feat: m3 kampf, events und trigger
Der Dungeon hat jetzt Gegner, und man kann sterben.
- game/action.rs: sieben Schadenstypen, fuenf der zehn Aktionen, Target
- game/condition.rs: Bedingungsgrammatik (Liste = UND, not je Eintrag)
- game/event.rs: zwoelf Events, Trigger als vierte Wirkungsform
- game/combat.rs: Treffer- und Schadensformel mit drei Klemmbereichen
- Game::apply, drain_events (FIFO), Initiative, Rundenablauf aus Ticket 14
- data/: abilities-, creatures- und modifiers-Registry, [balance] feldweise
- ui/: Combat-Screen mit Faehigkeitsmenue und Sperrgrund
Drei Befunde:
- Die Trefferformel war toter Code — jeder Angriff traf. Nur der Compiler
hat es gemeldet ('hit_chance is never used'). Test haelt sie am Leben.
- Die Warteschlange war ein Stack (pop statt pop_front), obwohl Ticket 08
ausdruecklich 'haengt es hinten an' sagt. Jetzt VecDeque.
- Benannte Modifikatoren (core:poisoned) hatten keine Registry — Ticket 01
laesst apply_modifier per ID referenzieren, aber keine der zwoelf
definierte sie. Das ist die dreizehnte.
43 Tests.
This commit is contained in:
834
src/game/mod.rs
834
src/game/mod.rs
@@ -1,15 +1,22 @@
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//! Der Spielkern. **Kennt ratatui nicht** — `tests/boundaries.rs` prueft das.
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pub mod action;
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pub mod attributes;
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pub mod combat;
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pub mod command;
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pub mod condition;
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pub mod creature;
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pub mod event;
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pub mod floor;
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pub mod generate;
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pub mod rng;
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pub use action::{Action, ActiveModifier, DamageType, StateField, Target};
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pub use attributes::{Attribute, Modifier};
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pub use command::{Command, Direction, Outcome};
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pub use condition::{Check, Condition, Who};
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pub use creature::{Creature, CreatureRef, ItemInstance};
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pub use event::{Event, EventKind, Trigger};
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pub use floor::{Floor, Tile};
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pub use rng::Rng;
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@@ -19,9 +26,6 @@ use crate::data::Registries;
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/// Etage — es gibt keine Zahl „5" im Code.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum RunOutcome {
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/// TODO(M3): wird gesetzt, sobald es Kampf gibt und der Held sterben kann.
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/// Der `GameOver`-Screen zeigt beide Enden bereits.
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#[allow(dead_code)]
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Died,
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Won,
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}
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@@ -36,9 +40,13 @@ pub struct Game {
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/// Im Speicherstand, damit Nachladen nicht neu wuerfelt (Ticket 14).
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pub rng: Rng,
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pub over: Option<RunOutcome>,
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/// Warteschlange statt Rekursion (Ticket 08): Synchron zu feuern hiesse,
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/// ueber `self.enemies` zu iterieren, waehrend `self.apply` erneut laeuft.
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pub events: std::collections::VecDeque<Event>,
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/// Letzte Meldung fuer die Statuszeile.
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pub last: String,
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// TODO(M3): `events: Vec<Event>` — die Warteschlange aus Ticket 08.
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/// Kampflog, die letzten Zeilen.
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pub journal: Vec<String>,
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// TODO(M4): `quests`, `current_exp`, `unspent_points` (Ticket 15 — an
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// `Game`, nicht am `Creature`).
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}
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@@ -61,7 +69,9 @@ impl Game {
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turn: 0,
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rng,
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over: None,
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events: std::collections::VecDeque::new(),
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last: String::from("—"),
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journal: Vec::new(),
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})
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}
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@@ -72,6 +82,13 @@ impl Game {
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}
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}
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fn creature_mut(&mut self, who: CreatureRef) -> &mut Creature {
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match who {
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CreatureRef::Player => &mut self.player,
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CreatureRef::Enemy(i) => &mut self.enemies[i],
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}
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}
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/// Der Lesezugang liegt auf `Game`, nicht auf `Creature` — eine Aura wohnt
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/// beim Traeger und wird beim Auslesen des Ziels eingesammelt (Ticket 01),
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/// ein `Creature` kann seine Attribute also gar nicht allein ausrechnen.
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@@ -102,61 +119,580 @@ impl Game {
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.iter()
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});
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// TODO(M3): Affix-Modifikatoren des Exemplars, befristete Modifikatoren
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// am Traeger, und `_against` fuer bedingte Modifikatoren
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// („+5 Schaden gegen Untote", Ticket 08).
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attributes::stack(c.base.get(attr), from_options.chain(from_equipment), attr)
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let mut value = attributes::stack(c.base.get(attr), from_options.chain(from_equipment), attr);
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// Vierte Quelle: befristete Modifikatoren am Traeger. Sie werden
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// **nicht** beim Anlegen hineinkopiert — das machte das Lesen billiger
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// und das Schreiben gefaehrlich (Ticket 07).
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let (flat, percent) = c
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.modifiers
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.iter()
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.filter(|m| m.attribute == attr && m.damage_type.is_none())
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.fold((0.0, 0.0), |(f, p), m| (f + m.flat, p + m.percent));
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value = (value + flat) * (1.0 + percent / 100.0);
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// TODO(M4): Affix-Modifikatoren des Exemplars und `_against` fuer
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// bedingte Modifikatoren („+5 gegen Untote", Ticket 08).
