mnml/server/src/game.rs
2018-12-29 12:21:34 +11:00

1275 lines
37 KiB
Rust

use uuid::Uuid;
use rand::prelude::*;
use rand::distributions::Alphanumeric;
use std::iter;
// Db Commons
use serde_cbor::{from_slice, to_vec};
use postgres::transaction::Transaction;
use failure::Error;
use failure::err_msg;
use account::Account;
use rpc::{GameStateParams, GameSkillParams, GamePveParams, GamePvpParams, GameTargetParams, GameJoinParams};
use cryp::{Cryp, cryp_get};
use skill::{Skill, Cast, ResolutionResult};
use item::{item_drop};
pub type Log = Vec<String>;
#[derive(Debug,Clone,Serialize,Deserialize)]
pub enum PveMode {
Boss,
Normal,
}
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Team {
id: Uuid,
cryps: Vec<Cryp>,
}
impl Team {
pub fn new(account: Uuid) -> Team {
return Team {
id: account,
cryps: vec![],
};
}
fn skills_required(&self) -> usize {
let required = self.cryps.iter()
.filter(|c| !c.is_ko())
.filter(|c| c.available_skills().len() > 0)
.collect::<Vec<&Cryp>>().len();
// println!("{:} requires {:} skills this turn", self.id, required);
return required;
}
pub fn set_cryps(&mut self, cryps: Vec<Cryp>) -> &mut Team {
self.cryps = cryps;
self
}
pub fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
self.cryps.iter_mut().find(|c| c.id == id)
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Phase {
Start,
Skill,
Target,
Resolve,
Finish,
}
#[derive(Debug,Clone,Serialize,Deserialize)]
pub struct Game {
pub id: Uuid,
pub team_size: usize,
pub team_num: usize,
pub teams: Vec<Team>,
pub is_pve: bool,
pub phase: Phase,
pub stack: Vec<Cast>,
pub resolved: Vec<Cast>,
pub log: Vec<String>,
pub zone: Option<(Uuid, u32)>,
}
impl Game {
pub fn new() -> Game {
return Game {
id: Uuid::new_v4(),
team_size: 0,
team_num: 0,
teams: vec![],
is_pve: true,
phase: Phase::Start,
stack: vec![],
resolved: vec![],
log: vec![],
zone: None,
};
}
pub fn set_team_num(&mut self, size: usize) -> &mut Game {
self.team_num = size;
self
}
pub fn set_team_size(&mut self, size: usize) -> &mut Game {
self.team_size = size;
self
}
pub fn set_pve(&mut self, pve: bool) -> &mut Game {
self.is_pve = pve;
self
}
pub fn set_zone(&mut self, id: Uuid, node: u32) -> &mut Game {
self.zone = Some((id, node));
self
}
fn already_joined(&self, team_id: Uuid) -> bool {
self.teams.iter().any(|t| t.id == team_id)
}
pub fn team_add(&mut self, team: Team) -> Result<&mut Game, Error> {
if self.teams.len() == self.team_num {
return Err(err_msg("maximum number of teams"));
}
if self.teams.iter().any(|t| t.id == team.id) {
return Err(err_msg("team already in game"));
}
let team_description = team.cryps.iter().map(|c| c.name.clone()).collect::<Vec<String>>().join(", ");
self.log.push(format!("{:} has joined the game.", team_description));
self.teams.push(team);
Ok(self)
}
// handle missing team properly
fn team_by_id(&mut self, id: Uuid) -> &mut Team {
match self.teams.iter_mut().find(|t| t.id == id) {
Some(t) => t,
None => panic!("id not in game {:}", id),
}
}
fn cryp_by_id(&mut self, id: Uuid) -> Option<&mut Cryp> {
match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == id)) {
Some(team) => {
return team.cryps.iter_mut().find(|c| c.id == id);
},
None => panic!("cryp not in game"),
};
}
fn all_cryps(&self) -> Vec<Cryp> {
self.teams.clone()
.into_iter()
.flat_map(
|t| t.cryps
.into_iter())
.collect::<Vec<Cryp>>()
}
fn update_cryp(&mut self, cryp: &mut Cryp) -> &mut Game {
match self.teams.iter_mut().find(|t| t.cryps.iter().any(|c| c.id == cryp.id)) {
Some(team) => {
let index = team.cryps.iter().position(|t| t.id == cryp.id).unwrap();
team.cryps.remove(index);
team.cryps.push(cryp.clone());
},
None => panic!("cryp not in game"),
};
self
}
fn joinable(&self) -> bool {
self.phase == Phase::Start
}
fn can_start(&self) -> bool {
