2020-12-05 22:03:42 +00:00
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use crate::{
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assets::{self, Asset, AssetExt},
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2021-10-17 04:28:39 +00:00
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comp::{
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item::tool::ToolKind,
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skills::{GeneralSkill, Skill},
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},
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2020-12-05 22:03:42 +00:00
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};
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2020-12-12 01:45:46 +00:00
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use hashbrown::{HashMap, HashSet};
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2020-06-29 16:22:19 +00:00
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use lazy_static::lazy_static;
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2020-07-06 14:23:08 +00:00
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use serde::{Deserialize, Serialize};
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2021-04-14 15:35:34 +00:00
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use specs::{Component, DerefFlaggedStorage};
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use specs_idvs::IdvStorage;
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2020-12-12 01:45:46 +00:00
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use std::hash::Hash;
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2021-01-05 06:03:25 +00:00
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use tracing::{trace, warn};
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2020-06-29 16:22:19 +00:00
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2021-10-17 04:28:39 +00:00
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pub mod skills;
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2020-12-05 22:03:42 +00:00
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#[derive(Clone, Debug, Serialize, Deserialize)]
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2021-01-18 19:08:13 +00:00
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pub struct SkillTreeMap(HashMap<SkillGroupKind, HashSet<Skill>>);
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2020-12-05 22:03:42 +00:00
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2020-12-06 19:10:47 +00:00
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impl Asset for SkillTreeMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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2021-01-18 19:08:13 +00:00
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pub struct SkillGroupDef {
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pub skills: HashSet<Skill>,
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pub total_skill_point_cost: u16,
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}
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2020-12-06 19:10:47 +00:00
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#[derive(Clone, Debug, Serialize, Deserialize)]
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2021-01-16 17:01:57 +00:00
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pub struct SkillLevelMap(HashMap<Skill, Option<u16>>);
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2020-12-06 19:10:47 +00:00
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impl Asset for SkillLevelMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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2021-01-16 17:01:57 +00:00
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pub struct SkillPrerequisitesMap(HashMap<Skill, HashMap<Skill, Option<u16>>>);
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2020-12-06 19:10:47 +00:00
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impl Asset for SkillPrerequisitesMap {
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2020-12-05 22:03:42 +00:00
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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2020-07-03 19:40:37 +00:00
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lazy_static! {
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2021-08-16 17:43:57 +00:00
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// Determines the skills that comprise each skill group.
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//
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// This data is used to determine which of a player's skill groups a
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// particular skill should be added to when a skill unlock is requested.
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2021-01-18 19:08:13 +00:00
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pub static ref SKILL_GROUP_DEFS: HashMap<SkillGroupKind, SkillGroupDef> = {
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let map = SkillTreeMap::load_expect_cloned(
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2020-12-06 19:10:47 +00:00
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"common.skill_trees.skills_skill-groups_manifest",
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2021-01-18 19:08:13 +00:00
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).0;
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map.iter().map(|(sgk, skills)|
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(*sgk, SkillGroupDef { skills: skills.clone(),
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total_skill_point_cost: skills
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.iter()
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.map(|skill| {
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if let Some(max_level) = skill.max_level() {
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(1..=max_level)
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.into_iter()
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.map(|level| skill.skill_cost(Some(level)))
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.sum()
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} else {
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skill.skill_cost(None)
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}
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})
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.sum()
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})
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)
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.collect()
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};
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// Creates a hashmap for the reverse lookup of skill groups from a skill
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pub static ref SKILL_GROUP_LOOKUP: HashMap<Skill, SkillGroupKind> = {
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let map = SkillTreeMap::load_expect_cloned(
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"common.skill_trees.skills_skill-groups_manifest",
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).0;
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2021-12-21 20:19:23 +00:00
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map.iter().flat_map(|(sgk, skills)| skills.into_iter().map(move |s| (*s, *sgk))).collect()
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2020-12-06 19:10:47 +00:00
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};
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// Loads the maximum level that a skill can obtain
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2021-01-16 17:01:57 +00:00
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pub static ref SKILL_MAX_LEVEL: HashMap<Skill, Option<u16>> = {
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2020-12-06 19:10:47 +00:00
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SkillLevelMap::load_expect_cloned(
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"common.skill_trees.skill_max_levels",
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).0
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};
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// Loads the prerequisite skills for a particular skill
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2021-01-16 17:01:57 +00:00
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pub static ref SKILL_PREREQUISITES: HashMap<Skill, HashMap<Skill, Option<u16>>> = {
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2020-12-06 19:10:47 +00:00
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SkillPrerequisitesMap::load_expect_cloned(
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"common.skill_trees.skill_prerequisites",
