scatter -> link
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@ -37,7 +37,7 @@ var / skill info rpc
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## [0.1.2] - 2019-05-07
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### Added
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New skill `Scatter `
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New skill `Link `
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Combines - Buff + BB
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Links targets together so dmg taken is split
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Recharge 140% source blue damage as blue life to target
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@ -68,7 +68,7 @@
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mobile info page
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rework scatter
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rework link
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absorb maybe
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reconnect based on time delta
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@ -103,7 +103,7 @@ const SKILLS = [
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'ReflectI',
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'RestrictI',
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'RuinI',
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'ScatterI',
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'LinkI',
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'SilenceI',
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'SiphonI',
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'SiphonTickI',
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@ -27,7 +27,7 @@ const Purify = require('./anims/purify');
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const Recharge = require('./anims/recharge');
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const Refl = require('./anims/reflect');
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const Restrict = require('./anims/restrict');
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const Scatter = require('./anims/scatter');
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const Link = require('./anims/link');
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const Siphon = require('./anims/siphon');
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const SiphonTick = require('./anims/siphon.tick');
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const Slay = require('./anims/slay');
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@ -123,7 +123,7 @@ function animations(props) {
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case 'Haste': return <Haste />;
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case 'Triage': return <Triage />;
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case 'TriageTick': return <TriageTick />;
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case 'Scatter': return <Scatter player={player} />;
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case 'Link': return <Link player={player} />;
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case 'Hybrid': return <Hybrid />;
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case 'Intercept': return <Intercept player={player} />;
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@ -1,77 +0,0 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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class Scatter extends Component {
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constructor() {
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super();
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this.animations = [];
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}
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render() {
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return (
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<svg
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class='skill-animation blue'
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version="1.1"
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id="scatter"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="0 0 128 128">
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<defs>
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<filter id="scatterFilter">
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<feGaussianBlur in="SourceGraphic" stdDeviation="5" />
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<feMerge>
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<feMergeNode />
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<feMergeNode in="SourceGraphic" />
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</feMerge>
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</filter>
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</defs>
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<g class='blue' filter='url(#scatterFilter)' stroke-width="4px" stroke-linecap="round" >
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<path d= "
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M 4 4
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h 30
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q 30 0 30 30
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q 0 30 30 30
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h 30
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q 0 -30 -30 -30
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h -60
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q -30 0 -30 -30
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"/>
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</g>
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</svg>
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);
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}
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componentDidMount() {
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this.animations.push(anime({
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targets: ['#scatter'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: 1000 },
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// { value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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easing: 'easeInOutSine',
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}));
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anime({
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targets: ['#scatter path'],
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strokeDashoffset: [anime.setDashoffset, 0],
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duration: TIMES.TARGET_DURATION_MS * 0.8,
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delay: TIMES.TARGET_DELAY_MS,
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easing: 'easeInOutSine',
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});
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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module.exports = Scatter;
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@ -1823,7 +1823,7 @@ function testInstance(uuid) {
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"cd": null
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},
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{
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"skill": "Scatter",
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"skill": "Link",
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"self_targeting": false,
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"cd": 2
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},
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@ -4300,7 +4300,7 @@ function testInstance(uuid) {
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"cd": null
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},
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{
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"skill": "Scatter",
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"skill": "Link",
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"self_targeting": false,
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"cd": 2
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}