return self.teams.len() == self.team_num
&& self.teams.iter().all(|t| t.cryps.len() == self.team_size)
}
fn start(&mut self) -> &mut Game {
self.log.push("Game starting...".to_string());
self.skill_phase_start();
self
}
fn skill_phase_start(&mut self) -> &mut Game {
self.log.push("<Skill Phase>".to_string());
if ![Phase::Start, Phase::Resolve].contains(&self.phase) {
panic!("game not in Resolve or start phase");
}
self.phase = Phase::Skill;
self.stack.clear();
if self.is_pve {
self.pve_add_skills();
}
self
}
fn pve_add_skills(&mut self) -> &mut Game {
{
let mob_team_id = Uuid::nil();
let mobs = self.team_by_id(mob_team_id).clone();
// TODO attack multiple players based on some criteria
let player_team_id = self.teams.iter().find(|t| t.id != mob_team_id).unwrap().id;
for mob in &mobs.cryps {
// doesn't matter if the cryp can't cast
self.add_skill(mob_team_id, mob.id, Some(player_team_id), Skill::Attack).ok();
}
}
self
}
fn add_skill(&mut self, team_id: Uuid, source_cryp_id: Uuid, target_team_id: Option<Uuid>, skill: Skill) -> Result<Uuid, Error> {
if self.phase != Phase::Skill {
return Err(err_msg("game not in skill phase"));
}
{
let cryp = match self.cryp_by_id(source_cryp_id) {
Some(c) => c,
None => return Err(err_msg("cryp not in team")),
};
if cryp.is_ko() {
return Err(err_msg("cryp is ko"));
}
// check the cryp has the skill
if !cryp.knows(skill) {
return Err(err_msg("cryp does not have that skill"));
}
if cryp.skill_on_cd(skill).is_some() {
return Err(err_msg("abiltity on cooldown"));
}
// if skill.self_targeting() && target_team_id.is_some() {
// return Err(err_msg("skill is self targeting"));
// }
if !skill.self_targeting() && target_team_id.is_none() {
return Err(err_msg("skill requires a target"));
}
// check here as well so uncastable spells don't go on the stack
let check = cryp.disabled(skill);
if check.disabled {
return Err(err_msg("cryp cannot cast that skill"));
}
}
// replace cryp skill
if let Some(s) = self.stack.iter_mut().position(|s| s.source_cryp_id == source_cryp_id) {
self.stack.remove(s);
}
let skill = Cast::new(source_cryp_id, team_id, target_team_id, skill);
let skill_id = skill.id;
self.stack.push(skill);
return Ok(skill_id);
}
fn skill_phase_finished(&self) -> bool {
self.teams.iter()
// for every team
.all(|t| self.stack.iter()
// the number of skills they have cast
.filter(|s| s.source_team_id == t.id).collect::<Vec<&Cast>>()
// should equal the number required this turn
.len() == t.skills_required()
)
}
fn target_phase_start(&mut self) -> &mut Game {
assert!(self.skill_phase_finished());
self.log.push("<Target Phase>".to_string());
if self.phase != Phase::Skill {
panic!("game not in skill phase");
}
self.phase = Phase::Target;
if self.is_pve {
self.pve_add_targets();
}
// all cryps are stunned or otherwise inactive
if self.target_phase_finished() {
self.resolve_phase_start();
}
self
}
fn pve_add_targets(&mut self) -> &mut Game {
{
let mob_team_id = Uuid::nil();
let mobs = self.team_by_id(mob_team_id).clone();
// TODO attack multiple players based on some criteria
for (i, incoming_skill_id) in self.stack.clone().iter()
.filter(|s| s.target_cryp_id.is_none() && s.target_team_id == mob_team_id)
.enumerate()
.map(|(i, s)| (i, s.id)) {
let targets = mobs.cryps
.iter()
.filter(|c| self.cryp_targetable(mob_team_id, c.id).is_ok())
.collect::<Vec<&Cryp>>();
if targets.len() == 0 {
panic!("could not find a targetable pve cryp");
}
let target_id = targets[i % targets.len()].id;
self.add_target(mob_team_id, target_id, incoming_skill_id).unwrap();
}
}
self
}
// each cryp can be the target of
// incomingSkills / activeCryps rounded up
// maybe a problem with friendly / self targeting skills
fn cryp_targetable(&mut self, team_id: Uuid, cryp_id: Uuid) -> Result<(), Error> {
// whose team is this?