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value
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}
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/// Resistenz ist **typ-indiziert** und der einzige Minderungsmechanismus
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/// (Ticket 01). Basis ist null — ein Wesen ohne Resistenz-Modifikatoren
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/// nimmt vollen Schaden.
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pub fn resistance(&self, who: CreatureRef, dt: DamageType, reg: &Registries) -> f32 {
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let c = self.creature(who);
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let matching = |m: &&Modifier| {
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m.attribute == Attribute::Resistance && m.damage_type == Some(dt)
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};
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let from_options = c
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.options
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.iter()
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.filter_map(|id| reg.options.get(id))
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.flat_map(|o| o.modifiers.iter());
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let from_equipment = c.equipment.values().flat_map(|inst| {
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reg.items.get(&inst.def).map(|i| i.modifiers.as_slice()).unwrap_or(&[]).iter()
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});
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let flat: f32 = from_options
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.chain(from_equipment)
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.filter(matching)
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.map(|m| m.flat)
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.sum::<f32>()
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+ c.modifiers
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.iter()
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.filter(|m| m.attribute == Attribute::Resistance && m.damage_type == Some(dt))
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.map(|m| m.flat)
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.sum::<f32>();
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flat / 100.0
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}
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// ========================================================================
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// Bedingungen — Ticket 08
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// ========================================================================
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fn who_ref(&self, who: Who, zelf: CreatureRef, target: Option<CreatureRef>) -> Option<CreatureRef> {
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match who {
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Who::Zelf => Some(zelf),
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Who::Target => target,
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}
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}
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/// Eine Liste ist implizit **UND**, jeder Eintrag ueber `not` negierbar.
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pub fn conditions_hold(
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&self,
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conds: &[Condition],
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zelf: CreatureRef,
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target: Option<CreatureRef>,
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reg: &Registries,
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) -> bool {
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conds.iter().all(|c| {
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let Some(subject) = self.who_ref(c.who(), zelf, target) else {
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// Kein Ziel vorhanden: Die Bedingung kann nicht halten.
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return c.not;
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};
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self.check_holds(&c.check, subject, reg) != c.not
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})
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}
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fn check_holds(&self, check: &Check, subject: CreatureRef, reg: &Registries) -> bool {
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let c = self.creature(subject);
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match check {
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Check::HasTag { value, .. } => c.tags.iter().any(|t| t == value),
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Check::Attribute { attribute, at_least, below, .. } => {
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let v = self.attribute(subject, *attribute, None, reg);
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at_least.is_none_or(|min| v >= min) && below.is_none_or(|max| v < max)
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}
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Check::HasItem { item, count, .. } => {
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let n = c.inventory.iter().filter(|i| &i.def == item).count() as u32;
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n >= *count
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}
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Check::HealthBelow { value, .. } => {
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let max = self.attribute(subject, Attribute::MaxHealth, None, reg);
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max > 0.0 && c.health / max < *value
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}
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}
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}
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// ========================================================================
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// Trigger — gesucht, nicht indiziert (Ticket 08)
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// ========================================================================
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/// Sammelt alle Trigger eines Wesens fuer ein Event. Ein Index muesste bei
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/// jedem An- und Ablegen, jedem Loot und jedem Affix-Wechsel gepflegt
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/// werden — genau das Invalidierungsproblem, das Ticket 07 vermieden hat.
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fn triggers_for<'r>(
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&self,
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who: CreatureRef,
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kind: EventKind,
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reg: &'r Registries,
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) -> Vec<&'r Trigger> {
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let c = self.creature(who);
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let mut out: Vec<&Trigger> = Vec::new();
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if let Some(def) = c.def.as_ref().and_then(|id| reg.creatures.get(id)) {
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out.extend(def.triggers.iter());
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}
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for m in &c.modifiers {
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if let Some(def) = reg.modifiers.get(&m.id) {
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out.extend(def.triggers.iter());
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}
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}
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// TODO(M4): Trigger an Gegenstaenden, Affixen und Charakteroptionen —
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// sie brauchen dieselben drei Zeilen, sobald die Registries
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// das Feld tragen.
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out.retain(|t| t.on == kind);
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out
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}
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// ========================================================================
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// Aktionen — Ticket 01
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// ========================================================================
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/// Der **eine** Eingang fuer Zustandsaenderungen (Ticket 07).
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pub fn apply(
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&mut self,
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action: &Action,
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source: CreatureRef,
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target: CreatureRef,
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reg: &Registries,
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) {
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let victim = match action.target() {
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Target::Zelf => source,
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Target::Other | Target::AllEnemies => target,
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};
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match action {
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Action::Damage { amount, scale, damage_type, .. } => {
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// Erst die Trefferfrage. Der Klemmbereich haelt jeden Kampf
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// entscheidbar: fuenf Prozent Rest in beide Richtungen.
