1325 lines
40 KiB
Rust
1325 lines
40 KiB
Rust
use rand::prelude::*;
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use uuid::Uuid;
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// timekeeping
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use chrono::prelude::*;
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use chrono::Duration;
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// Db Commons
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use serde_cbor::{from_slice, to_vec};
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use postgres::transaction::Transaction;
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use failure::Error;
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use failure::err_msg;
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use account::Account;
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use rpc::{GameStateParams, GameSkillParams};
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use cryp::{Cryp};
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use skill::{Skill, Effect, Cast, Resolution, Event, resolve};
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use player::{Player};
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use instance::{instance_game_finished, global_game_finished};
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use util::{IntPct};
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Phase {
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Start,
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Skill,
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Resolve,
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Finish,
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct Game {
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pub id: Uuid,
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pub player_cryps: usize,
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pub player_num: usize,
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pub players: Vec<Player>,
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pub phase: Phase,
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pub stack: Vec<Cast>,
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pub resolved: Vec<Resolution>,
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pub log: Vec<String>,
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pub instance: Option<Uuid>,
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phase_end: DateTime<Utc>,
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}
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impl Game {
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pub fn new() -> Game {
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return Game {
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id: Uuid::new_v4(),
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player_cryps: 0,
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player_num: 0,
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players: vec![],
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phase: Phase::Start,
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stack: vec![],
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resolved: vec![],
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log: vec![],
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instance: None,
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phase_end: Utc::now(),
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};
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}
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pub fn set_player_num(&mut self, size: usize) -> &mut Game {
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self.player_num = size;
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self
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}
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pub fn set_player_cryps(&mut self, size: usize) -> &mut Game {
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self.player_cryps = size;
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self
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}
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pub fn set_instance(&mut self, id: Uuid) -> &mut Game {
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self.instance = Some(id);
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self
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}
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pub fn joinable(&self) -> bool {
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self.can_start()
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}
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pub fn player_add(&mut self, mut player: Player) -> Result<&mut Game, Error> {
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if self.players.len() == self.player_num {
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return Err(err_msg("maximum number of players"));
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}
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if self.players.iter().any(|t| t.id == player.id) {
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return Err(err_msg("player already in game"));
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}
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if player.cryps.iter().all(|c| c.skills.len() == 0) {
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println!("WARNING: {:?} has no skills and has forfeited {:?}", player.name, self.id);
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player.forfeit();
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}
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let player_description = player.cryps.iter().map(|c| c.name.clone()).collect::<Vec<String>>().join(", ");
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self.log.push(format!("{:} has joined the game. [{:}]", player.name, player_description));
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self.players.push(player);
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Ok(self)
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}
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// handle missing player properly
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pub fn player_by_id(&mut self, id: Uuid) -> Result<&mut Player, Error> {
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self.players
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.iter_mut()
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.find(|t| t.id == id)
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.ok_or(format_err!("{:?} not in game", id))
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}
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pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
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match self.players.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) {
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Some(player) => player.cryps.iter_mut().find(|c| c.id == id),
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None => None,
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}
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}
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pub fn cryp_by_id_take(&mut self, id: Uuid) -> Cryp {
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match self.players.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) {
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Some(player) => {
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let i = player.cryps.iter().position(|c| c.id == id).unwrap();
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player.cryps.remove(i)
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}
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None => panic!("id not in game {:}", id),
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}
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}
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fn all_cryps(&self) -> Vec<Cryp> {
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self.players.clone()
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.into_iter()
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.flat_map(
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|t| t.cryps
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.into_iter())
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.collect::<Vec<Cryp>>()
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}
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fn update_cryp(&mut self, cryp: &mut Cryp) -> &mut Game {
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match self.players.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) {
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Some(player) => {
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let index = player.cryps.iter().position(|t| t.id == cryp.id).unwrap();
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player.cryps.remove(index);
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player.cryps.push(cryp.clone());
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player.cryps.sort_unstable_by_key(|c| c.id);
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},
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None => panic!("cryp not in game"),
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};
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self
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}
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pub fn can_start(&self) -> bool {
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return self.players.len() == self.player_num
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&& self.players.iter().all(|t| t.cryps.len() == self.player_cryps)
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}
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pub fn start(mut self) -> Game {
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self.log.push("Game starting...".to_string());
