use rand::prelude::*; use uuid::Uuid; // Db Commons use serde_cbor::{from_slice, to_vec}; use postgres::transaction::Transaction; use failure::Error; use failure::err_msg; use account::Account; use rpc::{GameStateParams, GameSkillParams}; use cryp::{Cryp}; use skill::{Skill, Effect, Cast, Resolution, Event, resolve}; use player::{Player}; // use instance::{instance_game_finished, global_game_finished}; #[derive(Debug,Clone,Serialize,Deserialize)] pub struct Team { pub id: Uuid, pub player: Option, pub bot: bool, pub cryps: Vec, } impl Team { pub fn new(account: Uuid) -> Team { return Team { id: account, player: None, cryps: vec![], bot: false, }; } pub fn set_bot(&mut self) -> &mut Team { self.bot = true; self } fn skills_required(&self) -> usize { let required = self.cryps.iter() .filter(|c| !c.is_ko()) .filter(|c| c.available_skills().len() > 0) .collect::>().len(); // println!("{:} requires {:} skills this turn", self.id, required); return required; } fn taunting(&self) -> Option<&Cryp> { self.cryps.iter() .find(|c| c.affected(Effect::Taunt)) } pub fn set_cryps(&mut self, mut cryps: Vec) -> &mut Team { cryps.sort_unstable_by_key(|c| c.id); self.cryps = cryps; self } pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> { self.cryps.iter_mut().find(|c| c.id == id) } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Phase { Start, Skill, Target, Resolve, Finish, } #[derive(Debug,Clone,Copy,Serialize,Deserialize)] pub enum GameMode { Normal, Pvp, Zone3v2Attack, Zone2v2Caster, Zone3v3MeleeMiniboss, Zone3v3HealerBoss, } #[derive(Debug,Clone,Serialize,Deserialize)] pub struct Game { pub id: Uuid, pub team_size: usize, pub team_num: usize, pub teams: Vec, pub phase: Phase, pub stack: Vec, pub resolved: Vec, pub log: Vec, pub instance: Option, pub mode: GameMode, } impl Game { pub fn new() -> Game { return Game { id: Uuid::new_v4(), team_size: 0, team_num: 0, teams: vec![], phase: Phase::Start, stack: vec![], resolved: vec![], log: vec![], instance: None, mode: GameMode::Normal, }; } pub fn set_team_num(&mut self, size: usize) -> &mut Game { self.team_num = size; self } pub fn set_team_size(&mut self, size: usize) -> &mut Game { self.team_size = size; self } pub fn set_instance(&mut self, id: Uuid) -> &mut Game { self.instance = Some(id); self } pub fn set_mode(&mut self, mode: GameMode) -> &mut Game { self.mode = mode; self } pub fn joinable(&self) -> bool { self.can_start() } pub fn team_add(&mut self, team: Team) -> Result<&mut Game, Error> { if self.teams.len() == self.team_num { return Err(err_msg("maximum number of teams")); } if self.teams.iter().any(|t| t.id == team.id) { return Err(err_msg("team already in game")); } if team.cryps.iter().all(|c| c.skills.len() == 0) { return Err(err_msg("your cryps have no skills")); } let team_description = team.cryps.iter().map(|c| c.name.clone()).collect::>().join(", "); self.log.push(format!("{:} has joined the game.", team_description)); self.teams.push(team); Ok(self) } // handle missing team properly pub fn team_by_id(&mut self, id: Uuid) -> &mut Team { match self.teams.iter_mut().find(|t| t.id == id) { Some(t) => t, None => panic!("id not in game {:}", id), } } pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> { match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) { Some(team) => team.cryps.iter_mut().find(|c| c.id == id), None => None, } } pub fn cryp_by_id_take(&mut self, id: Uuid) -> Cryp { match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) { Some(team) => { let i = team.cryps.iter().position(|c| c.id == id).unwrap(); team.cryps.remove(i) } None => panic!("id not in game {:}", id), } } fn all_cryps(&self) -> Vec { self.teams.clone() .into_iter() .flat_map( |t| t.cryps .into_iter()) .collect::>() } fn update_cryp(&mut self, cryp: &mut Cryp) -> &mut Game { match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) { Some(team) => { let index = team.cryps.iter().position(|t| t.id == cryp.id).unwrap(); team.cryps.remove(index); team.cryps.push(cryp.clone()); team.cryps.sort_unstable_by_key(|c| c.id); }, None => panic!