veloren/common/src/comp/skills.rs

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use crate::{
assets::{self, Asset, AssetExt},
comp::item::tool::ToolKind,
};
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use hashbrown::{HashMap, HashSet};
use lazy_static::lazy_static;
use serde::{Deserialize, Serialize};
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use std::hash::Hash;
use tracing::{trace, warn};
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillTreeMap(HashMap<SkillGroupType, HashSet<Skill>>);
impl Asset for SkillTreeMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillLevelMap(HashMap<Skill, Level>);
impl Asset for SkillLevelMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillPrerequisitesMap(HashMap<Skill, HashMap<Skill, Level>>);
impl Asset for SkillPrerequisitesMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
lazy_static! {
// Determines the skills that comprise each skill group - this data is used to determine
// which of a player's skill groups a particular skill should be added to when a skill unlock
// is requested.
pub static ref SKILL_GROUP_DEFS: HashMap<SkillGroupType, HashSet<Skill>> = {
SkillTreeMap::load_expect_cloned(
"common.skill_trees.skills_skill-groups_manifest",
).0
};
// Loads the maximum level that a skill can obtain
pub static ref SKILL_MAX_LEVEL: HashMap<Skill, Level> = {
SkillLevelMap::load_expect_cloned(
"common.skill_trees.skill_max_levels",
).0
};
// Loads the prerequisite skills for a particular skill
pub static ref SKILL_PREREQUISITES: HashMap<Skill, HashMap<Skill, Level>> = {
SkillPrerequisitesMap::load_expect_cloned(
"common.skill_trees.skill_prerequisites",
).0
};
}
/// Represents a skill that a player can unlock, that either grants them some
/// kind of active ability, or a passive effect etc. Obviously because this is
/// an enum it doesn't describe what the skill actually -does-, this will be
/// handled by dedicated ECS systems.
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum Skill {
General(GeneralSkill),
Sword(SwordSkill),
Axe(AxeSkill),
Hammer(HammerSkill),
Bow(BowSkill),
Staff(StaffSkill),
Sceptre(SceptreSkill),
UnlockGroup(SkillGroupType),
Roll(RollSkill),
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SwordSkill {
// Sword passives
InterruptingAttacks,
// Triple strike upgrades
TsCombo,
TsDamage,
TsRegen,
TsSpeed,
// Dash upgrades
DCost,
DDrain,
DDamage,
DScaling,
DSpeed,
DInfinite,
// Spin upgrades
SUnlockSpin,
SDamage,
SSpeed,
SCost,
SSpins,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum AxeSkill {
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// Double strike upgrades
DsCombo,
DsDamage,
DsSpeed,
DsRegen,
// Spin upgrades
SInfinite,
SHelicopter,
SDamage,
SSpeed,
SCost,
// Leap upgrades
LUnlockLeap,
LDamage,
LKnockback,
LCost,
LDistance,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum HammerSkill {
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// Single strike upgrades
SsKnockback,
SsDamage,
SsSpeed,
SsRegen,
// Charged melee upgrades
CDamage,
CKnockback,
CDrain,
CSpeed,
// Leap upgrades
LUnlockLeap,
LDamage,
LCost,
LDistance,
LKnockback,
LRange,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum BowSkill {
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// Passives
ProjSpeed,
// Basic ranged upgrades
BDamage,
BRegen,
// Charged ranged upgrades
CDamage,
CKnockback,
CProjSpeed,
CDrain,
CSpeed,
CMove,
// Repeater upgrades
UnlockRepeater,
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RDamage,
RGlide,
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RArrows,
RCost,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum StaffSkill {
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// Basic ranged upgrades
BExplosion,
BDamage,
BRegen,
BRadius,
