use uuid::Uuid; use rand::prelude::*; use serde_cbor::{from_slice, to_vec}; use postgres::transaction::Transaction; use failure::Error; use failure::err_msg; use skill::{Skill, Cast, Immunity, Disable, Event}; use effect::{Cooldown, Effect, Colour}; use spec::{Spec}; use item::{Item}; use img; #[derive(Debug,Clone,Serialize,Deserialize)] pub struct Colours { pub red: u8, pub green: u8, pub blue: u8, } impl Colours { pub fn new() -> Colours { Colours { red: 0, green: 0, blue: 0 } } pub fn from_construct(construct: &Construct) -> Colours { let mut count = Colours::new(); for spec in construct.specs.iter() { let v = Item::from(*spec); v.colours(&mut count); } for cs in construct.skills.iter() { let v = Item::from(cs.skill); v.colours(&mut count); } count } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub struct ConstructSkill { pub skill: Skill, pub self_targeting: bool, pub cd: Cooldown, // used for Uon client pub disabled: bool, } impl ConstructSkill { pub fn new(skill: Skill) -> ConstructSkill { ConstructSkill { skill, self_targeting: skill.self_targeting(), cd: skill.base_cd(), disabled: false, } } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum EffectMeta { Skill(Skill), TickAmount(u64), AddedDamage(u64), LinkTarget(Uuid), Multiplier(u64), } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub struct ConstructEffect { pub effect: Effect, pub duration: u8, pub meta: Option, pub tick: Option, } impl ConstructEffect { pub fn new(effect: Effect, duration: u8) -> ConstructEffect { ConstructEffect { effect, duration, meta: None, tick: None } } pub fn set_tick(mut self, tick: Cast) -> ConstructEffect { self.tick = Some(tick); self } pub fn set_meta(mut self, meta: EffectMeta) -> ConstructEffect { self.meta = Some(meta); self } pub fn get_duration(&self) -> u8 { self.duration } pub fn get_multiplier(&self) -> u64 { match self.meta { Some(EffectMeta::Multiplier(s)) => s, _ => 0 } } pub fn get_skill(&self) -> Option { match self.meta { Some(EffectMeta::Skill(s)) => Some(s), _ => None, } } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Stat { Str, Agi, Int, GreenLife, Speed, RedPower, BluePower, GreenPower, RedDamageTaken, BlueDamageTaken, GreenDamageTaken, RedLife, BlueLife, Evasion, } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub struct ConstructStat { base: u64, value: u64, max: u64, pub stat: Stat, } impl ConstructStat { // pub fn set(&mut self, v: u64, specs: &Vec) -> &mut ConstructStat { // self.base = v; // self.recalculate(specs) // } pub fn recalculate(&mut self, specs: &Vec, construct_colours: &Colours, player_colours: &Colours) -> &mut ConstructStat { let specs = specs .iter() .filter(|s| s.affects().contains(&self.stat)) .map(|s| *s) .collect::>(); // applied with fold because it can be zeroed or multiplied // but still needs access to the base amount let value = specs.iter().fold(self.base, |acc, s| s.apply(acc, self.base, construct_colours, player_colours)); self.value = value; self.max = value; self } pub fn reduce(&mut self, amt: u64) -> &mut ConstructStat { self.value = self.value.saturating_sub(amt); self } pub fn increase(&mut self, amt: u64) -> &mut ConstructStat { self.value = *[ self.value.saturating_add(amt), self.max ].iter().min().unwrap(); self } pub fn force(&mut self, v: u64) -> &mut ConstructStat { self.base = v; self.value = v; self.max = v; self } } #[derive(Debug,Clone,Serialize,Deserialize)] pub struct ConstructSkeleton { pub id: Uuid, pub account: Uuid, pub img: Uuid, pub name: String, } #[derive(Debug,Clone,Serialize,Deserialize)] pub struct Construct { pub id: Uuid, pub account: Uuid, pub img: Uuid, pub red_power: ConstructStat, pub red_life: ConstructStat, pub blue_life: ConstructStat, pub blue_power: ConstructStat, pub green_power: ConstructStat, pub speed: ConstructStat, pub green_life: ConstructStat, // pub evasion: ConstructStat, pub skills: