions, skill), Skill::TestStun => stun(source, target, resolutions, Skill::Stun), Skill::TestBlock => block(source, target, resolutions, Skill::Block), - Skill::TestParry => parry(source, target, resolutions, Skill::Parry), - Skill::TestSiphon => siphon(source, target, resolutions, Skill::Siphon), + Skill::TestParry => parry(source, target, resolutions, Skill::ParryI), + Skill::TestSiphon => siphon(source, target, resolutions, Skill::SiphonI), }; return resolutions; @@ -185,11 +299,25 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) -> match event { Event::Damage { amount, skill, mitigation: _, colour: _ } => { if target.affected(Effect::Corrupt) { - resolutions = corruption(&mut target, &mut source, resolutions, Skill::Corrupt); + let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter() + .find(|e| e.effect == Effect::Corrupt).unwrap().clone(); + match meta { + Some(EffectMeta::Skill(s)) => { + resolutions = corruption(&mut target, &mut source, resolutions, s); + }, + _ => panic!("no corrupt skill"), + }; } if target.affected(Effect::Hostility) { - resolutions = hatred(&mut source, &mut target, resolutions, skill, amount, Skill::Hostility); + let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter() + .find(|e| e.effect == Effect::Hostility).unwrap().clone(); + match meta { + Some(EffectMeta::Skill(s)) => { + resolutions = hatred(&mut target, &mut source, resolutions, skill, amount, s); + }, + _ => panic!("no hatred skill"), + }; } // beware that scatter doesn't cause any damage @@ -201,8 +329,16 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) -> Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) { true => { - resolutions = riposte(&mut target, &mut source, resolutions, Skill::Riposte); - } + let ConstructEffect { effect: _, duration: _, meta, tick: _ } = target.effects.iter() + .find(|e| e.effect == Effect::Parry).unwrap().clone(); + match meta { + Some(EffectMeta::Skill(s)) => { + resolutions = riposte(&mut target, &mut source, resolutions, s); + }, + _ => panic!("no parry skill"), + }; + + }, false => (), }, _ => (), @@ -333,7 +469,6 @@ pub enum Effect { Invert, Parry, Reflect, - Ruin, Slow, Snare, Strangle, @@ -363,7 +498,7 @@ pub enum Effect { Regen, Siphon, - // Injured, + Injured, // Airborne, // Boost // Bleed, @@ -392,13 +527,23 @@ impl Effect { Effect::Banish => true, Effect::Clutch => [ Skill::Stun, - Skill::Hex, - Skill::Silence, - Skill::Ruin, - Skill::Strangle, - Skill::Snare + Skill::HexI, + Skill::HexII, + Skill::HexIII, + Skill::SilenceI, + Skill::SilenceII, + Skill::SilenceIII, + Skill::RuinI, + Skill::RuinII, + Skill::RuinIII, + Skill::StrangleI, + Skill::StrangleII, + Skill::StrangleIII, + Skill::SnareI, + Skill::SnareII, + Skill::SnareIII ].contains(&skill), - // Effect::Injured => skill.colours().contains(&Colour::Green), + Effect::Injured => skill.colours().contains(&Colour::Green), _ => false, } } @@ -411,10 +556,14 @@ impl Effect { match self { Effect::Stun => true, Effect::Hex => true, - Effect::Ruin => true, Effect::Banish => true, Effect::Strangle => true, - Effect::Strangling => skill != Skill::StrangleTick, + Effect::Strangling => match skill { + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII => false, + _ => true, + }, Effect::Silence => skill.colours().contains(&Colour::Blue), Effect::Snare => skill.colours().contains(&Colour::Red), Effect::Ko => skill.ko_castable(), @@ -490,7 +639,6 @@ impl Effect { // magic Effect::Hex => EffectCategory::Debuff, - Effect::Ruin => EffectCategory::Debuff, Effect::Curse => EffectCategory::Debuff, Effect::Banish => EffectCategory::Debuff, // todo randomise // Effect::Banish => rng.gen_bool(0.5), @@ -520,7 +668,7 @@ impl Effect { Effect::Siphon => EffectCategory::Debuff, // not in game - // Effect::Injured => EffectCategory::Debuff, + Effect::Injured => EffectCategory::Debuff, Effect::Ko => EffectCategory::Ko, } @@ -546,48 +694,157 @@ pub enum Skill { // Evade, // actively evade // Nightmare, // Sleep, - Amplify, - Banish, - Blast, - Chaos, - Clutch, - Corrupt, - CorruptionTick, - Curse, - Decay, // dot - DecayTick, // dot - Haste, + AmplifyI, + AmplifyII, + AmplifyIII, + + BanishI, + BanishII, + BanishIII, + + BlastI, + BlastII, + BlastIII, + + ChaosI, + ChaosII, + ChaosIII, + + ClutchI, + ClutchII, + ClutchIII, + + CorruptI, + CorruptII, + CorruptIII, + CorruptionI, + CorruptionII, + CorruptionIII, + CorruptionTickI, + CorruptionTickII, + CorruptionTickIII, + + CurseI, + CurseII, + CurseIII, + + DecayI, // dot + DecayII, + DecayIII, + DecayTickI, // dot + DecayTickII, + DecayTickIII, + + HasteI, + HasteII, + HasteIII, HasteStrike, - Heal, - Hex, - Hostility, + + HealI, + HealII, + HealIII, + + HexI, + HexII, + HexIII, + + HatredI, + HatredII, + HatredIII, + HostilityI, + HostilityII, + HostilityIII, ImpureBlast, - Impurity, - // Injure, - Invert, - Parry, // avoid all damage - Purge, - Purify, - Recharge, - Reflect, - Riposte, - Ruin, - Scatter, - Silence, - Siphon, - SiphonTick, - Slay, - Sleep, - Snare, - Strangle, - StrangleTick, - Strike, + + ImpurityI, + ImpurityII, + ImpurityIII, + Injure, + + InvertI, + InvertII, + InvertIII, + + ParryI, // avoid all damage + ParryII, + ParryIII, + PurgeI, + PurgeII, + PurgeIII, + + PurifyI, + PurifyII, + PurifyIII, + + RechargeI, + RechargeII, + RechargeIII, + + ReflectI, + ReflectII, + ReflectIII, + + RiposteI, + RiposteII, + RiposteIII, + + RuinI, + RuinII, + RuinIII, + + ScatterI, + ScatterII, + ScatterIII, + + SilenceI, + SilenceII, + SilenceIII, + + SiphonI, + SiphonII, + SiphonIII, + SiphonTickI, + SiphonTickII, + SiphonTickIII, + + SlayI, + SlayII, + SlayIII, + + SleepI, + SleepII, + SleepIII, + + SnareI, + SnareII, + SnareIII, + + StrangleI, + StrangleII, + StrangleIII, + StrangleTickI, + StrangleTickII, + StrangleTickIII, + + StrikeI, StrikeII, StrikeIII, - Taunt, - Throw, // no