use rand::{thread_rng, Rng}; use uuid::Uuid; use game::{Log}; use cryp::{Cryp, CrypEffect}; #[derive(Debug,Clone,Copy,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: Option, pub target_team_id: Uuid, } impl Cast { pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Option, skill: Skill) -> Cast { let (target_cryp_id, target_team_id) = match skill.self_targeting() { true => (Some(source_cryp_id), source_team_id), false => (None, target_team_id.unwrap()) }; return Cast { id: Uuid::new_v4(), source_cryp_id, source_team_id, target_cryp_id, target_team_id, skill, }; } pub fn new_tick(source: &mut Cryp, target: &mut Cryp, skill: Skill) -> Cast { let mut cast = Cast::new(source.id, source.account, Some(target.account), skill); cast.set_target(target.id); return cast; } pub fn set_resolution(&mut self, cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) -> &mut Cast { self.skill.resolve(cryp, target, log); self } pub fn set_target(&mut self, cryp_id: Uuid) -> &mut Cast { self.target_cryp_id = Some(cryp_id); self } pub fn used_cooldown(&self) -> bool { return self.skill.cd().is_some(); } } #[derive(Debug,Clone,PartialEq,Serialize,Deserialize)] pub struct Resolution { pub base: u64, pub result: Option, } pub type Cooldown = Option; #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] pub enum Effect { // physical Stun, Block, Bleed, Leech, Airborne, Untouchable, Deadly, Vulnerable, Fury, Evasion, Blind, Snare, // magic Hex, Curse, Banish, Slow, Haste, Enslave, Mesmerise, Amplify, // magic immunity Immune, // effects over time Triage, Decay, Regen, Drain, SpeedDrain, SpeedIncrease, } impl Effect { pub fn immune(&self, skill: Skill) -> bool { match self { Effect::Block => match skill { Skill::Stun | Skill::Attack => true, _ => false, }, _ => false, } } } #[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, // ------------------- // Destruction // ------------------- Blast, Amplify, Decay, // dot DecayTick, // dot Drain, DrainTick, Curse, Plague, // aoe dot Ruin, // aoe // ----------------- // Purity // ----------------- Precision, Inspire, Slay, Shield, Silence, Inquiry, Purify, // ----------------- // Chaos // ----------------- Banish, Hex, Fear, Taunt, Pause, // speed slow // used by tests, no cd, no dmg TestTouch, TestStun, TestBlock, TestDrain, } impl Skill { pub fn 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(3), Skill::Strangle => Some(3), // Strangle Skill::Stun => Some(1), Skill::Evade => Some(2), Skill::Evasion => Some(3), // 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 => Some(1), Skill::Amplify => Some(2), Skill::Decay => Some(1), // dot Skill::DecayTick => None, Skill::Drain => Some(2), Skill::DrainTick => None, Skill::Curse => Some(2), Skill::Plague => Some(2), // aoe dot Skill::Ruin => Some(3), // aoe // ----------------- // Purity // ----------------- Skill::Precision => Some(1), Skill::Inspire => Some(2), Skill::Slay => Some(1), Skill::Shield => Some(1), Skill::Silence => Some(2), Skill::Inquiry => Some(2), Skill::Purify => 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, } } 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::Inspire => 2, Skill::Slay => 1, Skill::Shield => 1, Skill::Silence => 2, Skill::Inquiry => 2, Skill::Purify => 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::TestDrain => 10, } } pub fn resolve(&self, cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let mut rng = thread_rng(); let base: u64 = rng.gen(); // let res = Resolution { base, result: None }; // println!("{:?}'s stats", self.name); // println!("{:064b} <- finalised", roll.result); // roll.result = roll.result & stat.value; // println!("{:064b} & <- attribute roll", stat.value); // println!("{:064b} = {:?}", roll.result, roll.result); // println!(""); // return Some(roll); match self { Skill::Attack => attack(cryp, target, log), // ----------------- // Nature // ----------------- Skill::Block => block(cryp, target, log), Skill::Evade => panic!("nyi"), // Skill::Parry => panic!("nyi"), // avoid all dmg Skill::Snare => snare(cryp, target, log), // TODO prevent physical moves Skill::Paralyse => panic!("nyi"), // no physical moves Skill::Strangle => panic!("nyi"), // no physical moves Skill::Stun => stun(cryp, target, log), Skill::Evasion => panic!