use rand::{thread_rng, Rng}; use uuid::Uuid; use cryp::{Cryp, CrypEffect, Stat}; #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Cast { pub id: Uuid, pub skill: Skill, pub source_team_id: Uuid, pub source_cryp_id: Uuid, pub target_cryp_id: Uuid, pub resolution: Resolution, } impl Cast { pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_cryp_id: Uuid, skill: Skill) -> Cast { return Cast { id: Uuid::new_v4(), source_cryp_id, source_team_id, target_cryp_id, skill, resolution: Resolution::new(skill), }; } pub fn new_tick(source: &mut Cryp, target: &mut Cryp, skill: Skill) -> Cast { Cast::new(source.id, source.account, target.id, skill) } pub fn set_resolution(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Cast { self.resolution = self.skill.resolve(cryp, target); self } pub fn used_cooldown(&self) -> bool { return self.skill.base_cd().is_some(); } } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Immunity { pub immune: bool, pub effects: Vec } impl Immunity { fn new() -> Immunity { Immunity { immune: false, effects: vec![] } } } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Disable { pub disabled: bool, pub effects: Vec } impl Disable { fn new() -> Disable { Disable { disabled: false, effects: vec![] } } } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub enum ResolutionResult { Damage { amount: u64, category: Category , immunity: Immunity }, Healing { amount: u64, overhealing: u64, category: Category , immunity: Immunity }, Effect { effect: Effect, duration: u8, immunity: Immunity }, Removal { effect: Effect, immunity: Immunity }, } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Resolution { pub skill: Skill, pub disable: Disable, pub results: Vec, } impl Resolution { fn new(skill: Skill) -> Resolution { Resolution { skill, results: vec![], disable: Disable::new() } } } pub type Cooldown = Option; #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Effect { // physical Stun, Parry, Block, Bleed, Leech, Airborne, Untouchable, Deadly, Vulnerable, Fury, Evasion, Blind, Snare, Empower, // magic Hex, Curse, Banish, Slow, Haste, Enslave, Mesmerise, Amplify, Silence, // magic immunity Shield, // effects over time Triage, Decay, Regen, Drain, SpeedDrain, SpeedIncrease, Ko, } impl Effect { pub fn immune(&self, skill: Skill) -> bool { match self { Effect::Parry => match skill.category() { Category::Spell => false, Category::Physical => true, _ => false, }, Effect::Shield => match skill.category() { Category::Spell => true, Category::Physical => false, _ => false, }, Effect::Evasion => match skill.category() { Category::Spell => false, Category::Physical => evade_roll(), _ => false, }, Effect::Banish => true, _ => false, } } pub fn disables_skill(&self, skill: Skill) -> bool { match self { Effect::Stun => true, Effect::Hex => true, Effect::Banish => true, Effect::Silence => match skill.category() { Category::Spell => true, Category::Physical => false, _ => false, }, Effect::Snare => match skill.category() { Category::Spell => false, Category::Physical => true, _ => false, }, Effect::Ko => match skill.category() { Category::SpellTick => false, _ => true, }, _ => false, } } pub fn modifications(&self) -> Vec { match self { Effect::Empower => vec![Stat::PhysicalDamage], Effect::Vulnerable => vec![Stat::PhysicalDamageTaken], Effect::Block => vec![Stat::PhysicalDamageTaken], Effect::Amplify => vec![Stat::SpellDamage], Effect::Curse => vec![Stat::SpellDamageTaken], _ => vec![], } } // maybe increase by rng // roll little endian bits // and OR with base stat pub fn apply(&self, value: u64) -> u64 { match self { Effect::Empower => value << 1, Effect::Vulnerable => value << 1, Effect::Block => value >> 1, Effect::Amplify => value << 1, Effect::Curse => value << 1, _ => { println!("{:?