// Flamethrower upgrades
FDamage,
FRange,
FDrain,
FVelocity,
// Shockwave upgrades
UnlockShockwave,
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SDamage,
SKnockback,
SRange,
SCost,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SceptreSkill {
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// Beam upgrades
BHeal,
BDamage,
BRange,
BLifesteal,
BRegen,
BCost,
// Projectile upgrades
PHeal,
PDamage,
PRadius,
PCost,
PProjSpeed,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum GeneralSkill {
HealthIncrease,
EnergyIncrease,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum RollSkill {
ImmuneMelee,
Cost,
Strength,
Duration,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SkillGroupType {
General,
Weapon(ToolKind),
}
impl SkillGroupType {
/// Gets the cost in experience of earning a skill point
#[allow(clippy::many_single_char_names)]
pub fn skill_point_cost(self, level: u16) -> u16 {
let exp_increment = 10.0;
let starting_exp = 150.0;
let exp_ceiling = 1000.0;
let scaling_factor = 0.1;
let a = exp_increment;
let b = (exp_ceiling - starting_exp) / ((1.0 + std::f32::consts::PI / 2.0) * exp_increment);
let c = scaling_factor;
let d = (-1.0_f32).tan();
let e = starting_exp / exp_increment + b;
(a * (b * (c * level as f32 + d).atan() + e).floor()) as u16
}
/// Gets the total amount of skill points that can be spent in a particular
/// skill group
pub fn get_max_skill_points(self) -> u16 {
let mut cost = 0;
if let Some(skill_list) = SKILL_GROUP_DEFS.get(&self) {
for skill in skill_list {
if let Some(max_level) = skill.get_max_level() {
for level in 1..=max_level {
cost += skill.skill_cost(Some(level));
}
} else {
cost += skill.skill_cost(None);
}
}
}
cost
}
}
/// A group of skills that have been unlocked by a player. Each skill group has
/// independent exp and skill points which are used to unlock skills in that
/// skill group.
#[derive(Clone, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub struct SkillGroup {
pub skill_group_type: SkillGroupType,
pub exp: u16,
pub available_sp: u16,
pub earned_sp: u16,
}
impl SkillGroup {
fn new(skill_group_type: SkillGroupType) -> SkillGroup {
SkillGroup {
skill_group_type,
exp: 0,
available_sp: 0,
earned_sp: 0,
}
}
}
/// Contains all of a player's skill groups and skills. Provides methods for
/// manipulating assigned skills and skill groups including unlocking skills,
/// refunding skills etc.
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
pub struct SkillSet {
pub skill_groups: Vec<SkillGroup>,
pub skills: HashMap<Skill, Level>,
pub modify_health: bool,
pub modify_energy: bool,
}
pub type Level = Option<u16>;
impl Default for SkillSet {
/// Instantiate a new skill set with the default skill groups with no
/// unlocked skills in them - used when adding a skill set to a new
/// player
fn default() -> Self {
Self {
skill_groups: vec![SkillGroup::new(SkillGroupType::General)],
skills: HashMap::new(),
modify_health: false,
modify_energy: false,
}
}
}
impl SkillSet {
// TODO: Game design to determine how skill groups are unlocked
/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
/// points.
///
/// ```
/// use veloren_common::comp::skills::{SkillGroupType, SkillSet};
///
/// let mut skillset = SkillSet::new();
/// skillset.unlock_skill_group(SkillGroupType::Axes);
///
/// assert_eq!(skillset.skill_groups.len(), 1);
/// ```
pub fn unlock_skill_group(&mut self, skill_group_type: SkillGroupType) {
if !self
.skill_groups
.iter()
.any(|x| x.skill_group_type == skill_group_type)
{
self.skill_groups.push(SkillGroup::new(skill_group_type));
} else {
warn!("Tried to unlock already known skill group");
}
}
/// Unlocks a skill for a player, assuming they have the relevant skill
/// group unlocked and available SP in that skill group.