let team = self.teams.iter()
.find(|t| t.id == team_id)
.ok_or(err_msg("team not found"))?;
// is the target in the team?
let cryp = team.cryps.iter()
.find(|c| c.id == cryp_id)
.ok_or(err_msg("cryp not in team"))?;
if cryp.is_ko() {
return Err(err_msg("you cannot target ko cryps"));
}
// let incoming = self.stack.iter()
// .filter(|i| i.target_team_id == team.id)
// .count();
// let incoming = incoming as u32 as f64;
// let active_cryps = team.cryps.iter()
// .filter(|c| !c.is_ko())
// .count();
// let active_cryps = active_cryps as u32 as f64;
// let max_targets = (incoming / active_cryps).ceil();
// // println!("targets {:} / {:} = {:}", incoming, active_cryps, max_targets);
// let targeted = self.stack.iter()
// .filter(|s| s.target_cryp_id.is_some())
// .filter(|s| s.target_cryp_id.unwrap() == cryp_id)
// .count();
// if targeted >= max_targets as usize {
// return Err(format_err!("cryp target of maximum number of skills ({:})", max_targets));
// }
return Ok(());
}
// targets can only be added by the owner of the team
fn add_target(&mut self, team_id: Uuid, cryp_id: Uuid, skill_id: Uuid) -> Result<&mut Cast, Error> {
if self.phase != Phase::Target {
return Err(err_msg("game not in target phase"));
}
self.cryp_targetable(team_id, cryp_id)?;
// set the target
let cast = match self.stack.iter_mut().find(|s| s.id == skill_id) {
Some(c) => c,
None => return Err(err_msg("skill_id not found")),
};
if cast.skill.self_targeting() {
return Err(err_msg("skill is self targeting"));
}
if cast.target_team_id != team_id {
return Err(err_msg("you cannot target that skill"));
}
Ok(cast.set_target(cryp_id))
}
fn target_phase_finished(&self) -> bool {
self.stack.iter().all(|s| s.target_cryp_id.is_some())
}
// requires no input
// just do it
fn resolve_phase_start(&mut self) -> &mut Game {
if self.phase != Phase::Target {
panic!("game not in target phase");
}
assert!(self.target_phase_finished());
self.phase = Phase::Resolve;
self.log.push("<Resolve Phase>".to_string());
self.resolve_skills()
}
fn log_resolution(&mut self, source: &mut Cryp, target: &mut Cryp, cast: &Cast) -> &mut Game {
match cast.resolution.disable.disabled {
true => {
self.log.push(format!("{:} {:?} {:} disabled {:?}", source.name, cast.skill, target.name, cast.resolution.disable.effects));
return self;
},
false => (),
};
for result in cast.resolution.results.iter() {
match result {
ResolutionResult::Damage { amount, category: _, immunity } => {
match immunity.immune {
true => self.log.push(format!("{:} {:?} {:} immune {:?}", source.name, cast.skill, target.name, immunity.effects)),
false => self.log.push(format!("{:} {:?} {:} {:}", source.name, cast.skill, target.name, amount)),
}
},
ResolutionResult::Healing { amount, overhealing, category: _, immunity } => {
match immunity.immune {
true => self.log.push(format!("{:} {:?} {:} immune {:?}", source.name, cast.skill, target.name, immunity.effects)),
false => self.log.push(format!("{:} {:?} {:} {:} ({:}OH)", source.name, cast.skill, target.name, amount, overhealing)),
}
},
ResolutionResult::Effect { effect, duration, immunity } => {
match immunity.immune {
true => self.log.push(format!("{:} {:?} {:} immune {:?}", source.name, cast.skill, target.name, immunity.effects)),
false => self.log.push(format!("{:} {:?} {:} {:?} {:}T", source.name, cast.skill, target.name, effect, duration)),
}
},
ResolutionResult::Removal { effect, immunity } => {
match immunity.immune {