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let hit = self.attribute(source, Attribute::HitChance, Some(victim), reg);
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let dodge = self.attribute(victim, Attribute::Dexterity, None, reg);
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let p = combat::hit_chance(hit, dodge, ®.balance);
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if !self.rng.chance(p) {
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self.log(format!(
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"{} verfehlt {}",
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self.creature(source).name,
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self.creature(victim).name
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));
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return;
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}
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let atk = self.attribute(source, Attribute::Damage, Some(victim), reg);
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let raw = combat::raw_damage(*amount, *scale, atk);
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let crit_chance = self.attribute(source, Attribute::CriticalChance, None, reg);
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let critical = self.rng.chance(crit_chance / 100.0);
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let crit_factor = self.attribute(source, Attribute::CriticalFactor, None, reg);
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let resist = self.resistance(victim, *damage_type, reg);
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let dealt = combat::final_damage(raw, critical, crit_factor, resist, ®.balance);
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self.creature_mut(victim).health -= dealt as f32;
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self.log(format!(
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"{} trifft {} für {dealt} {}{}",
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self.creature(source).name,
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self.creature(victim).name,
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damage_type.name(),
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if critical { " (kritisch!)" } else { "" }
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));
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// `attack_hit` beim Angreifer, `damage_taken` beim Getroffenen —
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// getrennt, weil dort das flammende Schwert und hier der
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// Dornenpanzer haengt (Ticket 08/14). Beide feuern **nach** dem
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// Schaden: Ein Trigger, der Brennen auflegt, ist ein eigener
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// Schadensfall mit eigener Minderungskette.
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self.events.push_back(Event::new(EventKind::AttackHit, source).to(victim));
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self.events.push_back(Event::new(EventKind::DamageTaken, victim).to(source));
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self.check_death(victim, source);
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}
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Action::ChangeAttribute { attribute, amount, .. } => {
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let (max_attr, field) = match attribute {
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StateField::Health => (Attribute::MaxHealth, 0),
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StateField::Stamina => (Attribute::MaxStamina, 1),
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};
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let max = self.attribute(victim, max_attr, None, reg);
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let c = self.creature_mut(victim);
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if field == 0 {
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c.health = (c.health + amount).clamp(0.0, max);
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} else {
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c.stamina = (c.stamina + amount).clamp(0.0, max);
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}
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self.check_death(victim, source);
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}
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Action::ApplyModifier { modifier, .. } => {
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let Some(def) = reg.modifiers.get(modifier) else {
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return; // beim Laden bereits gemeldet
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};
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let c = self.creature_mut(victim);
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// Erneutes Auflegen frischt auf, statt zu stapeln.
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c.modifiers.retain(|m| m.id != *modifier);
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for change in &def.attributes {
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c.modifiers.push(ActiveModifier {
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id: def.id.clone(),
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attribute: change.attribute,
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damage_type: change.damage_type,
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flat: change.flat,
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percent: change.percent,
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turns_left: def.turns,
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name: def.name.clone(),
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symbol: def.symbol,
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});
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}
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self.log(format!("{}: {}", self.creature(victim).name, def.name));
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}
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Action::RemoveModifier { modifier, .. } => {
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self.creature_mut(victim).modifiers.retain(|m| m.id != *modifier);
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}
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Action::Flee => {
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let own = self.attribute(source, Attribute::Dexterity, None, reg);
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// Gerechnete Werte, nicht Basiswerte — sonst ignoriert die
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// Flucht jeden Modifikator auf die Geschicklichkeit des Gegners.
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let fastest = (0..self.enemies.len())
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.map(|i| {
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self.attribute(CreatureRef::Enemy(i), Attribute::Dexterity, None, reg)
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})
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.fold(0.0f32, f32::max);
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let p = combat::flee_chance(own, fastest, ®.balance);
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if self.rng.chance(p) {
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self.enemies.clear();
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self.log(String::from("Du entkommst."));
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self.events.push_back(Event::new(EventKind::CombatEnded, CreatureRef::Player));
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} else {
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self.log(String::from("Die Flucht misslingt."));
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}
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}
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}
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}
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fn check_death(&mut self, who: CreatureRef, killer: CreatureRef) {
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if self.creature(who).is_alive() {
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return;
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}
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let name = self.creature(who).name.clone();
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self.log(format!("{name} fällt."));
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self.events.push_back(Event::new(EventKind::CreatureDied, who).to(killer));
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if who == CreatureRef::Player {
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self.over = Some(RunOutcome::Died);
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}
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}
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// ========================================================================
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// Events — Warteschlange statt Rekursion (Ticket 08)
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// ========================================================================
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/// Arbeitet die Warteschlange leer. **Nach jeder einzelnen Handlung**, nicht
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/// einmal am Zugende: Sonst schlaegt ein Gegner zu, den ein Dornenpanzer
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/// eine Handlung zuvor getoetet hat.
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fn drain_events(&mut self, reg: &Registries) {
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let mut budget = 100; // Zaehler statt Zyklengraph (Ticket 08)
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while let Some(event) = self.events.pop_front() {
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budget -= 1;
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if budget == 0 {
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self.log(String::from("Zu viele Ereignisse in einem Zug — abgebrochen."));
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self.events.clear();
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return;
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}
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// Im Trigger ist `self` immer sein Traeger, `target` die andere
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// Seite des Events (Ticket 08).
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for carrier in self.participants() {
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// Die Referenzen binden nur an `reg`, nicht an `self` — deshalb
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// darf `apply` gleich danach mutieren, ohne zu klonen.
