mnml/server/src/skill.rs
2018-12-03 23:48:24 +11:00

1313 lines
36 KiB
Rust

use rand::{thread_rng, Rng};
use uuid::Uuid;
use game::{Log};
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: Option<Uuid>,
pub target_team_id: Uuid,
pub resolution: Resolution,
}
impl Cast {
pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_team_id: Option<Uuid>, 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,
resolution: Resolution { skill, results: vec![] },
};
}
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) -> &mut Cast {
self.resolution = self.skill.resolve(cryp, target);
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 Immunity {
pub immune: bool,
pub effects: Vec<Effect>
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum ResolutionResult {
Damage { amount: 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 results: Vec<ResolutionResult>,
}
pub type Cooldown = Option<u8>;
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Effect {
// physical
Stun,
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::Block => match skill {
Skill::Stun |
Skill::TestStun |
Skill::Attack => true,
_ => false,
},
Effect::Shield => match skill.category() {
Category::Spell => true,
Category::Physical => false,
_ => false,
},
Effect::Banish => true,
_ => false,
}
}
pub fn prevents_casting(&self, skill: Skill) -> bool {
match self {
Effect::Stun => true,
Effect::Silence => match skill.category() {
Category::Spell => true,
Category::Physical => false,
_ => false,
},
_ => false,
}
}
pub fn modifications(&self) -> Vec<Stat> {
match self {
Effect::Amplify => vec![Stat::SpellDmg],
Effect::Empower => vec![Stat::PhysDmg],
_ => vec![],
}
}
// maybe increase by rng
// roll little endian bits
// and OR with base stat
pub fn apply(&self, value: u64) -> u64 {
match self {
Effect::Amplify => value << 1,
Effect::Empower => value << 1,
_ => panic!("{:?} does not have a mod effect", self),
}
}
pub fn category(&self) -> Category {
match self {
// physical
Effect::Stun => Category::PhysDebuff,
Effect::Block => 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,
}
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Category {
Physical,
PhysHeal,
PhysDmg,
PhysDebuff,
PhysBuff,
Spell,
SpellDmg,
SpellHeal,
SpellDebuff,
SpellBuff,
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,
// -------------------
// 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,
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::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,
}
}
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::Physical, // hot
Skill::TriageTick => Category::Physical, // hot
Skill::Throw => Category::Physical, // no dmg stun, adds vulnerable
Skill::Charm => Category::Physical,
Skill::Calm => Category::Physical,
Skill::Rez => Category::Physical,
// -----------------
// Destruction
// -----------------
Skill::Blast => Category::Spell,
Skill::Amplify => Category::Spell,
Skill::Decay => Category::Spell, // dot
Skill::DecayTick => Category::Spell, // hot
Skill::Drain => Category::Spell,
Skill::DrainTick => Category::Spell, // 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::TestBlock => Category::Physical,
Skill::TestDrain => Category::Spell,
}
}
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::TestDrain => 10,
}
}
pub fn resolve(&self, cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let mut rng = thread_rng();
let base: u64 = rng.gen();
match self {
Skill::Attack => attack(cryp, target),
// -----------------
// Nature
// -----------------
Skill::Block => block(cryp, target),
Skill::Evade => panic!("nyi"), //
Skill::Parry => panic!("nyi"), // avoid all dmg
Skill::Snare => snare(cryp, target), // TODO prevent physical moves
Skill::Paralyse => panic!("nyi"), // no physical moves
Skill::Strangle => panic!("nyi"), // no physical moves
Skill::Stun => stun(cryp, target),
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),
Skill::Triage => triage(cryp, target), // hot
Skill::TriageTick => triage_tick(cryp, target), // hot
Skill::Throw => throw(cryp, target), // 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),
Skill::Amplify => amplify(cryp, target), // increase magic dmg
Skill::Decay => decay(cryp, target), // dot
