veloren/common/src/comp/skills.rs

191 lines
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Rust
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use lazy_static::lazy_static;
use std::{
collections::{HashMap, HashSet},
hash::Hash,
};
use tracing::warn;
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. TODO: Externalise this data in a RON file for ease of modification
pub static ref SKILL_GROUP_DEFS: HashMap<SkillGroupType, HashSet<Skill>> = {
let mut defs = HashMap::new();
defs.insert(SkillGroupType::T1, [ Skill::TestT1Skill1,
Skill::TestT1Skill2,
Skill::TestT1Skill3,
Skill::TestT1Skill4,
Skill::TestT1Skill5]
.iter().cloned().collect::<HashSet<Skill>>());
defs.insert(SkillGroupType::Swords, [ Skill::TestSwordSkill1,
Skill::TestSwordSkill2,
Skill::TestSwordSkill3]
.iter().cloned().collect::<HashSet<Skill>>());
defs.insert(SkillGroupType::Axes, [ Skill::TestAxeSkill1,
Skill::TestAxeSkill2,
Skill::TestAxeSkill3]
.iter().cloned().collect::<HashSet<Skill>>());
defs
};
}
/// 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 {
TestT1Skill1,
TestT1Skill2,
TestT1Skill3,
TestT1Skill4,
TestT1Skill5,
TestSwordSkill1,
TestSwordSkill2,
TestSwordSkill3,
TestAxeSkill1,
TestAxeSkill2,
TestAxeSkill3,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SkillGroupType {
T1,
Swords,
Axes,
}
/// 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, PartialEq, Serialize, Deserialize)]
pub struct SkillGroup {
pub skill_group_type: SkillGroupType,
pub exp: u32,
pub available_sp: u8,
}
impl SkillGroup {
fn new(skill_group_type: SkillGroupType) -> SkillGroup {
SkillGroup {
skill_group_type,
exp: 0,
available_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: HashSet<Skill>,
}
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 {
// TODO: Default skill groups for new players?
Self {
skill_groups: Vec::new(),
skills: HashSet::new(),
}
}
}
impl SkillSet {
pub fn new() -> Self {
Self {
skill_groups: Vec::new(),
skills: HashSet::new(),
}
}
// TODO: Game design to determine how skill groups are unlocked
/// Unlocks a skill group for a player, starting with 0 exp and 0 sp
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
pub fn unlock_skill(&mut self, skill: Skill) {
if self.skills.contains(&skill) {
if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
if let Some(mut skill_group) = self
.skill_groups
.iter_mut()
.find(|x| x.skill_group_type == skill_group_type)
{
if skill_group.available_sp > 0 {
skill_group.available_sp -= 1;
} else {
warn!("Tried to unlock skill for skill group with no available SP");
}
} else {
warn!("Tried to unlock skill for a skill group that player does not have");
}
} else {
warn!(
?skill,
"Tried to unlock skill that does not exist in any skill group!"
);
}
} else {
warn!("Tried to unlock already unlocked skill");
}
}
/// Removes a skill for a player and refunds 1 SP in the relevant Skill
/// Group
pub fn refund_skill(&mut self, skill: Skill) {
if !self.skills.contains(&skill) {
if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
if let Some(mut skill_group) = self
.skill_groups
.iter_mut()
.find(|x| x.skill_group_type == skill_group_type)
{
skill_group.available_sp += 1;
} 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");
}
}
/// Returns the skill group type for a skill from the static skill group
/// definitions
fn get_skill_group_type_for_skill(skill: &Skill) -> Option<SkillGroupType> {
SKILL_GROUP_DEFS.iter().find_map(|(key, val)| {
if val.contains(&skill) {
Some(*key)
} else {
None
}
})
}
}