1640 lines
53 KiB
Rust
1640 lines
53 KiB
Rust
use rand::{thread_rng, Rng};
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use uuid::Uuid;
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use util::{IntPct};
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use cryp::{Cryp, CrypEffect, EffectMeta, Stat};
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use vbox::{Var};
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pub fn resolve(skill: Skill, source: &mut Cryp, target: &mut Cryp, mut resolutions: Vec<Resolution>) -> Resolutions {
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if let Some(disable) = source.disabled(skill) {
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resolutions.push(Resolution::new(source, target).event(Event::Disable { disable, skill }));
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return resolutions;
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}
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if target.is_ko() {
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resolutions.push(Resolution::new(source, target).event(Event::TargetKo { skill }));
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return resolutions;
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}
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if target.affected(Effect::Reflect) {
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// guard against overflow
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if source.affected(Effect::Reflect) {
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return resolutions;
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}
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resolutions.push(Resolution::new(source, target).event(Event::Reflection { skill }));
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return resolve(skill, target, source, resolutions);
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}
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// match self.category() == Category::Red {
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// true => {
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// if let Some(evasion) = target.evade(*self) {
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// resolutions.push(evasion);
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// return Event;
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// }
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// },
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// false => (),
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// }
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resolutions = match skill {
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Skill::Amplify => amplify(source, target, resolutions, Skill::Amplify), // increase magic damage
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Skill::Attack => attack(source, target, resolutions, Skill::Attack),
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Skill::Banish => banish(source, target, resolutions, Skill::Banish), // TODO prevent all actions
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Skill::Blast => blast(source, target, resolutions, Skill::Blast),
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Skill::Block => block(source, target, resolutions, Skill::Block),
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Skill::Chaos => chaos(source, target, resolutions, Skill::Chaos),
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Skill::Clutch => clutch(source, target, resolutions, Skill::Clutch),
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Skill::Corrupt => corrupt(source, target, resolutions, Skill::Corrupt),
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Skill::CorruptionTick => corruption_tick(source, target, resolutions, Skill::CorruptionTick),
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Skill::Curse => curse(source, target, resolutions, Skill::Curse),
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Skill::Decay => decay(source, target, resolutions, Skill::Decay), // dot
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Skill::DecayTick => decay_tick(source, target, resolutions, Skill::DecayTick), // dot
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Skill::Empower => empower(source, target, resolutions, Skill::Empower), // increased phys damage
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Skill::Haste => haste(source, target, resolutions, Skill::Haste), // speed slow
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Skill::Heal => heal(source, target, resolutions, Skill::Heal),
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Skill::Hex => hex(source, target, resolutions, Skill::Hex),
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Skill::Hostility => hostility(source, target, resolutions, Skill::Hostility),
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Skill::Invert => invert(source, target, resolutions, Skill::Invert),
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Skill::Injure => injure(source, target, resolutions, Skill::Injure),
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Skill::Parry => parry(source, target, resolutions, Skill::Parry),
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Skill::Purge => purge(source, target, resolutions, Skill::Purge), // dispel all buffs
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Skill::Purify => purify(source, target, resolutions, Skill::Purify), // dispel all debuffs
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Skill::Recharge => recharge(source, target, resolutions, Skill::Recharge), // target is immune to magic damage and fx
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Skill::Reflect => reflect(source, target, resolutions, Skill::Reflect),
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Skill::Riposte => panic!("riposte should not be caste"),
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Skill::Ruin => ruin(source, target, resolutions, Skill::Ruin),
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Skill::Shield => shield(source, target, resolutions, Skill::Shield), // target is immune to magic damage and fx
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Skill::Silence => silence(source, target, resolutions, Skill::Silence), // target cannot cast spells
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Skill::Siphon => siphon(source, target, resolutions, Skill::Siphon),
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Skill::SiphonTick => siphon_tick(source, target, resolutions, Skill::SiphonTick), // hot
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Skill::Slay => slay(source, target, resolutions, Skill::Slay), // hybrid dmg self heal
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Skill::Slow => slow(source, target, resolutions, Skill::Slow), // speed slow
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Skill::Snare => snare(source, target, resolutions, Skill::Snare),
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Skill::Strangle => strangle(source, target, resolutions, Skill::Strangle),
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Skill::StrangleTick => strangle_tick(source, target, resolutions, Skill::StrangleTick),
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Skill::Strike => strike(source, target, resolutions, Skill::Strike),
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Skill::StrikeII => strike(source, target, resolutions, Skill::StrikeII),
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Skill::StrikeIII => strike(source, target, resolutions, Skill::StrikeIII),
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Skill::Stun => stun(source, target, resolutions, Skill::Stun),
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Skill::Taunt => taunt(source, target, resolutions, Skill::Taunt),
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Skill::Throw => throw(source, target, resolutions, Skill::Throw), // no damage stun, adds vulnerable
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Skill::Triage => triage(source, target, resolutions, Skill::Triage), // hot
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Skill::TriageTick => triage_tick(source, target, resolutions, Skill::TriageTick), // hot
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// -----------------
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// Test
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// -----------------
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Skill::TestTouch => touch(source, target, resolutions, Skill::TestTouch),
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Skill::TestStun => stun(source, target, resolutions, Skill::Stun),
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Skill::TestBlock => block(source, target, resolutions, Skill::Block),
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Skill::TestParry => parry(source, target, resolutions, Skill::Parry),
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Skill::TestSiphon => siphon(source, target, resolutions, Skill::Siphon),
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};
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// if any event dealt damage to target cryp
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// hit them with corruption
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// on damage events
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// todo not sure if this fucks up with multiple calls to resolve
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// have to think
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for r in resolutions.clone() {
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match r.event {
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Event::Damage { amount, skill, mitigation: _, colour: _ } => {
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if target.affected(Effect::Corrupt) {