Skill::DecayTick => decay_tick(cryp, target), // hot
Skill::Drain => drain(cryp, target),
Skill::DrainTick => drain_tick(cryp, target), // hot
Skill::Curse => curse(cryp, target),
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), // increased phys dmg
Skill::Slay => panic!("nyi"), // phys dmg mult by target magic dmg
Skill::Shield => shield(cryp, target), // target is immune to magic dmg and fx
Skill::Silence => silence(cryp, target), // target cannot cast spells
Skill::Inquiry => panic!("nyi"), //
Skill::Purify => purify(cryp, target), // dispel all debuffs
Skill::Purge => purge(cryp, target), // dispel all buffs
// -----------------
// Chaos
// -----------------
Skill::Banish => banish(cryp, target), // TODO prevent all actions
Skill::Hex => hex(cryp, target), // 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![] },
Skill::TestStun => stun(cryp, target),
Skill::TestBlock => block(cryp, target),
Skill::TestDrain => drain(cryp, target),
}
}
pub fn duration(&self) -> u8 {
match self {
Skill::Evade => 1,
Skill::Stun => 2,
Skill::Block => 1,
Skill::Empower => 2,
Skill::Decay => 3,
Skill::Drain => 3,
Skill::Triage => 3,
Skill::Amplify => 2,
Skill::Silence => 3,
Skill::TestBlock => 1,
Skill::TestStun => 2,
_ => {
println!("{:?} does not have a duration", self);
return 2;
},
}
}
pub fn self_targeting(&self) -> bool {
match self {
Skill::Block => true,
Skill::TestBlock => true,
_ => false,
}
}
pub fn castable(&self, cryp: &Cryp) -> bool {
!cryp.effects.iter().any(|e| e.effect.prevents_casting(*self))
}
}
fn attack(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amount = cryp.phys_dmg();
let immunity = target.immune(Skill::Attack);
let immune = immunity.immune;
let attack_result = ResolutionResult::Damage {
amount,
category: Category::PhysDmg,
immunity,
};
let resolution = Resolution { skill: Skill::Attack, results: vec![attack_result] };
if !immune {
target.deal_phys_dmg(amount);
}
return resolution;
}
fn stun(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let stun = CrypEffect { effect: Effect::Stun, duration: Skill::Stun.duration(), tick: None };
let immunity = target.immune(Skill::Stun);
let immune = immunity.immune;
let attack_result = ResolutionResult::Effect {
effect: stun.effect,
duration: stun.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Stun, results: vec![attack_result] };
if !immune {
target.effects.push(stun);
}
return resolution;
}
fn throw(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let stun = CrypEffect { effect: Effect::Stun, duration: Skill::Stun.duration(), tick: None };
let vulnerable = CrypEffect { effect: Effect::Vulnerable, duration: Skill::Stun.duration(), tick: None };
let immunity = target.immune(Skill::Throw);
let immune = immunity.immune;
let stun_result = ResolutionResult::Effect {
effect: stun.effect,
duration: stun.duration,
immunity: immunity.clone(),
};
let vulnerable_result = ResolutionResult::Effect {
effect: vulnerable.effect,
duration: vulnerable.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Throw, results: vec![stun_result, vulnerable_result] };
if !immune {
target.effects.push(stun);
target.effects.push(vulnerable);
}
return resolution;
}
fn block(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let block = CrypEffect { effect: Effect::Block, duration: Skill::Block.duration(), tick: None };
let immunity = target.immune(Skill::Block);
let immune = immunity.immune;
let block_result = ResolutionResult::Effect {
effect: block.effect,
duration: block.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Block, results: vec![block_result] };
if !immune {
target.effects.push(block);
}
return resolution;
}
fn snare(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let snare = CrypEffect { effect: Effect::Snare, duration: Skill::Snare.duration(), tick: None };
let immunity = target.immune(Skill::Snare);
let immune = immunity.immune;
let snare_result = ResolutionResult::Effect {
effect: snare.effect,
duration: snare.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Snare, results: vec![snare_result] };
if !immune {
target.effects.push(snare);
}
return resolution;
}
fn empower(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let empower = CrypEffect { effect: Effect::Empower, duration: Skill::Empower.duration(), tick: None };