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let triggers = self.triggers_for(carrier, event.kind, reg);
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for t in triggers {
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let other = if carrier == event.source { event.target } else { Some(event.source) };
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if !self.conditions_hold(&t.condition, carrier, other, reg) {
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continue;
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}
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if t.chance < 1.0 && !self.rng.chance(t.chance) {
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continue;
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}
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for action in &t.actions {
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let target = other.unwrap_or(carrier);
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self.apply(action, carrier, target, reg);
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}
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}
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}
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}
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}
|
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fn participants(&self) -> Vec<CreatureRef> {
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std::iter::once(CreatureRef::Player)
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.chain((0..self.enemies.len()).map(CreatureRef::Enemy))
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.collect()
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}
|
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|
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pub fn log(&mut self, line: String) {
|
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self.last = line.clone();
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self.journal.push(line);
|
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if self.journal.len() > 60 {
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self.journal.remove(0);
|
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}
|
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}
|
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|
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/// Der **eine** Eingang, an dem ein Zug endet (Ticket 11).
|
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pub fn execute(&mut self, cmd: Command, reg: &Registries) -> Outcome {
|
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let outcome = match cmd {
|
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Command::Move(dir) => self.step(dir),
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Command::Wait => {
|
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self.last = String::from("gewartet");
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Outcome::TurnPassed
|
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}
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Command::Descend => self.descend(reg),
|
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};
|
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|
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// Nur ausgefuehrte Kommandos kosten einen Zug (Ticket 12).
|
||||
if matches!(outcome, Outcome::TurnPassed) {
|
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self.turn += 1;
|
||||
// TODO(M3): befristete Modifikatoren ticken, Ausdauer regeneriert,
|
||||
// Abklingzeiten sinken, `turn_started` feuern, dann die
|
||||
// Event-Warteschlange leerarbeiten (Ticket 08/14).
|
||||
if self.over.is_some() {
|
||||
return Outcome::Rejected("Der Lauf ist vorbei");
|
||||
}
|
||||
outcome
|
||||
|
||||
// Erst pruefen, ob das Kommando ueberhaupt ausfuehrbar ist — ein
|
||||
// abgewiesenes darf keinen Zug kosten und keinen Gegner handeln lassen.
|
||||
if let Some(reason) = self.rejects(&cmd, reg) {
|
||||
return Outcome::Rejected(reason);
|
||||
}
|
||||
|
||||
// 1. turn_started
|
||||
self.events.push_back(Event::new(EventKind::TurnStarted, CreatureRef::Player));
|
||||
|
||||
// 2. Modifikatoren ticken, Ausdauer regeneriert, Abklingzeiten sinken
|
||||
self.tick(reg);
|
||||
|
||||
// 3. Teilnehmer handeln in Initiativreihenfolge, der Spieler-Command an
|
||||
// seinem Platz — Abbruch, sobald der Held tot ist.
|
||||
for who in self.initiative_order() {
|
||||
if self.over.is_some() {
|
||||
break;
|
||||
}
|
||||
match who {
|
||||
CreatureRef::Player => self.perform(&cmd, reg),
|
||||
CreatureRef::Enemy(i) => self.enemy_acts(i, reg),
|
||||
}
|
||||
// 4. nach *jeder* Handlung leerarbeiten
|
||||
self.drain_events(reg);
|
||||
}
|
||||
|
||||
// 5. Tote entfernen — erst **nach** dem Leeren, sonst zeigt ein
|
||||
// creature_died-Trigger auf einen bereits entfernten Gegner.
|
||||
let vorher = self.enemies.len();
|
||||
self.enemies.retain(|e| e.is_alive());
|
||||
if vorher > 0 && self.enemies.is_empty() && self.over.is_none() {
|
||||
self.log(String::from("Der Raum ist geräumt."));
|
||||
self.events.push_back(Event::new(EventKind::CombatEnded, CreatureRef::Player));
|
||||
self.drain_events(reg);
|
||||
}
|
||||
|
||||
// 6.
|
||||
self.turn += 1;
|
||||
Outcome::TurnPassed
|
||||
}
|
||||
|
||||
fn step(&mut self, dir: Direction) -> Outcome {
|
||||
/// Grund, warum das Kommando gar nicht erst laeuft — oder `None`.
|
||||
fn rejects(&self, cmd: &Command, reg: &Registries) -> Option<&'static str> {
|
||||
let in_combat = !self.enemies.is_empty();
|
||||
match cmd {
|
||||
Command::Move(dir) if in_combat => {
|
||||
let _ = dir;
|
||||
Some("Nicht im Kampf — kämpfe oder fliehe")
|
||||
}
|
||||
Command::Move(dir) => {
|
||||
let (nx, ny) = self.step_target(*dir);
|
||||
(self.floor.tile(nx, ny) == Tile::Wall).then_some("Da ist eine Wand")
|
||||
}
|
||||
Command::Descend if in_combat => Some("Nicht im Kampf"),
|
||||
Command::Descend => (self.floor.tile(self.player_pos.0, self.player_pos.1)
|
||||
!= Tile::Stairs)
|
||||
.then_some("Hier ist keine Treppe"),
|
||||
Command::UseAbility { ability, .. } => {
|
||||
self.ability_block(CreatureRef::Player, ability, reg)
|
||||
}
|
||||
Command::Wait => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Alle Faehigkeiten eines Wesens, in stabiler Reihenfolge.
|
||||
///
|
||||
/// `core:attack` und `core:flee` sind **jedem Wesen implizit gewaehrt**
|
||||
/// (Nachtrag aus Ticket 09): Faehigkeiten kommen sonst nur von
|
||||
/// Charakteroptionen und Gegenstaenden, und ein Held ohne Klasse und ohne
|
||||
/// Waffe koennte nicht einmal angreifen.