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resolutions = corruption(target, source, resolutions, Skill::Corrupt);
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}
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if target.affected(Effect::Hostility) {
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resolutions = hatred(source, target, resolutions, skill, amount, Skill::Hostility);
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}
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},
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Event::Immunity { skill: _, immunity } => match immunity.contains(&Effect::Parry) {
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true => resolutions = riposte(target, source, resolutions, Skill::Riposte),
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false => (),
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},
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_ => (),
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}
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};
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// i don't think we need to check the source being ko
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if target.is_ko() {
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resolutions.push(Resolution::new(source, target).event(Event::Ko { skill }));
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target.effects.clear();
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}
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return resolutions;
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}
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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pub struct Cast {
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pub id: Uuid,
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pub source_player_id: Uuid,
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pub source_cryp_id: Uuid,
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pub target_cryp_id: Uuid,
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pub skill: Skill,
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pub speed: u64,
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pub resolutions: Resolutions,
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}
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impl Cast {
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pub fn new(source_cryp_id: Uuid, source_player_id: Uuid, target_cryp_id: Uuid, skill: Skill) -> Cast {
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return Cast {
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id: Uuid::new_v4(),
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source_cryp_id,
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source_player_id,
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target_cryp_id,
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skill,
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speed: 0,
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resolutions: vec![],
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};
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}
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pub fn new_tick(source: &mut Cryp, target: &mut Cryp, skill: Skill) -> Cast {
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Cast::new(source.id, source.account, target.id, skill)
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}
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pub fn used_cooldown(&self) -> bool {
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return self.skill.base_cd().is_some();
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}
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}
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pub type Disable = Vec<Effect>;
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pub type Immunity = Vec<Effect>;
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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pub struct LogCryp {
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pub id: Uuid,
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pub name: String,
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}
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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pub struct Resolution {
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pub source: LogCryp,
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pub target: LogCryp,
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pub event: Event,
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}
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impl Resolution {
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fn new(source: &Cryp, target: &Cryp) -> Resolution {
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Resolution {
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source: LogCryp { id: source.id, name: source.name.clone() },
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target: LogCryp { id: target.id, name: target.name.clone() },
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event: Event::Incomplete,
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}
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}
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fn event(mut self, e: Event) -> Resolution {
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self.event = e;
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self
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}
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}
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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pub enum Event {
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Disable { skill: Skill, disable: Disable },
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Immunity { skill: Skill, immunity: Immunity },
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Damage { skill: Skill, amount: u64, mitigation: u64, colour: Category },
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Healing { skill: Skill, amount: u64, overhealing: u64 },
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Recharge { skill: Skill, red: u64, blue: u64 },
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Inversion { skill: Skill },
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Reflection { skill: Skill },
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Effect { skill: Skill, effect: Effect, duration: u8 },
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Skill { skill: Skill },
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Removal { effect: Effect },
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TargetKo { skill: Skill },
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// skill not necessary but makes it neater as all events are arrays in js
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Ko { skill: Skill },
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Incomplete,
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// not used
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Evasion { skill: Skill, evasion_rating: u64 },
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}
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type Resolutions = Vec<Resolution>;
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pub type Cooldown = Option<u8>;
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Effect {
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// physical
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Stun,
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Parry,
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Block,
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Bleed,
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Leech,
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Airborne,
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Untouchable,
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Deadly,
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Vulnerable,
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Fury,
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Blind,
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Snare,
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Clutch,
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Injured,
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Reflect,
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Empower,
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Taunt,
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Invert,
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Strangle,
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Strangling,
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// magic
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Hex,
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Ruin,
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Curse,
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Banish,
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Slow,
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Haste,
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Enslave,
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Mesmerise,
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Amplify,
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Silence,
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Wither, // Reduce green dmg (healing) taken
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// corrupt is the buff that applies
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// corruption the dmg debuff
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Corrupt,
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Corruption,