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2020-12-05 22:03:42 +00:00
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).0
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2020-07-03 19:40:37 +00:00
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};
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}
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2020-06-29 16:22:19 +00:00
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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2021-01-18 19:08:13 +00:00
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pub enum SkillGroupKind {
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2020-11-15 02:05:18 +00:00
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General,
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Weapon(ToolKind),
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2020-06-29 16:22:19 +00:00
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}
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2021-01-18 19:08:13 +00:00
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impl SkillGroupKind {
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/// Gets the cost in experience of earning a skill point
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2021-10-13 14:44:28 +00:00
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pub fn skill_point_cost(self, level: u16) -> u32 {
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2021-08-08 03:34:56 +00:00
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const EXP_INCREMENT: f32 = 10.0;
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const STARTING_EXP: f32 = 70.0;
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const EXP_CEILING: f32 = 1000.0;
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const SCALING_FACTOR: f32 = 0.125;
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(EXP_INCREMENT
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* (EXP_CEILING
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/ EXP_INCREMENT
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/ (1.0
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2021-08-08 03:34:56 +00:00
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+ std::f32::consts::E.powf(-SCALING_FACTOR * level as f32)
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* (EXP_CEILING / STARTING_EXP - 1.0)))
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.floor()) as u32
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2021-01-07 21:02:50 +00:00
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}
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2021-01-04 17:53:27 +00:00
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/// Gets the total amount of skill points that can be spent in a particular
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/// skill group
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2021-01-18 19:08:13 +00:00
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pub fn total_skill_point_cost(self) -> u16 {
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if let Some(SkillGroupDef {
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total_skill_point_cost,
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..
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}) = SKILL_GROUP_DEFS.get(&self)
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{
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*total_skill_point_cost
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2021-01-16 17:01:57 +00:00
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} else {
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0
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2021-01-04 17:53:27 +00:00
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}
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}
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2021-01-02 04:11:30 +00:00
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}
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2020-06-29 16:22:19 +00:00
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/// A group of skills that have been unlocked by a player. Each skill group has
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/// independent exp and skill points which are used to unlock skills in that
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/// skill group.
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2020-11-15 02:05:18 +00:00
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#[derive(Clone, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
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pub struct SkillGroup {
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pub skill_group_kind: SkillGroupKind,
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// How much exp has been used for skill points
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pub spent_exp: u32,
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// How much exp has been earned in total
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pub earned_exp: u32,
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2020-11-15 21:05:02 +00:00
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pub available_sp: u16,
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pub earned_sp: u16,
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2021-10-21 14:53:46 +00:00
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// Used for persistence
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pub ordered_skills: Vec<Skill>,
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}
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2020-07-03 19:40:37 +00:00
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impl SkillGroup {
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fn new(skill_group_kind: SkillGroupKind) -> SkillGroup {
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SkillGroup {
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skill_group_kind,
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spent_exp: 0,
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earned_exp: 0,
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available_sp: 0,
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earned_sp: 0,
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2021-10-21 14:53:46 +00:00
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ordered_skills: Vec::new(),
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2020-06-29 16:22:19 +00:00
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}
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}
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2021-10-13 14:44:28 +00:00
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/// Returns the available experience that could be used to earn another
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/// skill point in a particular skill group.
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pub fn available_experience(&self) -> u32 { self.earned_exp - self.spent_exp }
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/// Adds a skill point while subtracting the necessary amount of experience
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pub fn earn_skill_point(&mut self) -> Result<(), SpRewardError> {
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let sp_cost = self.skill_group_kind.skill_point_cost(self.earned_sp);
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if self.available_experience() >= sp_cost {
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self.spent_exp = self.spent_exp.saturating_add(sp_cost);
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self.available_sp = self.available_sp.saturating_add(1);
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self.earned_sp = self.earned_sp.saturating_add(1);
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Ok(())
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} else {
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Err(SpRewardError::InsufficientExp)
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}
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}
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2020-06-29 16:22:19 +00:00
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}
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2020-07-03 19:40:37 +00:00
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/// Contains all of a player's skill groups and skills. Provides methods for
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/// manipulating assigned skills and skill groups including unlocking skills,
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/// refunding skills etc.
