mnml/server/src/cryp.rs
2019-03-25 15:03:49 +11:00

798 lines
23 KiB
Rust

use uuid::Uuid;
use rand::prelude::*;
use serde_cbor::{from_slice, to_vec};
use postgres::transaction::Transaction;
use failure::Error;
use failure::err_msg;
use account::{Account};
use rpc::{CrypSpawnParams};
use skill::{Skill, Cooldown, Effect, Cast, Category, Immunity, Disable, Event};
use spec::{Spec};
use game::{Log};
use vbox::Var;
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Colours {
pub red: u8,
pub green: u8,
pub blue: u8,
}
impl Colours {
pub fn new() -> Colours {
Colours { red: 0, green: 0, blue: 0 }
}
pub fn from_cryp(cryp: &Cryp) -> Colours {
let mut count = Colours::new();
for spec in cryp.specs.iter() {
let v = Var::from(*spec);
v.colours(&mut count);
}
for cs in cryp.skills.iter() {
let v = Var::from(cs.skill);
v.colours(&mut count);
}
count
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct CrypSkill {
pub skill: Skill,
pub self_targeting: bool,
pub cd: Cooldown,
}
impl CrypSkill {
pub fn new(skill: Skill) -> CrypSkill {
CrypSkill {
skill,
self_targeting: skill.self_targeting(),
cd: skill.base_cd(),
}
}
}
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub struct CrypEffect {
pub effect: Effect,
pub duration: u8,
pub tick: Option<Cast>,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Stat {
Str,
Agi,
Int,
Hp,
Speed,
RedDamage,
RedDamageTaken,
BlueDamage,
BlueDamageTaken,
GreenDamage,
GreenDamageTaken,
RedShield,
BlueShield,
Evasion,
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub struct CrypStat {
base: u64,
value: u64,
max: u64,
pub stat: Stat,
}
impl CrypStat {
// pub fn set(&mut self, v: u64, specs: &Vec<Spec>) -> &mut CrypStat {
// self.base = v;
// self.recalculate(specs)
// }
pub fn recalculate(&mut self, specs: &Vec<Spec>, team_colours: &Colours) -> &mut CrypStat {
let specs = specs
.iter()
.filter(|s| s.affects().contains(&self.stat))
.map(|s| *s)
.collect::<Vec<Spec>>();
// applied with fold because it can be zeroed or multiplied
// but still needs access to the base amount
let value = specs.iter().fold(self.base, |acc, s| s.apply(acc, self.base, team_colours));
self.value = value;
self.max = value;
self
}
pub fn reduce(&mut self, amt: u64) -> &mut CrypStat {
self.value = self.value.saturating_sub(amt);
self
}
pub fn increase(&mut self, amt: u64) -> &mut CrypStat {
self.value = *[
self.value.saturating_add(amt),
self.max
].iter().min().unwrap();
self
}
pub fn force(&mut self, v: u64) -> &mut CrypStat {
self.base = v;
self.value = v;
self.max = v;
self
}
}
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct CrypRecover {
pub id: Uuid,
pub account: Uuid,
pub name: String,
}
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Cryp {
pub id: Uuid,
pub account: Uuid,
pub red_damage: CrypStat,
pub red_shield: CrypStat,
pub blue_shield: CrypStat,
pub blue_damage: CrypStat,
pub green_damage: CrypStat,
pub speed: CrypStat,
pub hp: CrypStat,
pub evasion: CrypStat,
pub skills: Vec<CrypSkill>,
pub effects: Vec<CrypEffect>,
pub specs: Vec<Spec>,
pub colours: Colours,
pub name: String,
pub ko_logged: bool,
}
impl Cryp {
pub fn new() -> Cryp {
let id = Uuid::new_v4();
return Cryp {
id,
account: id,
red_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::RedDamage },
red_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::RedShield },
blue_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::BlueDamage },
blue_shield: CrypStat { base: 0, value: 0, max: 0, stat: Stat::BlueShield },
green_damage: CrypStat { base: 256, value: 256, max: 256, stat: Stat::GreenDamage },