true => self.log.push(format!("{:} {:?} {:} immune {:?}", source.name, cast.skill, target.name, immunity.effects)),
false => self.log.push(format!("{:?} removed {:} {:?}", source.name, target.name, effect)),
}
},
}
}
self
}
fn resolve_skills(&mut self) -> &mut Game {
if self.phase != Phase::Resolve {
panic!("game not in Resolve phase");
}
// find their statuses with ticks
let mut ticks = self.all_cryps()
.iter()
.flat_map(
|c| c.effects
.iter()
.cloned()
.filter_map(|e| e.tick))
.collect::<Vec<Cast>>();
// add them to the stack
self.stack.append(&mut ticks);
self.stack.sort_unstable_by_key(|s| s.skill.speed());
self.stack.reverse();
// update the stack with the resolved skills
self.stack = self.stack.clone().iter_mut().map(|skill| {
// println!("{:} resolving ", skill);
let mut source = self.cryp_by_id(skill.source_cryp_id).unwrap().clone();
let mut target = self.cryp_by_id(skill.target_cryp_id.unwrap()).unwrap().clone();
skill.set_resolution(&mut source, &mut target);
self.log_resolution(&mut source, &mut target, skill);
self.resolved.push(skill.clone());
if target.is_ko() && !target.ko_logged {
self.log.push(format!("{:} KO", target.name));
target.effects.clear();
target.ko_logged = true;
}
if source.is_ko() && !source.ko_logged {
self.log.push(format!("{:} KO", source.name));
source.effects.clear();
source.ko_logged = true;
}
self.update_cryp(&mut source);
self.update_cryp(&mut target);
return skill.clone();
}).collect::<Vec<Cast>>();
// now Resolve has all been assigned
// handle cooldowns and statuses
self.progress_durations();
if self.finished() {
return self.finish()
}
self.skill_phase_start()
}
fn progress_durations(&mut self) -> &mut Game {
for mut cryp in self.all_cryps() {
// println!("progressing durations for {:}", cryp.name);
if cryp.is_ko() {
continue;
}
// only reduce cooldowns if no cd was used
// have to borrow self for the skill check
{
if let Some(skill) = self.stack.iter_mut().find(|s| s.source_cryp_id == cryp.id) {
if skill.used_cooldown() {
cryp.skill_set_cd(skill.skill);
} else {
cryp.reduce_cooldowns();
}
} else {
cryp.reduce_cooldowns();
}
}
// always reduce durations
cryp.reduce_effect_durations(&mut self.log);
self.update_cryp(&mut cryp);
}
self
}
fn finished(&self) -> bool {
self.teams.iter().any(|t| t.cryps.iter().all(|c| c.is_ko()))
}
fn winner(&self) -> Option<&Team> {
self.teams.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko()))
}
fn finish(&mut self) -> &mut Game {
self.phase = Phase::Finish;
self.log.push(format!("Game finished."));
self.stack.clear();
{
let winner = self.teams.iter().find(|t| t.cryps.iter().any(|c| !c.is_ko()));
match winner {
Some(w) => self.log.push(format!("Winner: {:}", w.id)),
None => self.log.push(format!("Game was drawn.")),
};
}
self
}
}
pub fn game_skill(params: GameSkillParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
let query = "
SELECT *
FROM games
WHERE id = $1
";
let result = tx
.query(query, &[&params.game_id])?;
let returned = match result.iter().next() {
Some(row) => row,
None => return Err(err_msg("game not found")),
};
// tells from_slice to cast into a cryp
let game_bytes: Vec<u8> = returned.get("data");
let mut game = from_slice::<Game>(&game_bytes)?;
if game.phase != Phase::Skill {
return Err(err_msg("game not in skill phase"))
}
game.add_skill(account.id, params.cryp_id, params.target_team_id, params.skill)?;
if game.skill_phase_finished() {
game.target_phase_start();
}
game_update(&game, tx)?;
Ok(game)
}