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// hostility is the buff
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// hatred is the increased damage
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Hostility,
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Hatred,
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// magic immunity
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Shield,
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// effects over time
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Triage,
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Decay,
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Regen,
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Siphon,
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SpeedSiphon,
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SpeedIncrease,
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Ko,
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}
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impl Effect {
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pub fn immune(&self, skill: Skill) -> bool {
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match self {
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Effect::Parry => match skill.category() {
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Category::Blue => false,
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Category::Red => true,
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_ => false,
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},
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Effect::Shield => match skill.category() {
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Category::Blue => true,
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Category::Red => false,
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_ => false,
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},
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Effect::Strangle => skill != Skill::StrangleTick,
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Effect::Strangling => match skill.category() {
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Category::BlueTick => false,
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Category::RedTick => false,
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_ => true,
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},
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Effect::Banish => true,
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Effect::Injured => match skill.category() {
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Category::Green => true,
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Category::GreenTick => true,
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_ => false,
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},
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_ => false,
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}
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}
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pub fn disables_skill(&self, skill: Skill) -> bool {
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match self {
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Effect::Stun => true,
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Effect::Hex => true,
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Effect::Ruin => true,
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Effect::Banish => true,
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Effect::Strangle => true,
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Effect::Strangling => skill != Skill::StrangleTick,
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Effect::Silence => match skill.category() {
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Category::Blue => true,
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Category::Red => false,
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_ => false,
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},
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Effect::Snare => match skill.category() {
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Category::Blue => false,
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Category::Red => true,
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_ => false,
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},
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Effect::Ko => match skill.category() {
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Category::BlueTick => false,
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Category::GreenTick => false,
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_ => true,
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},
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_ => false,
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}
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}
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pub fn modifications(&self) -> Vec<Stat> {
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match self {
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Effect::Empower => vec![Stat::RedDamage],
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Effect::Vulnerable => vec![Stat::RedDamageTaken],
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Effect::Block => vec![Stat::RedDamageTaken],
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Effect::Hatred => vec![Stat::RedDamage, Stat::BlueDamage],
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Effect::Amplify => vec![Stat::BlueDamage],
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Effect::Curse => vec![Stat::BlueDamageTaken],
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Effect::Wither => vec![Stat::GreenDamageTaken],
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Effect::Haste => vec![Stat::Speed],
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Effect::Slow => vec![Stat::Speed],
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_ => vec![],
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}
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}
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pub fn apply(&self, value: u64, meta: Option<EffectMeta>) -> u64 {
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match self {
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Effect::Empower => value << 1,
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Effect::Vulnerable => value << 1,
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Effect::Block => value >> 1,
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Effect::Amplify => value << 1,
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Effect::Curse => value << 1,
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Effect::Haste => value << 1,
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Effect::Slow => value >> 1,
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Effect::Wither => value >> 1,
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Effect::Hatred => value + match meta {
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Some(EffectMeta::AddedDamage(d)) => d,
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_ => panic!("hatred meta not damage"),
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},
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_ => {
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println!("{:?} does not have a mod effect", self);
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return value;
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},
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}
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}
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pub fn category(&self) -> Category {
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match self {
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// physical
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Effect::Stun => Category::Debuff,
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Effect::Block => Category::Buff,
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Effect::Parry => Category::Buff,
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Effect::Bleed => Category::Debuff,
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Effect::Leech => Category::Debuff,
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Effect::Airborne => Category::Debuff,
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Effect::Untouchable => Category::Buff,
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Effect::Deadly => Category::Buff,
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Effect::Vulnerable => Category::Debuff,
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Effect::Fury => Category::Buff,
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Effect::Blind => Category::Debuff,
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Effect::Snare => Category::Debuff,
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Effect::Clutch => Category::Buff,
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Effect::Taunt => Category::Buff,
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Effect::Empower => Category::Buff,
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Effect::Injured => Category::Debuff,
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Effect::Strangle => Category::Debuff,
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Effect::Strangling => Category::Buff,
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// magic
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Effect::Hex => Category::Debuff,
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Effect::Ruin => Category::Debuff,
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Effect::Curse => Category::Debuff,
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Effect::Banish => Category::Debuff, // todo randomise
