1082 lines
32 KiB
Rust
1082 lines
32 KiB
Rust
use rand::prelude::*;
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use uuid::Uuid;
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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, GamePveParams};
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use cryp::{Cryp, cryp_get};
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use skill::{Skill, Cast, ResolutionResult};
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use mob::{generate_mob_team};
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use player::{Player};
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use instance::{instance_game_finished};
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pub type Log = Vec<String>;
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct Team {
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pub id: Uuid,
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pub bot: bool,
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cryps: Vec<Cryp>,
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}
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impl Team {
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pub fn new(account: Uuid) -> Team {
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return Team {
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id: account,
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cryps: vec![],
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bot: false,
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};
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}
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pub fn set_bot(&mut self) -> &mut Team {
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self.bot = true;
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self
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}
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fn skills_required(&self) -> usize {
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let required = self.cryps.iter()
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.filter(|c| !c.is_ko())
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.filter(|c| c.available_skills().len() > 0)
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.collect::<Vec<&Cryp>>().len();
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// println!("{:} requires {:} skills this turn", self.id, required);
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return required;
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}
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pub fn set_cryps(&mut self, mut cryps: Vec<Cryp>) -> &mut Team {
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cryps.sort_unstable_by_key(|c| c.id);
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self.cryps = cryps;
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self
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}
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pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
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self.cryps.iter_mut().find(|c| c.id == id)
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}
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}
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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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Target,
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Resolve,
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Finish,
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}
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#[derive(Debug,Clone,Copy,Serialize,Deserialize)]
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pub enum GameMode {
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Normal,
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Pvp,
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Zone3v2Attack,
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Zone2v2Caster,
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Zone3v3MeleeMiniboss,
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Zone3v3HealerBoss,
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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 team_size: usize,
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pub team_num: usize,
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pub teams: Vec<Team>,
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pub is_pve: bool,
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pub phase: Phase,
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pub stack: Vec<Cast>,
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pub resolved: Vec<Cast>,
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pub log: Vec<String>,
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pub instance: Option<Uuid>,
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pub mode: GameMode,
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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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team_size: 0,
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team_num: 0,
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teams: vec![],
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is_pve: true,
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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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mode: GameMode::Normal,
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};
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}
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pub fn set_team_num(&mut self, size: usize) -> &mut Game {
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self.team_num = size;
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self
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}
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pub fn set_team_size(&mut self, size: usize) -> &mut Game {
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self.team_size = size;
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self
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}
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pub fn set_pve(&mut self, pve: bool) -> &mut Game {
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self.is_pve = pve;
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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 set_mode(&mut self, mode: GameMode) -> &mut Game {
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self.mode = mode;
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self
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}
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pub fn team_add(&mut self, team: Team) -> Result<&mut Game, Error> {
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if self.teams.len() == self.team_num {
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return Err(err_msg("maximum number of teams"));
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}
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if self.teams.iter().any(|t| t.id == team.id) {
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return Err(err_msg("team already in game"));
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}
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let team_description = team.cryps.iter().map(|c| c.name.clone()).collect::<Vec<String>>().join(", ");
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self.log.push(format!("{:} has joined the game.", team_description));
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self.teams.push(team);
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Ok(self)
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}
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// handle missing team properly
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fn team_by_id(&mut self, id: Uuid) -> &mut Team {
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match self.teams.iter_mut().find(|t| t.id == id) {
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Some(t) => t,
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None => panic!("id not in game {:}", id),
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}
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}
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fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
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match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) {
