cooldowns and linting
This commit is contained in:
parent
8be14ac546
commit
e192edfc26
@ -33,6 +33,8 @@ module.exports = {
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'no-plusplus': [0],
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'no-await-in-loop': [0],
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'indent': ['error', 4],
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'keyword-spacing': ['error'],
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'key-spacing': ['error'],
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// for preact
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"react/react-in-jsx-scope": [0],
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@ -6,7 +6,7 @@
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"scripts": {
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"start": "parcel index.html --port 40080",
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"build": "rm -rf dist && parcel build index.html",
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"lint": "eslint --fix src/",
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"lint": "eslint --fix --ext .jsx src/",
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"test": "echo \"Error: no test specified\" && exit 1"
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},
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"author": "",
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@ -30,8 +30,8 @@ const addState = connect(
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function renderBody(props){
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const {game, setGame} = props;
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if(game){
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return(
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if (game){
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return (
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<div>
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<GameContainer />
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<button
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@ -126,7 +126,7 @@ function GamePanel(props) {
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// style={{ "min-height": "100%" }}
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function phaseText(phase){
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switch(phase){
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switch (phase){
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case 'Skill':
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return "Choose abilities"
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case 'Target':
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@ -27,6 +27,7 @@
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* skills
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* offensive -> choose target ✔
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* private fields for opponents
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* teach cyps skills
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* can you attack yourself?
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* fetch existing battles
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@ -9,8 +9,31 @@ use failure::err_msg;
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use account::Account;
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use rpc::{CrypSpawnParams};
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use game::Skill;
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// use skill::{Skill};
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use skill::{Skill};
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type Cooldown = Option<u8>;
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct CrypSkill {
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skill: Skill,
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cd: Cooldown,
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}
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impl CrypSkill {
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pub fn new(skill: Skill) -> CrypSkill {
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let turns = match skill {
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Skill::Attack => None,
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Skill::Block => Some(1),
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Skill::Heal => Some(2),
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};
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CrypSkill {
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skill,
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cd: turns,
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}
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}
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Stat {
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@ -86,7 +109,7 @@ pub struct Cryp {
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pub hp: CrypStat,
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pub xp: u64,
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pub lvl: u8,
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pub skills: Vec<Skill>,
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pub skills: Vec<CrypSkill>,
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pub name: String,
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}
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@ -108,7 +131,7 @@ impl Cryp {
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hp: CrypStat { value: 0, stat: Stat::Hp },
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lvl: 0,
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xp: 0,
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skills: vec![Skill::Attack],
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skills: vec![CrypSkill::new(Skill::Attack)],
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name: String::new()
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};
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}
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@ -130,7 +153,7 @@ impl Cryp {
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}
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pub fn learn(mut self, s: Skill) -> Cryp {
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self.skills.push(s);
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self.skills.push(CrypSkill::new(s));
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self
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}
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@ -147,15 +170,6 @@ impl Cryp {
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self.create()
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}
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// pub fn turn(&self) -> Turn {
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// let mut log = vec![format!("{:?}'s turn:", self.name)];
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// let str = self.str.roll(self, &mut log);
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// let agi = self.agi.roll(self, &mut log);
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// return Turn { str, agi, log }
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// }
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pub fn create(mut self) -> Cryp {
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let mut rng = thread_rng();
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let max = match self.lvl == 64 {
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@ -170,6 +184,7 @@ impl Cryp {
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self.int.set(rng.gen_range(1, max));
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self.stam.set(rng.gen_range(1, max));
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self.hp.set(self.stam.value);
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self
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}
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@ -201,11 +216,18 @@ impl Cryp {
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self.hp.value == 0
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}
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pub fn knows(&self, skill: Skill) -> bool {
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self.skills.iter().any(|s| s.skill == skill)
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}
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pub fn has_cooldown(&self, skill: Skill) -> bool {
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self.skills.iter().any(|s| s.skill == skill && s.cd.is_some())
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}
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pub fn rez(&mut self) -> &mut Cryp {
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self.hp.set(self.stam.value);
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self
