fix tests and remove test skills
This commit is contained in:
parent
22652b6994
commit
f4992e4e87
@ -948,11 +948,11 @@ mod tests {
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let mut x = Construct::new()
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.named(&"pronounced \"creeep\"".to_string())
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.learn(Skill::Attack)
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.learn(Skill::TestStun)
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.learn(Skill::TestTouch)
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.learn(Skill::TestBlock)
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.learn(Skill::TestParry)
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.learn(Skill::TestSiphon)
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.learn(Skill::Stun)
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.learn(Skill::Attack)
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.learn(Skill::Block)
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.learn(Skill::ParryI)
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.learn(Skill::SiphonI)
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.learn(Skill::AmplifyI)
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.learn(Skill::Stun)
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.learn(Skill::Block);
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@ -960,11 +960,11 @@ mod tests {
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let mut y = Construct::new()
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.named(&"lemongrass tea".to_string())
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.learn(Skill::Attack)
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.learn(Skill::TestStun)
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.learn(Skill::TestTouch)
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.learn(Skill::TestBlock)
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.learn(Skill::TestParry)
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.learn(Skill::TestSiphon)
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.learn(Skill::Stun)
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.learn(Skill::Attack)
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.learn(Skill::Block)
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.learn(Skill::ParryI)
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.learn(Skill::SiphonI)
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.learn(Skill::AmplifyI)
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.learn(Skill::Stun)
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.learn(Skill::Block);
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@ -996,22 +996,22 @@ mod tests {
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let mut i = Construct::new()
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.named(&"pretaliate".to_string())
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.learn(Skill::Attack)
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.learn(Skill::TestTouch);
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.learn(Skill::Attack);
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let mut j = Construct::new()
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.named(&"poy sian".to_string())
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.learn(Skill::Attack)
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.learn(Skill::TestTouch);
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.learn(Skill::Attack);
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let mut x = Construct::new()
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.named(&"pronounced \"creeep\"".to_string())
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.learn(Skill::Attack)
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.learn(Skill::TestTouch);
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.learn(Skill::Attack);
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let mut y = Construct::new()
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.named(&"lemongrass tea".to_string())
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.learn(Skill::Attack)
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.learn(Skill::TestTouch);
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.learn(Skill::Attack);
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let mut game = Game::new();
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@ -1073,8 +1073,12 @@ 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.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::TestStun).unwrap();
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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}
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::Stun).unwrap();
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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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@ -1102,11 +1106,15 @@ mod tests {
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game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().red_power.force(1000000000);
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game.player_by_id(y_player.id).unwrap().construct_by_id(y_construct.id).unwrap().speed.force(1000000000);
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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}
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// just in case
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// remove all mitigation
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game.player_by_id(x_player.id).unwrap().construct_by_id(x_construct.id).unwrap().red_life.force(0);
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::TestStun).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::Stun).unwrap();
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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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@ -1136,8 +1144,8 @@ mod tests {
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assert!(game.player_by_id(y_player.id).unwrap().constructs[0].skill_on_cd(Skill::Stun).is_some());
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assert!(game.player_by_id(x_player.id).unwrap().constructs[0].skill_on_cd(Skill::Block).is_none());
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::Attack).unwrap();
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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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@ -1151,7 +1159,7 @@ mod tests {
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// second round
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// now we block and it should go back on cd
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// game.add_skill(x_player.id, x_construct.id, Some(y_construct.id), Skill::Stun).unwrap();
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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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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@ -1172,8 +1180,16 @@ 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.add_skill(x_player.id, x_construct.id, None, Skill::TestParry).unwrap();
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::TestStun).unwrap();
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while game.construct_by_id(y_construct.id).unwrap().skill_on_cd(Skill::Stun).is_some() {
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game.construct_by_id(y_construct.id).unwrap().reduce_cooldowns();
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}
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while game.construct_by_id(x_construct.id).unwrap().skill_on_cd(Skill::ParryI).is_some() {
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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}
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game.add_skill(x_player.id, x_construct.id, None, Skill::ParryI).unwrap();
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::Stun).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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@ -1210,7 +1226,7 @@ mod tests {
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assert!(game.construct_by_id(x_construct.id).unwrap().affected(Effect::Corrupt));
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// attack and receive debuff
