mnml/server/src/skill.rs
2019-02-16 10:58:10 +11:00

1142 lines
34 KiB
Rust

use rand::{thread_rng, Rng};
use uuid::Uuid;
use cryp::{Cryp, CrypEffect, Stat};
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct Cast {
pub id: Uuid,
pub skill: Skill,
pub source_team_id: Uuid,
pub source_cryp_id: Uuid,
pub target_cryp_id: Uuid,
pub resolution: Resolution,
}
impl Cast {
pub fn new(source_cryp_id: Uuid, source_team_id: Uuid, target_cryp_id: Uuid, skill: Skill) -> Cast {
return Cast {
id: Uuid::new_v4(),
source_cryp_id,
source_team_id,
target_cryp_id,
skill,
resolution: Resolution::new(skill),
};
}
pub fn new_tick(source: &mut Cryp, target: &mut Cryp, skill: Skill) -> Cast {
Cast::new(source.id, source.account, target.id, skill)
}
pub fn set_resolution(&mut self, cryp: &mut Cryp, target: &mut Cryp) -> &mut Cast {
self.resolution = self.skill.resolve(cryp, target);
self
}
pub fn used_cooldown(&self) -> bool {
return self.skill.base_cd().is_some();
}
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct Immunity {
pub immune: bool,
pub effects: Vec<Effect>
}
impl Immunity {
fn new() -> Immunity {
Immunity { immune: false, effects: vec![] }
}
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct Disable {
pub disabled: bool,
pub effects: Vec<Effect>
}
impl Disable {
fn new() -> Disable {
Disable { disabled: false, effects: vec![] }
}
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum ResolutionResult {
Damage { amount: u64, mitigation: u64, category: Category , immunity: Immunity },
Healing { amount: u64, overhealing: u64, category: Category , immunity: Immunity },
Effect { effect: Effect, duration: u8, immunity: Immunity },
Removal { effect: Effect, immunity: Immunity },
Evasion { skill: Skill, evasion_rating: u64 },
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct Resolution {
pub skill: Skill,
pub disable: Disable,
pub speed: u64,
pub results: Vec<ResolutionResult>,
}
impl Resolution {
fn new(skill: Skill) -> Resolution {
Resolution { skill, results: vec![], disable: Disable::new(), speed: 0 }
}
}
pub type Cooldown = Option<u8>;
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Effect {
// physical
Stun,
Parry,
Block,
Bleed,
Leech,
Airborne,
Untouchable,
Deadly,
Vulnerable,
Fury,
Blind,
Snare,
Empower,
// magic
Hex,
Curse,
Banish,
Slow,
Haste,
Enslave,
Mesmerise,
Amplify,
Silence,
// magic immunity
Shield,
// effects over time
Triage,
Decay,
Regen,
Drain,
SpeedDrain,
SpeedIncrease,
Ko,
}
impl Effect {
pub fn immune(&self, skill: Skill) -> bool {
match self {
Effect::Parry => match skill.category() {
Category::Blue => false,
Category::Red => true,
_ => false,
},
Effect::Shield => match skill.category() {
Category::Blue => true,
Category::Red => false,
_ => false,
},
Effect::Banish => true,
_ => false,
}
}
pub fn disables_skill(&self, skill: Skill) -> bool {
match self {
Effect::Stun => true,
Effect::Hex => true,
Effect::Banish => true,
Effect::Silence => match skill.category() {
Category::Blue => true,
Category::Red => false,
_ => false,
},
Effect::Snare => match skill.category() {
Category::Blue => false,
Category::Red => true,
_ => false,
},
Effect::Ko => match skill.category() {