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}
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}
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pub fn cryp_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result<Cryp, Error> {
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@ -230,6 +252,8 @@ pub fn cryp_spawn(params: CrypSpawnParams, tx: &mut Transaction, account: &Accou
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let cryp = Cryp::new()
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.named(¶ms.name)
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.level(10)
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.learn(Skill::Block)
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.learn(Skill::Heal)
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.set_account(account.id)
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.create();
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@ -10,89 +10,14 @@ use failure::err_msg;
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use account::Account;
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use rpc::{GameStateParams, GameSkillParams, GamePveParams, GamePvpParams, GameTargetParams, GameJoinParams};
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use cryp::{Cryp, cryp_get};
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct Roll {
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pub base: u64,
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pub result: u64,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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Attack,
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Block,
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Heal,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct GameSkill {
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id: Uuid,
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skill: Skill,
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cryp_id: Uuid,
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roll: Option<Roll>,
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target_cryp_id: Option<Uuid>,
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target_team_id: Uuid,
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}
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impl GameSkill {
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pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> GameSkill {
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return GameSkill {
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id: Uuid::new_v4(),
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cryp_id,
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target_cryp_id: None,
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target_team_id,
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roll: None,
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skill,
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};
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}
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fn roll(&self, c: &Cryp) -> Roll {
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let mut rng = thread_rng();
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let base: u64 = rng.gen();
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let stat = match self.skill {
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Skill::Attack => &c.str,
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Skill::Block => &c.str,
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Skill::Heal => &c.int,
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};
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let mut roll = Roll { base, result: base };
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// // apply skills
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// roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
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// finally combine with stat
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println!("{:?}'s stats", c.name);
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println!("{:064b} <- finalised", roll.result);
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roll.result = roll.result & stat.value;
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println!("{:064b} & <- attribute roll", stat.value);
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println!("{:064b} = {:?}", roll.result, roll.result);
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println!("");
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return roll;
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}
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pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut GameSkill {
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let roll = self.roll(&cryp);
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println!("{:?} gettin clapped for {:?}", target.name, roll.result);
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target.hp.reduce(roll.result);
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self
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}
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pub fn set_target(&mut self, cryp_id: Uuid) -> &mut GameSkill {
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self.target_cryp_id = Some(cryp_id);
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self
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}
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}
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use skill::{Skill, Turn};
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct Team {
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id: Uuid,
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cryps: Vec<Cryp>,
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skills: Vec<GameSkill>,
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incoming: Vec<GameSkill>,
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skills: Vec<Turn>,
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incoming: Vec<Turn>,
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}
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impl Team {
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@ -114,7 +39,7 @@ impl Team {
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self.cryps.iter_mut().find(|c| c.id == id)
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}
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pub fn skill_by_id(&mut self, id: Uuid) -> &mut GameSkill {
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pub fn turn_by_id(&mut self, id: Uuid) -> &mut Turn {
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match self.incoming.iter_mut().find(|a| a.id == id) {
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Some(a) => a,
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None => panic!("abiltity not in game"),
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@ -278,9 +203,13 @@ impl Game {
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};
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// check the cryp has the skill
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if !cryp.skills.contains(&skill) {
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if !cryp.knows(skill) {
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return Err(err_msg("cryp does not have that skill"));
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}
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if cryp.has_cooldown(skill) {
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return Err(err_msg("abiltity on cooldown"));
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}
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}
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// replace cryp skill
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@ -288,7 +217,7 @@ impl Game {
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team.skills.remove(s);
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}
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let skill = GameSkill::new(cryp_id, target_team_id, skill);
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let skill = Turn::new(cryp_id, target_team_id, skill);
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team.skills.push(skill);
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return Ok(skill.id);
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@ -338,7 +267,7 @@ impl Game {
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// targets can only be added by the owner of the team
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fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, skill_id: Uuid) -> Result<&mut GameSkill, Error> {
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fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, skill_id: Uuid) -> Result<&mut Turn, Error> {
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// whose team is this?