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// forfeit
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if self.finished() {
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return self.finish();
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}
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self.skill_phase_start()
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}
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fn skill_phase_start(mut self) -> Game {
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self.phase_end = Utc::now()
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.checked_add_signed(Duration::seconds(60))
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.expect("could not set phase end");
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for player in self.players.iter_mut() {
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if player.skills_required() != 0 {
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player.set_ready(false);
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}
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}
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self.log.push("<Skill Phase>".to_string());
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if ![Phase::Start, Phase::Resolve].contains(&self.phase) {
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panic!("game not in Resolve or start phase");
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}
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self.phase = Phase::Skill;
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self.pve_add_skills();
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if self.skill_phase_finished() {
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return self.resolve_phase_start()
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}
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self
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}
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fn pve_add_skills(&mut self) -> &mut Game {
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let mut pve_skills = vec![];
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for mobs in self.players
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.iter()
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.filter(|t| t.bot) {
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let player_player = self.players.iter().find(|t| t.id != mobs.id).unwrap();
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for mob in mobs.cryps.iter() {
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let skill = mob.mob_select_skill();
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// println!("{:?} {:?}", mob.name, skill);
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match skill {
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Some(s) => {
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let mut rng = thread_rng();
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// the mut marks it as being able to be called
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// more than once
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let mut find_target = || {
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match s.defensive() {
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true => &mobs.cryps[rng.gen_range(0, mobs.cryps.len())],
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false => &player_player.cryps[rng.gen_range(0, player_player.cryps.len())],
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}
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};
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let mut target = find_target();
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while target.is_ko() {
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target = find_target();
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}
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pve_skills.push((mobs.id, mob.id, Some(target.id), s));
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},
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None => continue,
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};
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}
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}
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for (player_id, mob_id, target_id, s) in pve_skills {
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match self.add_skill(player_id, mob_id, target_id, s) {
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Ok(_) => (),
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Err(e) => {
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println!("{:?}", self.cryp_by_id(mob_id));
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panic!("{:?} unable to add pve mob skill {:?}", e, s);
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},
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}
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self.player_ready(player_id).unwrap();
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}
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self
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}
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fn add_skill(&mut self, player_id: Uuid, source_cryp_id: Uuid, target_cryp_id: Option<Uuid>, skill: Skill) -> Result<Uuid, Error> {
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// check player in game
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self.player_by_id(player_id)?;
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if self.phase != Phase::Skill {
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return Err(err_msg("game not in skill phase"));
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}
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let final_target_id = match skill.self_targeting() {
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true => source_cryp_id,
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false => match target_cryp_id {
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Some(t) => t,
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None => return Err(err_msg("skill requires a target")),
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}
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};
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// target checks
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{
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let target = match self.cryp_by_id(final_target_id) {
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Some(c) => c,
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None => return Err(err_msg("target cryp not in game")),
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};
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// fixme for rez
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if target.is_ko() {
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return Err(err_msg("target cryp is ko"));
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}
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}
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// cryp checks
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{
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let cryp = match self.cryp_by_id(source_cryp_id) {
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Some(c) => c,
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None => return Err(err_msg("cryp not in game")),
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};
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if cryp.is_ko() {
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return Err(err_msg("cryp is ko"));
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}
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// check the cryp has the skill
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if !cryp.knows(skill) {
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return Err(err_msg("cryp does not have that skill"));
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}
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if cryp.skill_on_cd(skill).is_some() {
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return Err(err_msg("abiltity on cooldown"));
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}
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// check here as well so uncastable spells don't go on the stack
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if let Some(disable) = cryp.disabled(skill) {
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return Err(format_err!("skill disabled {:?}", disable));
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}
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}
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// replace cryp skill
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if let Some(s) = self.stack.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) {
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self.stack.remove(s);
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}
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let skill = Cast::new(source_cryp_id, player_id, final_target_id, skill);
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let skill_id = skill.id;
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self.stack.push(skill);
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return Ok(skill_id);
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}
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fn player_ready(&mut self, player_id: Uuid) -> Result<&mut Game, Error> {
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if self.phase != Phase::Skill {
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return Err(err_msg("game not in skill phase"));
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}
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self.player_by_id(player_id)?
