enum magic
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@ -5,5 +5,5 @@ authors = ["ntr <ntr@smokestack.io>"]
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[dependencies]
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rand = "0.5.4"
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uuid = "0.6.5"
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uuid = { version = "0.6", features = ["serde", "v4"] }
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serde_json = "1.0.24"
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80
README.md
80
README.md
@ -1,15 +1,79 @@
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# Cryps ("creeps") // Creeptography
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## Stats
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str agi int
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items
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wallet value?
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gain 1 lvl per battle
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## Items
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## Rolling
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stat & rng
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block hash or totally random
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friendship on ties?
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friendship on ties?
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## missions
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also the idea is like
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the currency is kinda like path right
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you're trying to get like chaos
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to reroll some stat
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or some item
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so maybe like a sword
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has 5 bits of damage it can guarantee
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but a badman-sabre has 16 bits
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and you keep blowing chaos on it til it gets 1111111111
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MashyToday at 9:04 PM
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yeah that would be cool
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natureToday at 9:05 PM
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i feel like that would make it kinda p2w
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so probably needs limits
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MashyToday at 9:05 PM
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I was thinking the p2w more just like making the needs and missions quicker right
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so like instead of feeding your dude you get some item where hes fed for 2 days or something
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or you could reduce the mission time which is like kinda pay to win but not really
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natureToday at 9:06 PM
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well what do the missions give you
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MashyToday at 9:06 PM
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well thats what i was thinking you'd do to get items
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so instead of doing a zone in an rpg and getting all this loot
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you send your dude out and you got a notification 4 hours later like success / failure this is what you got back
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natureToday at 9:07 PM
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i was thinking aobut that
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i don't really like the possibility of failure on a mission
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imagine sending your dude out on a mission for 2 days and it ceoms back like "nope wrong"
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i'd just fucken rq
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MashyToday at 9:08 PM
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Yeah
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natureToday at 9:08 PM
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BUT
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a better thing is like
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playing off crypto
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MashyToday at 9:08 PM
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its something like this https://www.youtube.com/watch?v=bXLW9dF7LN8
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YouTube
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Tommy J
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WoW: Garrison Mission Chance - How it Works
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natureToday at 9:08 PM
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missions are like
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MashyToday at 9:08 PM
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so you get told before hand the % chance for success
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natureToday at 9:08 PM
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go and do 2000 overkill damage to some monster
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and your dude is out there using his items and rolling
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so it can happen quick if you're lucky
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or slow if you're not
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but still will eventually happen
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and then you get like easy limits for missions right
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MashyToday at 9:09 PM
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yeah that would be better actually
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natureToday at 9:09 PM
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like a creep that onl deals 100 dmg can't finish that mission
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i feel like that would be good
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cause then if you have like a defensive cryp
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it could have a defensive kinda mission
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like go and block 40000 damage in pve
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and then it gets some baller shield
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and is like speccing into defense
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MashyToday at 9:10 PM
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sounds better
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natureToday at 9:10 PM
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and like an offensive cryp could do that too
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but it might keep getting KOd
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and you hvae to pay to revive it
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261
src/lib.rs
261
src/lib.rs
@ -1,123 +1,216 @@
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extern crate rand;
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extern crate uuid;
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// extern crate serde_json;
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use uuid::Uuid;
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use rand::prelude::*;
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#[derive(Debug,Clone)]
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struct Cryp {
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dmg: u64,
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def: u64,
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stam: u64,
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name: String,
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id: Uuid,
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dmg: u64,
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def: u64,
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stam: u64,
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xp: u64,
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lvl: u8,
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name: String,
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}
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struct Turn {
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dmg: u64,
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def: u64,
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dmg: Roll,
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def: Roll,
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}
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fn att_roll(att: u64) -> u64 {
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let mut rng = thread_rng();
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let roll: u64 = rng.gen();
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println!("{:b} & {:b}", att, roll);
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return att & roll;
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#[derive(Debug)]
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enum Attribute {
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Dmg,
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Def,
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}
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fn cryp_turn(c: &Cryp) -> Turn {
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let dmg = att_roll(c.dmg);
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let def = att_roll(c.def);
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println!("{:?}", c.name);
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println!("dmg: {:b}", dmg);
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println!("def: {:b}", def);
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return Turn { dmg, def }
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}
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fn assign_dmg(a: &Cryp, t: &Turn) -> Cryp {
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Cryp {
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dmg: a.dmg,
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def: a.def,
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stam: match a.stam.checked_sub(t.dmg) {
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Some(v) => v,
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None => 0,
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},
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name: a.name.clone()
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impl Attribute {
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pub fn as_str(&self) -> &'static str {
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match self {
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Dmg => "dmg",
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Def => "def",
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}
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}
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}
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struct Roll {
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value: u64,
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roll: u64,
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result: u64,
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att: Attribute
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}
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fn check_lvl(lvl: u8) -> u8 {
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if lvl > 64 { return 64; }
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if lvl == 0 { return 0; }
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return lvl;
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}
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fn create_cryp(name: String, lvl: u8) -> Cryp {
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let mut rng = thread_rng();
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let max = 2_u64.pow(lvl.into());
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let dmg: u64 = rng.gen_range(1, max);
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let def: u64 = rng.gen_range(1, max);
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let stam: u64 = rng.gen_range(1, max);
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let id = Uuid::new_v4();
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return Cryp {
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id,
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dmg,
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def,
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stam,