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub struct SkillSet {
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2020-07-03 19:40:37 +00:00
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pub skill_groups: Vec<SkillGroup>,
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2021-01-16 17:01:57 +00:00
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pub skills: HashMap<Skill, Option<u16>>,
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2020-12-31 18:37:25 +00:00
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pub modify_health: bool,
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pub modify_energy: bool,
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2020-06-29 16:22:19 +00:00
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}
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2021-04-14 15:35:34 +00:00
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impl Component for SkillSet {
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type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
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}
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2020-06-29 16:22:19 +00:00
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impl Default for SkillSet {
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/// Instantiate a new skill set with the default skill groups with no
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/// unlocked skills in them - used when adding a skill set to a new
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/// player
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fn default() -> Self {
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2020-07-03 19:40:37 +00:00
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Self {
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2021-06-09 05:14:20 +00:00
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skill_groups: vec![
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SkillGroup::new(SkillGroupKind::General),
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SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Pick)),
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],
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2020-12-04 23:39:03 +00:00
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skills: HashMap::new(),
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2020-12-31 18:37:25 +00:00
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modify_health: false,
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modify_energy: false,
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2020-07-03 19:40:37 +00:00
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}
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2020-06-29 16:22:19 +00:00
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}
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}
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impl SkillSet {
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/// Checks if the skill set of an entity contains a particular skill group
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/// type
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pub fn contains_skill_group(&self, skill_group_kind: SkillGroupKind) -> bool {
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self.skill_groups
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.iter()
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.any(|x| x.skill_group_kind == skill_group_kind)
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}
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2020-07-04 18:32:24 +00:00
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/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
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/// points.
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2021-01-18 19:08:13 +00:00
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pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
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if !self.contains_skill_group(skill_group_kind) {
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self.skill_groups.push(SkillGroup::new(skill_group_kind));
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2020-07-03 19:40:37 +00:00
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} else {
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warn!("Tried to unlock already known skill group");
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}
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}
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2020-06-29 16:22:19 +00:00
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2021-10-21 14:53:46 +00:00
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/// Returns a reference to a particular skill group in a skillset
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fn skill_group(&self, skill_group: SkillGroupKind) -> Option<&SkillGroup> {
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self.skill_groups
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.iter()
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.find(|s_g| s_g.skill_group_kind == skill_group)
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}
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/// Returns a mutable reference to a particular skill group in a skillset
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fn skill_group_mut(&mut self, skill_group: SkillGroupKind) -> Option<&mut SkillGroup> {
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self.skill_groups
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.iter_mut()
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.find(|s_g| s_g.skill_group_kind == skill_group)
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}
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/// Adds experience to the skill group within an entity's skill set
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pub fn add_experience(&mut self, skill_group_kind: SkillGroupKind, amount: u32) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.earned_exp = skill_group.earned_exp.saturating_add(amount);
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2020-06-29 16:22:19 +00:00
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} else {
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2021-10-21 14:53:46 +00:00
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warn!("Tried to add experience to a skill group that player does not have");
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2020-06-29 16:22:19 +00:00
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}
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}
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2020-07-03 19:40:37 +00:00
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2021-10-21 14:53:46 +00:00
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/// Gets the available experience for a particular skill group
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pub fn available_experience(&self, skill_group: SkillGroupKind) -> u32 {
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self.skill_group(skill_group)
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.map_or(0, |s_g| s_g.available_experience())
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}
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/// Checks how much experience is needed for the next skill point in a tree
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pub fn skill_point_cost(&self, skill_group: SkillGroupKind) -> u32 {
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if let Some(level) = self.skill_group(skill_group).map(|sg| sg.earned_sp) {
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skill_group.skill_point_cost(level)
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2020-07-03 19:40:37 +00:00
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} else {
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2021-10-21 14:53:46 +00:00
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skill_group.skill_point_cost(0)
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2020-07-03 19:40:37 +00:00
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}
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}
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2020-07-04 18:32:24 +00:00
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/// Adds skill points to a skill group as long as the player has that skill
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/// group type.