("nyi"), // 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, log), Skill::Triage => triage(cryp, target, log), // hot Skill::TriageTick => triage_tick(cryp, target, log), // hot Skill::Throw => throw(cryp, target, log), // no dmg stun, adds vulnerable Skill::Charm => panic!("nyi"), Skill::Calm => panic!("nyi"), Skill::Rez => panic!("nyi"), // ----------------- // Destruction // ----------------- Skill::Blast => blast(cryp, target, log), Skill::Amplify => amplify(cryp, target, log), // TODO increase magic dmg Skill::Decay => decay(cryp, target, log), // dot Skill::DecayTick => decay_tick(cryp, target, log), // hot Skill::Drain => drain(cryp, target, log), Skill::DrainTick => drain_tick(cryp, target, log), // hot Skill::Curse => curse(cryp, target, log), Skill::Plague => panic!("nyi"), // aoe dot Skill::Ruin => panic!("nyi"), // aoe // ----------------- // Purity // ----------------- Skill::Precision => panic!("nyi"), Skill::Inspire => panic!("nyi"), Skill::Slay => panic!("nyi"), Skill::Shield => panic!("nyi"), Skill::Silence => panic!("nyi"), Skill::Inquiry => panic!("nyi"), Skill::Purify => panic!("nyi"), // ----------------- // Chaos // ----------------- Skill::Banish => banish(cryp, target, log), // TODO prevent all actions Skill::Hex => hex(cryp, target, log), // todo prevent casting Skill::Fear => panic!("nyi"), Skill::Taunt => panic!("nyi"), Skill::Pause => panic!("nyi"), // speed slow // ----------------- // Test // ----------------- Skill::TestTouch => (), Skill::TestStun => stun(cryp, target, log), Skill::TestBlock => block(cryp, target, log), Skill::TestDrain => drain(cryp, target, log), }; } pub fn duration(&self) -> u8 { match self { Skill::Evade => 1, Skill::Stun => 2, Skill::Block => 1, Skill::Decay => 3, Skill::Drain => 3, Skill::Triage => 3, Skill::TestBlock => 1, Skill::TestStun => 2, _ => panic!("{:?} does not have a duration", self), } } pub fn self_targeting(&self) -> bool { match self { Skill::Block => true, Skill::TestBlock => true, _ => false, } } pub fn castable(&self, cryp: &Cryp) -> bool { if cryp.is_stunned() { return false; } true } } fn attack(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { log.push(format!("{:?} -> {:?} | Attack for {:?}", cryp.name, target.name, cryp.phys_dmg)); target.hp.reduce(cryp.phys_dmg.value); } fn stun(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { if !target.immune(Skill::Stun) { let stun = CrypEffect { effect: Effect::Stun, duration: Skill::Stun.duration(), tick: None }; target.effects.push(stun); log.push(format!("{:?} -> {:?} | {:?} for {:?}T", cryp.name, target.name, stun.effect, stun.duration)); } else { log.push(format!("{:?} -> {:?} | {:?} immune", cryp.name, target.name, target.name)); } } fn throw(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { if !target.immune(Skill::Throw) { let stun = CrypEffect { effect: Effect::Stun, duration: Skill::Stun.duration(), tick: None }; let vulnerable = CrypEffect { effect: Effect::Vulnerable, duration: Skill::Stun.duration(), tick: None }; target.effects.push(stun); target.effects.push(vulnerable); log.push(format!("{:?} -> {:?} | {:?} for {:?}T", cryp.name, target.name, stun.effect, stun.duration)); log.push(format!("{:?} -> {:?} | {:?} for {:?}T", cryp.name, target.name, vulnerable.effect, vulnerable.duration)); } else { log.push(format!("{:?} -> {:?} | {:?} immune", cryp.name, target.name, target.name)); } } fn block(_cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Block, duration: Skill::Block.duration(), tick: None }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn snare(_cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Snare, duration: Skill::Snare.duration(), tick: None }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn heal(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let new_hp = *[ target.hp.value.saturating_add(cryp.spell_dmg.value), target.stamina.value ].iter().min().unwrap(); let healing = new_hp.saturating_sub(target.hp.value); let overhealing = target.hp.value.saturating_add(cryp.phys_dmg.value).saturating_sub(target.stamina.value); target.hp.value = new_hp; log.push(format!("{:?} -> {:?} | Heal for {:?} ({:?