Category::BlueTick => false,
_ => true,
},
_ => false,
}
}
pub fn modifications(&self) -> Vec<Stat> {
match self {
Effect::Empower => vec![Stat::RedDamage],
Effect::Vulnerable => vec![Stat::RedDamageTaken],
Effect::Block => vec![Stat::RedDamageTaken],
Effect::Amplify => vec![Stat::BlueDamage],
Effect::Curse => vec![Stat::BlueDamageTaken],
Effect::Haste => vec![Stat::Speed],
Effect::Slow => vec![Stat::Speed],
_ => vec![],
}
}
// maybe increase by rng
// roll little endian bits
// and OR with base stat
pub fn apply(&self, value: u64) -> u64 {
match self {
Effect::Empower => value << 1,
Effect::Vulnerable => value << 1,
Effect::Block => value >> 1,
Effect::Amplify => value << 1,
Effect::Curse => value << 1,
Effect::Haste => value << 1,
Effect::Slow => value >> 1,
_ => {
println!("{:?} does not have a mod effect", self);
return value;
},
}
}
pub fn category(&self) -> Category {
match self {
// physical
Effect::Stun => Category::RedDebuff,
Effect::Block => Category::RedBuff,
Effect::Parry => Category::RedBuff,
Effect::Bleed => Category::RedDebuff,
Effect::Leech => Category::RedDebuff,
Effect::Airborne => Category::RedDebuff,
Effect::Untouchable => Category::RedBuff,
Effect::Deadly => Category::RedBuff,
Effect::Vulnerable => Category::RedDebuff,
Effect::Fury => Category::RedBuff,
Effect::Blind => Category::RedDebuff,
Effect::Snare => Category::RedDebuff,
Effect::Empower => Category::RedBuff,
// magic
Effect::Hex => Category::BlueDebuff,
Effect::Curse => Category::BlueDebuff,
Effect::Banish => Category::BlueDebuff, // todo randomise
Effect::Slow => Category::BlueDebuff,
Effect::Haste => Category::BlueBuff,
Effect::Enslave => Category::BlueDebuff,
Effect::Mesmerise => Category::BlueDebuff,
Effect::Amplify => Category::BlueBuff,
Effect::Silence => Category::BlueDebuff,
// magic immunity
Effect::Shield => Category::BlueBuff,
// effects over time
Effect::Triage => Category::BlueBuff,
Effect::Decay => Category::BlueDebuff,
Effect::Regen => Category::BlueBuff,
Effect::Drain => Category::BlueDebuff,
Effect::SpeedDrain => Category::BlueDebuff,
Effect::SpeedIncrease => Category::BlueBuff,
Effect::Ko => Category::Ko,
}
}
pub fn duration(&self) -> u8 {
match self {
Effect::Stun => 2,
Effect::Block => 1,
Effect::Parry => 1,
Effect::Vulnerable => 2,
Effect::Snare => 2,
Effect::Empower => 2,
Effect::Hex => 2,
Effect::Curse => 2,
Effect::Banish => 1,
Effect::Slow => 2,
Effect::Haste => 2,
Effect::Amplify => 2,
Effect::Silence => 2,
Effect::Shield => 2,
Effect::Triage => 3,
Effect::Decay => 3,
Effect::Drain => 2,
_ => {
println!("{:?} does not have a duration", self);
return 1;
},
}
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Category {
Red,
RedHeal,
RedDamage,
RedDebuff,
RedBuff,
RedTick,
Blue,
BlueDamage,
BlueHeal,
BlueDebuff,
BlueBuff,
BlueTick,
Ko,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Skill {
Attack,
// -----------------
// Nature
// -----------------
Block, // reduce damage
Parry, // avoid all damage
Snare,
Paralyse,
Strangle, // physical dot and disable
Stun,
// Evade, // actively evade
// -----------------
// Technology
// -----------------
Replicate,
Swarm,
Orbit,
Repair,
Scan, // track?