pub fn game_target(params: GameTargetParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
let query = "
SELECT *
FROM games
WHERE id = $1
";
let result = tx
.query(query, &[&params.game_id])?;
let returned = match result.iter().next() {
Some(row) => row,
None => return Err(err_msg("game not found")),
};
// tells from_slice to cast into a cryp
let game_bytes: Vec<u8> = returned.get("data");
let mut game = from_slice::<Game>(&game_bytes)?;
game.add_target(account.id, params.cryp_id, params.skill_id)?;
if game.target_phase_finished() {
game.resolve_phase_start();
}
game_update(&game, tx)?;
Ok(game)
}
pub fn game_write(game: &Game, tx: &mut Transaction) -> Result<(), Error> {
let game_bytes = to_vec(&game)?;
let query = "
INSERT INTO games (id, joinable, data)
VALUES ($1, $2, $3)
RETURNING id;
";
let result = tx
.query(query, &[&game.id, &game.joinable(), &game_bytes])?;
result.iter().next().ok_or(format_err!("no game written"))?;
// println!("{:} wrote game", game.id);
return Ok(());
}
pub fn game_state(params: GameStateParams, tx: &mut Transaction, _account: &Account) -> Result<Game, Error> {
return game_get(tx, params.id)
}
pub fn game_get(tx: &mut Transaction, id: Uuid) -> Result<Game, Error> {
let query = "
SELECT *
FROM games
WHERE id = $1
";
let result = tx
.query(query, &[&id])?;
let returned = match result.iter().next() {
Some(row) => row,
None => return Err(err_msg("game not found")),
};
// tells from_slice to cast into a cryp
let game_bytes: Vec<u8> = returned.get("data");
let game = from_slice::<Game>(&game_bytes)?;
return Ok(game);
}
pub fn players_write(account: &Account, game_id: Uuid, tx: &mut Transaction) -> Result<(), Error> {
// pve
let id = Uuid::new_v4();
let query = "
INSERT INTO players (id, game, account)
VALUES ($1, $2, $3)
RETURNING id, account;
";
let result = tx
.query(query, &[&id, &game_id, &account.id])?;
let _returned = result.iter().next().expect("no row written");
println!("wrote player {:} joined game: {:}", account.name, game_id);
return Ok(());
}
pub fn game_update(game: &Game, tx: &mut Transaction) -> Result<(), Error> {
let game_bytes = to_vec(&game)?;
let query = "
UPDATE games
SET data = $1, joinable = $2
WHERE id = $3
RETURNING id, data;
";
let result = tx
.query(query, &[&game_bytes, &game.joinable(), &game.id])?;
result.iter().next().ok_or(format_err!("game {:?} could not be written", game))?;
if game.finished() {
if let Some(t) = game.winner() {
if !t.id.is_nil() {
item_drop(tx, t.id)?;
}
}
}
return Ok(());
}
fn generate_mob(lvl: u8) -> Cryp {
let mut rng = thread_rng();
let name: String = iter::repeat(())
.map(|()| rng.sample(Alphanumeric))
.take(8)
.collect();
// rng panics on min == max
// let mob_lvl: u8 = match lvl {
// 1 => 1,
// _ => rng.gen_range(lvl.saturating_sub(2), lvl)
// };
return Cryp::new()
.named(&name)
.level(lvl)
.create();
}
fn generate_mob_team(mode: PveMode, cryps: &Vec<Cryp>) -> Team {
let mut mob_team = Team::new(Uuid::nil());
// Default settings
let mut team_size = 1;
// Modify the NPC cryps for game mode settings
let mob_lvl = match mode {
PveMode::Normal => {
team_size = cryps.len();
cryps.iter().max_by_key(|c| c.lvl).unwrap().lvl
},
PveMode::Boss => cryps.iter().max_by_key(|c| c.lvl).unwrap().lvl + 2,
};
// Generate and return the NPC team based on settings
let mobs = iter::repeat_with(|| generate_mob(mob_lvl).set_account(Uuid::nil()))
.take(team_size)
.collect::<Vec<Cryp>>();
mob_team.set_cryps(mobs);
return mob_team;
}