|
||||
pub fn abilities_of(&self, who: CreatureRef, reg: &Registries) -> Vec<String> {
|
||||
let mut out = vec![String::from("core:attack"), String::from("core:flee")];
|
||||
out.extend(self.creature(who).abilities.iter().cloned());
|
||||
// TODO(M4): Faehigkeiten aus Charakteroptionen und Ausruestung — beide
|
||||
// Registries brauchen dafuer erst ein `abilities`-Feld.
|
||||
out.retain(|id| reg.abilities.contains_key(id));
|
||||
out.dedup();
|
||||
out
|
||||
}
|
||||
|
||||
/// Warum eine Faehigkeit gesperrt ist (Ticket 14) — oder `None`.
|
||||
pub fn ability_block(
|
||||
&self,
|
||||
who: CreatureRef,
|
||||
ability: &str,
|
||||
reg: &Registries,
|
||||
) -> Option<&'static str> {
|
||||
let Some(def) = reg.abilities.get(ability) else {
|
||||
return Some("Unbekannte Fähigkeit");
|
||||
};
|
||||
let c = self.creature(who);
|
||||
|
||||
if c.stamina < def.cost {
|
||||
return Some("Nicht genug Ausdauer");
|
||||
}
|
||||
if c.cooldowns.get(ability).is_some_and(|t| *t > 0) {
|
||||
return Some("Noch nicht bereit");
|
||||
}
|
||||
let target = (!self.enemies.is_empty()).then_some(CreatureRef::Enemy(0));
|
||||
if !self.conditions_hold(&def.condition, who, target, reg) {
|
||||
return Some("Bedingung nicht erfüllt");
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
fn tick(&mut self, reg: &Registries) {
|
||||
let regen = reg.balance.stamina_regen;
|
||||
for who in self.participants() {
|
||||
let max_stamina = self.attribute(who, Attribute::MaxStamina, None, reg);
|
||||
let c = self.creature_mut(who);
|
||||
c.stamina = (c.stamina + regen).min(max_stamina);
|
||||
for t in c.cooldowns.values_mut() {
|
||||
*t = t.saturating_sub(1);
|
||||
}
|
||||
// Eine Uhr: der Zug. Debuffs ticken auch beim Erkunden (Ticket 01).
|
||||
for m in &mut c.modifiers {
|
||||
m.turns_left = m.turns_left.saturating_sub(1);
|
||||
}
|
||||
c.modifiers.retain(|m| m.turns_left > 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// Reihenfolge innerhalb eines Zuges. Gleichstand geht an den Spieler —
|
||||
/// deterministisch und zu seinen Gunsten (Ticket 14).
|
||||
fn initiative_order(&self) -> Vec<CreatureRef> {
|
||||
let mut order = self.participants();
|
||||
order.sort_by_key(|w| {
|
||||
let init = self.creature(*w).initiative;
|
||||
(-init, matches!(w, CreatureRef::Enemy(_)))
|
||||
});
|
||||
order
|
||||
}
|
||||
|
||||
fn perform(&mut self, cmd: &Command, reg: &Registries) {
|
||||
match cmd {
|
||||
Command::Move(dir) => self.step(*dir),
|
||||
Command::Wait => self.log(String::from("gewartet")),
|
||||
Command::Descend => self.descend(reg),
|
||||
Command::UseAbility { ability, target } => {
|
||||
self.use_ability(CreatureRef::Player, ability, *target, reg)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn use_ability(
|
||||
&mut self,
|
||||
who: CreatureRef,
|
||||
ability: &str,
|
||||
target: CreatureRef,
|
||||
reg: &Registries,
|
||||
) {
|
||||
let Some(def) = reg.abilities.get(ability) else { return };
|
||||
|
||||
let c = self.creature_mut(who);
|
||||
c.stamina -= def.cost;
|
||||
if def.cooldown > 0 {
|
||||
c.cooldowns.insert(ability.to_string(), def.cooldown);
|
||||
}
|
||||
|
||||
for action in &def.actions {
|
||||
self.apply(action, who, target, reg);
|
||||
}
|
||||
}
|
||||
|
||||
/// Erster passender **und verfuegbarer** Eintrag der `ai`-Liste gewinnt.
|
||||
/// Passt nichts, setzt der Gegner aus — einer, der die Runde blockiert,
|
||||
/// waere schlimmer als einer, der nichts tut (Ticket 14).
|
||||
fn enemy_acts(&mut self, i: usize, reg: &Registries) {
|
||||
let me = CreatureRef::Enemy(i);
|
||||
if !self.creature(me).is_alive() {
|
||||
return;
|
||||
}
|
||||
|
||||
let Some(def) = self.creature(me).def.clone().and_then(|id| reg.creatures.get(&id)) else {
|
||||
return;
|
||||
};
|
||||
|
||||
let choice = def.ai.iter().find(|entry| {
|
||||
self.conditions_hold(&entry.condition, me, Some(CreatureRef::Player), reg)
|
||||
&& self.ability_block(me, &entry.ability, reg).is_none()
|
||||
});
|
||||
|
||||
if let Some(entry) = choice {
|
||||
let ability = entry.ability.clone();
|
||||
self.use_ability(me, &ability, CreatureRef::Player, reg);
|
||||
}
|
||||
}
|
||||
|
||||
fn step_target(&self, dir: Direction) -> (u16, u16) {
|
||||
let (x, y) = self.player_pos;
|
||||
let (nx, ny) = match dir {
|
||||
match dir {
|
||||
Direction::North => (x, y.saturating_sub(1)),
|
||||
Direction::South => (x, y + 1),
|
||||
Direction::West => (x.saturating_sub(1), y),
|
||||
Direction::East => (x + 1, y),
|
||||
};
|
||||
|
||||
if self.floor.tile(nx, ny) == Tile::Wall {
|
||||
return Outcome::Rejected("Da ist eine Wand");
|
||||
}
|
||||
}
|
||||
|
||||
/// Die Pruefung sitzt in `rejects` — hier wird nur noch bewegt.
