count the deploy timer down and hold the troop still while it runs
audit findings #8/#11. the encoded deploy field (LogicCharacter field47) is the REMAINING deploy time: the client seeds it with DeployTime in setState(5) and LogicCharacter::tick counts it down by 50 each tick, returning early from the whole tick - no move, no retarget, no attack - until it reaches 0, then setDefaultState flips the unit to moving(1) or idle(0). our advance_deploy counted the opposite way (elapsed, 0 up to DeployTime), so the encoded timer was DeployTime-minus-the-client's every tick of every deploy, and the troop also moved and fought a full second early. now: a summoned troop spawns in state 5 with deploy_timer = DeployTime, the timer decrements to 0, is_deploying() gates retarget/move/attack while it is positive, and the state flips to moving/idle when it lands. towers have DeployTime 0 and are unaffected. harness: one tick in, the timer has dropped by 50 and the troop has not moved; after the window it is at 0 and moving.
This commit is contained in:
parent
82f00ac1bc
commit
7f78fd5104
4 changed files with 111 additions and 12 deletions
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@ -120,6 +120,11 @@ impl BattleBuilder {
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.data()
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.data()
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.map(|row| row.int(CHARACTER_SPEED_COLUMN) > 0)
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.map(|row| row.int(CHARACTER_SPEED_COLUMN) > 0)
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.unwrap_or(false);
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.unwrap_or(false);
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let deploy_time = data
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.data()
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.map(|row| row.int(logic::battle::CHARACTER_DEPLOY_TIME_COLUMN))
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.unwrap_or(0)
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.max(0);
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let character = LogicCharacter {
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let character = LogicCharacter {
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level_index,
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level_index,
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base: LogicGameObject {
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base: LogicGameObject {
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@ -135,11 +140,14 @@ impl BattleBuilder {
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DIRECTION_BOTTOM
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DIRECTION_BOTTOM
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},
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},
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),
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),
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state: if moves {
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state: if deploy_time >= 1 {
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logic::battle::CHARACTER_STATE_DEPLOY
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} else if moves {
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logic::battle::CHARACTER_STATE_MOVING
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logic::battle::CHARACTER_STATE_MOVING
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} else {
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} else {
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0
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0
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},
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},
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deploy_timer: deploy_time,
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..LogicCharacter::default()
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..LogicCharacter::default()
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};
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};
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let components = self.components_for(hitpoints, moves);
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let components = self.components_for(hitpoints, moves);
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@ -342,3 +342,74 @@ fn a_dormant_king_clears_its_combat_bit_and_towers_do_not() {
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assert_eq!(b, c, "hashing the same idle state twice must agree");
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assert_eq!(b, c, "hashing the same idle state twice must agree");
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let _ = a;
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let _ = a;
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}
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}
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#[test]
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fn a_deployed_troop_counts_down_and_holds_still_until_ready() {
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let root = assets();
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if let Ok(t) = LogicDataTables::load_from_dir(&root) {
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LogicDataTables::install(Arc::new(t));
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}
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let builder = BattleBuilder::new(&root);
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let mut mode = builder
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.build(
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LogicDataRef::by_name(table::LOCATIONS, "PvP_goblin"),
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LogicDataRef::None,
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LogicDataRef::by_name(table::ARENAS, "Arena_T"),
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vec![avatar(5), avatar(0)],
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[None, None],
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1,
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)
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.expect("battle");
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let entries = builder.summon(
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&LogicDataRef::spell("Knight"),
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LogicVector2::new(9000, 20000),
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0,
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0,
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100,
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);
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let id = entries[0].global_id;
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let deploy = entries[0]
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.data
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.data()
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.map(|r| r.int("DeployTime"))
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.unwrap_or(0);
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assert!(deploy >= 1, "the knight has a deploy time");
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let spawn_pos = entries[0].position();
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for entry in entries {
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mode.battle.objects.push(entry);
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}
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let timer_of = |mode: &logic::battle::LogicGameMode| {
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mode.battle
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.objects
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.objects
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.iter()
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.find(|e| e.global_id == id)
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.and_then(|e| match &e.body {
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logic::battle::LogicObjectBody::Character(c) => Some(c.deploy_timer),
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_ => None,
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})
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};
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mode.battle.tick(1);
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assert_eq!(timer_of(&mode), Some(deploy - 50), "deploy timer counts down");
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let here = mode
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.battle
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.objects
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.objects
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.iter()
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.find(|e| e.global_id == id)
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.unwrap()
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.position();
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assert_eq!(here, spawn_pos, "a deploying troop holds still");
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for tick in 2..(deploy / 50 + 40) {
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mode.battle.tick(tick);
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}
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assert_eq!(timer_of(&mode), Some(0), "deploy finished");
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let moved = mode
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.battle
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.objects
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.objects
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.iter()
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.find(|e| e.global_id == id)
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.unwrap()
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.position();
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assert_ne!(moved, spawn_pos, "a deployed troop moves");
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}
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@ -7,6 +7,7 @@ use crate::data::LogicDataRef;
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pub const TICK_MILLISECONDS: i32 = 50;
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pub const TICK_MILLISECONDS: i32 = 50;
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pub const CHARACTER_DEPLOY_TIME_COLUMN: &str = "DeployTime";
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pub const CHARACTER_DEPLOY_TIME_COLUMN: &str = "DeployTime";
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pub const CHARACTER_STATE_MOVING: i32 = 1;
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pub const CHARACTER_STATE_MOVING: i32 = 1;