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Some(team) => team.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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fn all_cryps(&self) -> Vec<Cryp> {
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self.teams.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.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) {
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Some(team) => {
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let index = team.cryps.iter().position(|t| t.id == cryp.id).unwrap();
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team.cryps.remove(index);
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team.cryps.push(cryp.clone());
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team.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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fn can_start(&self) -> bool {
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return self.teams.len() == self.team_num
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&& self.teams.iter().all(|t| t.cryps.len() == self.team_size)
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}
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pub fn start(&mut self) -> &mut Game {
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self.log.push("Game starting...".to_string());
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self.skill_phase_start();
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self
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}
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fn skill_phase_start(&mut self) -> &mut Game {
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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.stack.clear();
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if self.is_pve {
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self.pve_add_skills();
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if self.skill_phase_finished() {
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self.resolve_phase_start();
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}
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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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for mobs in self.teams
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.clone()
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.into_iter()
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.filter(|t| t.bot) {
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let player_team = self.teams.iter().find(|t| t.id != mobs.id).unwrap().clone();
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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_team.cryps[rng.gen_range(0, player_team.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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match self.add_skill(mobs.id, mob.id, Some(target.id), s) {
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Ok(_) => (),
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Err(e) => println!("{:?} could not add pve skill", e),
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}
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// println!("{:?}", cast);
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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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self
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}
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fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_cryp_id: Option<Uuid>, skill: Skill) -> Result<Uuid, 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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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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let check = cryp.disabled(skill);
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if check.disabled {
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return Err(format_err!("skill disabled {:?}", check.effects));
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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, team_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 skill_phase_finished(&self) -> bool {
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self.teams.iter()
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// for every team
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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_team_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) -> &mut 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 log_resolution(&mut self, source: &mut Cryp, target: &mut Cryp, cast: &Cast) -> &mut Game {
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match cast.resolution.disable.disabled {
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true => {
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self.log.push(format!("{:} {:?} {:} disabled {:?}", source.name, cast.skill, target.name, cast.resolution.disable.effects));
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return self;
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},
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false => (),
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};
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for result in cast.resolution.results.iter() {
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match result {
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ResolutionResult::Damage { amount, mitigation, category: _, immunity } => {
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match immunity.immune {
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true => self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}",
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cast.resolution.speed, source.name, cast.skill, target.name, immunity.effects)),
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false => self.log.push(format!("[{:}] {:} {:?} {:} {:} ({:} mitigated)",
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cast.resolution.speed, source.name, cast.skill, target.name, amount, mitigation)),
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}
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},
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ResolutionResult::Healing { amount, overhealing, category: _, immunity } => {
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match immunity.immune {
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true => self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}",
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cast.resolution.speed, source.name, cast.skill, target.name, immunity.effects)),
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false => self.log.push(format!("[{:}] {:} {:?} {:} {:} ({:}OH)",
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cast.resolution.speed, source.name, cast.skill, target.name, amount, overhealing)),
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}
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},
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ResolutionResult::Effect { effect, duration, immunity } => {
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match immunity.immune {
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true => self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}",
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cast.resolution.speed, source.name, cast.skill, target.name, immunity.effects)),
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false => self.log.push(format!("[{:}] {:} {:?} {:} {:?} {:}T",
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cast.resolution.speed, source.name, cast.skill, target.name, effect, duration)),
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}
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},
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ResolutionResult::Removal { effect, immunity } => {
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match immunity.immune {
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true => self.log.push(format!("[{:}] {:} {:?} {:} immune {:?}",
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cast.resolution.speed, source.name, cast.skill, target.name, immunity.effects)),
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false => self.log.push(format!("[{:}] {:?} removed {:} {:?}",
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cast.resolution.speed, source.name, target.name, effect)),
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}