damage stun, adds vulnerable - Triage, // hot - TriageTick, + + TauntI, + TauntII, + TauntIII, + + ThrowI, // no damage stun, adds vulnerable + ThrowII, + ThrowIII, + + TriageI, // hot + TriageII, + TriageIII, + + TriageTickI, + TriageTickII, + TriageTickIII, // used by tests, no cd, 100% multiplier TestAttack, @@ -605,40 +862,84 @@ impl Skill { // Attack Base Skill::Attack => 80, // Base - Skill::Blast => 110, // BB - Skill::Chaos => 40, // BR - Skill::Heal => 130, //GG - Skill::SiphonTick => 40, // GB - Skill::Slay => 70, // RG + Skill::BlastI => 110, // BB + Skill::BlastII => 130, // BB + Skill::BlastIII => 150, // BB - Skill::Strike => 90, //RR - Skill::StrikeII => 110, - Skill::StrikeIII => 130, + Skill::ChaosI => 40, // BR + Skill::ChaosII => 50, // BR + Skill::ChaosIII => 60, // BR + + Skill::HealI => 130, //GG + Skill::HealII => 160, //GG + Skill::HealIII => 200, //GG + Skill::SiphonTickI => 40, // GB + Skill::SiphonTickII => 70, + Skill::SiphonTickIII => 110, + + Skill::SlayI => 70, // RG + Skill::SlayII => 90, + Skill::SlayIII => 120, + + Skill::StrikeI => 90, //RR + Skill::StrikeII => 110, + Skill::StrikeIII => 140, // Block Base - Skill::CorruptionTick => 80, - Skill::Purify => 45, //Green dmg (heal) - Skill::Recharge => 85, //restore red and blue life (heal) - Skill::Reflect => 45, //restore blue life (heal) + Skill::CorruptionTickI => 80, + Skill::CorruptionTickII => 100, + Skill::CorruptionTickIII => 130, - Skill::Parry => 110, - Skill::Riposte => 70, + Skill::ParryI => 110, + Skill::ParryII => 145, + Skill::ParryIII => 200, + Skill::RiposteI => 70, + Skill::RiposteII => 95, + Skill::RiposteIII => 120, + + Skill::PurifyI => 45, //Green dmg (heal) + Skill::PurifyII => 70, + Skill::PurifyIII => 105, + + Skill::ReflectI => 45, //restore blue life (heal) + Skill::ReflectII => 70, + Skill::ReflectIII => 100, + + Skill::RechargeI => 85, //restore red and blue life (heal) + Skill::RechargeII => 130, + Skill::RechargeIII => 200, // Stun Base - Skill::Sleep => 240, //Green dmg (heal) - Skill::StrangleTick => 65, + Skill::SleepI => 240, //Green dmg (heal) + Skill::SleepII => 300, + Skill::SleepIII => 400, + Skill::StrangleTickI => 65, + Skill::StrangleTickII => 95, + Skill::StrangleTickIII => 140, // Debuff Base - Skill::Silence => 55, // Deals more per blue skill on target - Skill::Snare => 40, // Deals more per red skill on target - Skill::DecayTick => 25, + Skill::DecayTickI => 25, + Skill::DecayTickII => 45, + Skill::DecayTickIII => 70, + Skill::SilenceI => 55, // Deals more per blue skill on target + Skill::SilenceII => 80, + Skill::SilenceIII => 110, + Skill::SnareI => 40, // Deals more per red skill on target + Skill::SnareII => 65, + Skill::SnareIII => 100, // Buff base Skill::ImpureBlast => 25, Skill::HasteStrike => 30, - Skill::Taunt => 80, - Skill::TriageTick => 75, - Skill::Scatter => 140, + Skill::ScatterI => 140, + Skill::ScatterII => 200, + Skill::ScatterIII => 300, + Skill::TauntI => 80, + Skill::TauntII => 110, + Skill::TauntIII => 150, + Skill::TriageTickI => 75, + Skill::TriageTickII => 110, + Skill::TriageTickIII => 140, _ => 100, } @@ -647,46 +948,155 @@ impl Skill { pub fn effect(&self) -> Vec { match self { // Modifiers - Skill::Amplify => vec![ConstructEffect {effect: Effect::Amplify, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None}], - Skill::Banish => vec![ConstructEffect {effect: Effect::Banish, duration: 1, meta: None, tick: None}], - Skill::Block => vec![ConstructEffect {effect: Effect::Block, duration: 1, meta: Some(EffectMeta::Multiplier(50)), tick: None}], - Skill::Buff => vec![ConstructEffect {effect: Effect::Buff, duration: 2, meta: Some(EffectMeta::Multiplier(125)), tick: None }], + Skill::AmplifyI => vec![ConstructEffect {effect: Effect::Amplify, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::AmplifyII => vec![ConstructEffect {effect: Effect::Amplify, duration: 3, + meta: Some(EffectMeta::Multiplier(175)), tick: None}], + Skill::AmplifyIII => vec![ConstructEffect {effect: Effect::Amplify, duration: 4, + meta: Some(EffectMeta::Multiplier(200)), tick: None}], - Skill::Corrupt => vec![ConstructEffect {effect: Effect::Corrupt, duration: 2, meta: None, tick: None}, - ConstructEffect {effect: Effect::Corruption, duration: 3, meta: None, tick: None}], + Skill::BanishI => vec![ConstructEffect {effect: Effect::Banish, duration: 1,meta: None, tick: None}], + Skill::BanishII => vec![ConstructEffect {effect: Effect::Banish, duration: 2,meta: None, tick: None}], + Skill::BanishIII => vec![ConstructEffect {effect: Effect::Banish, duration: 3,meta: None, tick: None}], + Skill::Block => vec![ConstructEffect {effect: Effect::Block, duration: 1, + meta: Some(EffectMeta::Multiplier(50)), tick: None}], + Skill::Buff => vec![ConstructEffect {effect: Effect::Buff, duration: 2, + meta: Some(EffectMeta::Multiplier(125)), tick: None }], - Skill::Clutch => vec![ConstructEffect {effect: Effect::Clutch, duration: 1, meta: None, tick: None }], - Skill::Curse => vec![ConstructEffect {effect: Effect::Curse, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None}], - Skill::Debuff => vec![ConstructEffect {effect: Effect::Slow, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }], - Skill::Decay => vec![ConstructEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }, - ConstructEffect {effect: Effect::Decay, duration: 3, meta: None, tick: None }], - Skill::Haste => vec![ConstructEffect {effect: Effect::Haste, duration: 2, meta: Some(EffectMeta::Multiplier(150)), tick: None }], - Skill::Hex => vec![ConstructEffect {effect: Effect::Hex, duration: 2, meta: None, tick: None}], - Skill::Hostility => vec![ConstructEffect {effect: Effect::Hostility, duration: 2, meta: None, tick: None}, - ConstructEffect {effect: Effect::Hatred, duration: 5, meta: None, tick: None}], - Skill::Impurity => vec![ConstructEffect {effect: Effect::Impurity, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None }], - Skill::Invert => vec![ConstructEffect {effect: Effect::Invert, duration: 2, meta: None, tick: None}], + Skill::CorruptI => vec![ConstructEffect {effect: Effect::Corrupt, duration: 2, + meta: Some(EffectMeta::Skill(Skill::CorruptionI)), tick: None}], + Skill::CorruptII => vec![ConstructEffect {effect: Effect::Corrupt, duration: 3, + meta: Some(EffectMeta::Skill(Skill::CorruptionII)), tick: None}], + Skill::CorruptIII => vec![ConstructEffect {effect: Effect::Corrupt, duration: 4, + meta: Some(EffectMeta::Skill(Skill::CorruptionIII)), tick: None}], + Skill::CorruptionI => vec![ConstructEffect {effect: Effect::Corruption, duration: 3, + meta: Some(EffectMeta::Skill(Skill::CorruptionTickI)), tick: None}], + Skill::CorruptionII => vec![ConstructEffect {effect: Effect::Corruption, duration: 4, + meta: Some(EffectMeta::Skill(Skill::CorruptionTickII)), tick: None}], + Skill::CorruptionIII => vec![ConstructEffect {effect: Effect::Corruption, duration: 5, + meta: Some(EffectMeta::Skill(Skill::CorruptionTickIII)), tick: None}], - Skill::Parry => vec![ConstructEffect {effect: Effect::Parry, duration: 2, meta: None, tick: None }], - Skill::Reflect => vec![ConstructEffect {effect: Effect::Reflect, duration: 1, meta: None, tick: None }], - Skill::Throw => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}, - ConstructEffect {effect: Effect::Vulnerable, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::ClutchI => vec![ConstructEffect {effect: Effect::Clutch, duration: 1, meta: None, tick: None }], + Skill::ClutchII => vec![ConstructEffect {effect: Effect::Clutch, duration: 2, meta: None, tick: None }], + Skill::ClutchIII => vec![ConstructEffect {effect: Effect::Clutch, duration: 3, meta: None, tick: None }], - Skill::Ruin => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}], + Skill::CurseI => vec![ConstructEffect {effect: Effect::Curse, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::CurseII => vec![ConstructEffect {effect: Effect::Curse, duration: 2, + meta: Some(EffectMeta::Multiplier(200)), tick: None}], + Skill::CurseIII => vec![ConstructEffect {effect: Effect::Curse, duration: 3, + meta: Some(EffectMeta::Multiplier(250)), tick: None}], + Skill::Debuff => vec![ConstructEffect {effect: Effect::Slow, duration: 3, + meta: Some(EffectMeta::Multiplier(50)), tick: None }], - Skill::Scatter => vec![ConstructEffect {effect: Effect::Scatter, duration: 2, meta: None, tick: None}], - Skill::Silence => vec![ConstructEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}], - Skill::Siphon => vec![ConstructEffect {effect: Effect::Siphon, duration: 2, meta: None, tick: None}], - Skill::Sleep => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], - Skill::Snare => vec![ConstructEffect {effect: Effect::Snare, duration: 2, meta: None, tick: None}], - Skill::Strangle => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, meta: None, tick: None}], - Skill::Stun => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], - Skill::Taunt => vec![ConstructEffect {effect: Effect::Taunt, duration: 2, meta: None, tick: None}], - Skill::Triage => vec![ConstructEffect {effect: Effect::Triage, duration: 2, meta: None, tick: None}], + Skill::DecayI => vec![ConstructEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(50)), tick: None }, + ConstructEffect {effect: Effect::Decay, duration: 3, + meta: Some(EffectMeta::Skill(Skill::DecayTickI)), tick: None}], + Skill::DecayII => vec![ConstructEffect {effect: Effect::Wither, duration: 3, meta: Some(EffectMeta::Multiplier(35)), tick: None }, + ConstructEffect {effect: Effect::Decay, duration: 3, + meta: Some(EffectMeta::Skill(Skill::DecayTickII)), tick: None}], + Skill::DecayIII => vec![ConstructEffect {effect: Effect::Wither, duration: 4, meta: Some(EffectMeta::Multiplier(20)), tick: None }, + ConstructEffect {effect: Effect::Decay, duration: 4, + meta: Some(EffectMeta::Skill(Skill::DecayTickIII)), tick: None}], + Skill::HasteI => vec![ConstructEffect {effect: Effect::Haste, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None }], + Skill::HasteII => vec![ConstructEffect {effect: Effect::Haste, duration: 3, + meta: Some(EffectMeta::Multiplier(175)), tick: None }], + Skill::HasteIII => vec![ConstructEffect {effect: Effect::Haste, duration: 4, + meta: Some(EffectMeta::Multiplier(225)), tick: None }], + Skill::HexI => vec![ConstructEffect {effect: Effect::Hex, duration: 2, meta: None, tick: None}], + Skill::HexII => vec![ConstructEffect {effect: Effect::Hex, duration: 3, meta: None, tick: None}], + Skill::HexIII => vec![ConstructEffect {effect: Effect::Hex, duration: 4, meta: None, tick: None}], + + Skill::HostilityI => vec![ConstructEffect {effect: Effect::Hostility, duration: 2, + meta: Some(EffectMeta::Skill(Skill::HatredI)), tick: None}], + Skill::HostilityII => vec![ConstructEffect {effect: Effect::Hostility, duration: 3, + meta: Some(EffectMeta::Skill(Skill::HatredII)), tick: None}], + Skill::HostilityIII => vec![ConstructEffect {effect: Effect::Hostility, duration: 4, + meta: Some(EffectMeta::Skill(Skill::HatredIII)), tick: None}], + + Skill::HatredI => vec![ConstructEffect {effect: Effect::Hatred, duration: 5, meta: None, tick: None}], + Skill::HatredII => vec![ConstructEffect {effect: Effect::Hatred, duration: 7, meta: None, tick: None}], + Skill::HatredIII => vec![ConstructEffect {effect: Effect::Hatred, duration: 9, meta: None, tick: None}], + + Skill::ImpurityI => vec![ConstructEffect {effect: Effect::Impurity, duration: 2, + meta: Some(EffectMeta::Multiplier(150)), tick: None }], + Skill::ImpurityII => vec![ConstructEffect {effect: Effect::Impurity, duration: 3, + meta: Some(EffectMeta::Multiplier(175)), tick: None }], + Skill::ImpurityIII => vec![ConstructEffect {effect: Effect::Impurity, duration: 4, + meta: Some(EffectMeta::Multiplier(225)), tick: None }], + + Skill::InvertI => vec![ConstructEffect {effect: Effect::Invert, duration: 2, meta: None, tick: None}], + Skill::InvertII => vec![ConstructEffect {effect: Effect::Invert, duration: 3, meta: None, tick: None}], + Skill::InvertIII => vec![ConstructEffect {effect: Effect::Invert, duration: 4, meta: None, tick: None}], + + Skill::ParryI => vec![ConstructEffect {effect: Effect::Parry, duration: 2, + meta: Some(EffectMeta::Skill(Skill::RiposteI)), tick: None}], + Skill::ParryII => vec![ConstructEffect {effect: Effect::Parry, duration: 2, + meta: Some(EffectMeta::Skill(Skill::RiposteII)), tick: None}], + Skill::ParryIII => vec![ConstructEffect {effect: Effect::Parry, duration: 2, + meta: Some(EffectMeta::Skill(Skill::RiposteIII)), tick: None}], + + Skill::ReflectI => vec![ConstructEffect {effect: Effect::Reflect, duration: 1, meta: None, tick: None }], + Skill::ReflectII => vec![ConstructEffect {effect: Effect::Reflect, duration: 2, meta: None, tick: None }], + Skill::ReflectIII => vec![ConstructEffect {effect: Effect::Reflect, duration: 3, meta: None, tick: None }], + + Skill::ThrowI => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}, + ConstructEffect {effect: Effect::Vulnerable, duration: 3, meta: Some(EffectMeta::Multiplier(150)), tick: None}], + Skill::ThrowII => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}, + ConstructEffect {effect: Effect::Vulnerable, duration: 4, meta: Some(EffectMeta::Multiplier(200)), tick: None}], + Skill::ThrowIII => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}, + ConstructEffect {effect: Effect::Vulnerable, duration: 4, meta: Some(EffectMeta::Multiplier(250)), tick: None}], + + Skill::RuinI => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}], + Skill::RuinII => vec![ConstructEffect {effect: Effect::Stun, duration: 1, meta: None, tick: None}], + Skill::RuinIII => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], + + Skill::ScatterI => vec![ConstructEffect {effect: Effect::Scatter, duration: 2, meta: None, tick: None}], + Skill::ScatterII => vec![ConstructEffect {effect: Effect::Scatter, duration: 3, meta: None, tick: None}], + Skill::ScatterIII => vec![ConstructEffect {effect: Effect::Scatter, duration: 4, meta: None, tick: None}], + + Skill::SilenceI => vec![ConstructEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}], + Skill::SilenceII => vec![ConstructEffect {effect: Effect::Silence, duration: 3, meta: None, tick: None}], + Skill::SilenceIII => vec![ConstructEffect {effect: Effect::Silence, duration: 4, meta: None, tick: None}], + + Skill::SiphonI => vec![ConstructEffect {effect: Effect::Siphon, duration: 2, + meta: Some(EffectMeta::Skill(Skill::SiphonTickI)), tick: None}], + Skill::SiphonII => vec![ConstructEffect {effect: Effect::Siphon, duration: 3, + meta: Some(EffectMeta::Skill(Skill::SiphonTickII)), tick: None}], + Skill::SiphonIII => vec![ConstructEffect {effect: Effect::Siphon, duration: 4, + meta: Some(EffectMeta::Skill(Skill::SiphonTickIII)), tick: None}], + + Skill::SleepI => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], + Skill::SleepII => vec![ConstructEffect {effect: Effect::Stun, duration: 3, meta: None, tick: None}], + Skill::SleepIII => vec![ConstructEffect {effect: Effect::Stun, duration: 4, meta: None, tick: None}], + + Skill::SnareI => vec![ConstructEffect {effect: Effect::Snare, duration: 2, meta: None, tick: None}], + Skill::SnareII => vec![ConstructEffect {effect: Effect::Snare, duration: 3, meta: None, tick: None}], + Skill::SnareIII => vec![ConstructEffect {effect: Effect::Snare, duration: 4, meta: None, tick: None}], + + Skill::StrangleI => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, + meta: Some(EffectMeta::Skill(Skill::StrangleTickI)), tick: None}], + Skill::StrangleII => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, + meta: Some(EffectMeta::Skill(Skill::StrangleTickII)), tick: None}], + Skill::StrangleIII => vec![ConstructEffect {effect: Effect::Strangle, duration: 2, + meta: Some(EffectMeta::Skill(Skill::StrangleTickIII)), tick: None}], + Skill::Stun => vec![ConstructEffect {effect: Effect::Stun, duration: 2, meta: None, tick: None}], + + Skill::TauntI => vec![ConstructEffect {effect: Effect::Taunt, duration: 2, meta: None, tick: None}], + Skill::TauntII => vec![ConstructEffect {effect: Effect::Taunt, duration: 3, meta: None, tick: None}], + Skill::TauntIII => vec![ConstructEffect {effect: Effect::Taunt, duration: 4, meta: None, tick: None}], + + Skill::TriageI => vec![ConstructEffect {effect: Effect::Triage, duration: 2, + meta: Some(EffectMeta::Skill(Skill::TriageTickI)), tick: None}], + Skill::TriageII => vec![ConstructEffect {effect: Effect::Triage, duration: 3, + meta: Some(EffectMeta::Skill(Skill::TriageTickII)), tick: None}], + Skill::TriageIII => vec![ConstructEffect {effect: Effect::Triage, duration: 4, + meta: Some(EffectMeta::Skill(Skill::TriageTickIII)), tick: None}], //Unused - // Skill::Injure => vec![ConstructEffect {effect: Effect::Injured, duration: 2, meta: None, tick: None }], + Skill::Injure => vec![ConstructEffect {effect: Effect::Injured, duration: 2, meta: None, tick: None }], _ => { panic!