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.set_ready(true);
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Ok(self)
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}
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fn skill_phase_finished(&self) -> bool {
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self.players.iter().all(|t| t.ready)
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// self.players.iter()
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// // for every player
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// .all(|t| self.stack.iter()
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// // the number of skills they have cast
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// .filter(|s| s.source_player_id == t.id).collect::<Vec<&Cast>>()
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// // should equal the number required this turn
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// .len() == t.skills_required()
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// )
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}
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// requires no input
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// just do it
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fn resolve_phase_start(mut self) -> Game {
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if self.phase != Phase::Skill {
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panic!("game not in skill phase");
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}
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assert!(self.skill_phase_finished());
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self.phase = Phase::Resolve;
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self.log.push("<Resolve Phase>".to_string());
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self.resolve_skills()
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}
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fn stack_sort_speed(&mut self) -> &mut Game {
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let mut sorted = self.stack.clone();
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sorted.iter_mut()
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.for_each(|s| {
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let caster = self.cryp_by_id(s.source_cryp_id).unwrap();
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let speed = caster.skill_speed(s.skill);
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s.speed = speed;
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});
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sorted.sort_unstable_by_key(|s| s.speed);
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self.stack = sorted;
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self
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}
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fn cryp_aoe_targets(&self, cryp_id: Uuid) -> Vec<Uuid> {
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self.players.iter()
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.find(|t| t.cryps.iter().any(|c| c.id == cryp_id))
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.unwrap()
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.cryps
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.iter()
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.map(|c| c.id)
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.collect()
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}
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fn get_targets(&self, skill: Skill, source: &Cryp, target_cryp_id: Uuid) -> Vec<Uuid> {
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let target_player = self.players.iter()
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.find(|t| t.cryps.iter().any(|c| c.id == target_cryp_id))
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.unwrap();
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if let Some(t) = target_player.taunting() {
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return vec![t.id];
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}
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match source.skill_is_aoe(skill) {
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true => self.cryp_aoe_targets(target_cryp_id),
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false => vec![target_cryp_id],
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}
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}
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fn resolve_skills(mut self) -> Game {
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if self.phase != Phase::Resolve {
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panic!("game not in Resolve phase");
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}
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// find their statuses with ticks
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let mut ticks = self.all_cryps()
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.iter()
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.flat_map(
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|c| c.effects
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.iter()
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.cloned()
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.filter_map(|e| e.tick))
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.collect::<Vec<Cast>>();
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// add them to the stack
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self.stack.append(&mut ticks);
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self.stack_sort_speed();
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// temp vec of this round's resolving skills
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// because need to check cooldown use before pushing them into the complete list
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let mut casts = vec![];
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while let Some(cast) = self.stack.pop() {
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// println!("{:} casts ", cast);
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let mut resolutions = vec![];