Vec, pub effects: Vec, pub specs: Vec, pub colours: Colours, pub name: String, } impl Construct { pub fn new() -> Construct { let id = Uuid::new_v4(); return Construct { id, account: id, img: Uuid::new_v4(), red_power: ConstructStat { base: 320, value: 320, max: 320, stat: Stat::RedPower }, red_life: ConstructStat { base: 0, value: 0, max: 0, stat: Stat::RedLife }, blue_power: ConstructStat { base: 320, value: 320, max: 320, stat: Stat::BluePower }, blue_life: ConstructStat { base: 0, value: 0, max: 0, stat: Stat::BlueLife }, green_power: ConstructStat { base: 320, value: 300, max: 300, stat: Stat::GreenPower }, green_life: ConstructStat { base: 950, value: 950, max: 950, stat: Stat::GreenLife }, speed: ConstructStat { base: 100, value: 100, max: 100, stat: Stat::Speed }, // evasion: ConstructStat { base: 0, value: 0, max: 0, stat: Stat::Evasion }, skills: vec![], effects: vec![], specs: vec![], colours: Colours::new(), name: String::new(), }; } pub fn from_skeleton(skeleton: &ConstructSkeleton) -> Construct { return Construct { id: skeleton.id, account: skeleton.id, img: skeleton.img, name: skeleton.name.clone(), .. Construct::new() }; } pub fn to_skeleton(&self) -> ConstructSkeleton { ConstructSkeleton { id: self.id, account: self.id, img: self.img, name: self.name.clone(), } } pub fn named(mut self, name: &String) -> Construct { self.name = name.clone(); self } pub fn set_account(mut self, account: Uuid) -> Construct { self.account = account; self } pub fn new_img(mut self) -> Construct { self.img = Uuid::new_v4(); self } pub fn new_name(self, name: String) -> Construct { self.named(&name) } pub fn learn(mut self, s: Skill) -> Construct { self.skills.push(ConstructSkill::new(s)); self.colours = Colours::from_construct(&self); self } pub fn learn_mut(&mut self, s: Skill) -> &mut Construct { self.skills.push(ConstructSkill::new(s)); self.calculate_colours() } pub fn forget(&mut self, skill: Skill) -> Result<&mut Construct, Error> { match self.skills.iter().position(|s| s.skill == skill) { Some(i) => { self.skills.remove(i); return Ok(self.calculate_colours()); }, None => Err(format_err!("{:?} does not know {:?}", self.name, skill)), } } pub fn spec_add(&mut self, spec: Spec) -> Result<&mut Construct, Error> { if self.specs.len() >= 3 { return Err(err_msg("maximum specs equipped")); } self.specs.push(spec); return Ok(self.calculate_colours()); } pub fn spec_remove(&mut self, spec: Spec) -> Result<&mut Construct, Error> { match self.specs.iter().position(|s| *s == spec) { Some(p) => self.specs.remove(p), None => return Err(err_msg("spec not found")), }; Ok(self.calculate_colours()) } fn calculate_colours(&mut self) -> &mut Construct { self.colours = Colours::from_construct(&self); self } pub fn apply_modifiers(&mut self, player_colours: &Colours) -> &mut Construct { self.specs.sort_unstable(); self.red_power.recalculate(&self.specs, &self.colours, player_colours); self.red_life.recalculate(&self.specs, &self.colours, player_colours); self.blue_power.recalculate(&self.specs, &self.colours, player_colours); self.blue_life.recalculate(&self.specs, &self.colours, player_colours); // self.evasion.recalculate(&self.specs, &self.colours, player_colours); self.speed.recalculate(&self.specs, &self.colours, player_colours); self.green_power.recalculate(&self.specs, &self.colours, player_colours); self.green_life.recalculate(&self.specs, &self.colours, player_colours); self } pub fn is_ko(&self) -> bool { self.green_life.value == 0 } pub fn force_ko(&mut self) -> &mut Construct { self.green_life.value = 0; self } pub fn immune(&self, skill: Skill) -> Option { // also checked in resolve stage so shouldn't happen really if self.is_ko() { return Some(vec![Effect::Ko]); } let immunities = self.effects.iter() .filter(|e| e.effect.immune(skill)) .map(|e| e.effect) .collect::>(); if immunities.len() > 0 { return