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},
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ResolutionResult::Evasion { skill: _, evasion_rating } => {
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self.log.push(format!("[{:}] {:} {:?} {:} evaded ({:}%)",
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cast.resolution.speed, source.name, cast.skill, target.name, evasion_rating));
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},
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}
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}
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self
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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.sort_unstable_by_key(|s| -> u64 {
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let caster = self.cryp_by_id(s.source_cryp_id).unwrap();
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caster.skill_speed(s.skill)
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});
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self.stack = sorted;
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self.stack.reverse();
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self
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}
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fn resolve_skills(&mut self) -> &mut 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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// update the stack with the resolved skills
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for mut skill in self.stack.clone() {
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// println!("{:} resolving ", skill);
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let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
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let mut target = self.cryp_by_id(skill.target_cryp_id).unwrap().clone();
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skill.set_resolution(&mut source, &mut target);
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self.log_resolution(&mut source, &mut target, &skill);
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self.resolved.push(skill);
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if target.is_ko() && !target.ko_logged {
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self.log.push(format!("{:} KO", target.name));
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target.effects.clear();
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target.ko_logged = true;
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}
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if source.is_ko() && !source.ko_logged {
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self.log.push(format!("{:} KO", source.name));
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source.effects.clear();
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source.ko_logged = true;
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}
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self.update_cryp(&mut source);
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self.update_cryp(&mut target);
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// find a way to
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// resort the stack after each cast because
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// the cryp speed may have changed
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// self.stack_sort_speed();
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};
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// println!("{:#?}", self.resolved);
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// now Resolve has all been assigned
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// handle cooldowns and statuses
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self.progress_durations();
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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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|
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fn progress_durations(&mut self) -> &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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|
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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) = self.stack.iter_mut().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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|
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// always reduce durations
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cryp.reduce_effect_durations(&mut self.log);
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self.update_cryp(&mut cryp);
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}
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|
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self
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}
|
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|
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pub fn finished(&self) -> bool {
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self.teams.iter().any(|t| t.cryps.iter().all(|c| c.is_ko()))
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}
|
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|
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pub fn winner(&self) -> Option<&Team> {
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self.teams.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko()))
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}
|
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|
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fn finish(&mut self) -> &mut Game {
|
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self.phase = Phase::Finish;
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self.log.push(format!("Game finished."));
|
|
self.stack.clear();
|
|
|
|
{
|
|
let winner = self.teams.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko()));
|
|
match winner {
|
|
Some(w) => self.log.push(format!("Winner: {:}", w.id)),
|
|
None => self.log.push(format!("Game was drawn.")),
|
|
};
|
|
}
|
|
|
|
self
|
|
}
|
|
}
|
|
|
|
pub fn game_skill(params: GameSkillParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
|
|
let query = "
|
|
SELECT *
|
|
FROM games
|
|
WHERE id = $1
|
|
";
|
|
|
|
let result = tx
|
|
.query(query, &[¶ms.game_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 mut game = from_slice::<Game>(&game_bytes)?;
|
|
|
|
if game.phase != Phase::Skill {
|
|
return Err(err_msg("game not in skill phase"))
|
|
}
|
|
|
|
game.add_skill(account.id, params.cryp_id, params.target_cryp_id, params.skill)?;
|
|
|
|
if game.skill_phase_finished() {
|
|
game.resolve_phase_start();
|
|
}
|
|
|
|
game_update(&game, tx)?;
|
|
|
|
Ok(game)
|
|
}
|
|
|
|
// pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
|
|
// let query = "
|
|
// SELECT *
|
|
// FROM games
|
|
// WHERE id = $1
|
|
// ";
|
|
|
|
// let result = tx
|
|
// .query(query, &[¶ms.game_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 mut game = from_slice::<Game>(&game_bytes)?;
|
|
|
|
// game.add_target(account.id, params.cryp_id, params.skill_id)?;
|
|
|
|
// if game.target_phase_finished() {
|
|
// game.resolve_phase_start();
|
|
// }
|
|
|
|
// game_update(game, tx)?;
|
|
|
|
// Ok(game)
|
|
// }
|
|
|
|
pub fn game_write(game: &Game, tx: &mut Transaction) -> 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
|
|
";
|
|
|
|
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 game_update(game: &Game, tx: &mut Transaction) -> Result<(), Error> {
|
|
let game_bytes = to_vec(&game)?;
|
|
|
|
let query = "
|
|
UPDATE games
|
|
SET data = $1
|
|
WHERE id = $2
|
|
RETURNING id, data;
|
|
";
|
|
|
|
let result = tx
|
|
.query(query, &[&game_bytes, &game.id])?;
|
|
|
|
result.iter().next().ok_or(format_err!("game {:?} could not be written", game))?;
|
|
|
|
if game.finished() {
|
|
if let Some(i) = game.instance {
|
|
instance_game_finished(tx, &game, i)?;
|
|
}
|
|
}
|
|
|
|
return Ok(());
|
|
}
|
|
|
|
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("team size too large (3 max)"));
|
|
}
|
|
|
|
// create the game
|
|
let mut game = Game::new();
|
|
// let game_id = game.id;
|
|
|
|
game
|
|
.set_pve(true)
|
|
.set_team_num(2)
|
|
.set_team_size(cryps.len())
|
|
.set_mode(mode);
|
|
|
|
// create the mob team
|
|
let mob_team = generate_mob_team(mode, &cryps);
|
|
|
|
// add the players
|
|
let mut plr_team = Team::new(account.id);
|
|
plr_team
|
|
.set_cryps(cryps);
|
|
|
|
|
|
game
|
|
.team_add(plr_team)?