("{:?} no skill effect", self); @@ -699,55 +1109,163 @@ impl Skill { Skill::Attack => None, Skill::Debuff => Some(1), Skill::Buff => None, - Skill::Strike => None, + + Skill::StrikeI => None, Skill::StrikeII => None, Skill::StrikeIII => None, Skill::Block => None, // reduce damage - Skill::Parry => Some(2), // avoid all damage - Skill::Riposte => None, // used on parry - Skill::Snare => Some(2), + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII => Some(2), // avoid all damage + + Skill::SnareI => Some(2), + Skill::SnareII => Some(2), + Skill::SnareIII => Some(2), Skill::Stun => Some(2), - Skill::Heal => None, - Skill::Triage => None, // hot - Skill::TriageTick => None, - Skill::Throw => Some(1), // no damage stun, adds vulnerable - Skill::Blast => None, - Skill::Chaos => None, - Skill::Amplify => Some(1), - Skill::Impurity => Some(3), - Skill::ImpureBlast => None, - Skill::Invert => Some(2), - Skill::Decay => Some(1), // dot - Skill::DecayTick => None, - Skill::Siphon => None, - Skill::SiphonTick => None, - Skill::Curse => Some(1), - Skill::Scatter => Some(2), - Skill::Silence => Some(2), - Skill::Purify => None, - Skill::Purge => None, - Skill::Banish => Some(1), - Skill::Hex => Some(1), - Skill::Haste => Some(2), - Skill::HasteStrike => None, // Used in haste - Skill::Reflect => Some(2), - Skill::Recharge => Some(2), - Skill::Ruin => Some(3), - Skill::Slay => None, - Skill::Sleep => Some(3), + Skill::HealI => None, + Skill::HealII => None, + Skill::HealIII => None, - Skill::Strangle => Some(2), - Skill::StrangleTick => None, - Skill::Clutch => Some(2), - Skill::Taunt => Some(2), - // Skill::Injure => Some(2), + Skill::TriageI => None, // hot + Skill::TriageII => None, // hot + Skill::TriageIII => None, // hot - Skill::Corrupt => Some(1), - Skill::CorruptionTick => None, + Skill::ThrowI => Some(1), // no damage stun, adds vulnerable + Skill::ThrowII => Some(1), + Skill::ThrowIII => Some(1), - Skill::Hostility => Some(1), + Skill::BlastI => None, + Skill::BlastII => None, + Skill::BlastIII => None, + Skill::ChaosI => None, + Skill::ChaosII => None, + Skill::ChaosIII => None, + + Skill::AmplifyI => Some(1), + Skill::AmplifyII => Some(1), + Skill::AmplifyIII => Some(1), + Skill::ImpurityI | + Skill::ImpurityII | + Skill::ImpurityIII => Some(3), + + Skill::InvertI => Some(2), + Skill::InvertII => Some(2), + Skill::InvertIII => Some(2), + Skill::DecayI => Some(1), // dot + Skill::DecayII => Some(1), + Skill::DecayIII => Some(1), + Skill::SiphonI | + Skill::SiphonII | + Skill::SiphonIII => None, + + Skill::CurseI => Some(1), + Skill::CurseII => Some(1), + Skill::CurseIII => Some(1), + + Skill::ScatterI => Some(2), + Skill::ScatterII => Some(2), + Skill::ScatterIII => Some(2), + + Skill::SilenceI => Some(3), + Skill::SilenceII => Some(2), + Skill::SilenceIII => Some(2), + + Skill::PurifyI => None, + Skill::PurifyII => None, + Skill::PurifyIII => None, + + Skill::PurgeI => None, + Skill::PurgeII => None, + Skill::PurgeIII => None, + + Skill::BanishI => Some(1), + Skill::BanishII => Some(1), + Skill::BanishIII => Some(1), + + Skill::HexI => Some(1), + Skill::HexII => Some(2), + Skill::HexIII => Some(2), + + Skill::HasteI => Some(2), + Skill::HasteII => Some(2), + Skill::HasteIII => Some(2), + + Skill::ReflectI => Some(2), + Skill::ReflectII => Some(2), + Skill::ReflectIII => Some(2), + + Skill::RechargeI => Some(2), + Skill::RechargeII => Some(2), + Skill::RechargeIII => Some(2), + + Skill::RuinI => Some(3), + Skill::RuinII => Some(2), + Skill::RuinIII => Some(2), + + Skill::SlayI => None, + Skill::SlayII => None, + Skill::SlayIII => None, + + Skill::SleepI => Some(3), + Skill::SleepII => Some(3), + Skill::SleepIII => Some(3), + + Skill::StrangleI => Some(2), + Skill::StrangleII => Some(2), + Skill::StrangleIII => Some(2), + + Skill::ClutchI => Some(1), + Skill::ClutchII => Some(2), + Skill::ClutchIII => Some(3), + + Skill::TauntI => Some(2), + Skill::TauntII => Some(2), + Skill::TauntIII => Some(2), + Skill::Injure => Some(2), + + Skill::CorruptI =>Some(1), + Skill::CorruptII =>Some(1), + Skill::CorruptIII =>Some(1), + + + Skill::HostilityI | + Skill::HostilityII | + Skill::HostilityIII => Some(1), + + //----------- + // Never cast directly + //--------- + // Trigger + Skill::ImpureBlast | + Skill::HasteStrike | + Skill::RiposteI | + Skill::RiposteII | + Skill::RiposteIII | // parry + Skill::CorruptionI | + Skill::CorruptionII | + Skill::CorruptionIII | + Skill::HatredI | + Skill::HatredII | + Skill::HatredIII | + // Ticks + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII | + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII | + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII | + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII | + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => None, + // Triggers // ----------------- // Test // ----------------- @@ -763,21 +1281,42 @@ impl Skill { pub fn ko_castable(&self) -> bool { match self { - Skill::TriageTick => true, - Skill::DecayTick => true, - Skill::SiphonTick => true, - Skill::CorruptionTick => true, + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII | + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII | + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII | + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => true, _ => false, } } pub fn is_tick(&self) -> bool { match self { - Skill::CorruptionTick => true, - Skill::DecayTick => true, - Skill::SiphonTick => true, - Skill::StrangleTick => true, - Skill::TriageTick => true, + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII | + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII | + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII | + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII | + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => true, + _ => false, } } @@ -793,15 +1332,27 @@ impl Skill { Skill::TestParry => 10, Skill::TestSiphon => 10, - Skill::Strike => u8::max_value(), - Skill::StrikeII => Skill::Strike.speed(), - Skill::StrikeIII => Skill::Strike.speed(), + Skill::StrikeI => u8::max_value(), + Skill::StrikeII => Skill::StrikeI.speed(), + Skill::StrikeIII => Skill::StrikeI.speed(), - Skill::SiphonTick => Skill::Siphon.speed(), - Skill::DecayTick => Skill::Decay.speed(), - Skill::TriageTick => Skill::Triage.speed(), - Skill::StrangleTick => Skill::Strangle.speed(), - Skill::CorruptionTick => Skill::Corrupt.speed(), + Skill::SiphonTickI | + Skill::SiphonTickII | + Skill::SiphonTickIII => Skill::SiphonI.speed(), + Skill::DecayTickI | + Skill::DecayTickII | + Skill::DecayTickIII => Skill::DecayI.speed(), + + Skill::TriageTickI | + Skill::TriageTickII | + Skill::TriageTickIII => Skill::TriageI.speed(), + + Skill::StrangleTickI | + Skill::StrangleTickII | + Skill::StrangleTickIII => Skill::StrangleI.speed(), + Skill::CorruptionTickI | + Skill::CorruptionTickII | + Skill::CorruptionTickIII => Skill::CorruptI.speed(), _ => Item::from(*self).speed(), } @@ -809,20 +1360,28 @@ impl Skill { pub fn aoe(&self) -> bool { match self { - Skill::Ruin => true, + Skill::RuinI | + Skill::RuinII | + Skill::RuinIII => true, _ => false, } } pub fn self_targeting(&self) -> bool { match self { - Skill::Block => true, - Skill::Parry => true, - Skill::Clutch => true, - Skill::Corrupt => true, - - Skill::TestBlock => true, + Skill::Block | + Skill::CorruptI | + Skill::CorruptII | + Skill::CorruptIII | + Skill::ClutchI | + Skill::ClutchII | + Skill::ClutchIII | + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII | + Skill::TestBlock | Skill::TestParry => true, + _ => false, } } @@ -831,22 +1390,50 @@ impl Skill { let mut rng = thread_rng(); match self { - Skill::Heal | - Skill::Triage | - Skill::Purify | - Skill::Parry | - Skill::Clutch | - Skill::Scatter | - Skill::Recharge | - Skill::Reflect | - Skill::Haste | - Skill::Invert | - Skill::Amplify | - Skill::Hostility | - Skill::Corrupt | - Skill::Block => true, + Skill::AmplifyI | + Skill::AmplifyII | + Skill::AmplifyIII | + Skill::Block | + Skill::ClutchI | + Skill::ClutchII | + Skill::ClutchIII | + Skill::CorruptI | + Skill::CorruptII | + Skill::CorruptIII | + Skill::HasteI | + Skill::HasteII | + Skill::HasteIII | + Skill::HealI | + Skill::HealII | + Skill::HealIII | + Skill::HostilityI | + Skill::HostilityII | + Skill::HostilityIII | + Skill::InvertI | + Skill::InvertII | + Skill::InvertIII | + Skill::ParryI | + Skill::ParryII | + Skill::ParryIII | + Skill::PurifyI | + Skill::PurifyII | + Skill::PurifyIII | + Skill::RechargeI | + Skill::RechargeII | + Skill::RechargeIII | + Skill::ReflectI | + Skill::ReflectII | + Skill::ReflectIII | + Skill::ScatterI | + Skill::ScatterII | + Skill::ScatterIII | + Skill::TriageI | + Skill::TriageII | + Skill::TriageIII => true, - Skill::Banish => rng.gen_bool(0.5), + Skill::BanishI | + Skill::BanishII | + Skill::BanishIII => rng.gen_bool(0.5), _ => false, } @@ -905,17 +1492,17 @@ fn strike(source: &mut Construct, target: &mut Construct, mut results: Resolutio return results; } -// fn injure(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { -// let amount = source.red_power().pct(skill.multiplier()); -// target.deal_red_damage(skill, amount) -// .into_iter() -// .for_each(|e| results.push(Resolution::new(source, target).event(e))); +fn injure(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { + let amount = source.red_power().pct(skill.multiplier()); + target.deal_red_damage(skill, amount) + .into_iter() + .for_each(|e| results.push(Resolution::new(source, target).event(e))); -// skill.effect().into_iter() -// .for_each(|e| (results.push(Resolution::new(source, target).event(target.add_effect(skill, e))))); + skill.effect().into_iter() + .for_each(|e| (results.push(Resolution::new(source, target).event(target.add_effect(skill, e))))); -// return results; -// } + return results; +} fn stun(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { skill.effect().into_iter() @@ -958,17 +1545,17 @@ fn throw(source: &mut Construct, target: &mut Construct, mut results: Resolution } fn strangle(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no strangle tick skill"), + }; + let strangle = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, strangle))); - skill.effect().into_iter().for_each(|e| { - let ConstructEffect { effect: _, duration, meta: _, tick: _ } = e; - let strangle = e.clone().set_tick(Cast::new_tick(source, target, Skill::StrangleTick)); - results.push(Resolution::new(source, target).event(target.add_effect(skill, strangle))); - - let attacker_strangle = ConstructEffect::new(Effect::Strangling, duration); - results.push(Resolution::new(source, source).event(source.add_effect(skill, attacker_strangle))); - - }); - return strangle_tick(source, target, results, Skill::StrangleTick); + let attacker_strangle = ConstructEffect::new(Effect::Strangling, duration); + results.push(Resolution::new(source, source).event(source.add_effect(skill, attacker_strangle))); + return strangle_tick(source, target, results, tick_skill); } fn strangle_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { @@ -1069,17 +1656,19 @@ fn heal(source: &mut Construct, target: &mut Construct, mut results: Resolutions } fn triage(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - skill.effect().into_iter().for_each(|e| { - let triage = e.clone().set_tick(Cast::new_tick(source, target, Skill::TriageTick)); - results.push(Resolution::new(source, target).event(target.add_effect(skill, triage))); - }); - - return triage_tick(source, target, results, Skill::TriageTick); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no triage tick skill"), + }; + let triage = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, triage))); + return triage_tick(source, target, results, tick_skill); } fn triage_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { let amount = source.green_power().pct(skill.multiplier()); - target.deal_green_damage(Skill::TriageTick, amount) + target.deal_green_damage(skill, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); return results; @@ -1087,13 +1676,13 @@ fn triage_tick(source: &mut Construct, target: &mut Construct, mut results: Reso fn chaos(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { let mut rng = thread_rng(); - let b_rng: u64 = rng.gen_range(0, 30); - let amount = source.blue_power().pct(skill.multiplier() + b_rng); + let b_rng: u64 = rng.gen_range(100, 130); + let amount = source.blue_power().pct(skill.multiplier()).pct(b_rng); target.deal_blue_damage(skill, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); - let r_rng: u64 = rng.gen_range(0, 30); - let amount = source.red_power().pct(skill.multiplier() + r_rng); + let r_rng: u64 = rng.gen_range(100, 130); + let amount = source.red_power().pct(skill.multiplier()).pct(r_rng); target.deal_red_damage(skill, amount) .into_iter() .for_each(|e| results.push(Resolution::new(source, target).event(e))); @@ -1128,17 +1717,18 @@ fn debuff(source: &mut Construct, target: &mut Construct, mut results: Resolutio fn decay(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - skill.effect().into_iter().for_each(|e| { - let ConstructEffect { effect, duration: _, meta: _, tick: _ } = e; - let apply_effect = match effect { - Effect::Wither => e.clone(), - Effect::Decay => e.clone().set_tick(Cast::new_tick(source, target, Skill::DecayTick)), - _ => panic!("wrong decay effects"), - }; - results.push(Resolution::new(source, target).event(target.add_effect(skill, apply_effect))); - }); + let wither = skill.effect().first().unwrap().clone(); + results.push(Resolution::new(source, target).event(target.add_effect(skill, wither))); - return decay_tick(source, target, results, Skill::DecayTick); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().last().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no decay tick skill"), + }; + let decay = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, decay))); + + return decay_tick(source, target, results, tick_skill); } fn decay_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { @@ -1158,11 +1748,15 @@ fn corrupt(source: &mut Construct, target: &mut Construct, mut results: Resoluti } fn corruption(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - let corruption = skill.effect().last().unwrap().clone() - .set_tick(Cast::new_tick(source, target, Skill::CorruptionTick)); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no corruption tick skill"), + }; + let corruption = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); results.push(Resolution::new(source, target).event(target.add_effect(skill, corruption))); - return corruption_tick(source, target, results, Skill::CorruptionTick); + return corruption_tick(source, target, results, tick_skill); } fn corruption_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { @@ -1193,7 +1787,7 @@ fn hostility(source: &mut Construct, target: &mut Construct, mut results: Resolu } fn hatred(source: &mut Construct, target: &mut Construct, mut results: Resolutions, reflect_skill: Skill, amount: u64, skill: Skill) -> Resolutions { - let hatred = skill.effect().last().unwrap().clone() + let hatred = skill.effect().first().unwrap().clone() .set_meta(EffectMeta::AddedDamage(amount)); results.push(Resolution::new(source, target).event(target.add_effect(reflect_skill, hatred))); @@ -1237,23 +1831,26 @@ fn recharge(source: &mut Construct, target: &mut Construct, mut results: Resolut } fn siphon(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { - skill.effect().into_iter().for_each(|e| { - let siphon = e.clone().set_tick(Cast::new_tick(source, target, Skill::SiphonTick)); - results.push(Resolution::new(source, target).event(target.add_effect(skill, siphon))); - }); + let ConstructEffect { effect, duration, meta, tick: _ } = skill.effect().first().unwrap().clone(); + let tick_skill = match meta { + Some(EffectMeta::Skill(s)) => s, + _ => panic!("no siphon tick skill"), + }; + let siphon = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill)); + results.push(Resolution::new(source, target).event(target.add_effect(skill, siphon))); - return siphon_tick(source, target, results, Skill::SiphonTick); + return siphon_tick(source, target, results, tick_skill); } fn siphon_tick(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions { let amount = source.blue_power().pct(skill.multiplier()); - let siphon_events = target.deal_blue_damage(Skill::SiphonTick, amount); + let siphon_events = target.deal_blue_damage(skill, amount); for e in siphon_events { match e { Event::Damage { amount, mitigation: _, colour: _, skill: _ } => { results.push(Resolution::new(source, target).event(e)); - let heal = source.deal_green_damage(Skill::SiphonTick, amount); + let heal = source.deal_green_damage(skill, amount); for h in heal { results.push(Resolution::new(source, source).event(h)); }; @@ -1291,7 +1888,7 @@ fn scatter_hit(source: &Construct, target: &Construct, mut results: Resolutions, Colour::Green => scatter_target.deal_green_damage(skill, amount), }; - results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::Scatter })); + results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::ScatterI })); res.into_iter().for_each(|e| results.push(Resolution::new(&source, &scatter_target).event(e))); } else { panic!