} does not have a mod effect", self); return value; }, } } pub fn category(&self) -> Category { match self { // physical Effect::Stun => Category::PhysDebuff, Effect::Block => Category::PhysBuff, Effect::Parry => Category::PhysBuff, Effect::Bleed => Category::PhysDebuff, Effect::Leech => Category::PhysDebuff, Effect::Airborne => Category::PhysDebuff, Effect::Untouchable => Category::PhysBuff, Effect::Deadly => Category::PhysBuff, Effect::Vulnerable => Category::PhysDebuff, Effect::Fury => Category::PhysBuff, Effect::Evasion => Category::PhysBuff, Effect::Blind => Category::PhysDebuff, Effect::Snare => Category::PhysDebuff, Effect::Empower => Category::PhysBuff, // magic Effect::Hex => Category::SpellDebuff, Effect::Curse => Category::SpellDebuff, Effect::Banish => Category::SpellDebuff, // todo randomise Effect::Slow => Category::SpellDebuff, Effect::Haste => Category::SpellBuff, Effect::Enslave => Category::SpellDebuff, Effect::Mesmerise => Category::SpellDebuff, Effect::Amplify => Category::SpellBuff, Effect::Silence => Category::SpellDebuff, // magic immunity Effect::Shield => Category::SpellBuff, // effects over time Effect::Triage => Category::SpellBuff, Effect::Decay => Category::SpellDebuff, Effect::Regen => Category::SpellBuff, Effect::Drain => Category::SpellDebuff, Effect::SpeedDrain => Category::SpellDebuff, Effect::SpeedIncrease => Category::SpellBuff, Effect::Ko => Category::Ko, } } pub fn duration(&self) -> u8 { match self { Effect::Evasion => 1, Effect::Block => 1, Effect::Parry => 1, Effect::Stun => 2, Effect::Vulnerable => 2, Effect::Snare => 1, Effect::Empower => 2, Effect::Decay => 2, Effect::Drain => 2, Effect::Triage => 2, Effect::Amplify => 2, Effect::Silence => 2, _ => { println!("{:?} does not have a duration", self); return 1; }, } } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Category { Physical, PhysHeal, PhysDmg, PhysDebuff, PhysBuff, PhysTick, Spell, SpellDmg, SpellHeal, SpellDebuff, SpellBuff, SpellTick, Ko, } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Skill { Attack, // ----------------- // Nature // ----------------- Block, // reduce dmg Parry, // avoid all dmg Snare, Paralyse, Strangle, // physical dot and disable Stun, Evade, // actively evade Evasion, // adds evasion to cryp // ----------------- // Technology // ----------------- Replicate, Swarm, Orbit, Repair, Scan, // track? // ----------------- // Nonviolence // ----------------- Heal, Triage, // hot TriageTick, Throw, // no dmg stun, adds vulnerable Charm, Calm, Rez, // Sleep, // Nightmare, // ------------------- // Destruction // ------------------- Blast, Amplify, Decay, // dot DecayTick, // dot Drain, DrainTick, Curse, Plague, // aoe dot Ruin, // aoe // ----------------- // Purity // ----------------- Empower, Slay, Shield, Silence, Inquiry, Purify, Purge, // Precision, // ----------------- // Chaos // ----------------- Banish, Hex, Fear, Taunt, Pause, // speed slow // used by tests, no cd, no dmg TestTouch, TestStun, TestBlock, TestParry, TestDrain, } impl Skill { pub fn base_cd(&self) -> Cooldown { match self { Skill::Attack => None, // ----------------- // Nature // ----------------- Skill::Block => Some(1), // reduce dmg Skill::Parry => Some(1), // avoid all dmg Skill::Snare => Some(2), Skill::Paralyse => Some(2), Skill::Strangle => Some(3), // Strangle Skill::Stun => Some(1), Skill::Evade => None, Skill::Evasion => Some(1), // additional layer of dmg avoidance // ----------------- // Technology // ----------------- Skill::Replicate => Some(1), Skill::Swarm => Some(3), Skill::Orbit => Some(2), Skill::Repair => Some(1), Skill::Scan => Some(2), // track? // ----------------- // Preservation // ----------------- Skill::Heal => Some(1), Skill::Triage => Some(1), // hot Skill::TriageTick => None, Skill::Throw => Some(2), // no dmg stun, adds vulnerable Skill::Charm => Some(2), Skill::Calm => Some(2), Skill::Rez => Some(4), // ----------------- // Destruction // ----------------- Skill::Blast => None, Skill::Amplify => Some(2), Skill::Decay => Some(1), // dot Skill::DecayTick => None, Skill::Drain => Some(3), Skill::DrainTick => None, Skill::Curse => Some(2), Skill::Plague => Some(2), // aoe dot Skill::Ruin => Some(3), // aoe // ----------------- // Purity // ----------------- // Skill::Precision => Some(1), Skill::Empower => Some(2), Skill::Slay => Some(1), Skill::Shield => Some(1), Skill::Silence => Some(2), Skill::Inquiry => Some(2), Skill::Purify => Some(1), Skill::Purge => Some(1), // ----------------- // Chaos // ----------------- Skill::Banish => Some(2), Skill::Hex => Some(1), Skill::Fear => Some(1), Skill::Taunt => Some(2), Skill::Pause => Some(2), // speed slow // ----------------- // Test // ----------------- Skill::TestTouch => None, Skill::TestStun => None, Skill::TestBlock => None, Skill::TestDrain => None, Skill::TestParry => None, } } pub fn category(&self) -> Category { match self { Skill::Attack => Category::Physical, // ----------------- // Nature // ----------------- Skill::Block => Category::Physical, // reduce dmg Skill::Evade => Category::Physical, Skill::Parry => Category::Physical, // avoid all dmg Skill::Snare => Category::Physical, Skill::Paralyse => Category::Physical, Skill::Strangle => Category::Physical, // Strangle Skill::Stun => Category::Physical, Skill::Evasion => Category::Physical, // additional layer of dmg avoidance // ----------------- // Technology // ----------------- Skill::Replicate => Category::Physical, Skill::Swarm => Category::Physical, Skill::Orbit => Category::Physical, Skill::Repair => Category::Physical, Skill::Scan => Category::Physical, // track? // ----------------- // Preservation // ----------------- Skill::Heal => Category::Physical, Skill::Triage => Category::Spell, // hot Skill::TriageTick => Category::SpellTick, // hot Skill::Throw => Category::Physical, // no dmg stun, adds vulnerable Skill::Charm => Category::Spell, Skill::Calm => Category::Physical, Skill::Rez => Category::Spell, // ----------------- // Destruction // ----------------- Skill::Blast => Category::Spell, Skill::Amplify => Category::Spell, Skill::Decay => Category::Spell, // dot Skill::DecayTick => Category::SpellTick, // hot Skill::Drain => Category::Spell, Skill::DrainTick => Category::SpellTick, // hot Skill::Curse => Category::Spell, Skill::Plague => Category::Spell, // aoe dot Skill::Ruin => Category::Spell, // aoe // ----------------- // Purity // ----------------- // Skill::Precision => 1, Skill::Empower => Category::Physical, Skill::Slay => Category::Physical, Skill::Shield => Category::Spell, Skill::Silence => Category::Spell, Skill::Inquiry => Category::Spell, Skill::Purify => Category::Spell, Skill::Purge => Category::Spell, // ----------------- // Chaos // ----------------- Skill::Banish => Category::Spell, Skill::Hex => Category::Spell, Skill::Fear => Category::Spell, Skill::Taunt => Category::Spell, Skill::Pause => Category::Spell, // extend durations // Skill::Lag => 2, // // ----------------- // Test // ----------------- Skill::TestTouch => Category::Physical, Skill::TestStun => Category::Physical, Skill::TestParry => Category::Physical, Skill::TestBlock => Category::Physical, Skill::TestDrain => Category::Spell, } } pub fn ko_castable(&self) -> bool { match self { Skill::TriageTick => true, Skill::DecayTick => true, Skill::DrainTick => true, _ => false, } } pub fn speed(&self) -> u8 { match self { Skill::Attack => 5, // ----------------- // Nature // ----------------- Skill::Block => 10, // reduce dmg Skill::Evade => 10, Skill::Parry => 10, // avoid all dmg Skill::Snare => 10, Skill::Paralyse => 5, Skill::Strangle => 5, // Strangle Skill::Stun => 5, Skill::Evasion => 3, // additional layer of dmg avoidance // ----------------- // Technology // ----------------- Skill::Replicate => 1, Skill::Swarm => 3, Skill::Orbit => 2, Skill::Repair => 1, Skill::Scan => 2, // track? // ----------------- // Preservation // ----------------- Skill::Heal => 1, Skill::Triage => 1, // hot Skill::TriageTick => 1, // hot Skill::Throw => 2, // no dmg stun, adds vulnerable Skill::Charm => 2, Skill::Calm => 2, Skill::Rez => 4, // ----------------- // Destruction // ----------------- Skill::Blast => 1, Skill::Amplify => 2, Skill::Decay => 1, // dot Skill::DecayTick => 2, // hot Skill::Drain => 2, Skill::DrainTick => 2, // hot Skill::Curse => 2, Skill::Plague => 2, // aoe dot Skill::Ruin => 3, // aoe // ----------------- // Purity // ----------------- // Skill::Precision => 1, Skill::Empower => 2, Skill::Slay => 1, Skill::Shield => 1, Skill::Silence => 2, Skill::Inquiry => 2, Skill::Purify => 1, Skill::Purge => 1, // ----------------- // Chaos // ----------------- Skill::Banish => 2, Skill::Hex => 1, Skill::Fear => 1, Skill::Taunt => 2, Skill::Pause => 2, // extend durations // Skill::Lag => 2, // // ----------------- // Test // ----------------- Skill::TestTouch => 10, Skill::TestStun => 5, Skill::TestBlock => 10, Skill::TestParry => 10, Skill::TestDrain => 10, } } pub fn resolve(&self, cryp: &mut Cryp, target: &mut Cryp) -> Resolution { let mut rng = thread_rng(); let _base: u64 = rng.gen(); let resolution = Resolution { skill: *self, results: vec![], disable: cryp.disabled(*self) }; if target.is_ko() { return resolution; } if resolution.disable.disabled { return resolution; } match self { Skill::Attack => attack(cryp, target, resolution), // ----------------- // Nature // ----------------- Skill::Block => block(cryp, target, resolution), Skill::Parry => parry(cryp, target, resolution), Skill::Evade => evade(cryp, target, resolution), Skill::Snare => snare(cryp, target, resolution), // TODO prevent physical moves Skill::Paralyse => panic!