|
|
.team_add(mob_team)?;
|
|
|
|
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(&game, tx)?;
|
|
|
|
Ok(game)
|
|
}
|
|
|
|
pub fn game_instance_new(tx: &mut Transaction, player: Player, game_id: Uuid) -> Result<Game, Error> {
|
|
// create the game
|
|
let mut game = Game::new();
|
|
game.id = game_id;
|
|
|
|
game
|
|
.set_pve(false)
|
|
.set_team_num(2)
|
|
.set_team_size(3)
|
|
.set_instance(player.instance)
|
|
.set_mode(GameMode::Pvp);
|
|
|
|
// create the initiators team
|
|
let mut team = Team::new(player.account);
|
|
team.set_cryps(player.cryps);
|
|
|
|
game.team_add(team)?;
|
|
|
|
// persist
|
|
game_write(&game, tx)?;
|
|
|
|
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)?;
|
|
|
|
let mut team = Team::new(player.account);
|
|
team.set_cryps(player.cryps);
|
|
game.team_add(team)?;
|
|
|
|
if game.can_start() {
|
|
game.start();
|
|
}
|
|
|
|
game_update(&game, tx)?;
|
|
|
|
Ok(game)
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use game::*;
|
|
use cryp::*;
|
|
|
|
fn create_test_game() -> Game {
|
|
let x = Cryp::new()
|
|
.named(&"pronounced \"creeep\"".to_string())
|
|
.level(8)
|
|
.learn(Skill::Attack)
|
|
.learn(Skill::TestStun)
|
|
.learn(Skill::TestTouch)
|
|
.learn(Skill::TestBlock)
|
|
.learn(Skill::TestParry)
|
|
.learn(Skill::TestSiphon)
|
|
.learn(Skill::Empower)
|
|
.learn(Skill::Stun)
|
|
.learn(Skill::Block)
|
|
.create();
|
|
|
|
let y = Cryp::new()
|
|
.named(&"lemongrass tea".to_string())
|
|
.level(8)
|
|
.learn(Skill::Attack)
|
|
.learn(Skill::TestStun)
|
|
.learn(Skill::TestTouch)
|
|
.learn(Skill::TestBlock)
|
|
.learn(Skill::TestParry)
|
|
.learn(Skill::TestSiphon)
|
|
.learn(Skill::Empower)
|
|
.learn(Skill::Stun)
|
|
.learn(Skill::Block)
|
|
.create();
|
|
|
|
let mut game = Game::new();
|
|
|
|
game
|
|
.set_team_num(2)
|
|
.set_team_size(1)
|
|
.set_pve(false);
|
|
|
|
let x_team_id = Uuid::new_v4();
|
|
let mut x_team = Team::new(x_team_id);
|
|
x_team
|
|
.set_cryps(vec![x]);
|
|
|
|
let y_team_id = Uuid::new_v4();
|
|
let mut y_team = Team::new(y_team_id);
|
|
y_team
|
|
.set_cryps(vec![y]);
|
|
|
|
game
|
|
.team_add(x_team).unwrap()
|
|
.team_add(y_team).unwrap();
|
|
|
|
assert!(game.can_start());
|
|
|
|
game.start();
|
|
|
|
return game;
|
|
}
|
|
|
|
fn create_2v2_test_game() -> Game {
|
|
let i = Cryp::new()
|
|
.named(&"pretaliate".to_string())
|
|
.level(8)
|
|
.learn(Skill::Attack)
|
|
.learn(Skill::TestTouch)
|
|
.create();
|
|
|
|
let j = Cryp::new()
|
|
.named(&"poy sian".to_string())
|
|
.level(8)
|
|
.learn(Skill::Attack)
|
|
.learn(Skill::TestTouch)
|
|
.create();
|
|
|
|
let x = Cryp::new()
|
|
.named(&"pronounced \"creeep\"".to_string())
|
|
.level(8)
|
|
.learn(Skill::Attack)
|
|
.learn(Skill::TestTouch)
|
|
.create();
|
|
|
|
let y = Cryp::new()
|
|
.named(&"lemongrass tea".to_string())
|
|
.level(8)
|
|
.learn(Skill::Attack)
|
|
.learn(Skill::TestTouch)
|
|
.create();
|
|
|
|
let mut game = Game::new();
|
|
|
|
game
|
|
.set_team_num(2)
|
|
.set_team_size(2)
|
|
.set_pve(false);
|
|
|
|
let i_team_id = Uuid::new_v4();
|
|
let mut i_team = Team::new(i_team_id);
|
|
i_team
|
|