let immunity = target.immune(Skill::Empower);
let immune = immunity.immune;
let snare_result = ResolutionResult::Effect {
effect: empower.effect,
duration: empower.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Empower, results: vec![snare_result] };
if !immune {
target.effects.push(empower);
}
return resolution;
}
// TODO put overhealing back
fn heal(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amount = cryp.phys_dmg();
let immunity = target.immune(Skill::Heal);
let immune = immunity.immune;
let heal_result = ResolutionResult::Damage {
amount,
category: Category::PhysHeal,
immunity,
};
let resolution = Resolution { skill: Skill::Heal, results: vec![heal_result] };
if !immune {
let (_healing, _overhealing) = target.heal(amount);
}
return resolution;
}
fn triage(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let triage = CrypEffect {
effect: Effect::Triage,
duration: Skill::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,
};
let resolution = Resolution { skill: Skill::Triage, results: vec![snare_result] };
if !immune {
target.effects.push(triage);
}
return resolution;
}
fn triage_tick(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amount = cryp.spell_dmg().wrapping_div(2);
let immunity = target.immune(Skill::TriageTick);
let immune = immunity.immune;
let heal_result = ResolutionResult::Damage {
amount,
category: Category::PhysHeal,
immunity,
};
let resolution = Resolution { skill: Skill::TriageTick, results: vec![heal_result] };
if !immune {
let (_healing, _overhealing) = target.heal(amount);
}
return resolution;
}
fn blast(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amount = cryp.spell_dmg();
let immunity = target.immune(Skill::Blast);
let immune = immunity.immune;
let blast_result = ResolutionResult::Damage {
amount,
category: Category::SpellDmg,
immunity,
};
let resolution = Resolution { skill: Skill::Blast, results: vec![blast_result] };
if !immune {
target.deal_spell_dmg(amount);
}
return resolution;
}
fn amplify(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amplify = CrypEffect { effect: Effect::Amplify, duration: Skill::Amplify.duration(), tick: None };
let immunity = target.immune(Skill::Amplify);
let immune = immunity.immune;
let amplify_result = ResolutionResult::Effect {
effect: amplify.effect,
duration: amplify.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Amplify, results: vec![amplify_result] };
if !immune {
target.effects.push(amplify);
}
return resolution;;
}
fn decay(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let decay = CrypEffect {
effect: Effect::Decay,
duration: Skill::Decay.duration(),
tick: Some(Cast::new_tick(cryp, target, Skill::DecayTick)),
};
let immunity = target.immune(Skill::Empower);
let immune = immunity.immune;
let decay_result = ResolutionResult::Effect {
effect: decay.effect,
duration: decay.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Decay, results: vec![decay_result] };
if !immune {
target.effects.push(decay);
}
return resolution;
}
fn decay_tick(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amount = cryp.spell_dmg();
let immunity = target.immune(Skill::DecayTick);
let immune = immunity.immune;
let decay_tick_result = ResolutionResult::Damage {
amount,
category: Category::SpellDmg,
immunity,
};
let resolution = Resolution { skill: Skill::DecayTick, results: vec![decay_tick_result] };
if !immune {
target.deal_spell_dmg(amount);
}
return resolution;
}
fn hex(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let hex = CrypEffect { effect: Effect::Hex, duration: Skill::Hex.duration(), tick: None };
let immunity = target.immune(Skill::Hex);
let immune = immunity.immune;
let hex_result = ResolutionResult::Effect {
effect: hex.effect,
duration: hex.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Hex, results: vec![hex_result] };
if !immune {
target.effects.push(hex);
}
return resolution;;
}
fn curse(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let curse = CrypEffect { effect: Effect::Curse, duration: Skill::Curse.duration(), tick: None };
let immunity = target.immune(Skill::Curse);
let immune = immunity.immune;
let curse_result = ResolutionResult::Effect {
effect: curse.effect,