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pub fn add_skill_points(
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&mut self,
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skill_group_kind: SkillGroupKind,
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2020-11-15 21:05:02 +00:00
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number_of_skill_points: u16,
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2020-07-04 18:32:24 +00:00
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) {
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2021-01-18 19:08:13 +00:00
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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2021-01-08 20:53:52 +00:00
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skill_group.available_sp = skill_group
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.available_sp
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.saturating_add(number_of_skill_points);
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2021-01-08 01:27:23 +00:00
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skill_group.earned_sp = skill_group.earned_sp.saturating_add(number_of_skill_points);
|
2020-07-04 18:32:24 +00:00
|
|
|
} else {
|
|
|
|
warn!("Tried to add skill points to a skill group that player does not have");
|
|
|
|
}
|
|
|
|
}
|
2020-11-15 02:05:18 +00:00
|
|
|
|
2021-01-08 20:53:52 +00:00
|
|
|
/// Adds a skill point while subtracting the necessary amount of experience
|
2021-10-13 14:44:28 +00:00
|
|
|
pub fn earn_skill_point(
|
|
|
|
&mut self,
|
|
|
|
skill_group_kind: SkillGroupKind,
|
|
|
|
) -> Result<(), SpRewardError> {
|
|
|
|
if let Some(skill_group) = self.skill_group_mut(skill_group_kind) {
|
|
|
|
skill_group.earn_skill_point()
|
|
|
|
} else {
|
|
|
|
Err(SpRewardError::UnavailableSkillGroup)
|
2021-01-16 17:01:57 +00:00
|
|
|
}
|
2021-01-08 20:53:52 +00:00
|
|
|
}
|
|
|
|
|
2021-01-18 19:08:13 +00:00
|
|
|
/// Gets the available points for a particular skill group
|
|
|
|
pub fn available_sp(&self, skill_group: SkillGroupKind) -> u16 {
|
|
|
|
self.skill_group(skill_group)
|
2021-01-16 17:01:57 +00:00
|
|
|
.map_or(0, |s_g| s_g.available_sp)
|
2021-01-02 04:11:30 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/// Gets the total earned points for a particular skill group
|
2021-01-18 19:08:13 +00:00
|
|
|
pub fn earned_sp(&self, skill_group: SkillGroupKind) -> u16 {
|
|
|
|
self.skill_group(skill_group).map_or(0, |s_g| s_g.earned_sp)
|
2021-01-02 04:11:30 +00:00
|
|
|
}
|
|
|
|
|
2021-10-22 15:47:06 +00:00
|
|
|
/// Checks that the skill set contains all prerequisite skills of the
|
|
|
|
/// required level for a particular skill
|
2021-10-21 14:53:46 +00:00
|
|
|
pub fn prerequisites_met(&self, skill: Skill) -> bool {
|
|
|
|
skill
|
|
|
|
.prerequisite_skills()
|
|
|
|
.all(|(s, l)| self.skill_level(s).map_or(false, |l_b| l_b >= l))
|
2021-01-02 04:11:30 +00:00
|
|
|
}
|
2021-01-05 06:03:25 +00:00
|
|
|
|
2021-01-07 01:45:30 +00:00
|
|
|
/// Gets skill point cost to purchase skill of next level
|
2021-01-16 17:01:57 +00:00
|
|
|
pub fn skill_cost(&self, skill: Skill) -> u16 {
|
|
|
|
let next_level = self.next_skill_level(skill);
|
2021-01-07 01:45:30 +00:00
|
|
|
skill.skill_cost(next_level)
|
|
|
|
}
|
|
|
|
|
2021-01-05 06:03:25 +00:00
|
|
|
/// Checks if player has sufficient skill points to purchase a skill
|
|
|
|
pub fn sufficient_skill_points(&self, skill: Skill) -> bool {
|
2021-01-18 19:08:13 +00:00
|
|
|
if let Some(skill_group_kind) = skill.skill_group_kind() {
|
2021-01-05 06:03:25 +00:00
|
|
|
if let Some(skill_group) = self
|
|
|
|
.skill_groups
|
|
|
|
.iter()
|
2021-01-18 19:08:13 +00:00
|
|
|
.find(|x| x.skill_group_kind == skill_group_kind)
|
2021-01-05 06:03:25 +00:00
|
|
|
{
|
2021-01-16 17:01:57 +00:00
|
|
|
let needed_sp = self.skill_cost(skill);
|
2021-01-08 01:27:23 +00:00
|
|
|
skill_group.available_sp >= needed_sp
|
2021-01-05 06:03:25 +00:00
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-10-21 14:53:46 +00:00
|
|
|
/// Checks the next level of a skill
|
|
|
|
fn next_skill_level(&self, skill: Skill) -> Option<u16> {
|
|
|
|
if let Ok(level) = self.skill_level(skill) {
|
|
|
|
// If already has skill, and that skill has levels, level + 1
|
|
|
|
level.map(|l| l + 1)
|
|
|
|
} else {
|
|
|
|
// Else if the skill has levels, 1
|
|
|
|
skill.max_level().map(|_| 1)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Unlocks a skill for a player, assuming they have the relevant skill
|
|
|
|
/// group unlocked and available SP in that skill group.