Some(immunities); } None } pub fn disabled(&self, skill: Skill) -> Option { if self.is_ko() && !skill.ko_castable() { return Some(vec![Effect::Ko]); } let disables = self.effects.iter() .filter(|e| e.effect.disables_skill(skill)) .map(|e| e.effect) .collect::>(); if disables.len() > 0 { return Some(disables); } None } pub fn is_stunned(&self) -> bool { self.available_skills().len() == 0 } pub fn affected(&self, effect: Effect) -> bool { self.effects.iter().any(|s| s.effect == effect) } pub fn available_skills(&self) -> Vec<&ConstructSkill> { self.skills.iter() .filter(|s| s.cd.is_none()) .filter(|s| self.disabled(s.skill).is_none()) .collect() } pub fn mob_select_skill(&self) -> Option { let available = self.available_skills(); if available.len() == 0 { return None; } let mut rng = thread_rng(); let i = match available.len() { 1 => 0, _ => rng.gen_range(0, available.len()), }; return Some(available[i].skill); // let highest_cd = available.iter() // .filter(|s| s.skill.base_cd().is_some()) // .max_by_key(|s| s.skill.base_cd().unwrap()); // return match highest_cd { // Some(s) => Some(s.skill), // None => Some(available[0].skill), // }; } pub fn knows(&self, skill: Skill) -> bool { self.skills.iter().any(|s| s.skill == skill) } pub fn skill_on_cd(&self, skill: Skill) -> Option<&ConstructSkill> { self.skills.iter().find(|s| s.skill == skill && s.cd.is_some()) } pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Construct { let i = self.skills.iter().position(|s| s.skill == skill).unwrap(); self.skills.remove(i); self.skills.push(ConstructSkill::new(skill)); self } pub fn reduce_cooldowns(&mut self) -> &mut Construct { for skill in self.skills.iter_mut() { // if used cooldown if skill.skill.base_cd().is_some() { // what is the current cd if let Some(current_cd) = skill.cd { // if it's 1 set it to none if current_cd == 1 { skill.cd = None; continue; } // otherwise decrement it skill.cd = Some(current_cd.saturating_sub(1)); } } } self } pub fn reduce_effect_durations(&mut self) -> &mut Construct { self.effects = self.effects.clone().into_iter().filter_map(|mut effect| { effect.duration = effect.duration.saturating_sub(1); if effect.duration == 0 { return None; } // info!("reduced effect {:?}", effect); return Some(effect); }).collect::>(); self } // Stats pub fn red_power(&self) -> u64 { let red_power_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::RedPower)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_red_power = red_power_mods.iter() .fold(self.red_power.value, |acc, fx| fx.0.apply(acc, fx.1)); return modified_red_power; } pub fn blue_power(&self) -> u64 { let blue_power_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::BluePower)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_blue_power = blue_power_mods.iter() .fold(self.blue_power.value, |acc, fx| fx.0.apply(acc, fx.1)); return modified_blue_power; } pub fn green_power(&self) -> u64 { let green_power_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::GreenPower)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_green_power = green_power_mods.iter() .fold(self.green_power.value, |acc, fx| fx.0.apply(acc, fx.1)); return modified_green_power; } pub fn skill_speed(&self, s: Skill) -> u64 { self.speed().saturating_mul(s.speed() as u64) } // todo complete with specs pub fn skill_is_aoe(&self, s: Skill) -> bool { s.aoe() } pub fn speed(&self) -> u64 { let speed_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::Speed)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_speed = speed_mods.iter() .fold(self.speed.value, |acc, fx| fx.0.apply(acc, fx.1)); return modified_speed; } pub fn red_life(&self) -> u64 { self.red_life.value } pub fn blue_life(&self) -> u64 { self.blue_life.value } pub fn green_life(&self) -> u64 { self.green_life.value } fn reduce_green_life(&mut self, amount: u64) { self.green_life.reduce(amount); if