("nyi"), // no physical moves Skill::Strangle => panic!("nyi"), // no physical moves Skill::Stun => stun(cryp, target, resolution), Skill::Evasion => evade(cryp, target, resolution), // additional layer of dmg avoidance // ----------------- // Technology // ----------------- Skill::Replicate => panic!("nyi"), Skill::Swarm => panic!("nyi"), Skill::Orbit => panic!("nyi"), Skill::Repair => panic!("nyi"), Skill::Scan => panic!("nyi"), // track? // ----------------- // Preservation // ----------------- Skill::Heal => heal(cryp, target, resolution), Skill::Triage => triage(cryp, target, resolution), // hot Skill::TriageTick => triage_tick(cryp, target, resolution), // hot Skill::Throw => throw(cryp, target, resolution), // no dmg stun, adds vulnerable Skill::Charm => panic!("nyi"), // target casts random spell on teammate Skill::Calm => panic!("nyi"), // physical fear, taunt removal Skill::Rez => panic!("nyi"), // ----------------- // Destruction // ----------------- Skill::Blast => blast(cryp, target, resolution), Skill::Amplify => amplify(cryp, target, resolution), // increase magic dmg Skill::Decay => decay(cryp, target, resolution), // dot Skill::DecayTick => decay_tick(cryp, target, resolution), // hot Skill::Drain => drain(cryp, target, resolution), Skill::DrainTick => drain_tick(cryp, target, resolution), // hot Skill::Curse => curse(cryp, target, resolution), Skill::Plague => panic!("nyi"), // dot that spreads every turn Skill::Ruin => panic!("nyi"), // aoe version of blast // ----------------- // Purity // ----------------- // Skill::Precision => panic!("nyi"), Skill::Empower => empower(cryp, target, resolution), // increased phys dmg Skill::Slay => panic!("nyi"), // phys dmg mult by target magic dmg Skill::Shield => shield(cryp, target, resolution), // target is immune to magic dmg and fx Skill::Silence => silence(cryp, target, resolution), // target cannot cast spells Skill::Inquiry => panic!("nyi"), // Skill::Purify => purify(cryp, target, resolution), // dispel all debuffs Skill::Purge => purge(cryp, target, resolution), // dispel all buffs // ----------------- // Chaos // ----------------- Skill::Banish => banish(cryp, target, resolution), // TODO prevent all actions Skill::Hex => hex(cryp, target, resolution), // todo prevent casting Skill::Fear => panic!("nyi"), // cast random spell on self Skill::Taunt => panic!("nyi"), // target forced to attack Skill::Pause => panic!("nyi"), // speed slow // ----------------- // Test // ----------------- Skill::TestTouch => Resolution { skill: Skill::TestTouch, results: vec![], disable: Disable::new() }, Skill::TestStun => stun(cryp, target, resolution), Skill::TestBlock => block(cryp, target, resolution), Skill::TestParry => parry(cryp, target, resolution), Skill::TestDrain => drain(cryp, target, resolution), } } pub fn self_targeting(&self) -> bool { match self { Skill::Block => true, Skill::Evasion => true, Skill::Parry => true, Skill::TestBlock => true, Skill::TestParry => true, _ => false, } } } fn attack(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let amount = cryp.phys_dmg(); resolution.results.push(target.deal_phys_dmg(Skill::Attack, amount)); return resolution; } fn stun(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let effect = CrypEffect { effect: Effect::Stun, duration: Effect::Stun.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Stun, effect)); return resolution; } fn throw(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let stun = CrypEffect { effect: Effect::Stun, duration: Effect::Stun.duration(), tick: None }; let vulnerable = CrypEffect { effect: Effect::Vulnerable, duration: Effect::Vulnerable.