("cryp not in game"), }; self } fn can_start(&self) -> bool { return self.teams.len() == self.team_num && self.teams.iter().all(|t| t.cryps.len() == self.team_size) } pub fn start(mut self) -> Game { self.log.push("Game starting...".to_string()); self.skill_phase_start() } fn skill_phase_start(mut self) -> Game { self.log.push("".to_string()); if ![Phase::Start, Phase::Resolve].contains(&self.phase) { panic!("game not in Resolve or start phase"); } self.phase = Phase::Skill; self.pve_add_skills(); if self.skill_phase_finished() { return self.resolve_phase_start() } self } fn pve_add_skills(&mut self) -> &mut Game { let mut pve_skills = vec![]; for mobs in self.teams .iter() .filter(|t| t.bot) { let player_team = self.teams.iter().find(|t| t.id != mobs.id).unwrap(); for mob in mobs.cryps.iter() { let skill = mob.mob_select_skill(); // println!("{:?} {:?}", mob.name, skill); match skill { Some(s) => { let mut rng = thread_rng(); // the mut marks it as being able to be called // more than once let mut find_target = || { match s.defensive() { true => &mobs.cryps[rng.gen_range(0, mobs.cryps.len())], false => &player_team.cryps[rng.gen_range(0, player_team.cryps.len())], } }; let mut target = find_target(); while target.is_ko() { target = find_target(); } pve_skills.push((mobs.id, mob.id, Some(target.id), s)); }, None => continue, }; } } for (team_id, mob_id, target_id, s) in pve_skills { match self.add_skill(team_id, mob_id, target_id, s) { Ok(_) => (), Err(e) => { println!("{:?}", self.cryp_by_id(mob_id)); panic!("{:?} unable to add pve mob skill {:?}", e, s); }, } } self } fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_cryp_id: Option, skill: Skill) -> Result { if self.phase != Phase::Skill { return Err(err_msg("game not in skill phase")); } let final_target_id = match skill.self_targeting() { true => source_cryp_id, false => match target_cryp_id { Some(t) => t, None => return Err(err_msg("skill requires a target")), } }; // target checks { let target = match self.cryp_by_id(final_target_id) { Some(c) => c, None => return Err(err_msg("target cryp not in game")), }; // fixme for rez if target.is_ko() { return Err(err_msg("target cryp is ko")); } } // cryp checks { let cryp = match self.cryp_by_id(source_cryp_id) { Some(c) => c, None => return Err(err_msg("cryp not in game")), }; if cryp.is_ko() { return Err(err_msg("cryp is ko")); } // check the cryp has the skill if !cryp.knows(skill) { return Err(err_msg("cryp does not have that skill")); } if cryp.skill_on_cd(skill).is_some() { return Err(err_msg("abiltity on cooldown")); } // check here as well so uncastable spells don't go on the stack if let Some(disable) = cryp.disabled(skill) { return Err(format_err!("skill disabled {:?}", disable)); } } // replace cryp skill if let Some(s) = self.stack.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) { self.stack.remove(s); } let skill = Cast::new(source_cryp_id, team_id, final_target_id, skill); let skill_id = skill.id; self.stack.push(skill); return Ok(skill_id); } fn skill_phase_finished(&self) -> bool { self.teams.iter() // for every team .all(|t| self.stack.iter() // the number of skills they have cast .filter(|s| s.source_team_id == t.id).collect::>() // should equal the number required this turn .len() == t.skills_required() ) } // requires no input // just do it fn resolve_phase_start(mut self) -> Game { if self.phase != Phase::Skill { panic!("game not in skill phase"); } assert!(self.skill_phase_finished()); self.phase = Phase::Resolve; self.log.push("".to_string()); self.resolve_skills() } fn stack_sort_speed(&mut self) -> &mut Game { let mut sorted = self.stack.clone(); sorted.iter_mut() .for_each(|s| { let caster = self.cryp_by_id(s.source_cryp_id).unwrap(); let speed = caster.skill_speed(s.skill); s.speed = speed; }); sorted.sort_unstable_by_key(|s| s.speed); self.stack = sorted; self } fn cryp_aoe_targets(&self, cryp_id: Uuid) -> Vec { self.teams.iter() .find(|t| t.cryps.iter().any(|c| c.id == cryp_id)) .unwrap() .cryps .iter() .map(|c| c.id) .collect() } fn get_targets(&self, skill: Skill, source: &Cryp, target_cryp_id: Uuid) -> Vec { let target_team = self.teams.iter() .find(|t| t.cryps.iter().any(|c| c.id == target_cryp_id)) .unwrap(); if let Some(t) = target_team.taunting() { return vec![t.id]; } match source.skill_is_aoe(skill) { true => self.cryp_aoe_targets(target_cryp_id), false => vec![target_cryp_id], } } fn resolve_skills(mut self) -> Game { if self.phase != Phase::Resolve { panic!