self.affected(Effect::Sustain) && self.green_life() == 0 { self.green_life.value = 1; } } pub fn recharge(&mut self, skill: Skill, red_amount: u64, blue_amount: u64) -> Event { // Should red type immunity block recharge??? if let Some(immunity) = self.immune(skill) { return Event::Immunity { skill, immunity, }; } // Do we need inversion? let current_red_life = self.red_life(); self.red_life.increase(red_amount); let new_red_life = self.red_life.value; let red = new_red_life - current_red_life; let current_blue_life = self.blue_life(); self.blue_life.increase(blue_amount); let new_blue_life = self.blue_life.value; let blue = new_blue_life - current_blue_life; Event::Recharge { red, blue, skill } } pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Vec { let mut events = vec![]; if let Some(immunity) = self.immune(skill) { events.push(Event::Immunity { immunity, skill, }); return events; } let mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::GreenDamageTaken)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_power = mods.iter() .fold(amount, |acc, fx| fx.0.apply(acc, fx.1)); match self.affected(Effect::Invert) { false => { let current_green_life = self.green_life(); self.green_life.increase(modified_power); let new_green_life = self.green_life.value; let healing = new_green_life - current_green_life; let overhealing = modified_power - healing; events.push(Event::Healing { skill, amount: healing, overhealing, }); }, true => { events.push(Event::Inversion { skill }); // there is no green shield (yet) let current_green_life = self.green_life(); self.reduce_green_life(modified_power); let delta = current_green_life - self.green_life(); events.push(Event::Damage { skill, amount: delta, mitigation: 0, colour: Colour::Green, }); } } return events; } pub fn deal_red_damage(&mut self, skill: Skill, amount: u64) -> Vec { let mut events = vec![]; if let Some(immunity) = self.immune(skill) { events.push(Event::Immunity { skill, immunity, }); return events; } let mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::RedDamageTaken)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_power = mods.iter() .fold(amount, |acc, fx| fx.0.apply(acc, fx.1)); match self.affected(Effect::Invert) { false => { // calculate amount of damage red_life will not absorb // eg 50 red_life 25 damage -> 0 remainder 25 mitigation // 50 red_life 100 damage -> 50 remainder 50 mitigation // 50 red_life 5 damage -> 0 remainder 5 mitigation let remainder = modified_power.saturating_sub(self.red_life.value); let mitigation = modified_power.saturating_sub(remainder); // reduce red_life by mitigation amount self.red_life.reduce(mitigation); // deal remainder to green_life let current_green_life = self.green_life(); self.reduce_green_life(remainder); let delta = current_green_life - self.green_life(); events.push(Event::Damage { skill, amount: delta, mitigation, colour: Colour::Red, }); }, true => { events.push(Event::Inversion { skill }); let current_green_life = self.green_life(); self.green_life.increase(modified_power); let new_green_life = self.green_life.value; let healing = new_green_life - current_green_life; let overhealing = modified_power - healing; let current_life = self.red_life.value; self.red_life.increase(overhealing); let recharge = self.red_life.value - current_life; if healing > 0 { events.push(Event::Healing { skill, amount: healing, overhealing: overhealing - recharge, }); } if recharge > 0 { events.push(Event::Recharge { red: recharge, blue: 0, skill }); } } }; return events; } pub fn deal_blue_damage(&mut self, skill: Skill, amount: u64) -> Vec { let mut events = vec![]; if let Some(immunity) = self.immune(skill) { events.push(Event::Immunity { skill, immunity, }); return events; } let mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::BlueDamageTaken)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_power = mods.iter() .fold(amount, |acc, fx| fx.0.apply(acc, fx.1)); match self.affected(Effect::Invert) { false => { let remainder = modified_power.saturating_sub(self.blue_life.value); let mitigation = modified_power.saturating_sub(remainder); // reduce blue_life by mitigation amount self.blue_life.reduce(mitigation); // deal remainder to green_life let current_green_life = self.green_life(); self.reduce_green_life(remainder); let delta = current_green_life - self.green_life(); events.push(Event::Damage { skill, amount: delta, mitigation, colour: Colour::Blue, }); }, true => { events.push(Event::Inversion { skill }); let current_green_life = self.green_life(); self.green_life.increase(modified_power); let new_green_life = self.green_life.value; let healing = new_green_life - current_green_life; let overhealing = modified_power - healing; let current_life = self.blue_life.value; self.blue_life.increase(overhealing); let recharge = self.blue_life.value - current_life; if healing > 0 { events.push(Event::Healing { skill, amount: healing, overhealing, }); } if recharge > 0 { events.push(Event::Recharge { red: 0, blue: recharge, skill }); } } }; return events; } pub fn add_effect(&mut self, skill: Skill, effect: ConstructEffect) -> Event { if let Some(immunity) = self.immune(skill) { return Event::Immunity { skill, immunity, }; } if let Some(p) = self.effects.iter().position(|ce| ce.effect == effect.effect) { // duplicate effect // replace existing self.effects[p] = effect; } else { // new effect // info!("{:?} {:?} adding effect", self.name, effect.effect); self.effects.push(effect); } // todo modified durations cause of buffs let result = Event::Effect { effect: effect.effect, duration: effect.duration, construct_effects: self.effects.clone(), skill, }; return result; } // pub fn evade(&self, skill: Skill) -> Option { // if self.evasion.value == 0 { // return None; // } // let mut rng = thread_rng(); // let green_life_pct = (self.green_life.value * 100) / self.green_life.value; // let evasion_rating = (self.evasion.value * green_life_pct) / 100; // let roll = rng.gen_range(0, 100); // info!("{:} < {:?}", roll, evasion_rating); // match roll < evasion_rating { // true => Some(Event::Evasion { // skill, // evasion_rating: evasion_rating, // }), // false => None, // } // } } pub fn construct_delete(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result<(), Error> { let query = " DELETE FROM constructs WHERE id = $1 and account = $2; "; let result = tx .execute(query, &[&id, &account_id])?; if result != 1 { return Err(format_err!("unable to delete construct {:?}", id)); } info!("construct deleted {:?}", id); return Ok(()); } pub fn construct_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result { let query = " SELECT data FROM constructs WHERE id = $1 AND account = $2; "; let result = tx .query(query, &[&id, &account_id])?; let result = result.iter().next().ok_or(format_err!("construct {:} not found", id))?; let construct_bytes: Vec = result.get(0); let skeleton = from_slice::(&construct_bytes)?; return Ok(Construct::from_skeleton(&skeleton)); } pub fn construct_select(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result { let query = " SELECT data FROM constructs WHERE id = $1 AND account = $2 FOR UPDATE; "; let result = tx .query(query, &[&id, &account_id])?; let result = result.iter().next().ok_or(format_err!("construct {:} not found", id))?; let construct_bytes: Vec = result.get(0); let skeleton = from_slice::(&construct_bytes)?; return Ok(Construct::from_skeleton(&skeleton)); } pub fn construct_spawn(tx: &mut Transaction, account: Uuid, name: String, team: bool) -> Result { let construct = Construct::new() .named(&name) .set_account(account); let construct_bytes = to_vec(&construct)?; let query = " INSERT INTO constructs (id, account, data, team) VALUES ($1, $2, $3, $4) RETURNING id, account; "; let result = tx .query(query, &[&construct.id, &account, &construct_bytes, &team])?; let _returned = result.iter().next().ok_or(err_msg("no row returned"))?; img::molecular_write(construct.img)?; info!