///
/// ```
/// use veloren_common::comp::skills::{Skill, SkillGroupType, SkillSet};
///
/// let mut skillset = SkillSet::new();
/// skillset.unlock_skill_group(SkillGroupType::Axes);
/// skillset.add_skill_points(SkillGroupType::Axes, 1);
///
/// skillset.unlock_skill(Skill::TestAxeSkill2);
///
/// assert_eq!(skillset.skills.len(), 1);
/// ```
pub fn unlock_skill(&mut self, skill: Skill) {
if let Some(skill_group_type) = skill.get_skill_group_type() {
let next_level = if self.skills.contains_key(&skill) {
self.skills.get(&skill).copied().flatten().map(|l| l + 1)
} else {
skill.get_max_level().map(|_| 1)
};
let prerequisites_met = self.prerequisites_met(skill);
if !matches!(self.skills.get(&skill), Some(level) if *level == skill.get_max_level()) {
if let Some(mut skill_group) = self
.skill_groups
.iter_mut()
.find(|x| x.skill_group_type == skill_group_type)
{
if prerequisites_met {
if skill_group.available_sp >= skill.skill_cost(next_level) {
skill_group.available_sp -= skill.skill_cost(next_level);
if let Skill::UnlockGroup(group) = skill {
self.unlock_skill_group(group);
}
if matches!(skill, Skill::General(GeneralSkill::HealthIncrease)) {
self.modify_health = true;
}
if matches!(skill, Skill::General(GeneralSkill::EnergyIncrease)) {
self.modify_energy = true;
}
self.skills.insert(skill, next_level);
} else {
trace!("Tried to unlock skill for skill group with insufficient SP");
}
} else {
trace!("Tried to unlock skill without meeting prerequisite skills");
}
} else {
trace!("Tried to unlock skill for a skill group that player does not have");
}
} else {
trace!("Tried to unlock skill the player already has")
}
} else {
warn!(
?skill,
"Tried to unlock skill that does not exist in any skill group!"
);
}
}
/// Removes a skill from a player and refunds 1 skill point in the relevant
/// skill group.
///
/// ```
/// use veloren_common::comp::skills::{Skill, SkillGroupType, SkillSet};
///
/// let mut skillset = SkillSet::new();
/// skillset.unlock_skill_group(SkillGroupType::Axes);
/// skillset.add_skill_points(SkillGroupType::Axes, 1);
/// skillset.unlock_skill(Skill::TestAxeSkill2);
///
/// skillset.refund_skill(Skill::TestAxeSkill2);
///
/// assert_eq!(skillset.skills.len(), 0);
/// ```
pub fn refund_skill(&mut self, skill: Skill) {
if self.skills.contains_key(&skill) {
if let Some(skill_group_type) = skill.get_skill_group_type() {
if let Some(mut skill_group) = self
.skill_groups
.iter_mut()
.find(|x| x.skill_group_type == skill_group_type)
{
// We know key is already contained, so unwrap is safe
let level = *(self.skills.get(&skill).unwrap());
skill_group.available_sp += skill.skill_cost(level);
if level.map_or(false, |l| l > 1) {
self.skills.insert(skill, level.map(|l| l - 1));
} else {
self.skills.remove(&skill);
}
} else {
warn!("Tried to refund skill for a skill group that player does not have");
}
} else {
warn!(
?skill,
"Tried to refund skill that does not exist in any skill group"
)
}
} else {
warn!("Tried to refund skill that has not been unlocked");
}
}
/// Adds skill points to a skill group as long as the player has that skill
/// group type.
