veloren/common/src/comp/skills.rs

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use crate::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::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::General, [
Skill::General(GeneralSkill::HealthIncrease1),
Skill::General(GeneralSkill::HealthIncrease2),
Skill::UnlockGroup(SkillGroupType::Weapon(ToolKind::Sword)),
Skill::UnlockGroup(SkillGroupType::Weapon(ToolKind::Axe)),
Skill::UnlockGroup(SkillGroupType::Weapon(ToolKind::Hammer)),
Skill::UnlockGroup(SkillGroupType::Weapon(ToolKind::Bow)),
Skill::UnlockGroup(SkillGroupType::Weapon(ToolKind::Staff)),
Skill::UnlockGroup(SkillGroupType::Weapon(ToolKind::Sceptre)),
].iter().cloned().collect::<HashSet<Skill>>());
defs.insert(
SkillGroupType::Weapon(ToolKind::Sword), [
Skill::Sword(SwordSkill::UnlockSpin),
].iter().cloned().collect::<HashSet<Skill>>());
defs.insert(
SkillGroupType::Weapon(ToolKind::Axe), [
Skill::Axe(AxeSkill::UnlockLeap),
].iter().cloned().collect::<HashSet<Skill>>());
defs.insert(
SkillGroupType::Weapon(ToolKind::Hammer), [
Skill::Hammer(HammerSkill::UnlockLeap),
].iter().cloned().collect::<HashSet<Skill>>());
defs.insert(
SkillGroupType::Weapon(ToolKind::Bow), [
Skill::Bow(BowSkill::UnlockRepeater),
].iter().cloned().collect::<HashSet<Skill>>());
defs.insert(
SkillGroupType::Weapon(ToolKind::Staff), [
Skill::Staff(StaffSkill::UnlockShockwave),
].iter().cloned().collect::<HashSet<Skill>>());
defs.insert(
SkillGroupType::Weapon(ToolKind::Sceptre), [
Skill::Sceptre(SceptreSkill::Unlock404),
].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 {
General(GeneralSkill),
Sword(SwordSkill),
Axe(AxeSkill),
Hammer(HammerSkill),
Bow(BowSkill),
Staff(StaffSkill),
Sceptre(SceptreSkill),
UnlockGroup(SkillGroupType),
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SwordSkill {
UnlockSpin,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum AxeSkill {
UnlockLeap,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum HammerSkill {
UnlockLeap,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum BowSkill {
UnlockRepeater,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum StaffSkill {
UnlockShockwave,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SceptreSkill {
Unlock404,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum GeneralSkill {
HealthIncrease1,
HealthIncrease2,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SkillGroupType {
General,
Weapon(ToolKind),
}
/// 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,
}
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![SkillGroup::new(SkillGroupType::General)],
skills: HashSet::new(),
}
}
}
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 !self.skills.contains(&skill) {
if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
let prerequisites_met = self.prerequisites_met(skill);
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() {
skill_group.available_sp -= skill.skill_cost();
if let Skill::UnlockGroup(group) = skill {
self.unlock_skill_group(group);
}
self.skills.insert(skill);
} else {
warn!("Tried to unlock skill for skill group with insufficient SP");
}
} else {
warn!("Tried to unlock skill without meeting prerequisite skills");
}
} 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 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(&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 += skill.skill_cost();
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");
}
}
/// 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
}
})
}
/// 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 += number_of_skill_points;
} else {
warn!("Tried to add skill points to a skill group that player does not have");
}
}
/// 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 {
skill
.prerequisite_skills()
.iter()
.all(|s| self.skills.contains(s))
}
}
impl Skill {
/// Returns a vec of prerequisite skills (it should only be necessary to
/// note direct prerequisites)
pub fn prerequisite_skills(self) -> Vec<Skill> {
let mut prerequisites = Vec::new();
use Skill::*;
match self {
General(GeneralSkill::HealthIncrease2) => {
prerequisites.push(General(GeneralSkill::HealthIncrease1));
},
_ => {},
}
prerequisites
}
/// Returns the cost in skill points of unlocking a particular skill
pub fn skill_cost(self) -> u16 {
use Skill::*;
match self {
General(GeneralSkill::HealthIncrease2) => 2,
_ => 1,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_refund_skill() {
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.skill_groups[0].available_sp, 0);
assert_eq!(skillset.skills.len(), 1);
assert_eq!(
skillset.skills.get(&Skill::TestAxeSkill2),
Some(&Skill::TestAxeSkill2)
);
skillset.refund_skill(Skill::TestAxeSkill2);
assert_eq!(skillset.skill_groups[0].available_sp, 1);
assert_eq!(skillset.skills.get(&Skill::TestAxeSkill2), None);
}
#[test]
fn test_unlock_skillgroup() {
let mut skillset = SkillSet::new();
skillset.unlock_skill_group(SkillGroupType::Axes);
assert_eq!(skillset.skill_groups.len(), 1);
assert_eq!(
skillset.skill_groups[0],
SkillGroup::new(SkillGroupType::Axes)
);
}
#[test]
fn test_unlock_skill() {
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);
assert_eq!(skillset.skills.len(), 0);
// Try unlocking a skill with enough skill points
skillset.unlock_skill(Skill::TestAxeSkill2);
assert_eq!(skillset.skill_groups[0].available_sp, 0);
assert_eq!(skillset.skills.len(), 1);
assert_eq!(
skillset.skills.get(&Skill::TestAxeSkill2),
Some(&Skill::TestAxeSkill2)
);
// Try unlocking a skill without enough skill points
skillset.unlock_skill(Skill::TestAxeSkill1);
assert_eq!(skillset.skills.len(), 1);
assert_eq!(skillset.skills.get(&Skill::TestAxeSkill1), None);
}
#[test]
fn test_add_skill_points() {
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);
}
}