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let mut source = self.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let targets = self.get_targets(cast.skill, &source, cast.target_cryp_id);
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for target_id in targets {
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let mut source = self.cryp_by_id(cast.source_cryp_id).unwrap().clone();
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let mut target = self.cryp_by_id(target_id).unwrap().clone();
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resolutions = resolve(cast.skill, &mut source, &mut target, resolutions);
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// save the clones
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self.update_cryp(&mut source);
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self.update_cryp(&mut target);
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}
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resolutions.reverse();
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while let Some(resolution) = resolutions.pop() {
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self.log_resolution(cast.speed, &resolution);
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// the results go into the resolutions
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self.resolved.push(resolution);
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}
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// the cast itself goes into this temp vec
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// to handle cooldowns
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casts.push(cast);
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// sort the stack again in case speeds have changed
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self.stack_sort_speed();
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};
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// println!("{:#?}", self.casts);
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// handle cooldowns and statuses
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self.progress_durations(&casts);
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if self.finished() {
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return self.finish()
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}
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self.skill_phase_start()
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}
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fn progress_durations(&mut self, resolved: &Vec<Cast>) -> &mut Game {
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for mut cryp in self.all_cryps() {
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// println!("progressing durations for {:}", cryp.name);
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if cryp.is_ko() {
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continue;
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}
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// only reduce cooldowns if no cd was used
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// have to borrow self for the skill check
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{
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if let Some(skill) = resolved.iter().find(|s| s.source_cryp_id == cryp.id) {
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if skill.used_cooldown() {
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cryp.skill_set_cd(skill.skill);
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} else {
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cryp.reduce_cooldowns();
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}
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} else {
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cryp.reduce_cooldowns();
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}
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}
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// always reduce durations
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cryp.reduce_effect_durations();
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self.update_cryp(&mut cryp);
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}
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self
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}
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|
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fn log_resolution(&mut self, speed: u64, resolution: &Resolution) -> &mut Game {
|
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let Resolution { source, target, event } = resolution;
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match event {
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Event::Ko { skill: _ }=>
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self.log.push(format!("{:} KO!", target.name)),
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Event::Disable { skill, disable } =>
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self.log.push(format!("{:} {:?} {:} disabled {:?}",
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source.name, skill, target.name, disable)),
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Event::Immunity { skill, immunity } =>
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self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}",
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speed, source.name, skill, target.name, immunity)),
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Event::TargetKo { skill } =>
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self.log.push(format!("[{:}] {:} {:?} {:} - target is KO",
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speed, source.name, skill, target.name)),
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Event::Damage { skill, amount, mitigation, colour: _ } =>
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self.log.push(format!("[{:}] {:} {:?} {:} {:} ({:} mitigated)",
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speed, source.name, skill, target.name, amount, mitigation)),
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Event::Healing { skill, amount, overhealing } =>
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self.log.push(format!("[{:}] {:} {:?} {:} {:} healing ({:}OH)",