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game.add_skill(y_player.id, y_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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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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game = game.resolve_phase_start();
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@ -1319,10 +1335,10 @@ mod tests {
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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}
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game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::RuinI).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::Attack).unwrap();
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game.player_ready(i_player.id).unwrap();
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game.player_ready(x_player.id).unwrap();
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@ -1369,10 +1385,10 @@ mod tests {
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game.construct_by_id(x_construct.id).unwrap().reduce_cooldowns();
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}
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game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::TauntI).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::Attack).unwrap();
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game.player_ready(i_player.id).unwrap();
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game.player_ready(x_player.id).unwrap();
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@ -1400,10 +1416,10 @@ mod tests {
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let x_construct = x_player.constructs[0].clone();
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let y_construct = x_player.constructs[1].clone();
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game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(i_player.id, i_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::Attack).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(i_construct.id), Skill::Attack).unwrap();
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game.player_ready(i_player.id).unwrap();
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game.player_ready(x_player.id).unwrap();
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@ -1420,10 +1436,10 @@ mod tests {
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assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
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// add some more skills
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(j_construct.id), Skill::TestTouch).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(j_construct.id), Skill::TestTouch).unwrap();
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assert!(game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::TestTouch).is_err());
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game.add_skill(i_player.id, j_construct.id, Some(x_construct.id), Skill::Attack).unwrap();
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game.add_skill(x_player.id, x_construct.id, Some(j_construct.id), Skill::Attack).unwrap();
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game.add_skill(x_player.id, y_construct.id, Some(j_construct.id), Skill::Attack).unwrap();
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assert!(game.add_skill(x_player.id, x_construct.id, Some(i_construct.id), Skill::Attack).is_err());
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game.player_ready(i_player.id).unwrap();
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game.player_ready(x_player.id).unwrap();
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@ -139,13 +139,6 @@ pub enum Item {
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TriageI,
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TriageII,
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TriageIII,
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TestTouch,
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TestStun,
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TestBlock,
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TestParry,
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TestSiphon,
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}
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pub enum ItemEffect {
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@ -877,11 +870,11 @@ impl From<Skill> for Item {
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Skill::CorruptII => Item::CorruptII,
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Skill::CorruptIII => Item::CorruptIII,
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Skill::TestTouch => Item::TestTouch,
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Skill::TestStun => Item::TestStun,
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Skill::TestBlock => Item::TestBlock,
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Skill::TestParry => Item::TestParry,
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Skill::TestSiphon => Item::TestSiphon,
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Skill::Attack => Item::Attack,
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Skill::Stun => Item::Stun,
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Skill::Block => Item::Block,
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Skill::ParryI => Item::ParryI,
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Skill::SiphonI => Item::SiphonI,
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_ => panic!("{:?} not implemented with item conversion", skill),
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}
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}
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@ -1147,7 +1140,6 @@ mod tests {
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#[test]
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fn item_info_test() {
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let info = item_info();
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println!("{:#?}", info);
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item_info();
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}
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}
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@ -276,16 +276,6 @@ pub fn resolve(skill: Skill, source: &mut Construct, target: &mut Construct, mut
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// Not used
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Skill::Injure => injure(source, target, resolutions, skill),
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// -----------------
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// Test
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// -----------------
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Skill::TestAttack => attack(source, target, resolutions, skill),
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Skill::TestHeal => heal(source, target, resolutions, skill),
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Skill::TestTouch => touch(source, target, resolutions, skill),
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Skill::TestStun => stun(source, target, resolutions, Skill::Stun),
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Skill::TestBlock => block(source, target, resolutions, Skill::Block),
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Skill::TestParry => parry(source, target, resolutions, Skill::ParryI),
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Skill::TestSiphon => siphon(source, target, resolutions, Skill::SiphonI),
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};
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return resolutions;
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@ -845,15 +835,6 @@ pub enum Skill {
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TriageTickI,
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TriageTickII,
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TriageTickIII,
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// used by tests, no cd, 100% multiplier
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TestAttack,
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TestHeal,
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TestTouch, // No damage