///
/// ```
/// use veloren_common::comp::skills::{SkillGroupType, SkillSet};
///
/// let mut skillset = SkillSet::new();
/// skillset.unlock_skill_group(SkillGroupType::Axes);
/// skillset.add_skill_points(SkillGroupType::Axes, 1);
///
/// assert_eq!(skillset.skill_groups[0].available_sp, 1);
/// ```
pub fn add_skill_points(
&mut self,
skill_group_type: SkillGroupType,
number_of_skill_points: u16,
) {
if let Some(mut skill_group) = self
.skill_groups
.iter_mut()
.find(|x| x.skill_group_type == skill_group_type)
{
skill_group.available_sp = skill_group
.available_sp
.saturating_add(number_of_skill_points);
skill_group.earned_sp = skill_group.earned_sp.saturating_add(number_of_skill_points);
} else {
warn!("Tried to add skill points to a skill group that player does not have");
}
}
/// Adds a skill point while subtracting the necessary amount of experience
pub fn earn_skill_point(&mut self, skill_group_type: SkillGroupType) {
let sp_cost = self.get_skill_point_cost(skill_group_type) as i32;
self.change_experience(skill_group_type, -sp_cost);
self.add_skill_points(skill_group_type, 1);
}
/// Checks if the skill set of an entity contains a particular skill group
/// type
pub fn contains_skill_group(&self, skill_group_type: SkillGroupType) -> bool {
self.skill_groups
.iter()
.any(|x| x.skill_group_type == skill_group_type)
}
/// Adds/subtracts experience to the skill group within an entity's skill
/// set
pub fn change_experience(&mut self, skill_group_type: SkillGroupType, amount: i32) {
if let Some(mut skill_group) = self
.skill_groups
.iter_mut()
.find(|x| x.skill_group_type == skill_group_type)
{
skill_group.exp = (skill_group.exp as i32 + amount) as u16;
} else {
warn!("Tried to add experience to a skill group that player does not have");
}
}
/// Checks that the skill set contains all prerequisite skills for a
/// particular skill
pub fn prerequisites_met(&self, skill: Skill) -> bool {
let next_level = if self.skills.contains_key(&skill) {
self.skills.get(&skill).copied().flatten().map(|l| l + 1)
} else {
skill.get_max_level().map(|_| 1)
};
skill.prerequisite_skills(next_level).iter().all(|(s, l)| {
self.skills.contains_key(s) && self.skills.get(s).map_or(false, |l_b| l_b >= l)
})
}
/// Gets the available points for a particular skill group
pub fn get_available_sp(&self, skill_group: SkillGroupType) -> u16 {
let mut skill_groups = self
.skill_groups
.iter()
.filter(|s_g| s_g.skill_group_type == skill_group);
skill_groups.next().map_or(0, |s_g| s_g.available_sp)
}
/// Gets the total earned points for a particular skill group
pub fn get_earned_sp(&self, skill_group: SkillGroupType) -> u16 {
let mut skill_groups = self
.skill_groups
.iter()
.filter(|s_g| s_g.skill_group_type == skill_group);
skill_groups.next().map_or(0, |s_g| s_g.earned_sp)
}
/// Gets the available experience for a particular skill group
pub fn get_experience(&self, skill_group: SkillGroupType) -> u16 {
let mut skill_groups = self
.skill_groups
.iter()
.filter(|s_g| s_g.skill_group_type == skill_group);
skill_groups.next().map_or(0, |s_g| s_g.exp)
}
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/// Gets skill point cost to purchase skill of next level
pub fn skill_point_cost(&self, skill: Skill) -> u16 {
let next_level = if self.skills.contains_key(&skill) {
self.skills.get(&skill).copied().flatten().map(|l| l + 1)
} else {
skill.get_max_level().map(|_| 1)
};
skill.skill_cost(next_level)
}
/// Checks if player has sufficient skill points to purchase a skill
pub fn sufficient_skill_points(&self, skill: Skill) -> bool {
if let Some(skill_group_type) = skill.get_skill_group_type() {
if let Some(skill_group) = self
.skill_groups
.iter()
.find(|x| x.skill_group_type == skill_group_type)
{
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let needed_sp = self.skill_point_cost(skill);
skill_group.available_sp >= needed_sp
} else {
false
}
} else {
false
}
}
/// Checks if the player has available SP to spend
pub fn has_available_sp(&self) -> bool {
self.skill_groups.iter().any(|sg| {
sg.available_sp > 0
&& (sg.earned_sp - sg.available_sp) < sg.skill_group_type.get_max_skill_points()
})
}
/// Checks how much experience is needed for the next skill point in a tree
pub fn get_skill_point_cost(&self, skill_group: SkillGroupType) -> u16 {
if let Some(level) = self
.skill_groups
.iter()
.find(|sg| sg.skill_group_type == skill_group)
.map(|sg| sg.earned_sp)
{
skill_group.skill_point_cost(level)
} else {
skill_group.skill_point_cost(0)
}
}
}
impl Skill {
/// Returns a vec of prerequisite skills (it should only be necessary to
/// note direct prerequisites)
pub fn prerequisite_skills(self, level: Level) -> HashMap<Skill, Level> {
let mut prerequisites = HashMap::new();
if let Some(level) = level {
if level > 1 {
// For skills above level 1, sets prerequisite of skill of lower level
prerequisites.insert(self, Some(level - 1));
}
}
if let Some(skills) = SKILL_PREREQUISITES.get(&self) {
prerequisites.extend(skills);
}
prerequisites
}
/// Returns the cost in skill points of unlocking a particular skill
pub fn skill_cost(self, level: Level) -> u16 {
// TODO: Better balance the costs later
level.unwrap_or(1)
}
/// Returns the maximum level a skill can reach, returns None if the skill
/// doesn't level
pub fn get_max_level(self) -> Option<u16> { SKILL_MAX_LEVEL.get(&self).copied().flatten() }
/// Returns the skill group type for a skill from the static skill group
/// definitions.