.set_cryps(vec![i,j]);
|
|
|
|
let x_team_id = Uuid::new_v4();
|
|
let mut x_team = Team::new(x_team_id);
|
|
x_team
|
|
.set_cryps(vec![x,y]);
|
|
|
|
game
|
|
.team_add(i_team).unwrap()
|
|
.team_add(x_team).unwrap();
|
|
|
|
assert!(game.can_start());
|
|
|
|
game.start();
|
|
|
|
return game;
|
|
}
|
|
|
|
#[test]
|
|
fn phase_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_team = game.teams[0].clone();
|
|
let y_team = game.teams[1].clone();
|
|
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = y_team.cryps[0].clone();
|
|
|
|
game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::Attack).unwrap();
|
|
game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
|
|
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_team = game.teams[0].clone();
|
|
let y_team = game.teams[1].clone();
|
|
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = y_team.cryps[0].clone();
|
|
|
|
let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap();
|
|
game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game.resolve_phase_start();
|
|
|
|
// should auto progress back to skill phase
|
|
assert!(game.phase == Phase::Skill);
|
|
|
|
assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
|
|
assert!(game.team_by_id(y_team.id).skills_required() == 0);
|
|
}
|
|
|
|
#[test]
|
|
fn ko_resolution_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_team = game.teams[0].clone();
|
|
let y_team = game.teams[1].clone();
|
|
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = y_team.cryps[0].clone();
|
|
|
|
game.team_by_id(y_team.id).cryp_by_id(y_cryp.id).unwrap().red_damage.force(u64::max_value());
|
|
game.team_by_id(y_team.id).cryp_by_id(y_cryp.id).unwrap().speed.force(u64::max_value());
|
|
|
|
// just in case
|
|
// remove all mitigation
|
|
game.team_by_id(x_team.id).cryp_by_id(x_cryp.id).unwrap().red_shield.force(0);
|
|
|
|
let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestStun).unwrap();
|
|
game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::Attack).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game.resolve_phase_start();
|
|
|
|
assert!(!game.team_by_id(y_team.id).cryps[0].is_stunned());
|
|
assert!(game.phase == Phase::Finish);
|
|
}
|
|
|
|
#[test]
|
|
fn cooldown_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_team = game.teams[0].clone();
|
|
let y_team = game.teams[1].clone();
|
|
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = y_team.cryps[0].clone();
|
|
|
|
// should auto progress back to skill phase
|
|
assert!(game.phase == Phase::Skill);
|
|
|
|
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
|
|
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Stun).is_some());
|
|
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
|
|
|
|
let _x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.resolve_phase_start();
|
|
|
|
// should auto progress back to skill phase
|
|
assert!(game.phase == Phase::Skill);
|
|
assert!(game.team_by_id(y_team.id).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_team.id, x_cryp.id, Some(y_cryp.id), Skill::Stun).unwrap();
|
|
let _y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.resolve_phase_start();
