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 account::{Account}; use rpc::{CrypSpawnParams}; use skill::{Skill, Cooldown, Effect, Cast, Category, Immunity, Disable, ResolutionResult}; use spec::{Spec}; use game::{Log}; use vbox::Var; #[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_cryp(cryp: &Cryp) -> Colours { let mut count = Colours::new(); for spec in cryp.specs.iter() { let v = Var::from(*spec); v.colours(&mut count); } for cs in cryp.skills.iter() { let v = Var::from(cs.skill); v.colours(&mut count); } count } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub struct CrypSkill { pub skill: Skill, pub self_targeting: bool, pub cd: Cooldown, } impl CrypSkill { pub fn new(skill: Skill) -> CrypSkill { CrypSkill { skill, self_targeting: skill.self_targeting(), cd: skill.base_cd(), } } } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct CrypEffect { pub effect: Effect, pub duration: u8, pub tick: Option, } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Stat { Str, Agi, Int, Hp, Speed, RedDamage, RedDamageTaken, BlueDamage, BlueDamageTaken, GreenDamage, GreenDamageTaken, RedShield, BlueShield, Evasion, } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub struct CrypStat { base: u64, value: u64, max: u64, pub stat: Stat, } impl CrypStat { // pub fn set(&mut self, v: u64, specs: &Vec) -> &mut CrypStat { // self.base = v; // self.recalculate(specs) // } pub fn recalculate(&mut self, specs: &Vec, team_colours: &Colours) -> &mut CrypStat { 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, team_colours)); self.value = value; self.max = value; self } pub fn reduce(&mut self, amt: u64) -> &mut CrypStat { self.value = self.value.saturating_sub(amt); self } pub fn increase(&mut self, amt: u64) -> &mut CrypStat { self.value = self.value.saturating_add(amt); self } pub fn force(&mut self, v: u64) -> &mut CrypStat { self.base = v; self.value = v; self } } #[derive(Debug,Clone,Serialize,Deserialize)] pub struct CrypRecover { pub id: Uuid, pub account: Uuid, pub name: String, } #[derive(Debug,Clone,Serialize,Deserialize)] pub struct Cryp { pub id: Uuid, pub account: Uuid, pub red_damage: CrypStat, pub red_shield: CrypStat, pub blue_shield: CrypStat, pub blue_damage: CrypStat, pub green_damage: CrypStat, pub speed: CrypStat, pub hp: CrypStat, pub evasion: CrypStat, pub skills: Vec, pub effects: Vec, pub specs: Vec, pub colours: Colours, pub name: String, pub ko_logged: bool, } impl Cryp { pub fn new() -> Cryp { let id = Uuid::new_v4(); return Cryp { id, account: id, red_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::RedDamage }, red_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedShield }, blue_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::BlueDamage }, blue_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueShield }, green_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::GreenDamage }, hp: CrypStat { base: 1024, value: 1024, max: 1024, stat: Stat::Hp }, speed: CrypStat { base: 128, value: 128, max: 128, stat: Stat::Speed }, evasion: CrypStat { base: 0, value: 0, max: 0, stat: Stat::Evasion }, skills: vec![], effects: vec![], specs: vec![], colours: Colours::new(), name: String::new(), ko_logged: false, }; } pub fn named(mut self, name: &String) -> Cryp { self.name = name.clone(); self } pub fn set_account(mut self, account: Uuid) -> Cryp { self.account = account; self } pub fn learn(mut self, s: Skill) -> Cryp { self.skills.push(CrypSkill::new(s)); self.colours = Colours::from_cryp(&self); self } pub fn learn_mut(&mut self, s: Skill) -> &mut Cryp { self.skills.push(CrypSkill::new(s)); self.calculate_colours() } pub fn forget(&mut self, skill: Skill) -> Result<&mut Cryp, 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 Cryp, Error> { self.specs.push(spec); return Ok(self.calculate_colours()); } pub fn spec_remove(&mut self, spec: Spec) -> Result<&mut Cryp, 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 Cryp { self.colours = Colours::from_cryp(&self); self } pub fn apply_modifiers(&mut self, team_colours: &Colours) -> &mut Cryp { self.specs.sort_unstable(); self.red_damage.recalculate(&self.specs, team_colours); self.red_shield.recalculate(&self.specs, team_colours); self.blue_damage.recalculate(&self.specs, team_colours); self.blue_shield.recalculate(&self.specs, team_colours); self.evasion.recalculate(&self.specs, team_colours); self.speed.recalculate(&self.specs, team_colours); self.green_damage.recalculate(&self.specs, team_colours); self.hp.recalculate(&self.specs, team_colours); self } pub fn is_ko(&self) -> bool { self.hp.value == 0 } pub fn immune(&self, skill: Skill) -> Immunity { if self.is_ko() { return Immunity { immune: true, effects: vec![Effect::Ko]}; } let immunities = self.effects.iter() .filter(|e| e.effect.immune(skill)) .map(|e| e.effect) .collect::>(); if immunities.len() > 0 { return Immunity { immune: true, effects: immunities}; } return Immunity { immune: false, effects: vec![]}; } pub fn disabled(&self, skill: Skill) -> Disable { if self.is_ko() && !skill.ko_castable() { return Disable { disabled: true, effects: 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 Disable { disabled: true, effects: disables}; } return Disable { disabled: false, effects: vec![]}; } pub fn is_stunned(&self) -> bool { self.effects.iter().any(|s| s.effect == Effect::Stun) } pub fn available_skills(&self) -> Vec<&CrypSkill> { self.skills.iter() .filter(|s| s.cd.is_none()) .filter(|s| !self.disabled(s.skill).disabled) .collect() } pub fn mob_select_skill(&self) -> Option { let available = self.available_skills(); if available.len() == 0 { return None; } 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<&CrypSkill> { self.skills.iter().find(|s| s.skill == skill && s.cd.is_some()) } pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Cryp { let i = self.skills.iter().position(|s| s.skill == skill).unwrap(); self.skills.remove(i); self.skills.push(CrypSkill::new(skill)); self } pub fn reduce_cooldowns(&mut self) -> &mut Cryp { 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, _log: &mut Log) -> &mut Cryp { self.effects = self.effects.clone().into_iter().filter_map(|mut effect| { effect.duration = effect.duration.saturating_sub(1); if effect.duration == 0 { return None; } // println!("reduced effect {:?}", effect); return Some(effect); }).collect::>(); self } // pub fn rez(&mut self) -> &mut Cryp { // self.hp.set(self.hp.base); // self // } // Stats pub fn red_damage(&self) -> u64 { let red_damage_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::RedDamage)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); let modified_red_damage = red_damage_mods.iter().fold(self.red_damage.value, |acc, m| m.apply(acc)); return modified_red_damage; } pub fn blue_damage(&self) -> u64 { let blue_damage_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::BlueDamage)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); let modified_blue_damage = blue_damage_mods.iter().fold(self.blue_damage.value, |acc, m| m.apply(acc)); return modified_blue_damage; } pub fn green_damage(&self) -> u64 { let green_damage_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::GreenDamage)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); let modified_green_damage = green_damage_mods.iter().fold(self.green_damage.value, |acc, m| m.apply(acc)); return modified_green_damage; } pub fn skill_speed(&self, s: Skill) -> u64 { self.speed().saturating_mul(s.speed() as u64) } pub fn speed(&self) -> u64 { let speed_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::Speed)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); let modified_speed = speed_mods.iter().fold(self.speed.value, |acc, m| m.apply(acc)); return modified_speed; } pub fn hp(&self) -> u64 { self.hp.value } pub fn heal(&mut self, skill: Skill, amount: u64) -> ResolutionResult { let immunity = self.immune(skill); let immune = immunity.immune; if immune { ResolutionResult::Healing { amount: 0, overhealing: 0, category: Category::RedHeal, immunity: immunity.clone(), }; } let healing_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::GreenDamageTaken)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); // println!("{:?}", healing_mods); let modified_healing = healing_mods.iter().fold(amount, |acc, m| m.apply(acc)); let current_hp = self.hp(); let new_hp = *[ self.hp().saturating_add(modified_healing), self.hp.max ].iter().min().unwrap(); let healing = new_hp - current_hp; let overhealing = amount - healing; self.hp.increase(healing); return ResolutionResult::Healing { amount: healing, overhealing, category: Category::RedHeal, immunity, }; } pub fn deal_red_damage(&mut self, skill: Skill, amount: u64) -> ResolutionResult { let immunity = self.immune(skill); let immune = immunity.immune; if immune { return ResolutionResult::Damage { amount: 0, mitigation: 0, category: Category::RedDamage, immunity, }; } let red_damage_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::RedDamageTaken)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); // println!("{:?