|
||||
fn step(&mut self, dir: Direction) {
|
||||
let (nx, ny) = self.step_target(dir);
|
||||
self.player_pos = (nx, ny);
|
||||
|
||||
// Korridore gehoeren zu keinem Raum — `None` ist ein echter Zustand.
|
||||
let room = self.floor.room_at(nx, ny);
|
||||
if room != self.floor.player_room {
|
||||
self.floor.player_room = room;
|
||||
// TODO(M3): hier feuert `room_entered` (Ticket 08/10) und schiebt
|
||||
// die Gegner des Raums nach `Game.enemies`.
|
||||
if let Some(i) = room {
|
||||
self.events
|
||||
.push_back(Event::new(EventKind::RoomEntered, CreatureRef::Player));
|
||||
self.enter_room(i);
|
||||
}
|
||||
}
|
||||
|
||||
self.last = match self.floor.tile(nx, ny) {
|
||||
Tile::Stairs => String::from("Eine Treppe führt nach unten — '>' zum Absteigen"),
|
||||
_ => self.room_label(),
|
||||
};
|
||||
Outcome::TurnPassed
|
||||
}
|
||||
|
||||
/// Ticket 10: **Gegner gehoeren zum Raum, nicht zur Etage.** Ein
|
||||
/// `room_entered` in einen Raum mit lebenden Gegnern verschiebt sie nach
|
||||
/// `Game.enemies` — verschoben, nicht kopiert, sonst gaebe es zwei
|
||||
/// Wahrheiten ueber denselben Gegner.
|
||||
///
|
||||
/// Der Gewinn ist, was dadurch *nicht* gebaut wird: Frei umherlaufende
|
||||
/// Gegner braeuchten Pfadsuche, Sichtlinien und ein Bewegungsbudget.
|
||||
fn enter_room(&mut self, i: usize) {
|
||||
if self.floor.rooms[i].cleared || !self.enemies.is_empty() {
|
||||
return;
|
||||
}
|
||||
let waiting = std::mem::take(&mut self.floor.rooms[i].enemies);
|
||||
if waiting.is_empty() {
|
||||
self.floor.rooms[i].cleared = true;
|
||||
return;
|
||||
}
|
||||
|
||||
self.enemies = waiting;
|
||||
for e in &mut self.enemies {
|
||||
e.initiative = e.base.get(Attribute::Dexterity) as i32 + self.rng.below(6) as i32;
|
||||
}
|
||||
self.player.initiative =
|
||||
self.player.base.get(Attribute::Dexterity) as i32 + self.rng.below(6) as i32;
|
||||
|
||||
let namen: Vec<&str> = self.enemies.iter().map(|e| e.name.as_str()).collect();
|
||||
let zeile = format!("Kampf: {}", namen.join(", "));
|
||||
self.log(zeile);
|
||||
self.events.push_back(Event::new(EventKind::CombatStarted, CreatureRef::Player));
|
||||
}
|
||||
|
||||
fn room_label(&self) -> String {
|
||||
@@ -170,23 +706,19 @@ impl Game {
|
||||
/// Lauf**. Es gibt keine Zahl „5" im Code — die Engine sucht `[[floors]]`
|
||||
/// mit `number = aktuell + 1`, und findet sie keine, ist Schluss. Ein Mod,
|
||||
/// der Etage 6 ergaenzt, verlaengert das Spiel ohne eine Zeile Engine-Code.
|
||||
fn descend(&mut self, reg: &Registries) -> Outcome {
|
||||
if self.floor.tile(self.player_pos.0, self.player_pos.1) != Tile::Stairs {
|
||||
return Outcome::Rejected("Hier ist keine Treppe");
|
||||
}
|
||||
|
||||
fn descend(&mut self, reg: &Registries) {
|
||||
let Some(def) = reg.floor_number(self.floor.number + 1) else {
|
||||
self.over = Some(RunOutcome::Won);
|
||||
self.last = String::from("Du steigst ans Licht.");
|
||||
return Outcome::TurnPassed;
|
||||
self.log(String::from("Du steigst ans Licht."));
|
||||
return;
|
||||
};
|
||||
|
||||
self.floor = generate::generate(def, reg, &mut self.rng);
|
||||
self.player_pos = self.floor.entrance();
|
||||
self.floor.player_room = self.floor.room_at(self.player_pos.0, self.player_pos.1);
|
||||
self.enemies.clear();
|
||||
self.last = format!("Etage {}", self.floor.number);
|
||||
Outcome::TurnPassed
|
||||
self.log(format!("Etage {}", self.floor.number));
|
||||
self.events.push_back(Event::new(EventKind::FloorEntered, CreatureRef::Player));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,6 +758,224 @@ mod tests {
|
||||
assert_eq!(game.over, Some(RunOutcome::Won));
|
||||
}
|
||||
|
||||
/// Setzt den Helden in einen Raum mit Gegnern und startet den Kampf.