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@ -353,7 +353,7 @@ const removeTier = skill => {
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if (skill.includes('Intercept')) return 'Intercept';
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if (skill.includes('Triage')) return 'Triage';
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if (skill.includes('Scatter')) return 'Scatter';
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if (skill.includes('Link')) return 'Link';
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if (skill.includes('Haste')) return 'Haste';
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if (skill.includes('Hybrid')) return 'Hybrid';
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if (skill.includes('Amplify')) return 'Amplify';
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@ -69,7 +69,7 @@ pub enum EffectMeta {
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Skill(Skill),
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TickAmount(u64),
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AddedDamage(u64),
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ScatterTarget(Uuid),
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LinkTarget(Uuid),
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Multiplier(u64),
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}
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@ -38,7 +38,7 @@ pub enum Effect {
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Absorption,
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// magic immunity
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Scatter,
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Link,
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// effects over time
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Triage,
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@ -125,7 +125,7 @@ impl Effect {
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Effect::Haste => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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Effect::Scatter => vec![Stat::BlueDamageTaken, Stat::GreenDamageTaken, Stat::RedDamageTaken],
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Effect::Link => vec![Stat::BlueDamageTaken, Stat::GreenDamageTaken, Stat::RedDamageTaken],
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_ => vec![],
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}
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@ -146,7 +146,7 @@ impl Effect {
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_ => 100,
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}),
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Effect::Scatter => value >> 1,
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Effect::Link => value >> 1,
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Effect::Absorption => value + match meta {
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Some(EffectMeta::AddedDamage(d)) => d,
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@ -194,7 +194,7 @@ impl Effect {
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// magic
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Effect::Hybrid => Some(Colour::Green),
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Effect::Scatter => Some(Colour::Green),
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Effect::Link => Some(Colour::Green),
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Effect::Invert => Some(Colour::Green),
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// effects over time
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@ -1138,7 +1138,7 @@ mod tests {
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}
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#[test]
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fn scatter_test() {
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fn link_test() {
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let mut game = create_test_game();
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let x_player = game.players[0].clone();
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@ -1147,32 +1147,32 @@ mod tests {
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let x_construct = x_player.constructs[0].clone();
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let y_construct = y_player.constructs[0].clone();
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game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::ScatterI);
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game.construct_by_id(x_construct.id).unwrap().learn_mut(Skill::LinkI);
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::ScatterI).is_some() {
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::LinkI).is_some() {
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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}
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// apply buff
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::ScatterI).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::LinkI).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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game = game.resolve_phase_start();
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assert!(game.construct_by_id(x_construct.id).unwrap().affected(Effect::Scatter));
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assert!(game.construct_by_id(x_construct.id).unwrap().affected(Effect::Link));
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let Resolution { source: _, target: _, event, stages: _ } = game.resolved.pop().unwrap();
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match event {
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Event::Effect { effect, skill: _, duration: _, construct_effects: _ } => assert_eq!(effect, Effect::Scatter),
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Event::Effect { effect, skill: _, duration: _, construct_effects: _ } => assert_eq!(effect, Effect::Link),
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_ => panic!("not siphon"),
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};
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let Resolution { source: _, target: _, event, stages: _ } = game.resolved.pop().unwrap();
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match event {
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Event::Recharge { red: _, blue: _, skill: _ } => (),
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_ => panic!("scatter result was not recharge"),
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_ => panic!("link result was not recharge"),
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}
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// attack and receive scatter hit
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// attack and receive link hit
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.player_ready(x_player.id).unwrap();
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game.player_ready(y_player.id).unwrap();
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@ -1183,7 +1183,7 @@ mod tests {
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match event {
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Event::Damage { amount, skill: _, mitigation: _, colour: _} =>
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assert_eq!(amount, 256.pct(Skill::Attack.multiplier()) >> 1),
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_ => panic!("not damage scatter"),
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_ => panic!("not damage link"),
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};
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}
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@ -148,9 +148,9 @@ pub enum Item {
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RuinI,
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RuinII,
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RuinIII,
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ScatterI,
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ScatterII,
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ScatterIII,
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LinkI,
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LinkII,