}", red_damage_mods); let modified_damage = red_damage_mods.iter().fold(amount, |acc, m| m.apply(acc)); // calculate amount of damage red_shield will not absorb // eg 50 red_shield 25 damage -> 0 remainder 25 mitigation // 50 red_shield 100 damage -> 50 remainder 50 mitigation // 50 red_shield 5 damage -> 0 remainder 5 mitigation let remainder = modified_damage.saturating_sub(self.red_shield.value); let mitigation = modified_damage.saturating_sub(remainder); // reduce red_shield by mitigation amount self.red_shield.reduce(mitigation); // deal remainder to hp self.hp.reduce(remainder); return ResolutionResult::Damage { amount: remainder, mitigation, category: Category::RedDamage, immunity, }; } pub fn deal_blue_damage(&mut self, skill: Skill, amount: u64) -> ResolutionResult { let immunity = self.immune(skill); let immune = immunity.immune; if immune { return ResolutionResult::Damage { amount: 0, mitigation: 0, category: Category::BlueDamage, immunity, }; } let blue_damage_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::BlueDamageTaken)) .map(|cryp_effect| cryp_effect.effect) .collect::>(); // println!("{:?}", blue_damage_mods); let modified_damage = blue_damage_mods.iter().fold(amount, |acc, m| m.apply(acc)); let remainder = modified_damage.saturating_sub(self.blue_shield.value); let mitigation = modified_damage.saturating_sub(remainder); self.blue_shield.reduce(mitigation); self.hp.reduce(remainder); return ResolutionResult::Damage { amount: remainder, mitigation, category: Category::BlueDamage, immunity, }; } pub fn add_effect(&mut self, skill: Skill, effect: CrypEffect) -> ResolutionResult { let immunity = self.immune(skill); let immune = immunity.immune; // todo modified durations cause of buffs let result = ResolutionResult::Effect { effect: effect.effect, duration: effect.effect.duration(), immunity, }; if !immune { // println!("{:?} {:?} adding effect", self.name, effect.effect); self.effects.push(effect); } return result; } pub fn evade(&self, skill: Skill) -> Option { if self.evasion.value == 0 { return None; } let mut rng = thread_rng(); let hp_pct = (self.hp.value * 100) / self.hp.value; let evasion_rating = (self.evasion.value * hp_pct) / 100; let roll = rng.gen_range(0, 100); println!("{:} < {:?}", roll, evasion_rating); match roll < evasion_rating { true => Some(ResolutionResult::Evasion { skill, evasion_rating: evasion_rating, }), false => None, } } } pub fn cryp_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result { let query = " SELECT data FROM cryps WHERE id = $1 AND account = $2; "; let result = tx .query(query, &[&id, &account_id])?; let result = result.iter().next().ok_or(format_err!("cryp {:} not found", id))?; let cryp_bytes: Vec = result.get(0); let cryp = from_slice::(&cryp_bytes).or_else(|_| cryp_recover(cryp_bytes, tx))?; return Ok(cryp); } pub fn cryp_spawn(params: CrypSpawnParams, tx: &mut Transaction, account: &Account) -> Result { let cryp = Cryp::new() .named(¶ms.name) .set_account(account.id); let cryp_bytes = to_vec(&cryp)?; let query = " INSERT INTO cryps (id, account, data) VALUES ($1, $2, $3) RETURNING id, account; "; let result = tx .query(query, &[&cryp.id, &account.id, &cryp_bytes])?; let _returned = result.iter().next().ok_or(err_msg("no row returned"))?; // println!("{:?} spawned cryp {:}", account.id, cryp.id); return Ok(cryp); } pub fn cryp_write(cryp: Cryp, tx: &mut Transaction) -> Result { let cryp_bytes = to_vec(&cryp)?; let query = " UPDATE cryps SET data = $1 WHERE id = $2 RETURNING id, account, data; "; let result = tx .query(query, &[&cryp_bytes, &cryp.id])?; let _returned = result.iter().next().expect("no row returned"); // println!("{:?} wrote cryp", cryp.id); return Ok(cryp); } pub fn cryp_recover(cryp_bytes: Vec, tx: &mut Transaction) -> Result { let c = from_slice::(&cryp_bytes)?; let mut cryp = Cryp::new() .named(&c.name) .set_account(c.account); cryp.id = c.id; println!("recovered cryp {:?}", c.name); return cryp_write(cryp, tx); } #[cfg(test)] mod tests { use cryp::*; use spec::IntPct; #[test] fn create_cryp_test() { let cryp = Cryp::new() .named(&"hatchling".to_string()); assert_eq!(cryp.name, "hatchling".to_string()); return; } #[test] fn cryp_colours_test() { let mut cryp = Cryp::new() .named(&"redboi".to_string()); cryp.learn_mut(Skill::Strike); cryp.spec_add(Spec::LifeI).unwrap(); cryp.spec_add(Spec::RedDamageI).unwrap(); cryp.spec_add(Spec::RedDamageI).unwrap(); cryp.spec_add(Spec::BlueShieldI).unwrap(); assert_eq!(cryp.colours.red, 6); assert_eq!(cryp.colours.green, 2); assert_eq!(cryp.colours.blue, 2); return; } #[test] fn cryp_team_modifiers_test() { let mut cryp = Cryp::new() .named(&"team player".to_string()); cryp.spec_add(Spec::RedDamageI).unwrap(); cryp.spec_add(Spec::GreenDamageI).unwrap(); cryp.spec_add(Spec::BlueDamageI).unwrap(); let team_colours = Colours { red: 5, green: 15, blue: 25, }; cryp.apply_modifiers(&team_colours); assert_eq!(cryp.red_damage.value, cryp.red_damage.base + cryp.red_damage.base.pct(5)); assert_eq!(cryp.green_damage.value, cryp.green_damage.base + cryp.green_damage.base.pct(15)); assert_eq!(cryp.blue_damage.value, cryp.blue_damage.base + cryp.blue_damage.base.pct(20)); return; } }