|
|
|
|
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Stun).is_some());
|
|
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn parry_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_team = game.teams[0].clone();
|
|
let y_team = game.teams[1].clone();
|
|
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = y_team.cryps[0].clone();
|
|
|
|
let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::TestParry).unwrap();
|
|
game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestStun).unwrap();
|
|
|
|
game.resolve_phase_start();
|
|
|
|
// should not be stunned because of parry
|
|
assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
|
|
}
|
|
|
|
#[test]
|
|
fn siphon_test() {
|
|
let mut game = create_test_game();
|
|
|
|
let x_team = game.teams[0].clone();
|
|
let y_team = game.teams[1].clone();
|
|
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = y_team.cryps[0].clone();
|
|
|
|
let _x_siphon_id = game.add_skill(x_team.id, x_cryp.id, Some(y_cryp.id), Skill::TestSiphon).unwrap();
|
|
let _y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
game.resolve_phase_start();
|
|
|
|
game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
|
|
game.add_skill(y_team.id, y_cryp.id, None, Skill::TestBlock).unwrap();
|
|
|
|
game.resolve_phase_start();
|
|
|
|
assert!(game.resolved.iter().any(|r| r.skill == Skill::SiphonTick));
|
|
}
|
|
|
|
#[test]
|
|
fn ko_pve_test() {
|
|
let mut game = create_2v2_test_game();
|
|
|
|
let i_team = game.teams[0].clone();
|
|
let x_team = game.teams[1].clone();
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|
|
|
let i_cryp = i_team.cryps[0].clone();
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let j_cryp = i_team.cryps[1].clone();
|
|
let x_cryp = x_team.cryps[0].clone();
|
|
let y_cryp = x_team.cryps[1].clone();
|
|
|
|
game.add_skill(i_team.id, i_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(i_team.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_team.id, x_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_team.id, y_cryp.id, Some(i_cryp.id), Skill::TestTouch).unwrap();
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game.resolve_phase_start();
|
|
|
|
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
|
|
|
|
// kill a cryp
|
|
game.team_by_id(i_team.id).cryp_by_id(i_cryp.id).unwrap().hp.reduce(u64::max_value());
|
|
|
|
assert!(game.team_by_id(i_team.id).skills_required() == 1);
|
|
assert!(game.team_by_id(x_team.id).skills_required() == 2);
|
|
|
|
// add some more skills
|
|
game.add_skill(i_team.id, j_cryp.id, Some(x_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_team.id, x_cryp.id, Some(j_cryp.id), Skill::TestTouch).unwrap();
|
|
game.add_skill(x_team.id, y_cryp.id, Some(j_cryp.id), Skill::TestTouch).unwrap();
|
|
assert!(game.add_skill(x_team.id, x_cryp.id, Some(i_cryp.id), Skill::TestTouch).is_err());
|
|
|
|
assert!(game.skill_phase_finished());
|
|
game.resolve_phase_start();
|
|
|
|
assert!(game.team_by_id(i_team.id).skills_required() == 1);
|
|
assert!(game.team_by_id(x_team.id).skills_required() == 2);
|
|
return;
|
|
}
|
|
}
|