pub fn game_pve_new(cryp_ids: Vec<Uuid>, mode: PveMode, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
let cryps = cryp_ids
.iter()
.map(|id| cryp_get(tx, *id, account.id))
.collect::<Result<Vec<Cryp>, Error>>()?;
if cryps.len() > 3 {
return Err(err_msg("team size too large (3 max)"));
}
// create the game
let mut game = Game::new();
// let game_id = game.id;
game
.set_pve(true)
.set_team_num(2)
.set_team_size(cryps.len());
// create the mob team
let mob_team = generate_mob_team(mode, &cryps);
// add the players
let mut plr_team = Team::new(account.id);
plr_team
.set_cryps(cryps);
game
.team_add(plr_team)?
.team_add(mob_team)?;
game.start();
return Ok(game);
}
pub fn game_pve(params: GamePveParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
let game = game_pve_new(params.cryp_ids, params.mode, tx, account)?;
// persist
game_write(&game, tx)?;
Ok(game)
}
pub fn game_pvp(params: GamePvpParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
let cryps = params.cryp_ids
.iter()
.map(|id| cryp_get(tx, *id, account.id))
.collect::<Result<Vec<Cryp>, Error>>()?;
// create the game
let mut game = Game::new();
let game_id = game.id;
game
.set_pve(false)
.set_team_num(2)
.set_team_size(cryps.len());
// create the initiators team
let mut team = Team::new(account.id);
team.set_cryps(cryps);
game.team_add(team)?;
// persist
game_write(&game, tx)?;
players_write(account, game_id, tx)?;
Ok(game)
}
pub fn game_join(params: GameJoinParams, tx: &mut Transaction, account: &Account) -> Result<Game, Error> {
let mut game = game_get(tx, params.game_id)?;
// rejoining a game from the FE list
if game.already_joined(account.id) {
return Ok(game);
}
// ok actually adding a new team
let game_id = game.id;
let cryps = params.cryp_ids
.iter()
.map(|id| cryp_get(tx, *id, account.id))
.collect::<Result<Vec<Cryp>, Error>>()?;
if cryps.len() != game.team_size {
return Err(format_err!("incorrect team size. ({:})", game.team_size));
}
let mut team = Team::new(account.id);
team.set_cryps(cryps);
game.team_add(team)?;
if game.can_start() {
game.start();
}
game_update(&game, tx)?;
players_write(account, game_id, tx)?;
Ok(game)
}
pub fn game_joinable_list(tx: &mut Transaction, _account: &Account) -> Result<Vec<Game>, Error> {
let query = "
SELECT games.data
FROM games
WHERE joinable;
";
let result = tx
.query(query, &[])?;
let games: Result<Vec<Game>, _> = result.iter().map(|row| {
let cryp_bytes: Vec<u8> = row.get(0);
from_slice::<Game>(&cryp_bytes)
}).collect();
// catch any errors
if games.is_err() {
return Err(err_msg("could not deserialize a game"));
}
// now unwrap is safe
return Ok(games.unwrap());
}
#[cfg(test)]
mod tests {
use game::*;
use cryp::*;
fn create_test_game() -> Game {
let x = Cryp::new()
.named(&"pronounced \"creeep\"".to_string())
.level(8)
.learn(Skill::TestStun)
.learn(Skill::TestTouch)
.learn(Skill::TestBlock)
.learn(Skill::TestParry)
.learn(Skill::TestDrain)
.learn(Skill::Empower)
.learn(Skill::Block)
.create();
let y = Cryp::new()
.named(&"lemongrass tea".to_string())
.level(8)
.learn(Skill::TestStun)
.learn(Skill::TestTouch)
.learn(Skill::TestBlock)
.learn(Skill::TestParry)
.learn(Skill::TestDrain)
.learn(Skill::Empower)
.learn(Skill::Block)
.create();
let mut game = Game::new();
game
.set_team_num(2)
.set_team_size(1)
.set_pve(false);
let x_team_id = Uuid::new_v4();
let mut x_team = Team::new(x_team_id);
x_team
.set_cryps(vec![x]);
let y_team_id = Uuid::new_v4();
let mut y_team = Team::new(y_team_id);
y_team
.set_cryps(vec![y]);
game
.team_add(x_team).unwrap()