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Throw, stun)); resolution.results.push(target.add_effect(Skill::Throw, vulnerable)); return resolution; } fn block(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let block = CrypEffect { effect: Effect::Block, duration: Effect::Block.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Block, block)); return resolution; } fn parry(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let effect = CrypEffect { effect: Effect::Parry, duration: Effect::Parry.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Parry, effect)); return resolution; } fn evade(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let evade = CrypEffect { effect: Effect::Evasion, duration: Effect::Evasion.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Evade, evade)); return resolution; } fn evade_roll() -> bool { let mut rng = thread_rng(); return rng.gen_bool(0.5); } fn snare(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let snare = CrypEffect { effect: Effect::Snare, duration: Effect::Snare.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Snare, snare)); return resolution; } fn empower(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let empower = CrypEffect { effect: Effect::Empower, duration: Effect::Empower.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Empower, empower)); return resolution; } // TODO put overhealing back fn heal(cryp: &mut Cryp, _target: &mut Cryp, resolution: Resolution) -> Resolution { let _amount = cryp.phys_dmg(); return resolution; } fn triage(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let triage = CrypEffect { effect: Effect::Triage, duration: Effect::Triage.duration(), tick: Some(Cast::new_tick(cryp, target, Skill::TriageTick)), }; let immunity = target.immune(Skill::Triage); let immune = immunity.immune; let snare_result = ResolutionResult::Effect { effect: triage.effect, duration: triage.duration, immunity, }; resolution.results.push(snare_result); if !immune { target.effects.push(triage); } return resolution; } fn triage_tick(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let amount = cryp.spell_dmg().wrapping_div(2); resolution.results.push(target.heal(Skill::TriageTick, amount)); return resolution; } fn blast(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let amount = cryp.spell_dmg(); resolution.results.push(target.deal_spell_dmg(Skill::Blast, amount)); return resolution; } fn amplify(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let amplify = CrypEffect { effect: Effect::Amplify, duration: Effect::Amplify.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Amplify, amplify)); return resolution;; } fn decay(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let decay = CrypEffect { effect: Effect::Decay, duration: Effect::Decay.duration(), tick: Some(Cast::new_tick(cryp, target, Skill::DecayTick)), }; resolution.results.push(target.add_effect(Skill::Decay, decay)); return resolution; } fn decay_tick(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let amount = cryp.spell_dmg(); resolution.results.push(target.deal_spell_dmg(Skill::DecayTick, amount)); return resolution; } fn hex(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let hex = CrypEffect { effect: Effect::Hex, duration: Effect::Hex.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Hex, hex)); return resolution;; } fn curse(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let curse = CrypEffect { effect: Effect::Curse, duration: Effect::Curse.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Curse, curse)); return resolution;; } fn drain(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let drain = CrypEffect { effect: Effect::Drain, duration: Effect::Drain.duration(), tick: Some(Cast::new_tick(cryp, target, Skill::DrainTick)), }; resolution.results.push(target.add_effect(Skill::Drain, drain)); return resolution;; } fn drain_tick(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let amount = cryp.spell_dmg(); let drain_dmg = target.deal_spell_dmg(Skill::DrainTick, amount); resolution.results.push(drain_dmg.clone()); match drain_dmg { ResolutionResult::Damage { amount, category: _, immunity } => { if !immunity.immune { resolution.results.push(cryp.heal(Skill::Heal, amount)); } }, _ => panic!("drain tick dmg not dealt {:?