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speed, source.name, skill, target.name, amount, overhealing)),
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Event::Inversion { skill } =>
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self.log.push(format!("[{:}] {:} {:?} {:} INVERTED",
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speed, source.name, skill, target.name)),
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Event::Reflection { skill } =>
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self.log.push(format!("[{:}] {:} {:?} {:} REFLECTED",
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speed, source.name, skill, target.name)),
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Event::Effect { skill, effect, duration } =>
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self.log.push(format!("[{:}] {:} {:?} {:} {:?} {:}T",
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speed, source.name, skill, target.name, effect, duration)),
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|
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Event::Skill { skill } =>
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self.log.push(format!("[{:}] {:} {:?} {:}",
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speed, source.name, skill, target.name)),
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|
|
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.players.iter().any(|t| t.cryps.iter().all(|c| c.is_ko()))
|
|
}
|
|
|
|
pub fn winner(&self) -> Option<&Player> {
|
|
self.players.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.players.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko()));
|
|
match winner {
|
|
Some(w) => self.log.push(format!("Winner: {:}", w.name)),
|
|
None => self.log.push(format!("Game was drawn.")),
|
|
};
|
|
}
|
|
|
|
self
|
|
}
|
|
|
|
fn phase_timed_out(&self) -> bool {
|
|
Utc::now().signed_duration_since(self.phase_end).num_milliseconds() > 0
|
|
}
|
|
|
|
pub fn upkeep(mut self) -> Game {
|
|
if self.phase == Phase::Finish {
|
|
return self;
|
|
}
|
|
|
|
println!("upkeep beginning: {:} vs {:}", self.players[0].name, self.players[1].name);
|
|
|
|
if !self.phase_timed_out() {
|
|
return self;
|
|
}
|
|
|
|
for player in self.players.iter_mut() {
|
|
if !player.ready {
|
|
player.set_ready(true);
|
|
player.add_warning();
|
|
println!("upkeep: {:} warned", player.name);
|
|
if player.warnings >= 3 {
|
|
player.forfeit();
|
|
println!("upkeep: {:} forfeited", player.name);
|
|
self.log.push(format!("{:} forfeited.", player.name));
|
|
}
|
|
}
|
|
}
|
|
|
|
self = self.resolve_phase_start();
|
|
self
|
|
}
|
|
}
|
|
|
|
pub fn game_write(tx: &mut Transaction, game: &Game) -> 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<Game, Error> {
|
|
return game_get(tx, params.id)
|
|
}
|
|
|
|
pub fn game_get(tx: &mut Transaction, id: Uuid) -> Result<Game, Error> {
|
|
let query = "
|
|
SELECT *
|
|
FROM games
|
|
WHERE id = $1
|
|
FOR UPDATE;
|
|
";
|
|
|
|
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<u8> = returned.get("data");
|
|
let game = from_slice::<Game>(&game_bytes)?;
|
|
|
|
return Ok(game);
|
|
}
|
|
|
|
pub fn games_need_upkeep(tx: &mut Transaction) -> Result<Vec<Game>, Error> {
|
|
// let query = "
|
|
// SELECT data, id
|
|
// FROM games
|
|
// WHERE updated_at < now() - interval '5 seconds'
|
|
// AND finished = false;
|
|
// ";
|
|
|
|
let query = "
|
|
SELECT data, id
|
|
FROM games
|
|
WHERE finished = false
|
|
FOR UPDATE;
|
|
";
|
|
let result = tx
|
|
.query(query, &[])?;
|
|
|
|
let mut list = vec![];
|
|
|
|
for row in result.into_iter() {
|
|
let bytes: Vec<u8> = row.get(0);
|
|
let id = row.get(1);
|
|
|
|
match from_slice::<Game>(&bytes) {
|
|
Ok(i) => list.push(i),
|
|
Err(_e) => {
|
|
game_delete(tx, id)?;
|
|
}
|
|
};
|
|
}
|
|
|
|
return Ok(list);
|
|
}
|
|
|
|
pub fn game_delete(tx: &mut Transaction, id: Uuid) -> Result<(), Error> {
|
|
let query = "
|
|
DELETE
|
|
FROM games
|
|
WHERE id = $1;
|
|
";
|
|
|
|
let result = tx
|
|
.execute(query, &[&id])?;
|
|
|
|
if result != 1 {
|
|
return Err(format_err!("unable to delete player {:?}", id));
|
|
}
|
|
|
|
println!("game deleted {:?}", id);
|
|
|
|
return Ok(());
|
|
}
|
|
|
|
// 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_player_num(2)
|
|
// .set_player_cryps(3)
|
|
// .set_mode(GameMode::Pvp);
|
|
|
|
// game_write(tx, &game)?;
|
|
|
|
// 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<Game, Error> {
|
|
// 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<u8> = returned.get("data");
|
|
// let game = match from_slice::<Game>(&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(tx: &mut Transaction, game: &Game) -> Result<(), Error> {
|
|
let game_bytes = to_vec(&game)?;
|
|
|
|
let query = "
|
|
UPDATE games
|
|
SET data = $1, finished = $2, updated_at = now()
|
|
WHERE id = $3
|
|
RETURNING id, data;
|
|
";
|
|
|
|
let result = tx
|
|
.query(query, &[&game_bytes, &game.finished(), &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_skill(params: GameSkillParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
|
|
let mut game = game_get(tx, params.game_id)?;
|
|
|
|
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(tx, &game)?;
|
|
|
|
Ok(game)
|
|
}
|
|
|
|
pub fn game_ready(params: GameStateParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
|
|
let mut game = game_get(tx, params.id)?;
|
|
|
|
game.player_ready(account.id)?;
|
|
|
|
if game.skill_phase_finished() {
|
|
game = game.resolve_phase_start();
|
|
}
|
|
|
|
game_update(tx, &game)?;
|
|
|
|
Ok(game)
|
|
}
|
|
|
|
// pub fn game_pve_new(cryp_ids: Vec<Uuid>, mode: GameMode, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
|
|
// 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::<Result<Vec<Cryp>, Error>>()?;
|
|
|
|
// if cryps.len() > 3 {
|
|
// return Err(err_msg("player size too large (3 max)"));
|
|
// }
|
|
|
|
// // create the game
|
|
// let mut game = Game::new();
|
|
// // let game_id = game.id;
|
|
|
|
// game;
|
|
// .set_player_num(2)
|
|
// .set_player_cryps(cryps.len())
|
|
// .set_mode(mode);
|
|
|
|
// // create the mob player
|
|
// let mob_player = generate_mob_player(mode, &cryps);
|
|
|
|
// // add the players
|
|
// let mut plr_player = Player::new(account.id);
|
|
// plr_player
|
|
// .set_cryps(cryps);
|
|
|
|
|
|
// game
|
|
// .player_add(plr_player)?