("game not in Resolve phase"); } // find their statuses with ticks let mut ticks = self.all_cryps() .iter() .flat_map( |c| c.effects .iter() .cloned() .filter_map(|e| e.tick)) .collect::>(); // add them to the stack self.stack.append(&mut ticks); self.stack_sort_speed(); // temp vec of this round's resolving skills // because need to check cooldown use before pushing them into the complete list let mut casts = vec![]; while let Some(cast) = self.stack.pop() { // println!("{:} casts ", cast); let mut resolutions = vec![]; let mut source = self.cryp_by_id(cast.source_cryp_id).unwrap().clone(); let targets = self.get_targets(cast.skill, &source, cast.target_cryp_id); for target_id in targets { let mut source = self.cryp_by_id(cast.source_cryp_id).unwrap().clone(); let mut target = self.cryp_by_id(target_id).unwrap().clone(); resolutions = resolve(cast.skill, &mut source, &mut target, resolutions); // save the clones self.update_cryp(&mut source); self.update_cryp(&mut target); } resolutions.reverse(); while let Some(resolution) = resolutions.pop() { self.log_resolution(cast.speed, &resolution); // the results go into the resolutions self.resolved.push(resolution); } // the cast itself goes into this temp vec // to handle cooldowns casts.push(cast); // sort the stack again in case speeds have changed self.stack_sort_speed(); }; // println!("{:#?}", self.casts); // handle cooldowns and statuses self.progress_durations(&casts); if self.finished() { return self.finish() } self.skill_phase_start() } fn progress_durations(&mut self, resolved: &Vec) -> &mut Game { for mut cryp in self.all_cryps() { // println!("progressing durations for {:}", cryp.name); if cryp.is_ko() { continue; } // only reduce cooldowns if no cd was used // have to borrow self for the skill check { if let Some(skill) = resolved.iter().find(|s| s.source_cryp_id == cryp.id) { if skill.used_cooldown() { cryp.skill_set_cd(skill.skill); } else { cryp.reduce_cooldowns(); } } else { cryp.reduce_cooldowns(); } } // always reduce durations cryp.reduce_effect_durations(); self.update_cryp(&mut cryp); } self } fn log_resolution(&mut self, speed: u64, resolution: &Resolution) -> &mut Game { let Resolution { source, target, event } = resolution; match event { Event::Ko { skill: _ }=> self.log.push(format!("{:} KO!", target.name)), Event::Disable { skill, disable } => self.log.push(format!("{:} {:?} {:} disabled {:?}", source.name, skill, target.name, disable)), Event::Immunity { skill, immunity } => self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}", speed, source.name, skill, target.name, immunity)), Event::TargetKo { skill } => self.log.push(format!("[{:}] {:} {:?} {:} - target is KO", speed, source.name, skill, target.name)), Event::Damage { skill, amount, mitigation, colour: _ } => self.log.push(format!("[{:}] {:} {:?} {:} {:} ({:} mitigated)", speed, source.name, skill, target.name, amount, mitigation)), Event::Healing { skill, amount, overhealing } => self.log.push(format!("[{:}] {:} {:?} {:} {:} healing ({:}OH)", speed, source.name, skill, target.name, amount, overhealing)), Event::Inversion { skill } => self.log.push(format!("[{:}] {:} {:?} {:} INVERTED", speed, source.name, skill, target.name)), Event::Reflection { skill } => self.log.push(format!("[{:}] {:} {:?} {:} REFLECTED", speed, source.name, skill, target.name)), Event::Effect { skill, effect, duration } => self.log.push(format!("[{:}] {:} {:?} {:} {:?} {:}T", speed, source.name, skill, target.name, effect, duration)), Event::Removal { effect } => self.log.push(format!("[{:}] {:?} removed {:} {:?