.team_add(y_team).unwrap();
assert!(game.can_start());
game.start();
return game;
}
fn create_2v2_test_game() -> Game {
let i = Cryp::new()
.named(&"pretaliate".to_string())
.level(8)
.learn(Skill::TestTouch)
.create();
let j = Cryp::new()
.named(&"poy sian".to_string())
.level(8)
.learn(Skill::TestTouch)
.create();
let x = Cryp::new()
.named(&"pronounced \"creeep\"".to_string())
.level(8)
.learn(Skill::TestTouch)
.create();
let y = Cryp::new()
.named(&"lemongrass tea".to_string())
.level(8)
.learn(Skill::TestTouch)
.create();
let mut game = Game::new();
game
.set_team_num(2)
.set_team_size(2)
.set_pve(false);
let i_team_id = Uuid::new_v4();
let mut i_team = Team::new(i_team_id);
i_team
.set_cryps(vec![i,j]);
let x_team_id = Uuid::new_v4();
let mut x_team = Team::new(x_team_id);
x_team
.set_cryps(vec![x,y]);
game
.team_add(i_team).unwrap()
.team_add(x_team).unwrap();
assert!(game.can_start());
game.start();
return game;
}
#[test]
fn phase_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
let x_attack_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::Attack).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::Attack).unwrap();
assert!(game.skill_phase_finished());
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_attack_id).unwrap();
assert!(game.target_phase_finished());
game.resolve_phase_start();
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
return;
}
#[test]
fn stun_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestStun).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
assert!(game.skill_phase_finished());
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
assert!(game.target_phase_finished());
game.resolve_phase_start();
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
assert!(game.team_by_id(y_team.id).cryps[0].is_stunned());
assert!(game.team_by_id(y_team.id).skills_required() == 0);
}
#[test]
fn ko_resolution_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
game.team_by_id(y_team.id).cryp_by_id(y_cryp.id).unwrap().phys_dmg.set(u64::max_value());
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestStun).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::Attack).unwrap();
assert!(game.skill_phase_finished());
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
assert!(game.target_phase_finished());
game.resolve_phase_start();
// resolution should have been prevented by KO
// println!("{:#?}", game);
assert!(!game.team_by_id(y_team.id).cryps[0].is_stunned());
assert!(game.phase == Phase::Finish);
}
#[test]
fn cooldown_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
let x_stun_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestTouch).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_stun_id).unwrap();
game.resolve_phase_start();
// should auto progress back to skill phase
assert!(game.phase == Phase::Skill);
// after 1 turn block should be off cooldown
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Empower).is_some());
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_none());
// second round
// now we block and it should go back on cd
let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::Block).unwrap();
let y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_touch_id).unwrap();
game.resolve_phase_start();
assert!(game.team_by_id(x_team.id).cryps[0].skill_on_cd(Skill::Block).is_some());
assert!(game.team_by_id(y_team.id).cryps[0].skill_on_cd(Skill::Empower).is_none());
}
#[test]