pub fn get_skill_group_type(self) -> Option<SkillGroupType> {
SKILL_GROUP_DEFS.iter().find_map(|(key, val)| {
if val.contains(&self) {
Some(*key)
} else {
None
}
})
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_refund_skill() {
let mut skillset = SkillSet::default();
skillset.unlock_skill_group(SkillGroupType::Weapon(ToolKind::Axe));
skillset.add_skill_points(SkillGroupType::Weapon(ToolKind::Axe), 1);
skillset.unlock_skill(Skill::Axe(AxeSkill::LUnlockLeap));
assert_eq!(skillset.skill_groups[1].available_sp, 0);
assert_eq!(skillset.skills.len(), 1);
assert_eq!(
skillset
.skills
.contains_key(&Skill::Axe(AxeSkill::LUnlockLeap)),
true
);
skillset.refund_skill(Skill::Axe(AxeSkill::LUnlockLeap));
assert_eq!(skillset.skill_groups[1].available_sp, 1);
assert_eq!(
skillset.skills.get(&Skill::Axe(AxeSkill::LUnlockLeap)),
None
);
}
#[test]
fn test_unlock_skillgroup() {
let mut skillset = SkillSet::default();
skillset.unlock_skill_group(SkillGroupType::Weapon(ToolKind::Axe));
assert_eq!(skillset.skill_groups.len(), 2);
assert_eq!(
skillset.skill_groups[1],
SkillGroup::new(SkillGroupType::Weapon(ToolKind::Axe))
);
}
#[test]
fn test_unlock_skill() {
let mut skillset = SkillSet::default();
skillset.unlock_skill_group(SkillGroupType::Weapon(ToolKind::Axe));
skillset.add_skill_points(SkillGroupType::Weapon(ToolKind::Axe), 1);
assert_eq!(skillset.skill_groups[1].available_sp, 1);
assert_eq!(skillset.skills.len(), 0);
// Try unlocking a skill with enough skill points
skillset.unlock_skill(Skill::Axe(AxeSkill::LUnlockLeap));
assert_eq!(skillset.skill_groups[1].available_sp, 0);
assert_eq!(skillset.skills.len(), 1);
assert_eq!(
skillset
.skills
.contains_key(&Skill::Axe(AxeSkill::LUnlockLeap)),
true
);
// Try unlocking a skill without enough skill points
skillset.unlock_skill(Skill::Axe(AxeSkill::DsCombo));
assert_eq!(skillset.skills.len(), 1);
assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::DsCombo)), None);
}
#[test]
fn test_add_skill_points() {
let mut skillset = SkillSet::default();
skillset.unlock_skill_group(SkillGroupType::Weapon(ToolKind::Axe));
skillset.add_skill_points(SkillGroupType::Weapon(ToolKind::Axe), 1);
assert_eq!(skillset.skill_groups[1].available_sp, 1);
}
}