|
||||
fn im_kampf() -> (Game, Registries) {
|
||||
let (mut game, reg) = zwergenkrieger();
|
||||
game.player.abilities = vec![String::from("core:attack"), String::from("core:flee")];
|
||||
|
||||
// Ersten Raum mit Gegnern finden und betreten.
|
||||
let i = (0..game.floor.rooms.len())
|
||||
.find(|i| !game.floor.rooms[*i].enemies.is_empty())
|
||||
.expect("mindestens ein Raum hat Gegner");
|
||||
game.player_pos = (game.floor.rooms[i].rect.x + 1, game.floor.rooms[i].rect.y + 1);
|
||||
game.floor.player_room = None;
|
||||
game.enter_room(i);
|
||||
|
||||
assert!(!game.enemies.is_empty(), "Kampf muss laufen");
|
||||
(game, reg)
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn betreten_eines_raums_verschiebt_die_gegner() {
|
||||
let (mut game, _) = zwergenkrieger();
|
||||
let i = (0..game.floor.rooms.len())
|
||||
.find(|i| !game.floor.rooms[*i].enemies.is_empty())
|
||||
.expect("mindestens ein Raum hat Gegner");
|
||||
let erwartet = game.floor.rooms[i].enemies.len();
|
||||
|
||||
game.floor.player_room = None;
|
||||
game.enter_room(i);
|
||||
|
||||
// **Verschoben, nicht kopiert** — sonst gaebe es zwei Wahrheiten ueber
|
||||
// denselben Gegner (Ticket 10).
|
||||
assert_eq!(game.enemies.len(), erwartet);
|
||||
assert!(game.floor.rooms[i].enemies.is_empty(), "der Raum muss leer sein");
|
||||
|
||||
// Initiative wird beim Betreten gewuerfelt, fuer Held wie Gegner.
|
||||
assert!(game.player.initiative > 0);
|
||||
assert!(game.enemies.iter().all(|e| e.initiative > 0));
|
||||
}
|
||||
|
||||
/// Ticket 14: Gleichstand geht an den Spieler — deterministisch und zu
|
||||
/// seinen Gunsten.
|
||||
#[test]
|
||||
fn initiative_bevorzugt_bei_gleichstand_den_spieler() {
|
||||
let (mut game, _) = im_kampf();
|
||||
game.player.initiative = 5;
|
||||
for e in &mut game.enemies {
|
||||
e.initiative = 5;
|
||||
}
|
||||
assert_eq!(game.initiative_order().first(), Some(&CreatureRef::Player));
|
||||
|
||||
// Ein schnellerer Gegner kommt aber wirklich zuerst.
|
||||
game.enemies[0].initiative = 6;
|
||||
assert_eq!(game.initiative_order().first(), Some(&CreatureRef::Enemy(0)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn angriff_macht_schaden_und_kostet_einen_zug() {
|
||||
let (mut game, reg) = im_kampf();
|
||||
let vorher = game.enemies[0].health;
|
||||
|
||||
let cmd = Command::UseAbility {
|
||||
ability: String::from("core:attack"),
|
||||
target: CreatureRef::Enemy(0),
|
||||
};
|
||||
assert!(matches!(game.execute(cmd, ®), Outcome::TurnPassed));
|
||||
assert_eq!(game.turn, 1);
|
||||
|
||||
// Entweder ist Schaden angekommen oder der Gegner ist ganz weg.
|
||||
let getroffen = game.enemies.is_empty() || game.enemies[0].health < vorher;
|
||||
assert!(getroffen, "der Angriff muss wirken");
|
||||
}
|
||||
|
||||
/// Ticket 14: Gesperrte Faehigkeit ergibt `Rejected` und **kostet keinen
|
||||
/// Zug** — die Regel steht im Spielkern, nicht in der UI.
|
||||
#[test]
|
||||
fn gesperrte_faehigkeit_kostet_keinen_zug() {
|
||||
let (mut game, reg) = im_kampf();
|
||||
game.player.stamina = 0.0;
|
||||
|
||||
let cmd = Command::UseAbility {
|
||||
ability: String::from("core:flee"),
|
||||
target: CreatureRef::Player,
|
||||
};
|
||||
assert!(matches!(game.execute(cmd, ®), Outcome::Rejected("Nicht genug Ausdauer")));
|
||||
assert_eq!(game.turn, 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn bewegung_im_kampf_wird_abgewiesen() {
|
||||
let (mut game, reg) = im_kampf();
|
||||
assert!(matches!(
|
||||
game.execute(Command::Move(Direction::North), ®),
|
||||
Outcome::Rejected(_)
|
||||
));
|
||||
assert_eq!(game.turn, 0);
|
||||
}
|
||||
|
||||
/// Ticket 14: Tote werden **am Ende** von `execute` entfernt, nach dem
|
||||
/// Leerarbeiten der Warteschlange. Innerhalb eines Zuges bleiben Indizes
|
||||
/// stabil.
|
||||
#[test]
|
||||
fn tote_gegner_verschwinden_am_zugende() {
|
||||
let (mut game, reg) = im_kampf();
|
||||
for e in &mut game.enemies {
|
||||
e.health = 1.0;
|
||||
}
|
||||
let cmd = Command::UseAbility {
|
||||
ability: String::from("core:attack"),
|
||||
target: CreatureRef::Enemy(0),
|
||||
};
|
||||
game.execute(cmd, ®);
|
||||
assert!(game.enemies.iter().all(|e| e.is_alive()), "Leichen bleiben nicht liegen");
|
||||
}
|
||||
|
||||
/// Ticket 14: Stirbt der Held, endet der Lauf — und der Zug bricht ab.