}", speed, source.name, target.name, effect)), Event::Recharge { skill, red, blue } => self.log.push(format!("[{:}] {:} {:?} {:} {:}R {:}B", speed, source.name, skill, target.name, red, blue)), Event::Evasion { skill, evasion_rating } => self.log.push(format!("[{:}] {:} {:?} {:} evaded ({:}%)", speed, source.name, skill, target.name, evasion_rating)), Event::Incomplete => panic!("incomplete resolution {:?}", resolution), } self } pub fn finished(&self) -> bool { self.teams.iter().any(|t| t.cryps.iter().all(|c| c.is_ko())) } pub fn winner(&self) -> Option<&Team> { self.teams.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko())) } fn finish(mut self) -> Game { self.phase = Phase::Finish; self.log.push(format!("Game finished.")); { let winner = self.teams.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko())); match winner { Some(w) => self.log.push(format!("Winner: {:}", w.id)), None => self.log.push(format!("Game was drawn.")), }; } self } } pub fn game_skill(params: GameSkillParams, tx: &mut Transaction, account: &Account) -> Result { let query = " SELECT * FROM games WHERE id = $1 "; let result = tx .query(query, &[¶ms.game_id])?; let returned = match result.iter().next() { Some(row) => row, None => return Err(err_msg("game not found")), }; // tells from_slice to cast into a cryp let game_bytes: Vec = returned.get("data"); let mut game = from_slice::(&game_bytes)?; if game.phase != Phase::Skill { return Err(err_msg("game not in skill phase")) } game.add_skill(account.id, params.cryp_id, params.target_cryp_id, params.skill)?; if game.skill_phase_finished() { game = game.resolve_phase_start(); } game_update(&game, tx)?; Ok(game) } // pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Account) -> Result { // let query = " // SELECT * // FROM games // WHERE id = $1 // "; // let result = tx // .query(query, &[¶ms.game_id])?; // let returned = match result.iter().next() { // Some(row) => row, // None => return Err(err_msg("game not found")), // }; // // tells from_slice to cast into a cryp // let game_bytes: Vec = returned.get("data"); // let mut game = from_slice::(&game_bytes)?; // game.add_target(account.id, params.cryp_id, params.skill_id)?; // if game.target_phase_finished() { // game.resolve_phase_start(); // } // game_update(game, tx)?; // Ok(game) // } pub fn game_write(game: &Game, tx: &mut Transaction) -> Result<(), Error> { let game_bytes = to_vec(&game)?; let query = " INSERT INTO games (id, data) VALUES ($1, $2) RETURNING id; "; let result = tx .query(query, &[&game.id, &game_bytes])?; result.iter().next().ok_or(format_err!("no game written"))?; // println!("{:} wrote game", game.id); return Ok(()); } pub fn game_state(params: GameStateParams, tx: &mut Transaction, _account: &Account) -> Result { return game_get(tx, params.id) } pub fn game_get(tx: &mut Transaction, id: Uuid) -> Result { let query = " SELECT * FROM games WHERE id = $1 "; let result = tx .query(query, &[&id])?; let returned = match result.iter().next() { Some(row) => row, None => return Err(err_msg("game not found")), }; // tells from_slice to cast into a cryp let game_bytes: Vec = returned.get("data"); let game = from_slice::(&game_bytes)?; return Ok(game); } pub fn game_global_startup(tx: &mut Transaction) -> Result<(), Error> { if game_global_get(tx).is_ok() { println!("global mm game exists"); return Ok(()); } let mut game = Game::new(); game .set_team_num(2) .set_team_size(3) .set_mode(GameMode::Pvp); game_write(&game, tx)?; let query = " INSERT INTO matchmaking (id, game) VALUES ($1, $2) RETURNING id; "; let result = tx .query(query, &[&Uuid::nil(), &game.id])?; result.iter().next().ok_or(format_err!("no game written"))?; println!