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pub const CHARACTER_STATE_DEPLOY: i32 = 5;
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pub const MANA_ACCUMULATOR_STEP: i32 = 5000;
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pub const MANA_ACCUMULATOR_STEP: i32 = 5000;
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pub const MANA_RATE_SCALE: i32 = 100;
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pub const MANA_RATE_SCALE: i32 = 100;
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pub const GLOBAL_MAX_MANA: &str = "MAX_MANA";
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pub const GLOBAL_MAX_MANA: &str = "MAX_MANA";
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@ -122,6 +123,12 @@ impl LogicGameObjectEntry {
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pub fn owner_index(&self) -> i32 {
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pub fn owner_index(&self) -> i32 {
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self.body.base().owner_index
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self.body.base().owner_index
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}
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}
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pub fn is_deploying(&self) -> bool {
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match &self.body {
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LogicObjectBody::Character(character) => character.deploy_timer > 0,
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LogicObjectBody::Summoner(summoner) => summoner.character.deploy_timer > 0,
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}
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}
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pub fn level_index(&self) -> i32 {
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pub fn level_index(&self) -> i32 {
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self.body.level_index()
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self.body.level_index()
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}
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}
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@ -248,17 +255,23 @@ impl LogicBattle {
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}
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}
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fn advance_deploy(&mut self) {
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fn advance_deploy(&mut self) {
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for entry in self.objects.objects.iter_mut() {
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for entry in self.objects.objects.iter_mut() {
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let deploy_time = entry
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let has_movement = matches!(
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.data
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entry.components.get(crate::battle::logic_component::COMPONENT_MOVEMENT),
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.data()
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Some(Some(_))
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.map(|row| row.int(CHARACTER_DEPLOY_TIME_COLUMN))
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);
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.unwrap_or(0);
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let LogicObjectBody::Character(character) = &mut entry.body else {
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let LogicObjectBody::Character(character) = &mut entry.body else {
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continue;
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continue;
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};
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};
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if character.deploy_timer < deploy_time {
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if character.deploy_timer > 0 {
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character.deploy_timer =
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character.deploy_timer =
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(character.deploy_timer + TICK_MILLISECONDS).min(deploy_time);
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(character.deploy_timer - TICK_MILLISECONDS).max(0);
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if character.deploy_timer == 0 {
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character.state = if has_movement {
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CHARACTER_STATE_MOVING
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} else {
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0
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};
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}
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}
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}
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}
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}
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}
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}
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@ -278,7 +291,7 @@ impl LogicBattle {
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.collect();
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.collect();
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for index in 0..self.objects.objects.len() {
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for index in 0..self.objects.objects.len() {
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let (owner, position, stats, alive) = snapshot[index];
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let (owner, position, stats, alive) = snapshot[index];
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if !alive || stats.range < 1 {
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if !alive || stats.range < 1 || self.objects.objects[index].is_deploying() {
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continue;
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continue;
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}
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}
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let mut best: Option<(i32, usize)> = None;
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let mut best: Option<(i32, usize)> = None;
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@ -394,7 +407,10 @@ impl LogicBattle {
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.collect();
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.collect();
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for index in 0..self.objects.objects.len() {
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for index in 0..self.objects.objects.len() {
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let stats = self.objects.objects[index].stats();
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let stats = self.objects.objects[index].stats();
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if stats.speed < 1 || !self.objects.objects[index].is_alive() {
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if stats.speed < 1
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{
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continue;
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continue;
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}
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}
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let target = match self.objects.objects[index]
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let target = match self.objects.objects[index]
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@ -539,7 +555,10 @@ impl LogicBattle {
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let mut hits: Vec<(usize, i32)> = Vec::new();
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let mut hits: Vec<(usize, i32)> = Vec::new();
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for index in 0..self.objects.objects.len() {
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for index in 0..self.objects.objects.len() {
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let stats = self.objects.objects[index].stats();
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let stats = self.objects.objects[index].stats();
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if !self.objects.objects[index].is_alive() || stats.hit_speed < 1 {
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if !self.objects.objects[index].is_alive()
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{
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continue;
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continue;
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}
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}
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let Some(component) = self.objects.objects[index].combat_mut() else {
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let Some(component) = self.objects.objects[index].combat_mut() else {
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@ -34,7 +34,8 @@ pub use logic_game_object_manager::LogicGameObjectManager;
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pub use logic_game_object_ref::LogicGameObjectRef;
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pub use logic_game_object_ref::LogicGameObjectRef;
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pub use logic_pathfinder::find_path;
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pub use logic_pathfinder::find_path;
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pub use logic_simulation::{
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pub use logic_simulation::{
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LogicCharacterStats, CHARACTER_DEPLOY_TIME_COLUMN, CHARACTER_STATE_MOVING, TICK_MILLISECONDS,
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LogicCharacterStats, CHARACTER_DEPLOY_TIME_COLUMN, CHARACTER_STATE_DEPLOY, CHARACTER_STATE_MOVING,
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TICK_MILLISECONDS,
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};
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};
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pub use logic_tilemap::{LogicTilemap, OBJECT_KING_TOWER, OBJECT_PRINCESS_TOWER, SUBTILE_UNITS};
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pub use logic_tilemap::{LogicTilemap, OBJECT_KING_TOWER, OBJECT_PRINCESS_TOWER, SUBTILE_UNITS};
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pub use logic_time::LogicTime;
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pub use logic_time::LogicTime;
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