// -----------------
// Nonviolence
// -----------------
Heal,
Triage, // hot
TriageTick,
Throw, // no damage stun, adds vulnerable
Charm,
Calm,
Rez,
// Sleep,
// Nightmare,
// -------------------
// Destruction
// -------------------
Blast,
Amplify,
Decay, // dot
DecayTick, // dot
Drain,
DrainTick,
Curse,
Plague, // aoe dot
Ruin, // aoe
// -----------------
// Purity
// -----------------
Empower,
Slay,
Shield,
Silence,
Inquiry,
Purify,
Purge,
// Precision,
// -----------------
// Chaos
// -----------------
Banish,
Hex,
Fear,
Taunt,
Pause, // speed slow
Haste,
Slow,
// used by tests, no cd, no damage
TestTouch,
TestStun,
TestBlock,
TestParry,
TestDrain,
}
impl Skill {
pub fn base_cd(&self) -> Cooldown {
match self {
Skill::Attack => None,
// -----------------
// Nature
// -----------------
Skill::Block => None, // reduce damage
Skill::Parry => None, // avoid all damage
Skill::Snare => Some(1),
Skill::Paralyse => Some(1),
Skill::Strangle => Some(2),
// Strangle
Skill::Stun => Some(1),
// -----------------
// Technology
// -----------------
Skill::Replicate => None,
Skill::Swarm => Some(2),
Skill::Orbit => Some(1),
Skill::Repair => None,
Skill::Scan => Some(1), // track?
// -----------------
// Preservation
// -----------------
Skill::Heal => None,
Skill::Triage => None, // hot
Skill::TriageTick => None,
Skill::Throw => Some(1), // no damage stun, adds vulnerable
Skill::Charm => Some(1),
Skill::Calm => None,
Skill::Rez => Some(2),
// -----------------
// Destruction
// -----------------
Skill::Blast => None,
Skill::Amplify => Some(1),
Skill::Decay => None, // dot
Skill::DecayTick => None,
Skill::Drain => Some(1),
Skill::DrainTick => None,
Skill::Curse => Some(1),
Skill::Plague => Some(1), // aoe dot
Skill::Ruin => Some(2), // aoe
// -----------------
// Purity
// -----------------
// Skill::Precision => None,
Skill::Empower => Some(1),
Skill::Slay => None,
Skill::Shield => None,
Skill::Silence => Some(1),
Skill::Inquiry => Some(1),
Skill::Purify => None,
Skill::Purge => None,
// -----------------
// Chaos
// -----------------
Skill::Banish => Some(1),
Skill::Hex => None,
Skill::Fear => None,
Skill::Taunt => Some(1),
Skill::Pause => Some(1), // speed slow
Skill::Haste => None,
Skill::Slow => None,
// -----------------
// Test
// -----------------
Skill::TestTouch => None,
Skill::TestStun => None,
Skill::TestBlock => None,
Skill::TestDrain => None,
Skill::TestParry => None,
}
}
pub fn category(&self) -> Category {
match self {
Skill::Attack => Category::Red,
// -----------------
// Nature
// -----------------
Skill::Block => Category::Red, // reduce damage
Skill::Parry => Category::Red, // avoid all damage
Skill::Snare => Category::Red,
Skill::Paralyse => Category::Red,
Skill::Strangle => Category::Red,
// Strangle
Skill::Stun => Category::Red,
// -----------------
// Technology
// -----------------
Skill::Replicate => Category::Red,
Skill::Swarm => Category::Red,
Skill::Orbit => Category::Red,
Skill::Repair => Category::Red,
Skill::Scan => Category::Red, // track?