("not a scatter target {:?}", scatter); @@ -1363,15 +1960,15 @@ mod tests { fn heal_test() { let mut x = Construct::new() .named(&"muji".to_string()) - .learn(Skill::Heal); + .learn(Skill::HealI); let mut y = Construct::new() .named(&"camel".to_string()) - .learn(Skill::Heal); + .learn(Skill::HealI); x.deal_red_damage(Skill::Attack, 5); - heal(&mut y, &mut x, vec![], Skill::Heal); + heal(&mut y, &mut x, vec![], Skill::HealI); } #[test] @@ -1382,7 +1979,7 @@ mod tests { let mut y = Construct::new() .named(&"camel".to_string()); - decay(&mut x, &mut y, vec![], Skill::Decay); + decay(&mut x, &mut y, vec![], Skill::DecayI); assert!(y.effects.iter().any(|e| e.effect == Effect::Decay)); @@ -1425,10 +2022,10 @@ mod tests { x.red_power.force(10000000000000); // multiplication of int max will cause overflow - clutch(&mut y.clone(), &mut y, vec![], Skill::Clutch); + clutch(&mut y.clone(), &mut y, vec![], Skill::ClutchI); assert!(y.affected(Effect::Clutch)); - let mut results = hex(&mut x, &mut y, vec![], Skill::Hex); + let mut results = hex(&mut x, &mut y, vec![], Skill::HexI); let Resolution { source: _, target: _, event } = results.remove(0); match event { Event::Immunity { skill: _, immunity } => assert!(immunity.contains(&Effect::Clutch)), @@ -1445,18 +2042,18 @@ mod tests { }; } - // #[test] - // fn injure_test() { - // let mut x = Construct::new() - // .named(&"muji".to_string()); + #[test] + fn injure_test() { + let mut x = Construct::new() + .named(&"muji".to_string()); - // let mut y = Construct::new() - // .named(&"camel".to_string()); + let mut y = Construct::new() + .named(&"camel".to_string()); - // resolve(Skill::Injure, &mut x, &mut y, vec![]); - // assert!(y.immune(Skill::Heal).is_some()); - // // resolutions = heal(&mut y.clone(), &mut y, resolutions); - // } + resolve(Skill::Injure, &mut x, &mut y, vec![]); + assert!(y.immune(Skill::HealI).is_some()); + // resolutions = heal(&mut y.clone(), &mut y, resolutions); + } #[test] fn invert_test() { @@ -1470,7 +2067,7 @@ mod tests { y.red_life.force(64); y.red_life.reduce(64); x.red_power.force(256 + 64); - invert(&mut y.clone(), &mut y, vec![], Skill::Invert); + invert(&mut y.clone(), &mut y, vec![], Skill::InvertI); assert!(y.affected(Effect::Invert)); // heal should deal green damage @@ -1505,7 +2102,7 @@ mod tests { let mut y = Construct::new() .named(&"camel".to_string()); - reflect(&mut y.clone(), &mut y, vec![], Skill::Reflect); + reflect(&mut y.clone(), &mut y, vec![], Skill::ReflectI); assert!(y.affected(Effect::Reflect)); let mut results = vec![]; @@ -1536,10 +2133,10 @@ mod tests { x.green_life.reduce(512); - let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]); + let mut results = resolve(Skill::SiphonI, &mut x, &mut y, vec![]); assert!(y.affected(Effect::Siphon)); - assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTick.multiplier()))); + assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTickI.multiplier()))); let Resolution { source: _, target: _, event } = results.remove(0); match event { @@ -1549,14 +2146,14 @@ mod tests { let Resolution { source: _, target: _, event } = results.remove(0); match event { - Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier())), + Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256.pct(Skill::SiphonTickI.multiplier())), _ => panic!("not damage siphon"), }; let Resolution { source: _, target, event } = results.remove(0); match event { Event::Healing { amount, skill: _, overhealing: _ } => { - assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier())); + assert_eq!(amount, 256.pct(Skill::SiphonTickI.multiplier())); assert_eq!(target.id, x.id); }, _ => panic!("not healing"), @@ -1581,7 +2178,7 @@ mod tests { y.deal_red_damage(Skill::Attack, 5); let prev_hp = y.green_life(); - triage(&mut x, &mut y, vec![], Skill::Triage); + triage(&mut x, &mut y, vec![], Skill::TriageI); assert!(y.effects.iter().any(|e| e.effect == Effect::Triage)); assert!(y.green_life() > prev_hp); @@ -1599,9 +2196,9 @@ mod tests { y.blue_life.force(50); y.deal_red_damage(Skill::Attack, 5); - y.deal_blue_damage(Skill::Blast, 5); + y.deal_blue_damage(Skill::BlastI, 5); - let mut results = recharge(&mut x, &mut y, vec![], Skill::Recharge); + let mut results = recharge(&mut x, &mut y, vec![], Skill::RechargeI); let Resolution { source: _, target: _, event } = results.remove(0); match event { @@ -1619,9 +2216,9 @@ mod tests { let mut x = Construct::new() .named(&"muji".to_string()); - silence(&mut x.clone(), &mut x, vec![], Skill::Silence); + silence(&mut x.clone(), &mut x, vec![], Skill::SilenceI); assert!(x.effects.iter().any(|e| e.effect == Effect::Silence)); - assert!(x.disabled(Skill::Silence).is_some()); + assert!(x.disabled(Skill::SilenceI).is_some()); } #[test] @@ -1631,7 +2228,7 @@ mod tests { x.blue_power.force(50); - amplify(&mut x.clone(), &mut x, vec![], Skill::Amplify); + amplify(&mut x.clone(), &mut x, vec![], Skill::AmplifyI); assert!(x.effects.iter().any(|e| e.effect == Effect::Amplify)); assert_eq!(x.blue_power(), 75); } @@ -1641,10 +2238,10 @@ mod tests { let mut x = Construct::new() .named(&"muji".to_string()); - decay(&mut x.clone(), &mut x, vec![], Skill::Decay); + decay(&mut x.clone(), &mut x, vec![], Skill::DecayI); assert!(x.effects.iter().any(|e| e.effect == Effect::Decay)); - purify(&mut x.clone(), &mut x, vec![], Skill::Purify); + purify(&mut x.clone(), &mut x, vec![], Skill::PurifyI); assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay)); } }