fn parry_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
let _x_block_id = game.add_skill(x_team.id, x_cryp.id, None, Skill::TestParry).unwrap();
let y_attack_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestStun).unwrap();
game.target_phase_start();
// ensure you can't target another team's skills
assert!(game.add_target(x_team.id, y_cryp.id, y_attack_id).is_err());
game.add_target(x_team.id, x_cryp.id, y_attack_id).unwrap();
game.resolve_phase_start();
// should not be stunned because of parry
assert!(game.team_by_id(x_team.id).cryps[0].is_stunned() == false);
}
#[test]
fn drain_test() {
let mut game = create_test_game();
let x_team = game.teams[0].clone();
let y_team = game.teams[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = y_team.cryps[0].clone();
let x_drain_id = game.add_skill(x_team.id, x_cryp.id, Some(y_team.id), Skill::TestDrain).unwrap();
let y_touch_id = game.add_skill(y_team.id, y_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
game.target_phase_start();
game.add_target(x_team.id, x_cryp.id, y_touch_id).unwrap();
game.add_target(y_team.id, y_cryp.id, x_drain_id).unwrap();
game.resolve_phase_start();
game.add_skill(x_team.id, x_cryp.id, None, Skill::TestBlock).unwrap();
game.add_skill(y_team.id, y_cryp.id, None, Skill::TestBlock).unwrap();
game.target_phase_start();
assert!(game.resolved.iter().any(|r| r.skill == Skill::DrainTick));
}
#[test]
fn ko_pve_test() {
let mut game = create_2v2_test_game();
let i_team = game.teams[0].clone();
let x_team = game.teams[1].clone();
let i_cryp = i_team.cryps[0].clone();
let j_cryp = i_team.cryps[1].clone();
let x_cryp = x_team.cryps[0].clone();
let y_cryp = x_team.cryps[1].clone();
let i_attack_id = game.add_skill(i_team.id, i_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
let j_attack_id = game.add_skill(i_team.id, j_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
let x_attack_id = game.add_skill(x_team.id, x_cryp.id, Some(i_team.id), Skill::TestTouch).unwrap();
let y_attack_id = game.add_skill(x_team.id, y_cryp.id, Some(i_team.id), Skill::TestTouch).unwrap();
assert!(game.skill_phase_finished());
game.target_phase_start();
game.add_target(i_team.id, i_cryp.id, x_attack_id).unwrap();
game.add_target(i_team.id, j_cryp.id, y_attack_id).unwrap();
game.add_target(x_team.id, x_cryp.id, i_attack_id).unwrap();
game.add_target(x_team.id, y_cryp.id, j_attack_id).unwrap();
assert!(game.target_phase_finished());
game.resolve_phase_start();
assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
// kill a cryp
game.team_by_id(i_team.id).cryp_by_id(i_cryp.id).unwrap().hp.reduce(u64::max_value());
// add some more skills
let j_attack_id = game.add_skill(i_team.id, j_cryp.id, Some(x_team.id), Skill::TestTouch).unwrap();
let x_attack_id = game.add_skill(x_team.id, x_cryp.id, Some(i_team.id), Skill::TestTouch).unwrap();
let y_attack_id = game.add_skill(x_team.id, y_cryp.id, Some(i_team.id), Skill::TestTouch).unwrap();
assert!(game.skill_phase_finished());
game.target_phase_start();
assert!(game.team_by_id(i_team.id).skills_required() == 1);
assert!(game.cryp_targetable(i_team.id, i_cryp.id).is_err());
assert!(game.cryp_targetable(i_team.id, j_cryp.id).is_ok());
game.add_target(i_team.id, j_cryp.id, x_attack_id).unwrap();
game.add_target(i_team.id, j_cryp.id, y_attack_id).unwrap();
game.add_target(x_team.id, x_cryp.id, j_attack_id).unwrap();
game.add_target(x_team.id, y_cryp.id, j_attack_id).unwrap();
assert!(game.target_phase_finished());
return;
}
}