hp: CrypStat { base: 1024, value: 1024, max: 1024, stat: Stat::Hp },
speed: CrypStat { base: 128, value: 128, max: 128, stat: Stat::Speed },
evasion: CrypStat { base: 0, value: 0, max: 0, stat: Stat::Evasion },
skills: vec![],
effects: vec![],
specs: vec![],
colours: Colours::new(),
name: String::new(),
ko_logged: false,
};
}
pub fn named(mut self, name: &String) -> Cryp {
self.name = name.clone();
self
}
pub fn set_account(mut self, account: Uuid) -> Cryp {
self.account = account;
self
}
pub fn learn(mut self, s: Skill) -> Cryp {
self.skills.push(CrypSkill::new(s));
self.colours = Colours::from_cryp(&self);
self
}
pub fn learn_mut(&mut self, s: Skill) -> &mut Cryp {
self.skills.push(CrypSkill::new(s));
self.calculate_colours()
}
pub fn forget(&mut self, skill: Skill) -> Result<&mut Cryp, Error> {
match self.skills.iter().position(|s| s.skill == skill) {
Some(i) => {
self.skills.remove(i);
return Ok(self.calculate_colours());
},
None => Err(format_err!("{:?} does not know {:?}", self.name, skill)),
}
}
pub fn spec_add(&mut self, spec: Spec) -> Result<&mut Cryp, Error> {
self.specs.push(spec);
return Ok(self.calculate_colours());
}
pub fn spec_remove(&mut self, spec: Spec) -> Result<&mut Cryp, Error> {
match self.specs.iter().position(|s| *s == spec) {
Some(p) => self.specs.remove(p),
None => return Err(err_msg("spec not found")),
};
Ok(self.calculate_colours())
}
fn calculate_colours(&mut self) -> &mut Cryp {
self.colours = Colours::from_cryp(&self);
self
}
pub fn apply_modifiers(&mut self, team_colours: &Colours) -> &mut Cryp {
self.specs.sort_unstable();
self.red_damage.recalculate(&self.specs, team_colours);
self.red_shield.recalculate(&self.specs, team_colours);
self.blue_damage.recalculate(&self.specs, team_colours);
self.blue_shield.recalculate(&self.specs, team_colours);
self.evasion.recalculate(&self.specs, team_colours);
self.speed.recalculate(&self.specs, team_colours);
self.green_damage.recalculate(&self.specs, team_colours);
self.hp.recalculate(&self.specs, team_colours);
self
}
pub fn is_ko(&self) -> bool {
self.hp.value == 0
}
pub fn immune(&self, skill: Skill) -> Option<Immunity> {
// also checked in resolve stage so shouldn't happen really
if self.is_ko() {
return Some(vec![Effect::Ko]);
}
let immunities = self.effects.iter()
.filter(|e| e.effect.immune(skill))
.map(|e| e.effect)
.collect::<Vec<Effect>>();
if immunities.len() > 0 {
return Some(immunities);
}
None
}
pub fn disabled(&self, skill: Skill) -> Option<Disable> {
if self.is_ko() && !skill.ko_castable() {
return Some(vec![Effect::Ko]);
}
let disables = self.effects.iter()
.filter(|e| e.effect.disables_skill(skill))
.map(|e| e.effect)
.collect::<Vec<Effect>>();
if disables.len() > 0 {
return Some(disables);
}
None
}
pub fn is_stunned(&self) -> bool {
self.effects.iter().any(|s| s.effect == Effect::Stun)
}
pub fn is_inverted(&self) -> bool {
self.effects.iter().any(|s| s.effect == Effect::Invert)
}
pub fn is_reflecting(&self) -> bool {
self.effects.iter().any(|s| s.effect == Effect::Reflect)
}
pub fn is_clutch(&self) -> bool {
self.effects.iter().any(|s| s.effect == Effect::Clutch)
}
pub fn available_skills(&self) -> Vec<&CrypSkill> {
self.skills.iter()
.filter(|s| s.cd.is_none())
.filter(|s| self.disabled(s.skill).is_none())
.collect()
}
pub fn mob_select_skill(&self) -> Option<Skill> {
let available = self.available_skills();
if available.len() == 0 {
return None;
}
let highest_cd = available.iter()
.filter(|s| s.skill.base_cd().is_some())
.max_by_key(|s| s.skill.base_cd().unwrap());