("{:} wrote global mm startup", game.id); return Ok(()); } pub fn game_global_set(tx: &mut Transaction, game: &Game) -> Result<(), Error> { let query = " UPDATE matchmaking SET game = $1 WHERE id = $2 RETURNING id, game; "; let result = tx .query(query, &[&game.id, &Uuid::nil()])?; result.iter() .next() .ok_or(err_msg("could not set global game mm"))?; return Ok(()); } pub fn game_global_get(tx: &mut Transaction) -> Result { let query = " SELECT * from games WHERE id = ( SELECT game FROM matchmaking WHERE id = $1 ); "; let delete_query = " DELETE from matchmaking; "; let result = tx .query(query, &[&Uuid::nil()])?; let returned = match result.iter().next() { Some(row) => row, None => return Err(err_msg("game not found")), }; // tells from_slice to cast into a cryp let game_bytes: Vec = returned.get("data"); let game = match from_slice::(&game_bytes) { Ok(g) => g, Err(_) => { tx.query(delete_query, &[])?; return Err(err_msg("matchmaking game was invalid")) } }; return Ok(game); } pub fn game_update(game: &Game, tx: &mut Transaction) -> Result<(), Error> { let game_bytes = to_vec(&game)?; let query = " UPDATE games SET data = $1 WHERE id = $2 RETURNING id, data; "; let result = tx .query(query, &[&game_bytes, &game.id])?; result.iter().next().ok_or(format_err!("game {:?} could not be written", game))?; // if game.finished() { // if let Some(i) = game.instance { // match i == Uuid::nil() { // true => global_game_finished(tx, &game)?, // false => instance_game_finished(tx, &game, i)?, // } // } // } return Ok(()); } // pub fn game_pve_new(cryp_ids: Vec, mode: GameMode, tx: &mut Transaction, account: &Account) -> Result { // if cryp_ids.len() == 0 { // return Err(err_msg("no cryps selected")); // } // let cryps = cryp_ids // .iter() // .map(|id| cryp_get(tx, *id, account.id)) // .collect::, Error>>()?; // if cryps.len() > 3 { // return Err(err_msg("team size too large (3 max)")); // } // // create the game // let mut game = Game::new(); // // let game_id = game.id; // game; // .set_team_num(2) // .set_team_size(cryps.len()) // .set_mode(mode); // // create the mob team // let mob_team = generate_mob_team(mode, &cryps); // // add the players // let mut plr_team = Team::new(account.id); // plr_team // .set_cryps(cryps); // game // .team_add(plr_team)? // .team_add(mob_team)?; // game.start(); // return Ok(game); // } // pub fn game_pve(params: GamePveParams, tx: &mut Transaction, account: &Account) -> Result { // let game = game_pve_new(params.cryp_ids, GameMode::Normal, tx, account)?; // // persist // game_write(&game, tx)?; // Ok(game) // } pub fn game_instance_new(tx: &mut Transaction, player: Player, game_id: Uuid) -> Result { // create the game let mut game = Game::new(); game.id = game_id; game .set_team_num(2) .set_team_size(3) .set_instance(player.instance) .set_mode(GameMode::Pvp); // create the initiators team let mut team = Team::new(player.account); team.set_cryps(player.cryps); game.team_add(team)?; // persist game_write(&game, tx)?; Ok(game) } pub fn game_instance_join(tx: &mut Transaction, player: Player, game_id: Uuid) -> Result { let mut game = game_get(tx, game_id)?; let mut team = Team::new(player.account); team.set_cryps(player.cryps); game.team_add(team)?; if game.can_start() { game = game.start(); } println!("{:?} game joined", game.id); game_update(&game, tx)?; Ok(game) } #[cfg(test)] mod tests { use game::*; use cryp::*; fn create_test_game() -> Game { let mut x = Cryp::new() .named(&"pronounced \"creeep\"".to_string()) .learn(Skill::Attack) .learn(Skill::TestStun) .learn(Skill::TestTouch) .learn(Skill::TestBlock) .learn(Skill::TestParry) .learn(Skill::TestSiphon) .learn(Skill::Empower) .learn(Skill::Stun) .learn(Skill::Block); let mut y = Cryp::new() .named(&"lemongrass tea".to_string()) .learn(Skill::Attack) .learn(Skill::TestStun) .learn(Skill::TestTouch) .learn(Skill::TestBlock) .learn(Skill::TestParry) .learn(Skill::TestSiphon) .learn(Skill::Empower) .learn(Skill::Stun) .learn(Skill::Block); let mut game = Game::new(); game .set_team_num(2) .set_team_size(1); let x_team_id = Uuid::new_v4(); x.account = x_team_id; let mut x_team = Team::new(x_team_id); x_team .set_cryps(vec![x]); let y_team_id = Uuid::new_v4(); y.account = y_team_id; let mut y_team = Team::new(y_team_id); y_team .set_cryps(vec![y]); game .team_add(x_team).unwrap() .team_add(y_team).unwrap(); assert!