|
|
// .player_add(mob_player)?;
|
|
|
|
// game.start();
|
|
|
|
// return Ok(game);
|
|
// }
|
|
|
|
// pub fn game_pve(params: GamePveParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
|
|
// let game = game_pve_new(params.cryp_ids, GameMode::Normal, tx, account)?;
|
|
|
|
// // persist
|
|
// game_write(tx, &game)?;
|
|
|
|
// Ok(game)
|
|
// }
|
|
|
|
pub fn game_instance_new(tx: &mut Transaction, players: Vec<Player>, game_id: Uuid, instance_id: Uuid) -> Result<Game, Error> {
|
|
// create the game
|
|
let mut game = Game::new();
|
|
game.id = game_id;
|
|
|
|
game
|
|
.set_player_num(2)
|
|
.set_player_cryps(3)
|
|
.set_instance(instance_id);
|
|
|
|
// create the initiators player
|
|
for player in players {
|
|
game.player_add(player)?;
|
|
}
|
|
|
|
if game.can_start() {
|
|
game = game.start();
|
|
}
|
|
|
|
// persist
|
|
game_write(tx, &game)?;
|
|
|
|
Ok(game)
|
|
}
|
|
|
|
pub fn game_instance_join(tx: &mut Transaction, player: Player, game_id: Uuid) -> Result<Game, Error> {
|
|
let mut game = game_get(tx, game_id)?;
|
|
|
|
game.player_add(player)?;
|
|
|
|
if game.can_start() {
|
|
game = game.start();
|
|
}
|
|
|
|
println!("{:?} game joined", game.id);
|
|
|
|
game_update(tx, &game)?;
|
|
|
|
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::Amplify)
|
|
.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::Amplify)
|
|
.learn(Skill::Stun)
|
|
.learn(Skill::Block);
|
|
|
|
let mut game = Game::new();
|
|
|
|
game
|
|
.set_player_num(2)
|
|
.set_player_cryps(1);
|
|
|
|
let x_player_id = Uuid::new_v4();
|
|
x.account = x_player_id;
|
|
let mut x_player = Player::new(x_player_id, &"ntr".to_string(), vec![x]);
|
|
|
|
let y_player_id = Uuid::new_v4();
|
|
y.account = y_player_id;
|
|
let mut y_player = Player::new(y_player_id, &"mash".to_string(), vec![y]);
|
|
|
|
game
|
|
.player_add(x_player).unwrap()
|
|
.player_add(y_player).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_player_num(2)
|
|
.set_player_cryps(2);
|
|
|
|
let i_player_id = Uuid::new_v4();
|
|
i.account = i_player_id;
|
|
j.account = i_player_id;
|
|
let i_player = Player::new(i_player_id, &"ntr".to_string(), vec![i, j]);
|
|
|
|
let x_player_id = Uuid::new_v4();
|
|
x.account = x_player_id;
|
|
y.account = x_player_id;
|
|
let x_player = Player::new(x_player_id, &"mashy".to_string(), vec![x, y]);
|
|
|
|
game
|
|
.player_add(i_player).unwrap()
|
|
.player_add(x_player).unwrap();
|
|
|
|
assert!(game.can_start());
|
|
|
|
return game.start();
|
|
}
|
|
|
|
#[test]
|
|
fn phase_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_player = game.players[0].clone();
|
|
let y_player = game.players[1].clone();
|
|
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = y_player.cryps[0].clone();
|
|
|
|
game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::Attack).unwrap();
|
|
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
|
|
|
|
game.player_ready(x_player.id).unwrap();
|
|
game.player_ready(y_player.id).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_player = game.players[0].clone();
|
|
let y_player = game.players[1].clone();
|
|
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = y_player.cryps[0].clone();
|
|
|
|
let _x_stun_id = game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap();
|
|
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.player_ready(x_player.id).unwrap();
|
|
game.player_ready(y_player.id).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.player_by_id(y_player.id).cryps[0].is_stunned());
|
|
// assert!(game.player_by_id(y_player.id).skills_required() == 0);