return match highest_cd {
Some(s) => Some(s.skill),
None => Some(available[0].skill),
};
}
pub fn knows(&self, skill: Skill) -> bool {
self.skills.iter().any(|s| s.skill == skill)
}
pub fn skill_on_cd(&self, skill: Skill) -> Option<&CrypSkill> {
self.skills.iter().find(|s| s.skill == skill && s.cd.is_some())
}
pub fn skill_set_cd(&mut self, skill: Skill) -> &mut Cryp {
let i = self.skills.iter().position(|s| s.skill == skill).unwrap();
self.skills.remove(i);
self.skills.push(CrypSkill::new(skill));
self
}
pub fn reduce_cooldowns(&mut self) -> &mut Cryp {
for skill in self.skills.iter_mut() {
// if used cooldown
if skill.skill.base_cd().is_some() {
// what is the current cd
if let Some(current_cd) = skill.cd {
// if it's 1 set it to none
if current_cd == 1 {
skill.cd = None;
continue;
}
// otherwise decrement it
skill.cd = Some(current_cd.saturating_sub(1));
}
}
}
self
}
pub fn reduce_effect_durations(&mut self) -> &mut Cryp {
self.effects = self.effects.clone().into_iter().filter_map(|mut effect| {
effect.duration = effect.duration.saturating_sub(1);
if effect.duration == 0 {
return None;
}
// println!("reduced effect {:?}", effect);
return Some(effect);
}).collect::<Vec<CrypEffect>>();
self
}
// Stats
pub fn red_damage(&self) -> u64 {
let red_damage_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::RedDamage))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
let modified_red_damage = red_damage_mods.iter().fold(self.red_damage.value, |acc, m| m.apply(acc));
return modified_red_damage;
}
pub fn blue_damage(&self) -> u64 {
let blue_damage_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::BlueDamage))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
let modified_blue_damage = blue_damage_mods.iter().fold(self.blue_damage.value, |acc, m| m.apply(acc));
return modified_blue_damage;
}
pub fn green_damage(&self) -> u64 {
let green_damage_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::GreenDamage))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
let modified_green_damage = green_damage_mods.iter().fold(self.green_damage.value, |acc, m| m.apply(acc));
return modified_green_damage;
}
pub fn skill_speed(&self, s: Skill) -> u64 {
self.speed().saturating_mul(s.speed() as u64)
}
// todo complete with specs
pub fn skill_is_aoe(&self, s: Skill) -> bool {
s.aoe()
}
pub fn speed(&self) -> u64 {
let speed_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::Speed))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
let modified_speed = speed_mods.iter().fold(self.speed.value, |acc, m| m.apply(acc));
return modified_speed;
}
pub fn hp(&self) -> u64 {
self.hp.value
}
fn reduce_hp(&mut self, amount: u64) {
self.hp.reduce(amount);
if self.is_clutch() && self.hp() == 0 {
self.hp.value = 1;
}
}
pub fn recharge(&mut self) -> Event {
if let Some(immunity) = self.immune(Skill::Recharge) {
return Event::Immunity {
immunity,
};
}
let red = self.red_shield.max.saturating_sub(self.red_shield.value);
self.red_shield.value = self.red_shield.max;
let blue = self.blue_shield.max.saturating_sub(self.blue_shield.value);
self.blue_shield.value = self.blue_shield.max;
Event::Recharge { red, blue }
}
pub fn deal_green_damage(&mut self, skill: Skill, amount: u64) -> Event {
if let Some(immunity) = self.immune(skill) {
return Event::Immunity {
immunity,
};
}
let healing_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::GreenDamageTaken))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
// println!("{:?}", healing_mods);