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Effect::Slow => Category::Debuff,
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Effect::Haste => Category::Buff,
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Effect::Hatred => Category::Buff,
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Effect::Reflect => Category::Buff,
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Effect::Enslave => Category::Debuff,
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Effect::Mesmerise => Category::Debuff,
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Effect::Amplify => Category::Buff,
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Effect::Silence => Category::Debuff,
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Effect::Wither => Category::Debuff,
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Effect::Corrupt => Category::Buff,
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Effect::Corruption => Category::Debuff,
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Effect::Hostility => Category::Buff,
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// magic immunity
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Effect::Shield => Category::Buff,
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Effect::Invert => Category::Buff,
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// effects over time
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Effect::Triage => Category::Buff,
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Effect::Decay => Category::Debuff,
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Effect::Regen => Category::Buff,
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Effect::Siphon => Category::Debuff,
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Effect::SpeedSiphon => Category::Debuff,
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Effect::SpeedIncrease => Category::Buff,
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Effect::Ko => Category::Ko,
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}
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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 Category {
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Red,
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Blue,
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Green,
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RedDamage,
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BlueDamage,
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GreenDamage,
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RedTick,
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BlueTick,
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GreenTick,
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Buff,
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Debuff,
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Ko,
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}
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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Attack,
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// -----------------
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// Nature
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// -----------------
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Block, // reduce damage
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Parry, // avoid all damage
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Riposte,
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Snare,
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Injure,
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Recharge,
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Reflect,
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Ruin,
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Slay,
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Clutch,
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Taunt,
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Invert,
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Strangle,
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StrangleTick,
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Strike,
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StrikeII,
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StrikeIII,
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Stun,
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// Evade, // actively evade
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// -----------------
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// Nonviolence
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// -----------------
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Heal,
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Triage, // hot
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TriageTick,
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Throw, // no damage stun, adds vulnerable
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// Sleep,
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// Nightmare,
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// -------------------
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// Destruction
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// -------------------
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Blast,
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Amplify,
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Decay, // dot
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DecayTick, // dot
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Siphon,
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SiphonTick,
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Curse,
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Hostility,
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Corrupt,
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CorruptionTick,
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|
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// -----------------
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// Purity
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// -----------------
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Empower,
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Shield,
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Silence,
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Purify,
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Purge,
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// -----------------
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// Chaos
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// -----------------
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Banish,
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Chaos,
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Hex,
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Haste,
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Slow,
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// used by tests, no cd, no damage
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TestTouch,
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TestStun,
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TestBlock,
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TestParry,
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TestSiphon,
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}
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|
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impl Skill {
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pub fn multiplier(&self) -> u64 {
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match self {
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// Attack Base
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Skill::Attack => 100, // 1.0 to pass tests
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Skill::Blast => 130, // BB
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Skill::Chaos => 50, // BR
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Skill::Heal => 120, //GG
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Skill::Slay => 70, // RG
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Skill::Strike => 110, //RR
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Skill::StrikeII => 130,
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Skill::StrikeIII => 150,
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// Block Base
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Skill::Purify => 45, //Green dmg (heal)
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// Others
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Skill::CorruptionTick => 80,
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Skill::DecayTick => 25,
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Skill::Riposte => 100,
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Skill::SiphonTick => 30,
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Skill::StrangleTick => 30,
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Skill::TriageTick => 65,
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_ => 100,
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}
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}
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pub fn duration(&self) -> u8 {
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match self {
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Skill::Block => 1,
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Skill::Parry => 1,
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Skill::Clutch => 1,
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Skill::Reflect => 1,
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Skill::Injure => 2,
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Skill::Strangle => 2,