} OH)", cryp.name, target.name, healing, overhealing)); } fn triage(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Triage, duration: Skill::Triage.duration(), tick: Some(Cast::new_tick(cryp, target, Skill::TriageTick)), }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn triage_tick(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let new_hp = *[ target.hp.value.saturating_add(cryp.spell_dmg.value), target.stamina.value ].iter().min().unwrap(); let healing = new_hp.saturating_sub(target.hp.value); let overhealing = target.hp.value.saturating_add(cryp.phys_dmg.value).saturating_sub(target.stamina.value); target.hp.value = new_hp; log.push(format!("{:?} -> {:?} | Triage for {:?} ({:?} OH)", cryp.name, target.name, healing, overhealing)); target.hp.value = new_hp; } fn blast(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let amount = cryp.spell_dmg.value; log.push(format!("{:?} -> {:?} | Blast for {:?}", cryp.name, target.name, amount)); target.hp.reduce(amount); } fn amplify(_cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Amplify, duration: Skill::Amplify.duration(), tick: None }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn decay(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Decay, duration: Skill::Decay.duration(), tick: Some(Cast::new_tick(cryp, target, Skill::DecayTick)), }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn decay_tick(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let amount = cryp.spell_dmg.value; log.push(format!("{:?} -> {:?} | Decay for {:?}", cryp.name, target.name, amount)); target.hp.reduce(amount); } fn hex(_cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Hex, duration: Skill::Hex.duration(), tick: None }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn curse(_cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Curse, duration: Skill::Curse.duration(), tick: None }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } fn drain(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Drain, duration: Skill::Drain.duration(), tick: Some(Cast::new_tick(cryp, target, Skill::DrainTick)), }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } // it's fucked fn drain_tick(cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { // damage part let damage = cryp.spell_dmg.value; target.hp.reduce(damage); log.push(format!("{:?} | Drain damage {:?}", target.name, damage)); // healing part let new_hp = *[ cryp.hp.value.saturating_add(damage), cryp.stamina.value ].iter().min().unwrap(); let healing = new_hp.saturating_sub(target.hp.value); let overhealing = cryp.hp.value + damage - target.stamina.value; cryp.hp.value = new_hp; log.push(format!("{:?} | Drain healing {:?} ({:?} OH)", target.name, healing, overhealing)); } fn banish(_cryp: &mut Cryp, target: &mut Cryp, log: &mut Log) { let effect = CrypEffect { effect: Effect::Banish, duration: Skill::Banish.duration(), tick: None }; target.effects.push(effect); log.push(format!("{:?} < {:?} for {:?}T", target.name, effect.effect, effect.duration)); } #[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.hp.reduce(5); let mut log = vec![]; heal(&mut y, &mut x, &mut log); println!("{:?}", log); } #[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, &mut log); 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.value == y.stamina.value.saturating_sub(decay.unwrap().tick.unwrap().amount)); } #[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(); let mut log = vec![]; // ensure it doesn't have 0 sd x.spell_dmg.value = 50; y.hp.reduce(5); let prev_hp = y.hp.value; triage(&mut x, &mut y, &mut log); assert!(y.effects.iter().any(|e| e.effect == Effect::Triage)); // y.reduce_effect_durations(&mut log); // assert!(y.hp.value > prev_hp); } } // #[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)] // pub enum Skill { // Stoney, // Evasive, // } // impl Skill { // pub fn apply(&self, roll: Roll) -> Roll { // match self { // Skill::Stoney => stoney(self, roll), // Skill::Evasive => evasive(self, roll), // } // } // } // fn stoney(_s: &Skill, mut roll: Roll) -> Roll { // let effect = 0b11110000; // match roll.kind { // StatKind::Def => { // // println!("{:064b} | <- {:?}", effect, s); // roll.result = roll.result | effect; // roll // }, // _ => roll, // } // } // fn evasive(_s: &Skill, mut roll: Roll) -> Roll { // match roll.kind { // StatKind::Def => { // if roll.result.is_power_of_two() { // roll.result = u64::max_value() // } // roll // }, // _ => roll, // } // }