let modified_healing = healing_mods.iter().fold(amount, |acc, m| m.apply(acc));
match self.is_inverted() {
false => {
let current_hp = self.hp();
self.hp.increase(modified_healing);
let new_hp = self.hp.value;
let healing = new_hp - current_hp;
let overhealing = modified_healing - healing;
return Event::Healing {
amount: healing,
overhealing,
};
},
true => {
// there is no green shield (yet)
let current_hp = self.hp();
self.reduce_hp(modified_healing);
let delta = current_hp - self.hp();
return Event::Inversion {
damage: delta,
healing: 0,
recharge: 0,
category: Category::GreenDamage,
};
}
}
}
pub fn deal_red_damage(&mut self, skill: Skill, amount: u64) -> Event {
if let Some(immunity) = self.immune(skill) {
return Event::Immunity {
immunity,
};
}
let red_damage_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::RedDamageTaken))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
// println!("{:?}", red_damage_mods);
let modified_damage = red_damage_mods.iter().fold(amount, |acc, m| m.apply(acc));
match self.is_inverted() {
false => {
// calculate amount of damage red_shield will not absorb
// eg 50 red_shield 25 damage -> 0 remainder 25 mitigation
// 50 red_shield 100 damage -> 50 remainder 50 mitigation
// 50 red_shield 5 damage -> 0 remainder 5 mitigation
let remainder = modified_damage.saturating_sub(self.red_shield.value);
let mitigation = modified_damage.saturating_sub(remainder);
// reduce red_shield by mitigation amount
self.red_shield.reduce(mitigation);
// deal remainder to hp
let current_hp = self.hp();
self.reduce_hp(remainder);
let delta = current_hp - self.hp();
return Event::Damage {
amount: delta,
mitigation,
category: Category::RedDamage,
};
},
true => {
let current_hp = self.hp();
self.hp.increase(modified_damage);
let new_hp = self.hp.value;
let healing = new_hp - current_hp;
let overhealing = modified_damage - healing;
let current_shield = self.red_shield.value;
self.red_shield.increase(overhealing);
let recharge = self.red_shield.value - current_shield;
return Event::Inversion {
damage: 0,
healing,
recharge,
category: Category::RedDamage,
};
}
}
}
pub fn deal_blue_damage(&mut self, skill: Skill, amount: u64) -> Event {
if let Some(immunity) = self.immune(skill) {
return Event::Immunity {
immunity,
};
}
let blue_damage_mods = self.effects.iter()
.filter(|e| e.effect.modifications().contains(&Stat::BlueDamageTaken))
.map(|cryp_effect| cryp_effect.effect)
.collect::<Vec<Effect>>();
// println!("{:?}", blue_damage_mods);
let modified_damage = blue_damage_mods.iter().fold(amount, |acc, m| m.apply(acc));
match self.is_inverted() {
false => {
let remainder = modified_damage.saturating_sub(self.blue_shield.value);
let mitigation = modified_damage.saturating_sub(remainder);
self.blue_shield.reduce(mitigation);
let current_hp = self.hp();
self.reduce_hp(remainder);
let delta = current_hp - self.hp();
return Event::Damage {
amount: delta,
mitigation,
category: Category::BlueDamage,
};
},
true => {
let current_hp = self.hp();
self.hp.increase(modified_damage);
let new_hp = self.hp.value;
let healing = new_hp - current_hp;
let overhealing = modified_damage - healing;
let current_shield = self.blue_shield.value;
self.blue_shield.increase(overhealing);
let recharge = self.blue_shield.value - current_shield;
return Event::Inversion {
damage: 0,
healing,
recharge,
category: Category::BlueDamage,
};
}
}
}
pub fn add_effect(&mut self, skill: Skill, effect: CrypEffect) -> Event {
if let Some(immunity) = self.immune(skill) {
return Event::Immunity {
immunity,
};
}