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Skill::Stun => 2,
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Skill::Throw => 2,
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Skill::Snare => 2,
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Skill::Taunt => 1,
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Skill::Empower => 2,
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Skill::Invert => 1,
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Skill::Hex => 2,
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Skill::Ruin => 1,
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Skill::Curse => 2,
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Skill::Banish => 1,
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Skill::Slow => 2,
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Skill::Haste => 2,
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Skill::Amplify => 2,
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Skill::Silence => 2,
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Skill::Hostility => 2, // Primary Buff
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Skill::Corrupt => 2, // Primary Buff
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Skill::Shield => 2,
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Skill::Triage => 3,
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Skill::Decay => 3,
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Skill::Siphon => 2,
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_ => {
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println!("{:?} does not have a duration", self);
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return 1;
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},
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}
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}
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pub fn secondary_duration(&self) -> u8 {
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match self {
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Skill::Hostility => 5, // Increased dmg buff
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Skill::Corrupt => 3, // Damage over time
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Skill::Throw => 3, // Inc dmg taken debuff
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_ => {
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println!("{:?} does not have a secondary duration", self);
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return 1;
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},
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}
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}
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pub fn base_cd(&self) -> Cooldown {
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match self {
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Skill::Attack => None,
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Skill::Strike => None,
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Skill::StrikeII => None,
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Skill::StrikeIII => None,
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Skill::Block => None, // reduce damage
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Skill::Parry => None, // avoid all damage
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Skill::Riposte => None, // used on parry
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Skill::Snare => Some(1),
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Skill::Stun => Some(1),
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Skill::Heal => None,
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Skill::Triage => None, // hot
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Skill::TriageTick => None,
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Skill::Throw => Some(1), // no damage stun, adds vulnerable
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Skill::Blast => None,
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Skill::Chaos => None,
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Skill::Amplify => Some(1),
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Skill::Invert => Some(2),
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Skill::Decay => Some(1), // dot
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Skill::DecayTick => None,
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Skill::Siphon => None,
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Skill::SiphonTick => None,
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Skill::Curse => Some(1),
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Skill::Empower => Some(1),
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Skill::Shield => None,
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Skill::Silence => Some(1),
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Skill::Purify => None,
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Skill::Purge => None,
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Skill::Banish => Some(1),
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Skill::Hex => Some(1),
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Skill::Haste => None,
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Skill::Slow => None,
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Skill::Reflect => Some(2),
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Skill::Recharge => Some(2),
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Skill::Ruin => Some(3),
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Skill::Slay => None,
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Skill::Strangle => Some(2),
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Skill::StrangleTick => None,
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Skill::Clutch => Some(2),
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Skill::Taunt => Some(1),
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Skill::Injure => Some(2),
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Skill::Corrupt => Some(1),
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Skill::CorruptionTick => None,
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Skill::Hostility => Some(1),
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// -----------------
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// Test
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// -----------------
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Skill::TestTouch => None,
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Skill::TestStun => None,
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Skill::TestBlock => None,
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Skill::TestSiphon => None,
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Skill::TestParry => None,
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}
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}
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pub fn category(&self) -> Category {
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match self {
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Skill::Attack => Category::Red,
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Skill::Strike => Category::Red,
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Skill::StrikeII => Category::Red,
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Skill::StrikeIII => Category::Red,
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Skill::Injure => Category::Red,
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Skill::Strangle => Category::Red,
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Skill::StrangleTick => Category::Red,
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Skill::Block => Category::Red, // reduce damage
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Skill::Parry => Category::Red, // avoid all damage
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Skill::Riposte => Category::Red, // avoid all damage
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Skill::Snare => Category::Red,
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Skill::Clutch => Category::Red,
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Skill::Stun => Category::Red,
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Skill::Slay => Category::Red,
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Skill::Taunt => Category::Red,
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Skill::Heal => Category::Green,
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Skill::Triage => Category::Green, // hot
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Skill::TriageTick => Category::GreenTick, // hot
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Skill::Throw => Category::Green,
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Skill::Empower => Category::Green,
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Skill::Shield => Category::Green,
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Skill::Purify => Category::Green,
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Skill::Recharge => Category::Green,
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Skill::Reflect => Category::Green,
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Skill::Haste => Category::Green,
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Skill::Invert => Category::Green,
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Skill::Blast => Category::Blue,
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Skill::Chaos => Category::Blue,
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Skill::Amplify => Category::Blue,
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Skill::Decay => Category::Blue, // dot
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Skill::DecayTick => Category::BlueTick, // hot