// -----------------
// Preservation
// -----------------
Skill::Heal => Category::Red,
Skill::Triage => Category::Blue, // hot
Skill::TriageTick => Category::BlueTick, // hot
Skill::Throw => Category::Red, // no damage stun, adds vulnerable
Skill::Charm => Category::Blue,
Skill::Calm => Category::Red,
Skill::Rez => Category::Blue,
// -----------------
// Destruction
// -----------------
Skill::Blast => Category::Blue,
Skill::Amplify => Category::Blue,
Skill::Decay => Category::Blue, // dot
Skill::DecayTick => Category::BlueTick, // hot
Skill::Drain => Category::Blue,
Skill::DrainTick => Category::BlueTick, // hot
Skill::Curse => Category::Blue,
Skill::Plague => Category::Blue, // aoe dot
Skill::Ruin => Category::Blue, // aoe
// -----------------
// Purity
// -----------------
// Skill::Precision => 1,
Skill::Empower => Category::Red,
Skill::Slay => Category::Red,
Skill::Shield => Category::Blue,
Skill::Silence => Category::Blue,
Skill::Inquiry => Category::Blue,
Skill::Purify => Category::Blue,
Skill::Purge => Category::Blue,
// -----------------
// Chaos
// -----------------
Skill::Banish => Category::Blue,
Skill::Hex => Category::Blue,
Skill::Fear => Category::Blue,
Skill::Taunt => Category::Blue,
Skill::Pause => Category::Blue, // extend durations
// Skill::Lag => 2, //
Skill::Haste => Category::Blue,
Skill::Slow => Category::Blue,
// -----------------
// Test
// -----------------
Skill::TestTouch => Category::Red,
Skill::TestStun => Category::Red,
Skill::TestParry => Category::Red,
Skill::TestBlock => Category::Red,
Skill::TestDrain => Category::Blue,
}
}
pub fn ko_castable(&self) -> bool {
match self {
Skill::TriageTick => true,
Skill::DecayTick => true,
Skill::DrainTick => true,
_ => false,
}
}
pub fn speed(&self) -> u8 {
match self {
// defensive block
Skill::Block => 10, // reduce damage
Skill::Parry => 10, // avoid all damage
Skill::Snare => 10,
Skill::Shield => 10, // avoid magic damage,
// fast phys combat
Skill::Attack => 5,
Skill::Paralyse => 5,
Skill::Strangle => 5,
Skill::Banish => 5,
Skill::Blast => 5,
Skill::Decay => 5, // dot
// magic combat trickery
Skill::Triage => 3, // hot
Skill::Slow => 3,
Skill::Fear => 2,
Skill::Amplify => 3,
Skill::Curse => 3,
Skill::Empower => 3,
Skill::Haste => 3,
// general combat
Skill::DecayTick => 2, // hot
Skill::Drain => 2,
Skill::DrainTick => 2, // hot
Skill::Hex => 2,
Skill::Pause => 2, // extend durations
Skill::Plague => 2, // aoe dot
Skill::Silence => 2,
Skill::Stun => 2,
Skill::Throw => 2, // no damage stun, adds vulnerable
Skill::TriageTick => 2, // hot
Skill::Heal => 1,
Skill::Purify => 1,
Skill::Purge => 1,
// unimplemented
// Skill::Precision => 1,
// Skill::Lag => 2, //
Skill::Taunt => 10,
Skill::Ruin => 3, // aoe
Skill::Slay => 1,
Skill::Charm => 2,
Skill::Calm => 2,
Skill::Inquiry => 2,
Skill::Rez => 4,
Skill::Replicate => 1,
Skill::Swarm => 3,
Skill::Orbit => 2,
Skill::Repair => 1,
Skill::Scan => 2, // track?
// -----------------
// Test
// -----------------
Skill::TestTouch => 10,
Skill::TestStun => 5,
Skill::TestBlock => 10,
Skill::TestParry => 10,
Skill::TestDrain => 10,
}
}
pub fn resolve(&self, source: &mut Cryp, target: &mut Cryp) -> Resolution {
let mut rng = thread_rng();
let _base: u64 = rng.gen();
let speed = source.skill_speed(*self);
let mut resolution = Resolution { skill: *self, results: vec![], disable: source.disabled(*self), speed };
if target.is_ko() {
return resolution;
}
if resolution.disable.disabled {
return resolution;
}
match self.category() == Category::Red {
true => {
if let Some(evasion) = target.evade(*self) {
resolution.results.push(evasion);
return resolution;
}
},
false => (),
}
match self {
Skill::Attack => attack(source, target, resolution),
// -----------------
// Nature
// -----------------
Skill::Block => block(source, target, resolution),
Skill::Parry => parry(source, target, resolution),
Skill::Snare => snare(source, target, resolution), // TODO prevent physical moves
Skill::Paralyse => panic!("nyi"), // no physical moves
Skill::Strangle => panic!("nyi"), // no physical moves
Skill::Stun => stun(source, target, resolution),
// -----------------
// Technology
// -----------------
Skill::Replicate => panic!("nyi"),
Skill::Swarm => panic!("nyi"),
Skill::Orbit => panic!("nyi"),
Skill::Repair => panic!("nyi"),
Skill::Scan => panic!("nyi"), // track?
