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, Event}; use spec::{Spec}; use item::{Item}; #[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 = Item::from(*spec); v.colours(&mut count); } for cs in cryp.skills.iter() { let v = Item::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,Copy,PartialEq,Serialize,Deserialize)] pub enum EffectMeta { TickAmount(u64), AddedDamage(u64), ScatterTarget(Uuid), } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct CrypEffect { pub effect: Effect, pub duration: u8, pub meta: Option, pub tick: Option, } impl CrypEffect { pub fn new(effect: Effect, duration: u8) -> CrypEffect { CrypEffect { effect, duration, meta: None, tick: None } } pub fn set_tick(mut self, tick: Cast) -> CrypEffect { self.tick = Some(tick); self } pub fn set_meta(mut self, meta: EffectMeta) -> CrypEffect { self.meta = Some(meta); self } } #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Stat { Str, Agi, Int, GreenLife, Speed, RedDamage, RedDamageTaken, BlueDamage, BlueDamageTaken, GreenDamage, GreenDamageTaken, RedLife, BlueLife, 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, cryp_colours: &Colours, player_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, cryp_colours, player_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.max ].iter().min().unwrap(); self } pub fn force(&mut self, v: u64) -> &mut CrypStat { self.base = v; self.value = v; self.max = 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_life: CrypStat, pub blue_life: CrypStat, pub blue_damage: CrypStat, pub green_damage: CrypStat, pub speed: CrypStat, pub green_life: CrypStat, pub evasion: CrypStat, pub skills: Vec, pub effects: Vec, pub specs: Vec, pub colours: Colours, pub name: String, } 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_life: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedLife }, blue_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::BlueDamage }, blue_life: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueLife }, green_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::GreenDamage }, green_life: CrypStat { base: 1024, value: 1024, max: 1024, stat: Stat::GreenLife }, 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(), }; } 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> { if self.specs.len() >= 6 { 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 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, player_colours: &Colours) -> &mut Cryp { self.specs.sort_unstable(); self.red_damage.recalculate(&self.specs, &self.colours, player_colours); self.red_life.recalculate(&self.specs, &self.colours, player_colours); self.blue_damage.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_damage.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 Cryp { 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<&CrypSkill> { 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() - 1), }; 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<&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) -> &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; } // info!("reduced effect {:?}", effect); return Some(effect); }).collect::>(); self } // Stats pub fn red_damage(&self) -> u64 { let red_damage_mods = self.effects.iter() .filter(|e| e.effect.modifications().contains(&Stat::RedDamage)) .map(|e| (e.effect, e.meta)) .collect::)>>(); let modified_red_damage = red_damage_mods.iter() .fold(self.red_damage.value, |acc, fx| fx.0.apply(acc, fx.1)); 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(|e| (e.effect, e.meta)) .collect::)>>(); let modified_blue_damage = blue_damage_mods.iter() .fold(self.blue_damage.value, |acc, fx| fx.0.apply(acc, fx.1)); 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(|e| (e.effect, e.meta)) .collect::)>>(); let modified_green_damage = green_damage_mods.iter() .fold(self.green_damage.value, |acc, fx| fx.0.apply(acc, fx.1)); return modified_green_damage; } 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::Clutch) && 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_damage = 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_damage); let new_green_life = self.green_life.value; let healing = new_green_life - current_green_life; let overhealing = modified_damage - 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_damage); let delta = current_green_life - self.green_life(); events.push(Event::Damage { skill, amount: delta, mitigation: 0, colour: Category::GreenDamage, }); } } if self.is_ko() { events.push(Event::Ko { skill }); self.effects.clear(); } 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_damage = 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_damage.saturating_sub(self.red_life.value); let mitigation = modified_damage.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: Category::RedDamage, }); }, true => { events.push(Event::Inversion { skill }); let current_green_life = self.green_life(); self.green_life.increase(modified_damage); let new_green_life = self.green_life.value; let healing = new_green_life - current_green_life; let overhealing = modified_damage - 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 }); } } }; if self.is_ko() { events.push(Event::Ko { skill }); self.effects.clear(); } 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_damage = mods.iter() .fold(amount, |acc, fx| fx.0.apply(acc, fx.1)); match self.affected(Effect::Invert) { false => { let remainder = modified_damage.saturating_sub(self.blue_life.value); let mitigation = modified_damage.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: Category::BlueDamage, }); }, true => { events.push(Event::Inversion { skill }); let current_green_life = self.green_life(); self.green_life.increase(modified_damage); let new_green_life = self.green_life.value; let healing = new_green_life - current_green_life; let overhealing = modified_damage - 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 }); } } }; if self.is_ko() { events.push(Event::Ko { skill }); self.effects.clear(); } return events; } pub fn add_effect(&mut self, skill: Skill, effect: CrypEffect) -> Event { if let Some(immunity) = self.immune(skill) { return Event::Immunity { skill, immunity, }; } // todo modified durations cause of buffs let result = Event::Effect { effect: effect.effect, duration: effect.duration, skill, }; // info!("{:?} {:?} 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 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 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"))?; // info!("{:?} 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, updated_at = now() 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"); // info!("{:?} 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; info!("recovered cryp {:?}", c.name); return cryp_write(cryp, tx); } #[cfg(test)] mod tests { use cryp::*; use util::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::GreenLifeI).unwrap(); cryp.spec_add(Spec::RedDamageI).unwrap(); cryp.spec_add(Spec::RedDamageI).unwrap(); cryp.spec_add(Spec::BlueLifeI).unwrap(); assert_eq!(cryp.colours.red, 6); assert_eq!(cryp.colours.green, 2); assert_eq!(cryp.colours.blue, 2); return; } #[test] fn cryp_player_modifiers_test() { let mut cryp = Cryp::new() .named(&"player player".to_string()); cryp.spec_add(Spec::RedDamageI).unwrap(); cryp.spec_add(Spec::GreenDamageI).unwrap(); cryp.spec_add(Spec::BlueDamageI).unwrap(); let player_colours = Colours { red: 5, green: 15, blue: 25, }; cryp.apply_modifiers(&player_colours); assert!(cryp.red_damage.value == cryp.red_damage.base + cryp.red_damage.base.pct(20)); assert!(cryp.green_damage.value == cryp.green_damage.base + cryp.green_damage.base.pct(40)); assert!(cryp.blue_damage.value == cryp.blue_damage.base + cryp.blue_damage.base.pct(80)); return; } }