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Skill::Siphon => Category::Blue,
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Skill::SiphonTick => Category::BlueTick, // hot
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Skill::Curse => Category::Blue,
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Skill::Silence => Category::Blue,
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Skill::Purge => Category::Blue,
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Skill::Banish => Category::Blue,
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Skill::Hex => Category::Blue,
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Skill::Slow => Category::Blue,
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Skill::Ruin => Category::Blue,
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Skill::Hostility => Category::Blue,
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Skill::Corrupt => Category::Blue,
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Skill::CorruptionTick => Category::Blue,
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// -----------------
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// Test
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|
// -----------------
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Skill::TestTouch => Category::Red,
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Skill::TestStun => Category::Red,
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Skill::TestParry => Category::Red,
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Skill::TestBlock => Category::Red,
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Skill::TestSiphon => Category::Blue,
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}
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}
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pub fn ko_castable(&self) -> bool {
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match self {
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Skill::TriageTick => true,
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Skill::DecayTick => true,
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Skill::SiphonTick => true,
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Skill::CorruptionTick => true,
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_ => false,
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}
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}
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pub fn speed(&self) -> u8 {
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match self {
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// -----------------
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// Test
|
|
// -----------------
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Skill::TestTouch => 10,
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Skill::TestStun => 5,
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Skill::TestBlock => 10,
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Skill::TestParry => 10,
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Skill::TestSiphon => 10,
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Skill::Strike => u8::max_value(),
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Skill::StrikeII => Skill::Strike.speed(),
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Skill::StrikeIII => Skill::Strike.speed(),
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Skill::SiphonTick => Var::from(Skill::Siphon).speed(),
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Skill::DecayTick => Var::from(Skill::Decay).speed(),
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Skill::TriageTick => Var::from(Skill::Triage).speed(),
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Skill::StrangleTick => Var::from(Skill::Strangle).speed(),
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Skill::CorruptionTick => Var::from(Skill::Corrupt).speed(),
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_ => Var::from(*self).speed(),
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}
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}
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pub fn aoe(&self) -> bool {
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match self {
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Skill::Ruin => true,
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_ => false,
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}
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}
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pub fn self_targeting(&self) -> bool {
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match self {
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Skill::Block => true,
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Skill::Parry => true,
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Skill::Clutch => true,
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Skill::Taunt => true,
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Skill::Corrupt => true,
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Skill::TestBlock => true,
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Skill::TestParry => true,
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_ => false,
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}
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}
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pub fn defensive(&self) -> bool {
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let mut rng = thread_rng();
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|
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match self {
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Skill::Heal |
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Skill::Triage |
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Skill::Empower |
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Skill::Purify |
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Skill::Parry |
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Skill::Clutch |
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Skill::Shield |
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Skill::Recharge |
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Skill::Reflect |
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Skill::Haste |
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Skill::Invert |
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Skill::Amplify |
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Skill::Hostility |
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Skill::Corrupt |
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Skill::Block => true,
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Skill::Banish => rng.gen_bool(0.5),
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|
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_ => false,
|
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}
|
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}
|
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}
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|
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fn touch(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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target.deal_red_damage(skill, 0)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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return results;
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}
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|
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fn attack(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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|
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return results;
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}
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|
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fn strike(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let amount = source.red_damage().pct(skill.multiplier());
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target.deal_red_damage(skill, amount)
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.into_iter()
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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|
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return results;
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}
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|
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fn injure(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
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let amount = source.red_damage().pct(skill.multiplier());
|
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target.deal_red_damage(skill, amount)
|
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.into_iter()
|
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.for_each(|e| results.push(Resolution::new(source, target).event(e)));
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|
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let effect = CrypEffect::new(Effect::Injured, 2);
|
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
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return results;
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|
}
|
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|
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fn stun(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Stun, skill.duration());
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;
|
|
}
|
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|
|
fn clutch(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
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let effect = CrypEffect::new(Effect::Clutch, skill.duration());
|
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
