scatter -> link
This commit is contained in:
@@ -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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+9
-9
@@ -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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+18
-18
@@ -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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+35
-35
@@ -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 {
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fn link(source: &mut Construct, target: &mut Construct, mut results: Resolutions, skill: Skill) -> Resolutions {
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let blue_amount = source.blue_power().pct(skill.multiplier());
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results.push(Resolution::new(source, target).event(target.recharge(skill, 0, blue_amount)));
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let scatter = skill.effect()[0].set_meta(EffectMeta::ScatterTarget(target.id));
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results.push(Resolution::new(source, target).event(source.add_effect(skill, scatter)).stages(LogStages::PostOnly));
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let link = skill.effect()[0].set_meta(EffectMeta::LinkTarget(target.id));
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results.push(Resolution::new(source, target).event(source.add_effect(skill, link)).stages(LogStages::PostOnly));
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return results;
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}
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fn scatter_hit(source: &Construct, target: &Construct, mut results: Resolutions, game: &mut Game, event: Event) -> Resolutions {
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fn link_hit(source: &Construct, target: &Construct, mut results: Resolutions, game: &mut Game, event: Event) -> Resolutions {
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match event {
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Event::Damage { amount, skill, mitigation: _, colour } => {
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let scatter = target.effects.iter().find(|e| e.effect == Effect::Scatter).unwrap();
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let link = target.effects.iter().find(|e| e.effect == Effect::Link).unwrap();
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if let Some(EffectMeta::ScatterTarget(scatter_target_id)) = scatter.meta {
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let mut scatter_target = game.construct_by_id(scatter_target_id).unwrap();
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if let Some(EffectMeta::LinkTarget(link_target_id)) = link.meta {
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let mut link_target = game.construct_by_id(link_target_id).unwrap();
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let res = match colour {
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Colour::Red => scatter_target.deal_red_damage(skill, amount),
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Colour::Blue => scatter_target.deal_blue_damage(skill, amount),
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Colour::Green => scatter_target.deal_green_damage(skill, amount),
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Colour::Red => link_target.deal_red_damage(skill, amount),
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Colour::Blue => link_target.deal_blue_damage(skill, amount),
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Colour::Green => link_target.deal_green_damage(skill, amount),
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};
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results.push(Resolution::new(target, scatter_target).event(Event::Skill { skill: Skill::ScatterI }));
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res.into_iter().for_each(|e| results.push(Resolution::new(&source, &scatter_target)
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results.push(Resolution::new(target, link_target).event(Event::Skill { skill: Skill::LinkI }));
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res.into_iter().for_each(|e| results.push(Resolution::new(&source, &link_target)
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.event(e).stages(LogStages::EndPost)));
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} else {
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panic!("not a scatter target {:?}", scatter);
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panic!("not a link target {:?}", link);
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}
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return results;
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},
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_ => panic!("{:?} scatter hit not damage event", event),
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_ => panic!("{:?} link hit not damage event", event),
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}
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}
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Reference in New Issue
Block a user