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LinkIII,
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SilenceI,
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SilenceII,
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SilenceIII,
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@ -362,9 +362,9 @@ impl Item {
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Item::RuinI => Some(Skill::RuinI),
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Item::RuinII => Some(Skill::RuinII),
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Item::RuinIII => Some(Skill::RuinIII),
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Item::ScatterI => Some(Skill::ScatterI),
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Item::ScatterII => Some(Skill::ScatterII),
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Item::ScatterIII => Some(Skill::ScatterIII),
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Item::LinkI => Some(Skill::LinkI),
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Item::LinkII => Some(Skill::LinkII),
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Item::LinkIII => Some(Skill::LinkIII),
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Item::SilenceI => Some(Skill::SilenceI),
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Item::SilenceII => Some(Skill::SilenceII),
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Item::SilenceIII => Some(Skill::SilenceIII),
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@ -702,9 +702,9 @@ impl Item {
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"Team wide Stun for {:?}T. Stunned constructs are unable to cast skills.",
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self.into_skill().unwrap().effect()[0].get_duration()),
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Item::ScatterI |
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Item::ScatterII |
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Item::ScatterIII => format!(
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Item::LinkI |
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Item::LinkII |
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Item::LinkIII => format!(
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"Caster links with target. Linked constructs split incoming Damage evenly. Recharges target Blue Life {:?}% of BluePower",
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self.into_skill().unwrap().multiplier()),
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@ -790,9 +790,9 @@ impl Item {
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Item::TriageI => vec![Item::Buff, Item::Green, Item::Green],
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Item::TriageII => vec![Item::TriageI, Item::TriageI, Item::TriageI],
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Item::TriageIII => vec![Item::TriageII, Item::TriageII, Item::TriageII],
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Item::ScatterI => vec![Item::Buff, Item::Blue, Item::Blue],
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Item::ScatterII => vec![Item::ScatterI, Item::ScatterI, Item::ScatterI],
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Item::ScatterIII => vec![Item::ScatterIII, Item::ScatterIII, Item::ScatterIII],
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Item::LinkI => vec![Item::Buff, Item::Blue, Item::Blue],
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Item::LinkII => vec![Item::LinkI, Item::LinkI, Item::LinkI],
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Item::LinkIII => vec![Item::LinkIII, Item::LinkIII, Item::LinkIII],
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Item::HasteI => vec![Item::Buff, Item::Red, Item::Green],
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Item::HasteII => vec![Item::HasteI, Item::HasteI, Item::HasteI],
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Item::HasteIII => vec![Item::HasteII, Item::HasteII, Item::HasteII],
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@ -1018,9 +1018,9 @@ impl From<Skill> for Item {
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Skill::RuinI => Item::RuinI,
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Skill::RuinII => Item::RuinII,
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Skill::RuinIII => Item::RuinIII,
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Skill::ScatterI => Item::ScatterI,
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Skill::ScatterII => Item::ScatterII,
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Skill::ScatterIII => Item::ScatterIII,
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Skill::LinkI => Item::LinkI,
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Skill::LinkII => Item::LinkII,
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Skill::LinkIII => Item::LinkIII,
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Skill::SilenceI => Item::SilenceI,
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Skill::SilenceII => Item::SilenceII,
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Skill::SilenceIII => Item::SilenceIII,
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@ -1162,9 +1162,9 @@ pub fn get_combos() -> Vec<Combo> {
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Combo { components: Item::TriageII.combo(), item: Item::TriageII },
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Combo { components: Item::TriageIII.combo(), item: Item::TriageIII },
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Combo { components: Item::ScatterI.combo(), item: Item::ScatterI },
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Combo { components: Item::ScatterII.combo(), item: Item::ScatterII },
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Combo { components: Item::ScatterIII.combo(), item: Item::ScatterIII },
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Combo { components: Item::LinkI.combo(), item: Item::LinkI },
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Combo { components: Item::LinkII.combo(), item: Item::LinkII },
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Combo { components: Item::LinkIII.combo(), item: Item::LinkIII },
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Combo { components: Item::HasteI.combo(), item: Item::HasteI },
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Combo { components: Item::HasteII.combo(), item: Item::HasteII },
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@ -212,9 +212,9 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
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Skill::RuinII |
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Skill::RuinIII => ruin(source, target, resolutions, skill),
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Skill::ScatterI |
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Skill::ScatterII |
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Skill::ScatterIII => scatter(source, target, resolutions, skill), // target is immune to magic damage and fx
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Skill::LinkI |
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Skill::LinkII |
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Skill::LinkIII => link(source, target, resolutions, skill), // target is immune to magic damage and fx
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Skill::SilenceI |
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Skill::SilenceII |
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@ -315,10 +315,10 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) ->
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};
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}
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// beware that scatter doesn't cause any damage
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// beware that link doesn't cause any damage
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// because then applying it will proc this
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if target.affected(Effect::Scatter) {
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resolutions = scatter_hit(&source, &target, resolutions, game, event)
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if target.affected(Effect::Link) {
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resolutions = link_hit(&source, &target, resolutions, game, event)