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return results;
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|
}
|
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|
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fn taunt(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let effect = CrypEffect::new(Effect::Taunt, skill.duration());
|
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results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
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return results;
|
|
}
|
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|
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fn throw(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
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let stun = CrypEffect::new(Effect::Stun, skill.duration());
|
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let vulnerable = CrypEffect::new(Effect::Vulnerable, skill.secondary_duration());
|
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|
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results.push(Resolution::new(source, target).event(target.add_effect(skill, stun)));
|
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results.push(Resolution::new(source, target).event(target.add_effect(skill, vulnerable)));
|
|
|
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return results;
|
|
}
|
|
|
|
fn strangle(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
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let target_stun = CrypEffect::new(Effect::Strangle, skill.duration())
|
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.set_tick(Cast::new_tick(source, target, Skill::StrangleTick));
|
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|
|
let attacker_immunity = CrypEffect::new(Effect::Strangling, skill.duration());
|
|
|
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results.push(Resolution::new(source, target).event(target.add_effect(skill, target_stun)));
|
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results.push(Resolution::new(source, source).event(source.add_effect(skill, attacker_immunity)));
|
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return strangle_tick(source, target, results, Skill::StrangleTick);
|
|
}
|
|
|
|
fn strangle_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.red_damage().pct(skill.multiplier());
|
|
target.deal_red_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
|
|
// remove immunity if target ko
|
|
if target.is_ko() {
|
|
let i = source.effects
|
|
.iter()
|
|
.position(|e| e.effect == Effect::Strangling)
|
|
.expect("no strangling on cryp");
|
|
source.effects.remove(i);
|
|
results.push(Resolution::new(source, source).event(Event::Removal { effect: Effect::Strangling }));
|
|
}
|
|
|
|
return results;
|
|
}
|
|
|
|
fn block(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let block = CrypEffect::new(Effect::Block, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, block)));
|
|
return results;
|
|
}
|
|
|
|
fn parry(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Parry, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;
|
|
}
|
|
|
|
fn riposte(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.red_damage().pct(skill.multiplier());
|
|
target.deal_red_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
|
|
return results;
|
|
}
|
|
|
|
fn snare(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let snare = CrypEffect::new(Effect::Snare, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, snare)));
|
|
return results;
|
|
}
|
|
|
|
fn empower(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let empower = CrypEffect::new(Effect::Empower, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, empower)));
|
|
return results;
|
|
}
|
|
|
|
fn slay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.red_damage().pct(skill.multiplier());
|
|
let slay_events = target.deal_red_damage(skill, amount);
|
|
|
|
for e in slay_events {
|
|
match e {
|
|
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => {
|
|
results.push(Resolution::new(source, target).event(e));
|
|
let heal = source.deal_green_damage(skill, amount);
|
|
for h in heal {
|
|
results.push(Resolution::new(source, source).event(h));
|
|
};
|
|
},
|
|
_ => results.push(Resolution::new(source, target).event(e)),
|
|
}
|
|
}
|
|
|
|
return results;
|
|
}
|
|
|
|
fn heal(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.green_damage().pct(skill.multiplier());
|
|
target.deal_green_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
return results;
|
|
}
|
|
|
|
fn triage(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Triage, skill.duration())
|
|
.set_tick(Cast::new_tick(source, target, Skill::TriageTick));
|
|
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return triage_tick(source, target, results, Skill::TriageTick);
|
|
}
|
|
|
|
fn triage_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.green_damage().pct(skill.multiplier());
|
|
target.deal_green_damage(Skill::TriageTick, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
return results;
|
|
}
|
|
|
|
fn chaos(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let mut rng = thread_rng();
|
|
let b_rng: u64 = rng.gen_range(0, 20);
|
|
let amount = source.blue_damage().pct(skill.multiplier() + b_rng);
|
|
target.deal_blue_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
let r_rng: u64 = rng.gen_range(0, 20);
|
|
let amount = source.red_damage().pct(skill.multiplier() + r_rng);
|
|
target.deal_red_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
return results;
|
|
}
|
|
|
|
fn blast(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.blue_damage().pct(skill.multiplier());
|
|
target.deal_blue_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
return results;
|
|
}
|
|
|
|
fn amplify(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amplify = CrypEffect::new(Effect::Amplify, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, amplify)));
|
|
return results;;
|
|
}
|
|
|
|
fn haste(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Haste, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn slow(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Slow, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn decay(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let wither = CrypEffect::new(Effect::Wither, skill.duration());
|
|
let decay = CrypEffect::new(Effect::Decay, skill.duration())
|
|
.set_tick(Cast::new_tick(source, target, Skill::DecayTick));
|
|
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, decay)));
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, wither)));
|
|
return decay_tick(source, target, results, Skill::DecayTick);
|
|
}
|
|
|
|
fn decay_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.blue_damage().pct(skill.multiplier());
|
|
target.deal_blue_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
return results;
|
|
}
|
|
|
|
// corrupt is the buff effect
|
|
// when attacked it runs corruption and applies a debuff
|
|
fn corrupt(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Corrupt, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn corruption(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Corruption, skill.secondary_duration())
|
|
.set_tick(Cast::new_tick(source, target, Skill::CorruptionTick));
|
|
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return corruption_tick(source, target, results, Skill::CorruptionTick);
|
|
}
|
|
|
|
fn corruption_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.blue_damage().pct(skill.multiplier());
|
|
target.deal_blue_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
return results;
|
|
}
|
|
|
|
fn ruin(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Ruin, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
|
|
fn hex(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let hex = CrypEffect::new(Effect::Hex, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, hex)));
|
|
return results;;
|
|
}
|
|
|
|
fn hostility(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Hostility, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn hatred(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, reflect_skill: Skill, amount: u64, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Hatred, skill.secondary_duration())
|
|
.set_meta(EffectMeta::AddedDamage(amount));
|
|
|
|
results.push(Resolution::new(source, target).event(target.add_effect(reflect_skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn curse(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let curse = CrypEffect::new(Effect::Curse, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(Skill::Curse, curse)));
|
|
return results;;
|
|
}
|
|
|
|
fn invert(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Invert, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn reflect(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let effect = CrypEffect::new(Effect::Reflect, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, effect)));
|
|
return results;;
|
|
}
|
|
|
|
fn recharge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
results.push(Resolution::new(source, target).event(target.recharge()));
|
|
return results;
|
|
}
|
|
|
|
fn siphon(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let siphon = CrypEffect::new(Effect::Siphon, skill.duration())
|
|
.set_tick(Cast::new_tick(source, target, Skill::SiphonTick));
|
|
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, siphon)));
|
|
return siphon_tick(source, target, results, Skill::SiphonTick);
|
|
}
|
|
|
|
fn siphon_tick(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let amount = source.blue_damage().pct(skill.multiplier());
|
|
let siphon_events = target.deal_blue_damage(Skill::SiphonTick, amount);
|
|
|
|
for e in siphon_events {
|
|
match e {
|
|
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => {
|
|
results.push(Resolution::new(source, target).event(e));
|
|
let heal = source.deal_green_damage(Skill::SiphonTick, amount);