|
|
}
|
|
|
|
#[test]
|
|
fn ko_resolution_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_player = game.players[0].clone();
|
|
let y_player = game.players[1].clone();
|
|
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = y_player.cryps[0].clone();
|
|
|
|
game.player_by_id(y_player.id).unwrap().cryp_by_id(y_cryp.id).unwrap().red_damage.force(1000000000);
|
|
game.player_by_id(y_player.id).unwrap().cryp_by_id(y_cryp.id).unwrap().speed.force(1000000000);
|
|
|
|
// just in case
|
|
// remove all mitigation
|
|
game.player_by_id(x_player.id).unwrap().cryp_by_id(x_cryp.id).unwrap().red_life.force(0);
|
|
|
|
let _x_stun_id = game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap();
|
|
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
|
|
|
|
game.player_ready(x_player.id).unwrap();
|
|
game.player_ready(y_player.id).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game = game.resolve_phase_start();
|
|
|
|
assert!(!game.player_by_id(y_player.id).unwrap().cryps[0].is_stunned());
|
|
assert!(game.phase == Phase::Finish);
|
|
}
|
|
|
|
#[test]
|
|
fn cooldown_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_player = game.players[0].clone();
|
|
let y_player = game.players[1].clone();
|
|
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = y_player.cryps[0].clone();
|
|
|
|
// should auto progress back to skill phase
|
|
assert!(game.phase == Phase::Skill);
|
|
|
|
assert!(game.player_by_id(y_player.id).unwrap().cryps[0].skill_on_cd(Skill::Block).is_none());
|
|
assert!(game.player_by_id(y_player.id).unwrap().cryps[0].skill_on_cd(Skill::Stun).is_some());
|
|
assert!(game.player_by_id(x_player.id).unwrap().cryps[0].skill_on_cd(Skill::Block).is_none());
|
|
|
|
game.add_skill(x_player.id, x_cryp.id, Some(y_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.player_ready(x_player.id).unwrap();
|
|
game.player_ready(y_player.id).unwrap();
|
|
|
|
game = game.resolve_phase_start();
|
|
|
|
// should auto progress back to skill phase
|
|
assert!(game.phase == Phase::Skill);
|
|
assert!(game.player_by_id(y_player.id).unwrap().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_player.id, x_cryp.id, Some(y_cryp.id), Skill::Stun).unwrap();
|
|
let _y_touch_id = game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.player_ready(x_player.id).unwrap();
|
|
game.player_ready(y_player.id).unwrap();
|
|
|
|
game = game.resolve_phase_start();
|
|
|
|
assert!(game.player_by_id(x_player.id).unwrap().cryps[0].skill_on_cd(Skill::Stun).is_some());
|
|
assert!(game.player_by_id(y_player.id).unwrap().cryps[0].skill_on_cd(Skill::Block).is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn parry_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_player = game.players[0].clone();
|
|
let y_player = game.players[1].clone();
|
|
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = y_player.cryps[0].clone();
|
|
|
|
let _x_block_id = game.add_skill(x_player.id, x_cryp.id, None, Skill::TestParry).unwrap();
|
|
game.add_skill(y_player.id, y_cryp.id, Some(x_cryp.id), Skill::TestStun).unwrap();
|
|
|
|
game.player_ready(x_player.id).unwrap();
|
|
game.player_ready(y_player.id).unwrap();
|
|
|
|
game = game.resolve_phase_start();
|
|
|
|
// should not be stunned because of parry
|
|
assert!(game.player_by_id(x_player.id).unwrap().cryps[0].is_stunned() == false);
|
|
// riposte
|
|
assert!(game.player_by_id(y_player.id).unwrap().cryps[0].green_life() == (1024 - x_cryp.red_damage().pct(Skill::Riposte.multiplier())));
|
|
}
|
|
|
|
#[test]
|
|
fn aoe_test() {
|
|