// -----------------
// Preservation
// -----------------
Skill::Heal => heal(source, target, resolution),
Skill::Triage => triage(source, target, resolution), // hot
Skill::TriageTick => triage_tick(source, target, resolution), // hot
Skill::Throw => throw(source, target, resolution), // no damage stun, adds vulnerable
Skill::Charm => panic!("nyi"), // target casts random spell on teammate
Skill::Calm => panic!("nyi"), // physical fear, taunt removal
Skill::Rez => panic!("nyi"),
// -----------------
// Destruction
// -----------------
Skill::Blast => blast(source, target, resolution),
Skill::Amplify => amplify(source, target, resolution), // increase magic damage
Skill::Decay => decay(source, target, resolution), // dot
Skill::DecayTick => decay_tick(source, target, resolution), // dot
Skill::Drain => drain(source, target, resolution),
Skill::DrainTick => drain_tick(source, target, resolution), // hot
Skill::Curse => curse(source, target, resolution),
Skill::Plague => panic!("nyi"), // dot that spreads every turn
Skill::Ruin => panic!("nyi"), // aoe version of blast
// -----------------
// Purity
// -----------------
// Skill::Precision => panic!("nyi"),
Skill::Empower => empower(source, target, resolution), // increased phys damage
Skill::Slay => panic!("nyi"), // phys damage mult by target magic damage
Skill::Shield => shield(source, target, resolution), // target is immune to magic damage and fx
Skill::Silence => silence(source, target, resolution), // target cannot cast spells
Skill::Inquiry => panic!("nyi"), //
Skill::Purify => purify(source, target, resolution), // dispel all debuffs
Skill::Purge => purge(source, target, resolution), // dispel all buffs
// -----------------
// Chaos
// -----------------
Skill::Banish => banish(source, target, resolution), // TODO prevent all actions
Skill::Hex => hex(source, target, resolution), // todo prevent casting
Skill::Fear => panic!("nyi"), // cast random spell on self
Skill::Taunt => panic!("nyi"), // target forced to attack
Skill::Pause => panic!("nyi"), // speed slow
Skill::Haste => haste(source, target, resolution), // speed slow
Skill::Slow => slow(source, target, resolution), // speed slow
// -----------------
// Test
// -----------------
Skill::TestTouch => Resolution { skill: Skill::TestTouch, results: vec![], disable: Disable::new(), speed: 0 },
Skill::TestStun => stun(source, target, resolution),
Skill::TestBlock => block(source, target, resolution),
Skill::TestParry => parry(source, target, resolution),
Skill::TestDrain => drain(source, target, resolution),
}
}
pub fn self_targeting(&self) -> bool {
match self {
Skill::Block => true,
Skill::Parry => true,
Skill::TestBlock => true,
Skill::TestParry => true,
_ => false,
}
}
pub fn defensive(&self) -> bool {
match self {
Skill::Heal |
Skill::Triage |
Skill::Empower |
Skill::Purify |
Skill::Calm |
Skill::Parry |
Skill::Block => true,
_ => false,
}
}
}
fn attack(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amount = cryp.red_damage();
resolution.results.push(target.deal_red_damage(Skill::Attack, amount));
return resolution;
}
fn stun(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let effect = CrypEffect { effect: Effect::Stun, duration: Effect::Stun.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Stun, effect));
return resolution;
}
fn throw(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let stun = CrypEffect { effect: Effect::Stun, duration: Effect::Stun.duration(), tick: None };
let vulnerable = CrypEffect { effect: Effect::Vulnerable, duration: Effect::Vulnerable.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Throw, stun));
resolution.results.push(target.add_effect(Skill::Throw, vulnerable));
return resolution;
}
fn block(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let block = CrypEffect { effect: Effect::Block, duration: Effect::Block.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Block, block));
return resolution;
}
fn parry(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let effect = CrypEffect { effect: Effect::Parry, duration: Effect::Parry.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Parry, effect));
return resolution;
}