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}
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},
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@ -587,9 +587,9 @@ pub enum Skill {
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RuinII,
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RuinIII,
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ScatterI,
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ScatterII,
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ScatterIII,
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LinkI,
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LinkII,
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LinkIII,
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SilenceI,
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SilenceII,
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@ -711,9 +711,9 @@ impl Skill {
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// Buff base
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Skill::HybridBlast => 25,
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Skill::HasteStrike => 30,
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Skill::ScatterI => 140,
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Skill::ScatterII => 200,
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Skill::ScatterIII => 300,
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Skill::LinkI => 140,
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Skill::LinkII => 200,
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Skill::LinkIII => 300,
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Skill::InterceptI => 80,
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Skill::InterceptII => 110,
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Skill::InterceptIII => 150,
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@ -838,9 +838,9 @@ impl Skill {
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Skill::PurgeII => vec![ConstructEffect {effect: Effect::Purge, duration: 2, meta: None, tick: None}],
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Skill::PurgeIII => vec![ConstructEffect {effect: Effect::Purge, duration: 3, meta: None, tick: None}],
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Skill::ScatterI => vec![ConstructEffect {effect: Effect::Scatter, duration: 2, meta: None, tick: None}],
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Skill::ScatterII => vec![ConstructEffect {effect: Effect::Scatter, duration: 3, meta: None, tick: None}],
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Skill::ScatterIII => vec![ConstructEffect {effect: Effect::Scatter, duration: 4, meta: None, tick: None}],
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Skill::LinkI => vec![ConstructEffect {effect: Effect::Link, duration: 2, meta: None, tick: None}],
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Skill::LinkII => vec![ConstructEffect {effect: Effect::Link, duration: 3, meta: None, tick: None}],
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Skill::LinkIII => vec![ConstructEffect {effect: Effect::Link, duration: 4, meta: None, tick: None}],
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Skill::SilenceI => vec![ConstructEffect {effect: Effect::Silence, duration: 2, meta: None, tick: None}],
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Skill::SilenceII => vec![ConstructEffect {effect: Effect::Silence, duration: 3, meta: None, tick: None}],
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@ -949,9 +949,9 @@ impl Skill {
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Skill::CurseII => Some(1),
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Skill::CurseIII => Some(1),
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Skill::ScatterI => Some(2),
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Skill::ScatterII => Some(2),
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Skill::ScatterIII => Some(2),
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Skill::LinkI => Some(2),
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Skill::LinkII => Some(2),
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Skill::LinkIII => Some(2),
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Skill::SilenceI => Some(3),
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Skill::SilenceII => Some(2),
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@ -1171,9 +1171,9 @@ impl Skill {
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Skill::ReflectI |
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Skill::ReflectII |
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Skill::ReflectIII |
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Skill::ScatterI |
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Skill::ScatterII |
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Skill::ScatterIII |
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Skill::LinkI |
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Skill::LinkII |
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Skill::LinkIII |
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Skill::TriageI |
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Skill::TriageII |
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Skill::TriageIII => true,
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@ -1593,40 +1593,40 @@ fn siphon_tick(source: &mut Construct, target: &mut Construct, mut results: Reso
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return results;
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}
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fn scatter(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
fn link(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
|
||||
let blue_amount = source.blue_power().pct(skill.multiplier());
|
||||
results.push(Resolution::new(source, target).event(target.recharge(skill, 0, blue_amount)));
|
||||
|
||||
let scatter = skill.effect()[0].set_meta(EffectMeta::ScatterTarget(target.id));
|
||||
results.push(Resolution::new(source, target).event(source.add_effect(skill, scatter)).stages(LogStages::PostOnly));
|
||||
let link = skill.effect()[0].set_meta(EffectMeta::LinkTarget(target.id));
|
||||
results.push(Resolution::new(source, target).event(source.add_effect(skill, link)).stages(LogStages::PostOnly));
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
fn scatter_hit(source: &Construct, target: &Construct, mut results: Resolutions, game: &mut Game, event: Event) -> Resolutions {
|
||||
fn link_hit(source: &Construct, target: &Construct, mut results: Resolutions, game: &mut Game, event: Event) -> Resolutions {
|
||||
match event {
|
||||
Event::Damage { amount, skill, mitigation: _, colour } => {
|
||||
let scatter = target.effects.iter().find(|e| e.effect == Effect::Scatter).unwrap();
|
||||
let link = target.effects.iter().find(|e| e.effect == Effect::Link).unwrap();
|
||||
|
||||
if let Some(EffectMeta::ScatterTarget(scatter_target_id)) = scatter.meta {
|
||||
let mut scatter_target = game.construct_by_id(scatter_target_id).unwrap();
|
||||
if let Some(EffectMeta::LinkTarget(link_target_id)) = link.meta {
|
||||
let mut link_target = game.construct_by_id(link_target_id).unwrap();
|
||||
|
||||
let res = match colour {
|
||||
Colour::Red => scatter_target.deal_red_damage(skill, amount),
|
||||
Colour::Blue => scatter_target.deal_blue_damage(skill, amount),
|
||||
Colour::Green => scatter_target.deal_green_damage(skill, amount),
|
||||
Colour::Red => link_target.deal_red_damage(skill, amount),
|
||||
Colour::Blue => link_target.deal_blue_damage(skill, amount),
|
||||
Colour::Green => link_target.deal_green_damage(skill, amount),
|
||||
};
|
||||
|
||||
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)
|
||||
results.push(Resolution::new(target, link_target).event(Event::Skill { skill: Skill::LinkI }));
|
||||
res.into_iter().for_each(|e| results.push(Resolution::new(&source, &link_target)
|
||||
.event(e).stages(LogStages::EndPost)));
|
||||
} else {
|
||||
panic!("not a scatter target {:?}", scatter);
|
||||
panic!("not a link target {:?}", link);
|
||||
}
|
||||
|
||||
return results;
|
||||
},
|
||||
_ => panic!("{:?} scatter hit not damage event", event),
|
||||
_ => panic!("{:?} link hit not damage event", event),
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user