}", drain_dmg), } return resolution; } fn shield(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let shield = CrypEffect { effect: Effect::Shield, duration: Effect::Shield.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Shield, shield)); return resolution; } fn silence(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let silence = CrypEffect { effect: Effect::Silence, duration: Effect::Silence.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Silence, silence)); return resolution; } fn purge(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let immunity = target.immune(Skill::Purge); let immune = immunity.immune; if !immune { for (i, ce) in target.effects.clone().iter_mut().enumerate() { if ce.effect.category() == Category::SpellBuff { target.effects.remove(i); resolution.results.push(ResolutionResult::Removal { effect: ce.effect, immunity: immunity.clone() }); } } } return resolution; } fn purify(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let immunity = target.immune(Skill::Purify); let immune = immunity.immune; if !immune { for (i, ce) in target.effects.clone().iter_mut().enumerate() { if ce.effect.category() == Category::SpellDebuff { target.effects.remove(i); resolution.results.push(ResolutionResult::Removal { effect: ce.effect, immunity: immunity.clone() }); } } } return resolution; } fn banish(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution { let banish = CrypEffect { effect: Effect::Banish, duration: Effect::Banish.duration(), tick: None }; resolution.results.push(target.add_effect(Skill::Banish, banish)); return resolution; } #[cfg(test)] mod tests { use skill::*; #[test] fn heal_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .learn(Skill::Heal) .create(); let mut y = Cryp::new() .named(&"camel".to_string()) .level(8) .learn(Skill::Heal) .create(); x.deal_phys_dmg(Skill::Attack, 5); heal(&mut y, &mut x, Resolution::new(Skill::Heal)); } #[test] fn decay_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .create(); let mut y = Cryp::new() .named(&"camel".to_string()) .level(8) .create(); let mut log = vec![]; decay(&mut x, &mut y, Resolution::new(Skill::Triage)); assert!(y.effects.iter().any(|e| e.effect == Effect::Decay)); y.reduce_effect_durations(&mut log); let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay); // assert!(y.hp() == y.stamina().saturating_sub(decay.unwrap().tick.unwrap().amount)); } #[test] fn block_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .create(); let mut y = Cryp::new() .named(&"camel".to_string()) .level(8) .create(); // ensure it doesn't have 0 pd x.phys_dmg.set(100); y.hp.set(500); block(&mut y.clone(), &mut y, Resolution::new(Skill::Block)); assert!(y.effects.iter().any(|e| e.effect == Effect::Block)); let res = attack(&mut x, &mut y, Resolution::new(Skill::Attack)); match res.results[0] { ResolutionResult::Damage { amount, category: _, immunity: _ } => assert_eq!(amount, 50), _ => panic!("not damage"), }; } #[test] fn triage_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .create(); let mut y = Cryp::new() .named(&"pretaliation".to_string()) .level(8) .create(); // ensure it doesn't have 0 sd x.spell_dmg.set(50); y.deal_phys_dmg(Skill::Attack, 5); let prev_hp = y.hp(); let res = Resolution::new(Skill::Triage); triage(&mut x, &mut y, res); assert!(y.effects.iter().any(|e| e.effect == Effect::Triage)); let res = Resolution::new(Skill::TriageTick); triage_tick(&mut x, &mut y, res); assert!(y.hp() > prev_hp); } #[test] fn silence_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .create(); silence(&mut x.clone(), &mut x, Resolution::new(Skill::Silence)); assert!(x.effects.iter().any(|e| e.effect == Effect::Silence)); assert!(x.disabled(Skill::Silence).disabled); } #[test] fn amplify_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .create(); x.spell_dmg.set(50); amplify(&mut x.clone(), &mut x, Resolution::new(Skill::Amplify)); assert!(x.effects.iter().any(|e| e.effect == Effect::Amplify)); assert_eq!(x.spell_dmg(), 100); } #[test] fn purify_test() { let mut x = Cryp::new() .named(&"muji".to_string()) .level(8) .create(); decay(&mut x.clone(), &mut x, Resolution::new(Skill::Decay)); assert!(x.effects.iter().any(|e| e.effect == Effect::Decay)); purify(&mut x.clone(), &mut x, Resolution::new(Skill::Purify)); assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay)); } }