duration: curse.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Curse, results: vec![curse_result] };
if !immune {
target.effects.push(curse);
}
return resolution;;
}
fn drain(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let drain = CrypEffect {
effect: Effect::Drain,
duration: Skill::Drain.duration(),
tick: Some(Cast::new_tick(cryp, target, Skill::DrainTick)),
};
let immunity = target.immune(Skill::Drain);
let immune = immunity.immune;
let drain_result = ResolutionResult::Effect {
effect: drain.effect,
duration: drain.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Drain, results: vec![drain_result] };
if !immune {
target.effects.push(drain);
}
return resolution;;
}
// TODO is fukt
fn drain_tick(cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let amount = cryp.spell_dmg().wrapping_div(2);
let immunity = target.immune(Skill::DrainTick);
let immune = immunity.immune;
let drain_tick_dmg_result = ResolutionResult::Damage {
amount,
category: Category::SpellDmg,
immunity: immunity.clone(),
};
let drain_tick_heal_result = ResolutionResult::Damage {
amount,
category: Category::SpellHeal,
immunity,
};
let resolution = Resolution { skill: Skill::DrainTick, results: vec![drain_tick_dmg_result, drain_tick_heal_result] };
if !immune {
// need to saturate amount and check caster immunity to healing
target.deal_spell_dmg(amount);
let (_healing, _overhealing) = cryp.heal(amount);
}
return resolution;
}
fn shield(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let shield = CrypEffect { effect: Effect::Shield, duration: Skill::Shield.duration(), tick: None };
let immunity = target.immune(Skill::Shield);
let immune = immunity.immune;
let shield_result = ResolutionResult::Effect {
effect: shield.effect,
duration: shield.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Shield, results: vec![shield_result] };
if !immune {
target.effects.push(shield);
}
return resolution;
}
fn silence(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let silence = CrypEffect { effect: Effect::Silence, duration: Skill::Silence.duration(), tick: None };
let immunity = target.immune(Skill::Silence);
let immune = immunity.immune;
let silence_result = ResolutionResult::Effect {
effect: silence.effect,
duration: silence.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Silence, results: vec![silence_result] };
if !immune {
target.effects.push(silence);
}
return resolution;
}
fn purge(_cryp: &mut Cryp, target: &mut Cryp) -> Resolution {
let immunity = target.immune(Skill::Purge);
let immune = immunity.immune;
let mut resolution = Resolution { skill: Skill::Silence, results: vec![] };
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) -> Resolution {
let immunity = target.immune(Skill::Purify);
let immune = immunity.immune;
let mut resolution = Resolution { skill: Skill::Silence, results: vec![] };
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) -> Resolution {
let banish = CrypEffect { effect: Effect::Banish, duration: Skill::Banish.duration(), tick: None };
let immunity = target.immune(Skill::Banish);
let immune = immunity.immune;
let banish_result = ResolutionResult::Effect {
effect: banish.effect,
duration: banish.duration,
immunity,
};
let resolution = Resolution { skill: Skill::Banish, results: vec![banish_result] };
if !immune {
target.effects.push(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(5);
heal(&mut y, &mut x);
}
#[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);
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 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(5);
let prev_hp = y.hp();
triage(&mut x, &mut y);
assert!(y.effects.iter().any(|e| e.effect == Effect::Triage));
triage_tick(&mut x, &mut y);
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);
assert!(x.effects.iter().any(|e| e.effect == Effect::Silence));
assert!(!Skill::Decay.castable(&x));
}
#[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);
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);
assert!(x.effects.iter().any(|e| e.effect == Effect::Decay));
purify(&mut x.clone(), &mut x);
assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay));
}
}
// #[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,
// }
// }