(game.can_start()); return game.start(); } fn create_2v2_test_game() -> Game { let mut i = Cryp::new() .named(&"pretaliate".to_string()) .learn(Skill::Attack) .learn(Skill::TestTouch); let mut j = Cryp::new() .named(&"poy sian".to_string()) .learn(Skill::Attack) .learn(Skill::TestTouch); let mut x = Cryp::new() .named(&"pronounced \"creeep\"".to_string()) .learn(Skill::Attack) .learn(Skill::TestTouch); let mut y = Cryp::new() .named(&"lemongrass tea".to_string()) .learn(Skill::Attack) .learn(Skill::TestTouch); let mut game = Game::new(); game .set_team_num(2) .set_team_size(2); let i_team_id = Uuid::new_v4(); i.account = i_team_id; j.account = i_team_id; let mut i_team = Team::new(i_team_id); i_team .set_cryps(vec![i,j]); let x_team_id = Uuid::new_v4(); x.account = x_team_id; y.account = x_team_id; let mut x_team = Team::new(x_team_id); x_team .set_cryps(vec![x,y]); game .team_add(i_team).unwrap() .team_add(x_team).unwrap(); assert!(game.can_start()); return game.start(); } #[test] fn phase_test() { let mut game = create_test_game(); let x_team = game.teams[0].clone(); let y_team = game.teams[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = y_team.cryps[0].clone(); game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::Attack).unwrap(); game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap(); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); assert!([Phase::Skill, Phase::Finish].contains(&game.phase)); return; } #[test] fn stun_test() { let mut game = create_test_game(); let x_team = game.teams[0].clone(); let y_team = game.teams[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = y_team.cryps[0].clone(); let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap(); game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); // should auto progress back to skill phase assert!(game.phase == Phase::Skill); // assert!(game.team_by_id(y_team.id).cryps[0].is_stunned()); // assert!(game.team_by_id(y_team.id).skills_required() == 0); } #[test] fn ko_resolution_test() { let mut game = create_test_game(); let x_team = game.teams[0].clone(); let y_team = game.teams[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = y_team.cryps[0].clone(); game.team_by_id(y_team.id).cryp_by_id(y_cryp.id).unwrap().red_damage.force(u64::max_value()); game.team_by_id(y_team.id).cryp_by_id(y_cryp.id).unwrap().speed.force(u64::max_value()); // just in case // remove all mitigation game.team_by_id(x_team.id).cryp_by_id(x_cryp.id).unwrap().red_life.force(0); let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap(); game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap(); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); assert!(!game.team_by_id(y_team.id).cryps[0].is_stunned()); assert!(game.phase == Phase::Finish); } #[test] fn cooldown_test() { let mut game = create_test_game(); let x_team = game.teams[0].clone(); let y_team = game.teams[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = y_team.cryps[0].clone(); // should auto progress back to skill phase assert!(game.phase == Phase::Skill); assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none()); assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Stun).is_some()); assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_none()); let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game = game.resolve_phase_start(); // should auto progress back to skill phase assert!(game.phase == Phase::Skill); assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Stun).is_none()); // second round // now we block and it should go back on cd let _x_block_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::Stun).unwrap(); let _y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game = game.resolve_phase_start(); assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Stun).is_some()); assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none()); } #[test] fn parry_test() { let mut game = create_test_game(); let x_team = game.teams[0].clone(); let y_team = game.teams[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = y_team.cryps[0].clone(); let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::TestParry).unwrap(); game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestStun).unwrap(); game = game.resolve_phase_start(); // should not be stunned because of parry assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false); // riposte assert!