Merge branch 'master' of ssh://cryps.gg:40022/~/cryps
This commit is contained in:
commit
e4c8190cad
@ -218,6 +218,9 @@ function getCombatSequence(event) {
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if (['Immunity'].includes(event[0])) return ['START_SKILL', 'POST_SKILL'];
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if (['Healing'].includes(event[0]) && event[1].skill === 'Slay') return ['POST_SKILL'];
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if (['Effect'].includes(event[0])
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&& event[1].skill === 'Decay' && event[1].effect === 'Wither') return ['POST_SKILL'];
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if (['Damage'].includes(event[0])
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&& event[1].skill === 'Chaos' && event[1].colour === 'RedDamage') return ['POST_SKILL'];
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@ -252,6 +252,7 @@ pub enum Effect {
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Mesmerise,
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Amplify,
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Silence,
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Wither, // Reduce green dmg (healing) taken
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// corrupt is the buff that applies
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// corruption the dmg debuff
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@ -346,6 +347,8 @@ impl Effect {
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Effect::Amplify => vec![Stat::BlueDamage],
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Effect::Curse => vec![Stat::BlueDamageTaken],
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Effect::Wither => vec![Stat::GreenDamageTaken],
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Effect::Haste => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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@ -365,6 +368,8 @@ impl Effect {
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Effect::Haste => value << 1,
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Effect::Slow => value >> 1,
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Effect::Wither => value >> 1,
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Effect::Hatred => value + match meta {
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Some(EffectMeta::AddedDamage(d)) => d,
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_ => panic!("hatred meta not damage"),
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@ -412,6 +417,7 @@ impl Effect {
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Effect::Mesmerise => Category::Debuff,
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Effect::Amplify => Category::Buff,
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Effect::Silence => Category::Debuff,
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Effect::Wither => Category::Debuff,
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Effect::Corrupt => Category::Buff,
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Effect::Corruption => Category::Debuff,
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@ -555,9 +561,9 @@ impl Skill {
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// Others
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Skill::CorruptionTick => 80,
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Skill::DecayTick => 60,
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Skill::DecayTick => 25,
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Skill::Riposte => 100,
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Skill::SiphonTick => 100, // 1.0 to pass tests
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Skill::SiphonTick => 30,
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Skill::StrangleTick => 30,
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Skill::TriageTick => 65,
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_ => 100,
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@ -645,9 +651,9 @@ impl Skill {
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Skill::Chaos => None,
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Skill::Amplify => Some(1),
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Skill::Invert => Some(2),
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Skill::Decay => None, // dot
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Skill::Decay => Some(1), // dot
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Skill::DecayTick => None,
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Skill::Siphon => Some(1),
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Skill::Siphon => None,
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Skill::SiphonTick => None,
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Skill::Curse => Some(1),
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Skill::Empower => Some(1),
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@ -958,13 +964,20 @@ fn empower(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill
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fn slay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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let slay_events = target.deal_red_damage(skill, amount);
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source.deal_green_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, source).event(e)));
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for e in slay_events {
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match e {
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Event::Damage { amount, mitigation: _, colour: _, skill: _ } => {
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results.push(Resolution::new(source, target).event(e));
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let heal = source.deal_green_damage(skill, amount);
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for h in heal {
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results.push(Resolution::new(source, source).event(h));
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};
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},
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_ => results.push(Resolution::new(source, target).event(e)),
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}
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}
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return results;
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}
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@ -1035,10 +1048,12 @@ fn slow(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: S
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}
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fn decay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let wither = CrypEffect::new(Effect::Wither, skill.duration());
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let decay = CrypEffect::new(Effect::Decay, skill.duration())
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.set_tick(Cast::new_tick(source, target, Skill::DecayTick));
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results.push(Resolution::new(source, target).event(target.add_effect(skill, decay)));
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results.push(Resolution::new(source, target).event(target.add_effect(skill, wither)));
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return decay_tick(source, target, results, Skill::DecayTick);
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}
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@ -1140,12 +1155,12 @@ fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, s
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match e {
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Event::Damage { amount, mitigation: _, colour: _, skill: _ } => {
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results.push(Resolution::new(source, target).event(e));
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let heal = source.deal_green_damage(Skill::Siphon, amount);
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let heal = source.deal_green_damage(Skill::SiphonTick, amount);
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for h in heal {
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results.push(Resolution::new(source, source).event(h));
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};
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},
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_ => (),
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_ => results.push(Resolution::new(source, target).event(e)),
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}
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}
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@ -1370,7 +1385,7 @@ mod tests {
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let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]);
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assert!(y.affected(Effect::Siphon));
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assert!(x.green_life() == 768);
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assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTick.multiplier())));
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let Resolution { source: _, target: _, event } = results.remove(0);
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match event {
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@ -1380,14 +1395,14 @@ mod tests {
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let Resolution { source: _, target: _, event } = results.remove(0);
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match event {
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Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256),
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Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier())),
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_ => panic!("not damage siphon"),
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};
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let Resolution { source: _, target, event } = results.remove(0);
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match event {
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Event::Healing { amount, skill: _, overhealing: _ } => {
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assert_eq!(amount, 256);
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assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier()));
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assert_eq!(target.id, x.id);
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},
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_ => panic!("not healing"),
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@ -359,7 +359,7 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Debuff, Var::Green, Var::Green], var: Var::Purge },
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Combo { units: vec![Var::Debuff, Var::Blue, Var::Blue], var: Var::Silence },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Green], var: Var::Slow },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Debuff, Var::Green, Var::Blue], var: Var::Decay },
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Combo { units: vec![Var::Debuff, Var::Red, Var::Blue], var: Var::Invert },
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Combo { units: vec![Var::Block, Var::Red, Var::Red], var: Var::Parry },
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@ -383,7 +383,7 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Attack, Var::Green, Var::Green], var: Var::Heal },
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Slay },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Siphon },
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Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Chaos },
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Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
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