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TestStun,
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TestBlock,
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TestParry,
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TestSiphon,
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}
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impl Skill {
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@ -1265,17 +1246,6 @@ impl Skill {
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Skill::TriageTickI |
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Skill::TriageTickII |
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Skill::TriageTickIII => None,
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// Triggers
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// -----------------
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// Test
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// -----------------
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Skill::TestAttack => None,
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Skill::TestHeal => None,
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Skill::TestTouch => None,
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Skill::TestStun => None,
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Skill::TestBlock => None,
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Skill::TestSiphon => None,
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Skill::TestParry => None,
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}
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}
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@ -1323,15 +1293,6 @@ impl Skill {
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pub fn speed(&self) -> u8 {
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match self {
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// -----------------
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// Test
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// -----------------
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Skill::TestTouch => 10,
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Skill::TestStun => 5,
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Skill::TestBlock => 10,
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Skill::TestParry => 10,
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Skill::TestSiphon => 10,
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Skill::StrikeI => u8::max_value(),
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Skill::StrikeII => Skill::StrikeI.speed(),
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Skill::StrikeIII => Skill::StrikeI.speed(),
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@ -1379,8 +1340,8 @@ impl Skill {
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Skill::ParryI |
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Skill::ParryII |
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Skill::ParryIII |
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Skill::TestBlock |
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Skill::TestParry => true,
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Skill::Block |
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Skill::ParryI => true,
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_ => false,
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}
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@ -2003,11 +1964,12 @@ mod tests {
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block(&mut y.clone(), &mut y, vec![], Skill::Block);
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assert!(y.effects.iter().any(|e| e.effect == Effect::Block));
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let mut results = attack(&mut x, &mut y, vec![], Skill::TestAttack);
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let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
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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, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 50),
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Event::Damage { amount, mitigation: _, colour: _, skill: _ } =>
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assert!(amount < x.red_power().pct(Skill::Attack.multiplier())),
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_ => panic!("not damage"),
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};
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}
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@ -2066,30 +2028,29 @@ mod tests {
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// give red shield but reduce to 0
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y.red_life.force(64);
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y.red_life.reduce(64);
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x.red_power.force(256 + 64);
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x.red_power.force(512);
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invert(&mut y.clone(), &mut y, vec![], Skill::InvertI);
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assert!(y.affected(Effect::Invert));
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// heal should deal green damage
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heal(&mut x, &mut y, vec![], Skill::TestHeal);
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assert!(y.green_life() == 768);
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heal(&mut x, &mut y, vec![], Skill::HealI);
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assert!(y.green_life() < 1024);
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// attack should heal and recharge red shield
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let mut results = attack(&mut x, &mut y, vec![], Skill::TestAttack);
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assert!(y.green_life() == 1024);
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let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
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match results.remove(0).event {
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Event::Inversion { skill } => assert_eq!(skill, Skill::TestAttack),
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Event::Inversion { skill } => assert_eq!(skill, Skill::Attack),
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_ => panic!("not inversion"),
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};
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match results.remove(0).event {
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Event::Healing { skill: _, overhealing: _, amount } => assert_eq!(amount, 256),
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Event::Healing { skill: _, overhealing: _, amount } => assert!(amount > 0),
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_ => panic!("not healing from inversion"),
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};
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match results.remove(0).event {
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Event::Recharge { skill: _, red, blue: _ } => assert_eq!(red, 64),
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Event::Recharge { skill: _, red, blue: _ } => assert!(red > 0),
|
||||
_ => panic!("not recharge from inversion"),
|
||||
};
|
||||
}
|
||||
@ -2106,19 +2067,19 @@ mod tests {
|
||||
assert!(y.affected(Effect::Reflect));
|
||||
|
||||
let mut results = vec![];
|
||||
results = resolve(Skill::TestAttack, &mut x, &mut y, results);
|
||||
results = resolve(Skill::Attack, &mut x, &mut y, results);
|
||||
|
||||
assert!(x.green_life() == 768);
|
||||
assert!(x.green_life() < 1024);
|
||||
|
||||
let Resolution { source: _, target: _, event } = results.remove(0);
|
||||
match event {
|
||||
Event::Reflection { skill } => assert_eq!(skill, Skill::TestAttack),
|
||||
Event::Reflection { skill } => assert_eq!(skill, Skill::Attack),
|
||||
_ => panic!("not reflection"),
|
||||
};
|
||||
|
||||
let Resolution { source: _, target: _, event } = results.remove(0);
|
||||
match event {
|
||||
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 256),
|
||||
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert!(amount > 0),
|
||||
_ => panic!("not damage"),
|
||||
};
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user