|
||||
#[test]
|
||||
fn heldentod_beendet_den_lauf() {
|
||||
let (mut game, reg) = im_kampf();
|
||||
game.player.health = 1.0;
|
||||
game.player.initiative = -99; // Gegner handeln zuerst
|
||||
|
||||
for _ in 0..40 {
|
||||
if game.over.is_some() {
|
||||
break;
|
||||
}
|
||||
game.execute(Command::Wait, ®);
|
||||
}
|
||||
assert_eq!(game.over, Some(RunOutcome::Died), "irgendwann trifft ein Gegner");
|
||||
}
|
||||
|
||||
/// Die Trefferformel aus Ticket 14 war beim ersten Anlauf **toter Code** —
|
||||
/// jeder Angriff traf. Nur der Compiler hat es gemeldet („`hit_chance` is
|
||||
/// never used"). Dieser Test haelt sie am Leben.
|
||||
#[test]
|
||||
fn angriffe_koennen_verfehlen() {
|
||||
let (mut game, reg) = im_kampf();
|
||||
let ziel = CreatureRef::Enemy(0);
|
||||
game.enemies[0].health = 10_000.0;
|
||||
|
||||
// Ein unfassbar flinker Gegner: Die Trefferchance faellt auf den Boden
|
||||
// (5 %), es muss also ueber 200 Angriffe hinweg auch Fehlschlaege geben.
|
||||
game.enemies[0].base.set(Attribute::Dexterity, 10_000.0);
|
||||
|
||||
let mut treffer = 0;
|
||||
for _ in 0..200 {
|
||||
let vorher = game.enemies[0].health;
|
||||
game.apply(
|
||||
&Action::Damage {
|
||||
amount: 5.0,
|
||||
scale: 0.0,
|
||||
damage_type: DamageType::Slash,
|
||||
target: Target::Other,
|
||||
},
|
||||
CreatureRef::Player,
|
||||
ziel,
|
||||
®,
|
||||
);
|
||||
if game.enemies[0].health < vorher {
|
||||
treffer += 1;
|
||||
}
|
||||
}
|
||||
assert!(treffer > 0, "der Klemmbereich garantiert 5 % Trefferchance");
|
||||
assert!(treffer < 200, "ein Angriff muss verfehlen koennen — sonst ist die Formel tot");
|
||||
}
|
||||
|
||||
/// Ticket 08: Der Trigger ist die vierte Wirkungsform. `core:poisoned`
|
||||
/// traegt einen `turn_started`-Trigger, der Schaden macht — ohne Script.
|
||||
#[test]
|
||||
fn befristeter_modifikator_tickt_und_verfaellt() {
|
||||
let (mut game, reg) = zwergenkrieger();
|
||||
let p = CreatureRef::Player;
|
||||
|
||||
game.apply(
|
||||
&Action::ApplyModifier { modifier: String::from("core:poisoned"), target: Target::Zelf },
|
||||
p,
|
||||
p,
|
||||
®,
|
||||
);
|
||||
assert!(!game.player.modifiers.is_empty(), "Gift muss aufliegen");
|
||||
|
||||
// Der Modifikator senkt `damage` um 15 % — vierte Quelle in `attribute`.
|
||||
let vergiftet = game.attribute(p, Attribute::Damage, None, ®);
|
||||
game.player.modifiers.clear();
|
||||
let sauber = game.attribute(p, Attribute::Damage, None, ®);
|
||||
assert!(vergiftet < sauber, "Gift muss den Schaden senken: {vergiftet} < {sauber}");
|
||||
|
||||
// Und er verfaellt: vier Zuege, dann ist er weg.
|
||||
game.apply(
|
||||
&Action::ApplyModifier { modifier: String::from("core:poisoned"), target: Target::Zelf },
|
||||
p,
|
||||
p,
|
||||
®,
|
||||
);
|
||||
let leben_vorher = game.player.health;
|
||||
for _ in 0..6 {
|
||||
game.execute(Command::Wait, ®);
|
||||
}
|
||||
assert!(game.player.modifiers.is_empty(), "nach sechs Zuegen ist das Gift weg");
|
||||
assert!(game.player.health < leben_vorher, "der Trigger muss geschadet haben");
|
||||
}
|
||||
|
||||
/// Resistenz ist typ-indiziert und kommt nur aus Modifikatoren (Ticket 01).
|
||||
#[test]
|
||||
fn resistenz_wirkt_typweise() {
|
||||
let (mut game, reg) = zwergenkrieger();
|
||||
let p = CreatureRef::Player;
|
||||
|
||||
assert_eq!(game.resistance(p, DamageType::Fire, ®), 0.0);
|
||||
game.apply(
|
||||
&Action::ApplyModifier { modifier: String::from("core:warded"), target: Target::Zelf },
|
||||
p,
|
||||
p,
|
||||
®,
|
||||
);
|
||||
assert!((game.resistance(p, DamageType::Fire, ®) - 0.4).abs() < 0.001);
|
||||
// Der Schutz gilt nur fuer die genannten Typen.
|
||||
assert_eq!(game.resistance(p, DamageType::Slash, ®), 0.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn absteigen_ohne_treppe_kostet_keinen_zug() {
|
||||
let (mut game, reg) = zwergenkrieger();
|
||||
|
||||
Reference in New Issue
Block a user