(game.team_by_id(y_team.id).cryps[0].green_life() == 768); } #[test] fn aoe_test() { let mut game = create_2v2_test_game(); let i_team = game.teams[0].clone(); let x_team = game.teams[1].clone(); let i_cryp = i_team.cryps[0].clone(); let j_cryp = i_team.cryps[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = x_team.cryps[1].clone(); game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Ruin); while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Ruin).is_some() { game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns(); } game.add_skill(i_team.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(i_team.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(x_team.id, x_cryp.id, Some(i_cryp.id), Skill::Ruin).unwrap(); game.add_skill(x_team.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap(); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); let ruins = game.resolved .into_iter() .filter(|r| { let Resolution { source, target: _, event } = r; match source.id == x_cryp.id { true => match event { Event::Effect { effect, duration, skill: _ } => { assert!(*effect == Effect::Ruin); assert!(*duration == 1); true } _ => panic!("ruin result not effect {:?}", event), } false => false, } }) .count(); assert!(ruins == 2); } #[test] fn taunt_test() { let mut game = create_2v2_test_game(); let i_team = game.teams[0].clone(); let x_team = game.teams[1].clone(); let i_cryp = i_team.cryps[0].clone(); let j_cryp = i_team.cryps[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = x_team.cryps[1].clone(); game.cryp_by_id(x_cryp.id).unwrap().learn_mut(Skill::Taunt); while game.cryp_by_id(x_cryp.id).unwrap().skill_on_cd(Skill::Taunt).is_some() { game.cryp_by_id(x_cryp.id).unwrap().reduce_cooldowns(); } game.add_skill(i_team.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(i_team.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(x_team.id, x_cryp.id, Some(i_cryp.id), Skill::Taunt).unwrap(); game.add_skill(x_team.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap(); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); assert!(game.resolved.len() == 4); while let Some(r) = game.resolved.pop() { let Resolution { source , target, event: _ } = r; if [i_cryp.id, j_cryp.id].contains(&source.id) { assert!(target.id == x_cryp.id); } } } #[test] fn ko_pve_test() { let mut game = create_2v2_test_game(); let i_team = game.teams[0].clone(); let x_team = game.teams[1].clone(); let i_cryp = i_team.cryps[0].clone(); let j_cryp = i_team.cryps[1].clone(); let x_cryp = x_team.cryps[0].clone(); let y_cryp = x_team.cryps[1].clone(); game.add_skill(i_team.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(i_team.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(x_team.id, x_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(x_team.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap(); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); assert!([Phase::Skill, Phase::Finish].contains(&game.phase)); // kill a cryp game.team_by_id(i_team.id).cryp_by_id(i_cryp.id).unwrap().green_life.reduce(u64::max_value()); assert!(game.team_by_id(i_team.id).skills_required() == 1); assert!(game.team_by_id(x_team.id).skills_required() == 2); // add some more skills game.add_skill(i_team.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(x_team.id, x_cryp.id, Some(j_cryp.id), Skill::TestTouch).unwrap(); game.add_skill(x_team.id, y_cryp.id, Some(j_cryp.id), Skill::TestTouch).unwrap(); assert!(game.add_skill(x_team.id, x_cryp.id, Some(i_cryp.id), Skill::TestTouch).is_err()); assert!(game.skill_phase_finished()); game = game.resolve_phase_start(); assert!(game.team_by_id(i_team.id).skills_required() == 1); assert!(game.team_by_id(x_team.id).skills_required() == 2); return; } }