let mut game = create_2v2_test_game();
|
|
|
|
let i_player = game.players[0].clone();
|
|
let x_player = game.players[1].clone();
|
|
|
|
let i_cryp = i_player.cryps[0].clone();
|
|
let j_cryp = i_player.cryps[1].clone();
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = x_player.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_player.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(i_player.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_player.id, x_cryp.id, Some(i_cryp.id), Skill::Ruin).unwrap();
|
|
game.add_skill(x_player.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.player_ready(i_player.id).unwrap();
|
|
game.player_ready(x_player.id).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game = game.resolve_phase_start();
|
|
game.resolved.remove(0);
|
|
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_player = game.players[0].clone();
|
|
let x_player = game.players[1].clone();
|
|
|
|
let i_cryp = i_player.cryps[0].clone();
|
|
let j_cryp = i_player.cryps[1].clone();
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = x_player.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_player.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(i_player.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_player.id, x_cryp.id, Some(i_cryp.id), Skill::Taunt).unwrap();
|
|
game.add_skill(x_player.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.player_ready(i_player.id).unwrap();
|
|
game.player_ready(x_player.id).unwrap();
|
|
|
|
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_player = game.players[0].clone();
|
|
let x_player = game.players[1].clone();
|
|
|
|
let i_cryp = i_player.cryps[0].clone();
|
|
let j_cryp = i_player.cryps[1].clone();
|
|
let x_cryp = x_player.cryps[0].clone();
|
|
let y_cryp = x_player.cryps[1].clone();
|
|
|
|
game.add_skill(i_player.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(i_player.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_player.id, x_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_player.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.player_ready(i_player.id).unwrap();
|
|
game.player_ready(x_player.id).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game = game.resolve_phase_start();
|
|
|
|
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
|
|
|
|
// kill a cryp
|
|
game.player_by_id(i_player.id).unwrap().cryp_by_id(i_cryp.id).unwrap().green_life.reduce(u64::max_value());
|
|
|
|
assert!(game.player_by_id(i_player.id).unwrap().skills_required() == 1);
|
|
assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
|
|
|
|
// add some more skills
|
|
game.add_skill(i_player.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_player.id, x_cryp.id, Some(j_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_player.id, y_cryp.id, Some(j_cryp.id), Skill::TestTouch).unwrap();
|
|
assert!(game.add_skill(x_player.id, x_cryp.id, Some(i_cryp.id), Skill::TestTouch).is_err());
|
|
|
|
game.player_ready(i_player.id).unwrap();
|
|
game.player_ready(x_player.id).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game = game.resolve_phase_start();
|
|
|
|
assert!(game.player_by_id(i_player.id).unwrap().skills_required() == 1);
|
|
assert!(game.player_by_id(x_player.id).unwrap().skills_required() == 2);
|
|
return;
|
|
}
|
|
|
|
#[test]
|
|
fn upkeep_test() {
|
|
let mut game = create_2v2_test_game();
|
|
game.players[0].set_ready(true);
|
|
game.phase_end = Utc::now().checked_sub_signed(Duration::seconds(61)).unwrap();
|
|
game = game.upkeep();
|
|
assert!(game.players[1].warnings == 1);
|
|
}
|
|
}
|