// todo modified durations cause of buffs
let result = Event::Effect {
effect: effect.effect,
duration: effect.effect.duration(),
};
// println!("{:?} {:?} adding effect", self.name, effect.effect);
self.effects.push(effect);
return result;
}
pub fn evade(&self, skill: Skill) -> Option<Event> {
if self.evasion.value == 0 {
return None;
}
let mut rng = thread_rng();
let hp_pct = (self.hp.value * 100) / self.hp.value;
let evasion_rating = (self.evasion.value * hp_pct) / 100;
let roll = rng.gen_range(0, 100);
println!("{:} < {:?}", roll, evasion_rating);
match roll < evasion_rating {
true => Some(Event::Evasion {
skill,
evasion_rating: evasion_rating,
}),
false => None,
}
}
}
pub fn cryp_get(tx: &mut Transaction, id: Uuid, account_id: Uuid) -> Result<Cryp, Error> {
let query = "
SELECT data
FROM cryps
WHERE id = $1
AND account = $2;
";
let result = tx
.query(query, &[&id, &account_id])?;
let result = result.iter().next().ok_or(format_err!("cryp {:} not found", id))?;
let cryp_bytes: Vec<u8> = result.get(0);
let cryp = from_slice::<Cryp>(&cryp_bytes).or_else(|_| cryp_recover(cryp_bytes, tx))?;
return Ok(cryp);
}
pub fn cryp_spawn(params: CrypSpawnParams, tx: &mut Transaction, account: &Account) -> Result<Cryp, Error> {
let cryp = Cryp::new()
.named(&params.name)
.set_account(account.id);
let cryp_bytes = to_vec(&cryp)?;
let query = "
INSERT INTO cryps (id, account, data)
VALUES ($1, $2, $3)
RETURNING id, account;
";
let result = tx
.query(query, &[&cryp.id, &account.id, &cryp_bytes])?;
let _returned = result.iter().next().ok_or(err_msg("no row returned"))?;
// println!("{:?} spawned cryp {:}", account.id, cryp.id);
return Ok(cryp);
}
pub fn cryp_write(cryp: Cryp, tx: &mut Transaction) -> Result<Cryp, Error> {
let cryp_bytes = to_vec(&cryp)?;
let query = "
UPDATE cryps
SET data = $1
WHERE id = $2
RETURNING id, account, data;
";
let result = tx
.query(query, &[&cryp_bytes, &cryp.id])?;
let _returned = result.iter().next().expect("no row returned");
// println!("{:?} wrote cryp", cryp.id);
return Ok(cryp);
}
pub fn cryp_recover(cryp_bytes: Vec<u8>, tx: &mut Transaction) -> Result<Cryp, Error> {
let c = from_slice::<CrypRecover>(&cryp_bytes)?;
let mut cryp = Cryp::new()
.named(&c.name)
.set_account(c.account);
cryp.id = c.id;
println!("recovered cryp {:?}", c.name);
return cryp_write(cryp, tx);
}
#[cfg(test)]
mod tests {
use cryp::*;
use spec::IntPct;
#[test]
fn create_cryp_test() {
let cryp = Cryp::new()
.named(&"hatchling".to_string());
assert_eq!(cryp.name, "hatchling".to_string());
return;
}
#[test]
fn cryp_colours_test() {
let mut cryp = Cryp::new()
.named(&"redboi".to_string());
cryp.learn_mut(Skill::Strike);
cryp.spec_add(Spec::LifeI).unwrap();
cryp.spec_add(Spec::RedDamageI).unwrap();
cryp.spec_add(Spec::RedDamageI).unwrap();
cryp.spec_add(Spec::BlueShieldI).unwrap();
assert_eq!(cryp.colours.red, 6);
assert_eq!(cryp.colours.green, 2);
assert_eq!(cryp.colours.blue, 2);
return;
}
#[test]
fn cryp_team_modifiers_test() {
let mut cryp = Cryp::new()
.named(&"team player".to_string());
cryp.spec_add(Spec::RedDamageI).unwrap();
cryp.spec_add(Spec::GreenDamageI).unwrap();
cryp.spec_add(Spec::BlueDamageI).unwrap();
let team_colours = Colours {
red: 5,
green: 15,
blue: 25,
};
cryp.apply_modifiers(&team_colours);
assert!(cryp.red_damage.value == cryp.red_damage.base + cryp.red_damage.base.pct(10));
assert!(cryp.green_damage.value == cryp.green_damage.base + cryp.green_damage.base.pct(20));
assert!(cryp.blue_damage.value == cryp.blue_damage.base + cryp.blue_damage.base.pct(65));
return;
}
}