|
|
for h in heal {
|
|
results.push(Resolution::new(source, source).event(h));
|
|
};
|
|
},
|
|
_ => results.push(Resolution::new(source, target).event(e)),
|
|
}
|
|
}
|
|
|
|
return results;
|
|
}
|
|
|
|
fn shield(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let shield = CrypEffect::new(Effect::Shield, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, shield)));
|
|
return results;
|
|
}
|
|
|
|
fn silence(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let silence = CrypEffect::new(Effect::Silence, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, silence)));
|
|
return results;
|
|
}
|
|
|
|
fn purge(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
while let Some(i) = target.effects
|
|
.iter()
|
|
.position(|ce| [Category::Buff, Category::Buff].contains(&ce.effect.category())) {
|
|
let ce = target.effects.remove(i);
|
|
results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect }));
|
|
}
|
|
|
|
return results;
|
|
}
|
|
|
|
fn purify(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
results.push(Resolution::new(source, target).event(Event::Skill { skill }));
|
|
let amount = source.green_damage().pct(skill.multiplier());
|
|
while let Some(i) = target.effects
|
|
.iter()
|
|
.position(|ce| [Category::Debuff, Category::Debuff].contains(&ce.effect.category())) {
|
|
let ce = target.effects.remove(i);
|
|
results.push(Resolution::new(source, target).event(Event::Removal { effect: ce.effect }));
|
|
target.deal_green_damage(skill, amount)
|
|
.into_iter()
|
|
.for_each(|e| results.push(Resolution::new(source, target).event(e)));
|
|
}
|
|
|
|
return results;
|
|
}
|
|
|
|
fn banish(source: &mut Cryp, target: &mut Cryp, mut results: Resolutions, skill: Skill) -> Resolutions {
|
|
let banish = CrypEffect::new(Effect::Banish, skill.duration());
|
|
results.push(Resolution::new(source, target).event(target.add_effect(skill, banish)));
|
|
return results;
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use skill::*;
|
|
|
|
#[test]
|
|
fn heal_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string())
|
|
.learn(Skill::Heal);
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string())
|
|
.learn(Skill::Heal);
|
|
|
|
x.deal_red_damage(Skill::Attack, 5);
|
|
|
|
heal(&mut y, &mut x, vec![], Skill::Heal);
|
|
}
|
|
|
|
#[test]
|
|
fn decay_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
decay(&mut x, &mut y, vec![], Skill::Decay);
|
|
|
|
assert!(y.effects.iter().any(|e| e.effect == Effect::Decay));
|
|
|
|
y.reduce_effect_durations();
|
|
let _decay = y.effects.iter().find(|e| e.effect == Effect::Decay);
|
|
// assert!(y.green_life() == y.green_life().saturating_sub(decay.unwrap().tick.unwrap().amount));
|
|
}
|
|
|
|
#[test]
|
|
fn block_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
// ensure it doesn't have 0 pd
|
|
x.red_damage.force(100);
|
|
y.green_life.force(500);
|
|
|
|
block(&mut y.clone(), &mut y, vec![], Skill::Block);
|
|
assert!(y.effects.iter().any(|e| e.effect == Effect::Block));
|
|
|
|
let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 50),
|
|
_ => panic!("not damage"),
|
|
};
|
|
}
|
|
|
|
#[test]
|
|
fn clutch_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
x.red_damage.force(10000000000000); // multiplication of int max will cause overflow
|
|
|
|
clutch(&mut y.clone(), &mut y, vec![], Skill::Clutch);
|
|
assert!(y.affected(Effect::Clutch));
|
|
|
|
let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
|
|
assert!(y.green_life() == 1);
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 1023),
|
|
_ => panic!("not damage"),
|
|
};
|
|
}
|
|
|
|
#[test]
|
|
fn injure_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
resolve(Skill::Injure, &mut x, &mut y, vec![]);
|
|
assert!(y.immune(Skill::Heal).is_some());
|
|
// resolutions = heal(&mut y.clone(), &mut y, resolutions);
|
|
}
|
|
|
|
#[test]
|
|
fn invert_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
// give red shield but reduce to 0
|
|
y.red_life.force(64);
|
|
y.red_life.reduce(64);
|
|
x.red_damage.force(256 + 64);
|
|
let damage: u64 = x.red_damage().pct(Skill::Attack.multiplier()); // 320 * 1.0
|
|
let healing: u64 = x.green_damage().pct(Skill::Heal.multiplier()); // 256 * 1.2
|
|
invert(&mut y.clone(), &mut y, vec![], Skill::Invert);
|
|
assert!(y.affected(Effect::Invert));
|
|
|
|
// heal should deal green damage
|
|
heal(&mut x, &mut y, vec![], Skill::Heal);
|
|
assert!(y.green_life() == (1024 - healing));
|
|
|
|
// attack should heal and recharge red shield
|
|
let mut results = attack(&mut x, &mut y, vec![], Skill::Attack);
|
|
assert!(y.green_life() == 1024);
|
|
|
|
match results.remove(0).event {
|
|
Event::Inversion { skill } => assert_eq!(skill, Skill::Attack),
|
|
_ => panic!("not inversion"),
|
|
};
|
|
|
|
match results.remove(0).event {
|
|
Event::Healing { skill: _, overhealing: _, amount } => assert_eq!(amount, healing),
|
|
_ => panic!("not healing from inversion"),
|
|
};
|
|
|
|
match results.remove(0).event {
|
|
Event::Recharge { skill: _, red, blue: _ } => assert_eq!(red, (damage - healing)),
|
|
_ => panic!("not recharge from inversion"),
|
|
};
|
|
}
|
|
|
|
#[test]
|
|
fn reflect_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
reflect(&mut y.clone(), &mut y, vec![], Skill::Reflect);
|
|
assert!(y.affected(Effect::Reflect));
|
|
|
|
let mut results = vec![];
|
|
results = resolve(Skill::Attack, &mut x, &mut y, results);
|
|
|
|
assert!(x.green_life() == 768);
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Reflection { skill } => assert_eq!(skill, Skill::Attack),
|
|
_ => panic!("not reflection"),
|
|
};
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Damage { amount, mitigation: _, colour: _, skill: _ } => assert_eq!(amount, 256),
|
|
_ => panic!("not damage"),
|
|
};
|
|
}
|
|
|
|
#[test]
|
|
fn siphon_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
x.green_life.reduce(512);
|
|
|
|
let mut results = resolve(Skill::Siphon, &mut x, &mut y, vec![]);
|
|
|
|
assert!(y.affected(Effect::Siphon));
|
|
assert!(x.green_life() == (512 + 256.pct(Skill::SiphonTick.multiplier())));
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Effect { effect, skill: _, duration: _ } => assert_eq!(effect, Effect::Siphon),
|
|
_ => panic!("not siphon"),
|
|
};
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier())),
|
|
_ => panic!("not damage siphon"),
|
|
};
|
|
|
|
let Resolution { source: _, target, event } = results.remove(0);
|
|
match event {
|
|
Event::Healing { amount, skill: _, overhealing: _ } => {
|
|
assert_eq!(amount, 256.pct(Skill::SiphonTick.multiplier()));
|
|
assert_eq!(target.id, x.id);
|
|
},
|
|
_ => panic!("not healing"),
|
|
};
|
|
}
|
|
|
|
|
|
#[test]
|
|
fn corrupt_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
corrupt(&mut y.clone(), &mut y, vec![], Skill::Corrupt);
|
|
assert!(y.affected(Effect::Corrupt));
|
|
|
|
resolve(Skill::Attack, &mut x, &mut y, vec![]);
|
|
|
|
assert!(x.affected(Effect::Corruption));
|
|
}
|
|
|
|
#[test]
|
|
fn hatred_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"camel".to_string());
|
|
|
|
hostility(&mut y.clone(), &mut y, vec![], Skill::Hostility);
|
|
assert!(y.affected(Effect::Hostility));
|
|
|
|
resolve(Skill::Attack, &mut x, &mut y, vec![]);
|
|
|
|
assert!(y.affected(Effect::Hatred));
|
|
|
|
let mut results = resolve(Skill::Attack, &mut y, &mut x, vec![]);
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Damage { amount, skill: _, mitigation: _, colour: _} => assert_eq!(amount, 512),
|
|
_ => panic!("not damage hatred"),
|
|
};
|
|
}
|
|
|
|
#[test]
|
|
fn triage_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"pretaliation".to_string());
|
|
|
|
// ensure it doesn't have 0 sd
|
|
x.blue_damage.force(50);
|
|
|
|
// remove all mitigation
|
|
y.red_life.force(0);
|
|
y.blue_life.force(0);
|
|
|
|
y.deal_red_damage(Skill::Attack, 5);
|
|
let prev_hp = y.green_life();
|
|
|
|
triage(&mut x, &mut y, vec![], Skill::Triage);
|
|
|
|
assert!(y.effects.iter().any(|e| e.effect == Effect::Triage));
|
|
assert!(y.green_life() > prev_hp);
|
|
}
|
|
|
|
#[test]
|
|
fn recharge_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
let mut y = Cryp::new()
|
|
.named(&"pretaliation".to_string());
|
|
|
|
y.red_life.force(50);
|
|
y.blue_life.force(50);
|
|
|
|
y.deal_red_damage(Skill::Attack, 5);
|
|
y.deal_blue_damage(Skill::Blast, 5);
|
|
|
|
let mut results = recharge(&mut x, &mut y, vec![], Skill::Recharge);
|
|
|
|
let Resolution { source: _, target: _, event } = results.remove(0);
|
|
match event {
|
|
Event::Recharge { red, blue, skill: _ } => {
|
|
assert!(red == 5);
|
|
assert!(blue == 5);
|
|
}
|
|
_ => panic!("result was not recharge"),
|
|
}
|
|
}
|
|
|
|
|
|
#[test]
|
|
fn silence_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
silence(&mut x.clone(), &mut x, vec![], Skill::Silence);
|
|
assert!(x.effects.iter().any(|e| e.effect == Effect::Silence));
|
|
assert!(x.disabled(Skill::Silence).is_some());
|
|
}
|
|
|
|
#[test]
|
|
fn amplify_test() {
|
|
let mut x = Cryp::new()
|
|
.named(&"muji".to_string());
|
|
|
|
x.blue_damage.force(50);
|
|
|
|
amplify(&mut x.clone(), &mut x, vec![], 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());
|
|
|
|
decay(&mut x.clone(), &mut x, vec![], Skill::Decay);
|
|
assert!(x.effects.iter().any(|e| e.effect == Effect::Decay));
|
|
|
|
purify(&mut x.clone(), &mut x, vec![], Skill::Purify);
|
|
assert!(!x.effects.iter().any(|e| e.effect == Effect::Decay));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// pub enum Skill {
|
|
// Attack,
|
|
|
|
// // -----------------
|
|
// // Nature
|
|
// // -----------------
|
|
// Block, // reduce damage
|
|
// Parry, // avoid all damage
|
|
// Snare,
|
|
|
|
// Paralyse,
|
|
|
|
// Strangle, // physical dot and disable
|
|
// Strike,
|
|
// 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
|
|
// Siphon,
|
|
// SiphonTick,
|
|
// Curse,
|
|
// Corrupt, // 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,
|
|
// TestSiphon,
|
|
// }
|