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lvl,
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xp: 0,
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name: name.clone()
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};
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}
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fn att_roll(value: u64, att: Attribute) -> Roll {
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let mut rng = thread_rng();
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let roll: u64 = rng.gen();
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return Roll { att, value, roll, result: value & roll };
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}
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fn print_roll(r: &Roll) {
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println!("{:?}", r.att);
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println!("{:064b} &", r.roll);
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println!("{:064b}", r.value);
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println!("{:064b} - {:?}", r.result, r.result);
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println!("");
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}
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fn cryp_turn(c: &Cryp) -> Turn {
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println!("{:?}'s turn:", c.name);
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let dmg = att_roll(c.dmg, Attribute::Dmg);
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let def = att_roll(c.def, Attribute::Dmg);
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print_roll(&dmg);
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print_roll(&def);
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return Turn { dmg, def }
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}
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fn assign_dmg(plr: &Cryp, opp: &Cryp, plr_t: &Turn, opp_t: &Turn) -> Cryp {
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let final_dmg = match opp_t.dmg.result.checked_sub(plr_t.def.result) {
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Some(v) => v,
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None => 0,
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};
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println!("{:?} deals {:?} dmg to {:?} ({:?} blocked)"
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,opp.name
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,final_dmg
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,plr.name
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,opp_t.def.result);
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return Cryp {
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dmg: plr.dmg,
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def: plr.def,
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stam: match plr.stam.checked_sub(final_dmg) {
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Some(v) => v,
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None => 0,
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},
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xp: plr.xp,
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lvl: plr.lvl,
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id: plr.id,
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name: plr.name.clone()
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};
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}
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fn combat_phase(a: &Cryp, b: &Cryp) -> Vec<Cryp> {
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let a_turn = cryp_turn(&a);
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let b_turn = cryp_turn(&b);
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return vec![
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assign_dmg(&a, &b_turn),
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assign_dmg(&b, &a_turn),
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];
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let a_turn = cryp_turn(&a);
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let b_turn = cryp_turn(&b);
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return vec![
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assign_dmg(&a, &b, &a_turn, &b_turn),
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assign_dmg(&b, &a, &b_turn, &a_turn),
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];
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}
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fn battle(a: &Cryp, b: &Cryp) -> Vec<Cryp> {
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let mut cryps = vec![
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a.clone(),
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b.clone()
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];
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loop {
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let combat = combat_phase(&cryps[0], &cryps[1]);
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println!("{:?}", combat);
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if combat.iter().any(|c| c.stam == 0) {
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return combat;
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}
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cryps = combat;
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let mut cryps = vec![
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a.clone(),
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b.clone()
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];
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println!("battle:",);
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println!("{:?}", cryps[0]);
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println!("{:?}", cryps[1]);
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loop {
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let combat = combat_phase(&cryps[0], &cryps[1]);
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println!("{:?}", combat);
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if combat.iter().any(|c| c.stam == 0) {
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return combat;
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}
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cryps = combat;
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}
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}
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// fn main() {
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// let mut bodies = vec![
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// Body { x: 10, y: 10, v: 0 },
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// Body { x: 20, y: 30, v: 0 },
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// ];
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fn pve(plr: &Cryp) {
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let mut rng = thread_rng();
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let mob_lvl: u8 = rng.gen_range(1, check_lvl(plr.lvl + 1));
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let mob = create_cryp("bamboo basher".to_string(), mob_lvl);
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// for _ in 0..2 {
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// let next_bodies = bodies
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// .iter()
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// .map(|b| {
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// let next_v = bodies
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// .iter()
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// .fold(b.v, { |a, b_inner| a + b.x * b_inner.x });
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// Body { v: next_v, ..*b }
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// })
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// .collect();
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// bodies = next_bodies;
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// }
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let battle = battle(plr, &mob);
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// println!("{:?}", bodies);
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// }
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let winner = match battle.iter().find(|c| c.stam > 0) {
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Some(w) => w,
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None => panic!("no winner found {:?}", battle),
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};
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if winner.id == plr.id {
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println!("level up");
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}
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}
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pub fn main() {
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let a = Cryp {
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name: "pronounced \"creeep\"".to_string(),
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dmg: 10,
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def: 5,
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stam: 25,
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let a = create_cryp("pronounced \"creeep\"".to_string(), 8);
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let b = create_cryp("lemongrass tea".to_string(), 8);
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let battle = battle(&a, &b);
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let draw = battle.iter().all(|c| c.stam == 0);
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if draw {
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println!("{:?} was a draw", battle);
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return;
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}
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let winner = match battle.iter().find(|c| c.stam > 0) {
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Some(w) => w,
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None => panic!("no winner found {:?}", battle),
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};
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let b = Cryp {
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name: "lemongrass tea".to_string(),
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dmg: 8,
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def: 8,
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stam: 25,
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};
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println!("{:?} is the winner with {:?} hp remaining", winner.name, winner.stam);
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battle(&a, &b);
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return;
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}
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#[cfg(test)]
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mod tests {
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use main;
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use *;
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#[test]
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fn it_works() {
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main();
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return;
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}
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fn battle_test() {
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main();
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return;
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}
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#[test]
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fn create_cryp_test() {
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let lvl_eight = create_cryp("hatchling".to_string(), 2);
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assert!(lvl_eight.dmg <= 2_u64.pow(2));
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assert!(lvl_eight.def <= 2_u64.pow(2));
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assert!(lvl_eight.stam < 2_u64.pow(2));
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println!("{:?}", lvl_eight);
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return;
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}
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#[test]
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fn pve_test() {
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let player = create_cryp("ca phe sua da".to_string(), 2);
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pve(&player);
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return;
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}
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}
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