("spawned construct account={:} name={:?}", account, construct.name); return Ok(construct); } pub fn construct_write(tx: &mut Transaction, construct: Construct) -> Result { let construct_bytes = to_vec(&construct.to_skeleton())?; let query = " UPDATE constructs SET data = $1, updated_at = now() WHERE id = $2 RETURNING id, account, data; "; let result = tx .query(query, &[&construct_bytes, &construct.id])?; let _returned = result.iter().next().expect("no row returned"); // info!("{:?} wrote construct", construct.id); return Ok(construct); } #[cfg(test)] mod tests { use construct::*; use util::IntPct; #[test] fn create_construct_test() { let construct = Construct::new() .named(&"hatchling".to_string()); assert_eq!(construct.name, "hatchling".to_string()); return; } #[test] fn construct_colours_test() { let mut construct = Construct::new() .named(&"redboi".to_string()); construct.learn_mut(Skill::Strike); construct.spec_add(Spec::LifeGG).unwrap(); construct.spec_add(Spec::PowerRR).unwrap(); construct.spec_add(Spec::LifeBB).unwrap(); assert_eq!(construct.colours.red, 4); assert_eq!(construct.colours.green, 2); assert_eq!(construct.colours.blue, 2); return; } #[test] fn construct_player_modifiers_test() { let mut construct = Construct::new() .named(&"player player".to_string()); construct.spec_add(Spec::PowerRR).unwrap(); construct.spec_add(Spec::PowerGG).unwrap(); construct.spec_add(Spec::PowerBB).unwrap(); construct.learn_mut(Skill::StrikePlusPlus); // 18 reds (24 total) let player_colours = Colours { red: 5, green: 15, blue: 25, }; construct.apply_modifiers(&player_colours); assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(50)); assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(75)); assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(100)); return; } #[test] fn construct_player_modifiers_base_test() { let mut construct = Construct::new() .named(&"player player".to_string()); construct.spec_add(Spec::Power).unwrap(); construct.spec_add(Spec::Life).unwrap(); let player_colours = Colours { red: 5, green: 15, blue: 25, }; construct.apply_modifiers(&player_colours); assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(10)); assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(10)); assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(10)); assert!(construct.green_life.value == construct.green_life.base + 100); return; } #[test] fn construct_colour_calc_test() { let mut construct = Construct::new() .named(&"player player".to_string()); construct.spec_add(Spec::PowerRR).unwrap(); construct.spec_add(Spec::PowerGG).unwrap(); construct.spec_add(Spec::PowerBB).unwrap(); let colours = Colours::from_construct(&construct); assert!(colours.red == 2); assert!(colours.blue == 2); assert!(colours.green == 2); let construct = construct .learn(Skill::Strike) .learn(Skill::BlastPlusPlus); let colours = Colours::from_construct(&construct); assert!(colours.red == 4); assert!(colours.blue == 20); assert!(colours.green == 2); } #[test] fn construct_player_modifiers_spec_bonus_test() { let mut construct = Construct::new() .named(&"player player".to_string()); construct.spec_add(Spec::PowerRR).unwrap(); construct.spec_add(Spec::PowerGG).unwrap(); construct.spec_add(Spec::PowerBB).unwrap(); let player_colours = Colours { red: 5, green: 0, blue: 0, }; construct.apply_modifiers(&player_colours); assert!(construct.red_power.value == construct.red_power.base + construct.red_power.base.pct(50)); assert!(construct.green_power.value == construct.green_power.base + construct.green_power.base.pct(25)); assert!(construct.blue_power.value == construct.blue_power.base + construct.blue_power.base.pct(25)); return; } }