fn snare(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let snare = CrypEffect { effect: Effect::Snare, duration: Effect::Snare.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Snare, snare));
return resolution;
}
fn empower(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let empower = CrypEffect { effect: Effect::Empower, duration: Effect::Empower.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Empower, empower));
return resolution;
}
fn heal(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amount = cryp.blue_damage();
resolution.results.push(target.heal(Skill::Heal, amount));
return resolution;
}
fn triage(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let triage = CrypEffect {
effect: Effect::Triage,
duration: Effect::Triage.duration(),
tick: Some(Cast::new_tick(cryp, target, Skill::TriageTick)),
};
let immunity = target.immune(Skill::Triage);
let immune = immunity.immune;
let snare_result = ResolutionResult::Effect {
effect: triage.effect,
duration: triage.duration,
immunity,
};
resolution.results.push(snare_result);
if !immune {
target.effects.push(triage);
}
return resolution;
}
fn triage_tick(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amount = cryp.blue_damage().wrapping_div(2);
resolution.results.push(target.heal(Skill::TriageTick, amount));
return resolution;
}
fn blast(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amount = cryp.blue_damage();
resolution.results.push(target.deal_blue_damage(Skill::Blast, amount));
return resolution;
}
fn amplify(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amplify = CrypEffect { effect: Effect::Amplify, duration: Effect::Amplify.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Amplify, amplify));
return resolution;;
}
fn haste(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let effect = CrypEffect { effect: Effect::Haste, duration: Effect::Haste.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Haste, effect));
return resolution;;
}
fn slow(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let effect = CrypEffect { effect: Effect::Slow, duration: Effect::Slow.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Slow, effect));
return resolution;;
}
fn decay(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let decay = CrypEffect {
effect: Effect::Decay,
duration: Effect::Decay.duration(),
tick: Some(Cast::new_tick(cryp, target, Skill::DecayTick)),
};
resolution.results.push(target.add_effect(Skill::Decay, decay));
return resolution;
}
fn decay_tick(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amount = cryp.blue_damage();
resolution.results.push(target.deal_blue_damage(Skill::DecayTick, amount));
return resolution;
}
fn hex(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let hex = CrypEffect { effect: Effect::Hex, duration: Effect::Hex.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Hex, hex));
return resolution;;
}
fn curse(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let curse = CrypEffect { effect: Effect::Curse, duration: Effect::Curse.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Curse, curse));
return resolution;;
}
fn drain(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let drain = CrypEffect {
effect: Effect::Drain,
duration: Effect::Drain.duration(),
tick: Some(Cast::new_tick(cryp, target, Skill::DrainTick)),
};
resolution.results.push(target.add_effect(Skill::Drain, drain));
return resolution;;
}
fn drain_tick(cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let amount = cryp.blue_damage();
let drain_damage = target.deal_blue_damage(Skill::DrainTick, amount);
resolution.results.push(drain_damage.clone());
match drain_damage {
ResolutionResult::Damage { amount, mitigation, category: _, immunity } => {
if !immunity.immune {
resolution.results.push(cryp.heal(Skill::Heal, amount));
}
},
_ => panic!("drain tick damage not dealt {:?}", drain_damage),
}
return resolution;
}
fn shield(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let shield = CrypEffect { effect: Effect::Shield, duration: Effect::Shield.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Shield, shield));
return resolution;
}