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let team = self.team_by_id(team_id);
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@ -349,8 +278,8 @@ impl Game {
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};
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// set the target
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let skill = team.skill_by_id(skill_id);
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Ok(skill.set_target(cryp_id))
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let turn = team.turn_by_id(skill_id);
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Ok(turn.set_target(cryp_id))
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}
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fn target_phase_finished(&self) -> bool {
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@ -20,7 +20,7 @@ extern crate serde_derive;
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mod cryp;
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mod game;
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mod net;
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// mod skill;
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mod skill;
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mod rpc;
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mod account;
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mod item;
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@ -11,9 +11,10 @@ use failure::err_msg;
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use net::Db;
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use cryp::{Cryp, cryp_spawn};
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use game::{Game, Skill, game_state, game_pve, game_pvp, game_join, game_skill, game_target};
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use game::{Game, game_state, game_pve, game_pvp, game_join, game_skill, game_target};
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use account::{Account, account_create, account_login, account_from_token, account_cryps};
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use item::{Item, items_list, item_use};
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use skill::{Skill};
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pub struct Rpc;
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@ -1,40 +1,120 @@
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use cryp::{StatKind, Roll};
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use rand::prelude::*;
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use uuid::Uuid;
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use cryp::{Cryp};
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct Roll {
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pub base: u64,
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pub result: u64,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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Stoney,
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Evasive,
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Attack,
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Block,
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Heal,
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}
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impl Skill {
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pub fn apply(&self, roll: Roll) -> Roll {
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match self {
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Skill::Stoney => stoney(self, roll),
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Skill::Evasive => evasive(self, roll),
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub struct Turn {
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pub id: Uuid,
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pub skill: Skill,
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pub cryp_id: Uuid,
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pub roll: Option<Roll>,
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pub target_cryp_id: Option<Uuid>,
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pub target_team_id: Uuid,
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}
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impl Turn {
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pub fn new(cryp_id: Uuid, target_team_id: Uuid, skill: Skill) -> Turn {
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return Turn {
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id: Uuid::new_v4(),
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cryp_id,
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target_cryp_id: None,
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target_team_id,
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roll: None,
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skill,
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};
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}
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fn roll(&self, c: &Cryp) -> Roll {
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let mut rng = thread_rng();
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let base: u64 = rng.gen();
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let stat = match self.skill {
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Skill::Attack => &c.str,
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Skill::Block => &c.str,
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Skill::Heal => &c.int,
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};
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let mut roll = Roll { base, result: base };
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// // apply skills
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// roll = c.skills.iter().fold(roll, |roll, s| s.apply(roll));
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// finally combine with stat
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println!("{:?}'s stats", c.name);
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println!("{:064b} <- finalised", roll.result);
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roll.result = roll.result & stat.value;
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println!("{:064b} & <- attribute roll", stat.value);
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println!("{:064b} = {:?}", roll.result, roll.result);
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println!("");
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return roll;
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}
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pub fn resolve(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Turn {
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let roll = self.roll(&cryp);
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println!("{:?} gettin clapped for {:?}", target.name, roll.result);
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target.hp.reduce(roll.result);
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self
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}
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pub fn set_target(&mut self, cryp_id: Uuid) -> &mut Turn {
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self.target_cryp_id = Some(cryp_id);
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self
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}
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}
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fn stoney(_s: &Skill, mut roll: Roll) -> Roll {
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let effect = 0b11110000;
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match roll.kind {
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StatKind::Def => {
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// println!("{:064b} | <- {:?}", effect, s);
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roll.result = roll.result | effect;
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roll
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},
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_ => roll,
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}
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}
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// #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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// pub enum Skill {
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// Stoney,
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// Evasive,
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// }
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fn evasive(_s: &Skill, mut roll: Roll) -> Roll {
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match roll.kind {
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StatKind::Def => {
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if roll.result.is_power_of_two() {
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roll.result = u64::max_value()
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}
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roll
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},
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_ => roll,
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}
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}
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// impl Skill {
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// pub fn apply(&self, roll: Roll) -> Roll {
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// match self {
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// Skill::Stoney => stoney(self, roll),
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// Skill::Evasive => evasive(self, roll),
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// }
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// }
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// }
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// fn stoney(_s: &Skill, mut roll: Roll) -> Roll {
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// let effect = 0b11110000;
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// match roll.kind {
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// StatKind::Def => {
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// // println!("{:064b} | <- {:?}", effect, s);
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// roll.result = roll.result | effect;
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// roll
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// },
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// _ => roll,
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// }
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// }
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// fn evasive(_s: &Skill, mut roll: Roll) -> Roll {
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// match roll.kind {
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// StatKind::Def => {
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// if roll.result.is_power_of_two() {
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// roll.result = u64::max_value()
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// }
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// roll
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// },
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// _ => roll,
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// }
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// }
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