fn silence(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let silence = CrypEffect { effect: Effect::Silence, duration: Effect::Silence.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Silence, silence));
return resolution;
}
fn purge(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let immunity = target.immune(Skill::Purge);
let immune = immunity.immune;
if !immune {
for (i, ce) in target.effects.clone().iter_mut().enumerate() {
if ce.effect.category() == Category::BlueBuff {
target.effects.remove(i);
resolution.results.push(ResolutionResult::Removal { effect: ce.effect, immunity: immunity.clone() });
}
}
}
return resolution;
}
fn purify(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let immunity = target.immune(Skill::Purify);
let immune = immunity.immune;
if !immune {
for (i, ce) in target.effects.clone().iter_mut().enumerate() {
if ce.effect.category() == Category::BlueDebuff {
target.effects.remove(i);
resolution.results.push(ResolutionResult::Removal { effect: ce.effect, immunity: immunity.clone() });
}
}
}
return resolution;
}
fn banish(_cryp: &mut Cryp, target: &mut Cryp, mut resolution: Resolution) -> Resolution {
let banish = CrypEffect { effect: Effect::Banish, duration: Effect::Banish.duration(), tick: None };
resolution.results.push(target.add_effect(Skill::Banish, banish));
return resolution;
}
#[cfg(test)]
mod tests {
use skill::*;
#[test]
fn heal_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.learn(Skill::Heal)
.create();
let mut y = Cryp::new()
.named(&"camel".to_string())
.level(8)
.learn(Skill::Heal)
.create();
x.deal_red_damage(Skill::Attack, 5);
heal(&mut y, &mut x, Resolution::new(Skill::Heal));
}
#[test]
fn decay_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.create();
let mut y = Cryp::new()
.named(&"camel".to_string())
.level(8)
.create();
let mut log = vec![];
decay(&mut x, &mut y, Resolution::new(Skill::Triage));
assert!(y.effects.iter().any(|e| e.effect == Effect::Decay));
y.reduce_effect_durations(&mut log);
let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay);
// assert!(y.hp() == y.stamina().saturating_sub(decay.unwrap().tick.unwrap().amount));
}
#[test]
fn block_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.create();
let mut y = Cryp::new()
.named(&"camel".to_string())
.level(8)
.create();
// ensure it doesn't have 0 pd
x.red_damage.force(100);
y.hp.force(500);
block(&mut y.clone(), &mut y, Resolution::new(Skill::Block));
assert!(y.effects.iter().any(|e| e.effect == Effect::Block));
let res = attack(&mut x, &mut y, Resolution::new(Skill::Attack));
match res.results[0] {
ResolutionResult::Damage { amount, mitigation: _, category: _, immunity: _ } => assert_eq!(amount, 50),
_ => panic!("not damage"),
};
}
#[test]
fn triage_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.create();
let mut y = Cryp::new()
.named(&"pretaliation".to_string())
.level(8)
.create();
// ensure it doesn't have 0 sd
x.blue_damage.force(50);
// remove all mitigation
y.red_shield.force(0);
y.blue_shield.force(0);
y.deal_red_damage(Skill::Attack, 5);
let prev_hp = y.hp();
let res = Resolution::new(Skill::Triage);
triage(&mut x, &mut y, res);
assert!(y.effects.iter().any(|e| e.effect == Effect::Triage));
let res = Resolution::new(Skill::TriageTick);
triage_tick(&mut x, &mut y, res);
assert!(y.hp() > prev_hp);
}
#[test]
fn silence_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.create();
silence(&mut x.clone(), &mut x, Resolution::new(Skill::Silence));
assert!(x.effects.iter().any(|e| e.effect == Effect::Silence));
assert!(x.disabled(Skill::Silence).disabled);
}
#[test]
fn amplify_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.create();
x.blue_damage.force(50);
amplify(&mut x.clone(), &mut x, Resolution::new(Skill::Amplify));
assert!(x.effects.iter().any(|e| e.effect == Effect::Amplify));
assert_eq!(x.blue_damage(), 100);
}
#[test]
fn purify_test() {
let mut x = Cryp::new()
.named(&"muji".to_string())
.level(8)
.create();
decay(&mut x.clone(), &mut x, Resolution::new(Skill::Decay));
assert!(x.effects.iter().any(|e| e.effect == Effect::Decay));
purify(&mut x.clone(), &mut x, Resolution::new(Skill::Purify));
assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay));
}
}