|
2021-10-22 15:47:06 +00:00
|
|
|
pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
|
2021-10-21 14:53:46 +00:00
|
|
|
if let Some(skill_group_kind) = skill.skill_group_kind() {
|
|
|
|
let next_level = self.next_skill_level(skill);
|
|
|
|
let prerequisites_met = self.prerequisites_met(skill);
|
|
|
|
// Check that skill is not yet at max level
|
|
|
|
if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) {
|
|
|
|
if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
|
|
|
|
if prerequisites_met {
|
|
|
|
if skill_group.available_sp >= skill.skill_cost(next_level) {
|
|
|
|
skill_group.available_sp -= skill.skill_cost(next_level);
|
|
|
|
skill_group.ordered_skills.push(skill);
|
|
|
|
match skill {
|
|
|
|
Skill::UnlockGroup(group) => {
|
|
|
|
self.unlock_skill_group(group);
|
|
|
|
},
|
|
|
|
Skill::General(GeneralSkill::HealthIncrease) => {
|
|
|
|
self.modify_health = true;
|
|
|
|
},
|
|
|
|
Skill::General(GeneralSkill::EnergyIncrease) => {
|
|
|
|
self.modify_energy = true;
|
|
|
|
},
|
|
|
|
_ => {},
|
|
|
|
}
|
|
|
|
self.skills.insert(skill, next_level);
|
2021-10-22 15:47:06 +00:00
|
|
|
Ok(())
|
2021-10-21 14:53:46 +00:00
|
|
|
} else {
|
|
|
|
trace!("Tried to unlock skill for skill group with insufficient SP");
|
2021-10-22 15:47:06 +00:00
|
|
|
Err(SkillUnlockError::InsufficientSP)
|
2021-10-21 14:53:46 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
trace!("Tried to unlock skill without meeting prerequisite skills");
|
2021-10-22 15:47:06 +00:00
|
|
|
Err(SkillUnlockError::MissingPrerequisites)
|
2021-10-21 14:53:46 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
trace!("Tried to unlock skill for a skill group that player does not have");
|
2021-10-22 15:47:06 +00:00
|
|
|
Err(SkillUnlockError::UnavailableSkillGroup)
|
2021-10-21 14:53:46 +00:00
|
|
|
}
|
|
|
|
} else {
|
2021-10-22 15:47:06 +00:00
|
|
|
trace!("Tried to unlock skill the player already has");
|
|
|
|
Err(SkillUnlockError::SkillAlreadyUnlocked)
|
2021-10-21 14:53:46 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
warn!(
|
|
|
|
?skill,
|
|
|
|
"Tried to unlock skill that does not exist in any skill group!"
|
|
|
|
);
|
2021-10-22 15:47:06 +00:00
|
|
|
Err(SkillUnlockError::NoParentSkillTree)
|
2021-10-21 14:53:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-01-05 06:03:25 +00:00
|
|
|
/// 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
|
2021-01-18 19:08:13 +00:00
|
|
|
&& (sg.earned_sp - sg.available_sp) < sg.skill_group_kind.total_skill_point_cost()
|
2021-01-05 06:03:25 +00:00
|
|
|
})
|
|
|
|
}
|
2021-01-07 21:02:50 +00:00
|
|
|
|
2021-01-16 17:01:57 +00:00
|
|
|
/// Checks if the skill is at max level in a skill set
|
|
|
|
pub fn is_at_max_level(&self, skill: Skill) -> bool {
|
|
|
|
if let Ok(level) = self.skill_level(skill) {
|
|
|
|
level == skill.max_level()
|
|
|
|
} else {
|
|
|
|
false
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Checks if skill set contains a skill
|
|
|
|
pub fn has_skill(&self, skill: Skill) -> bool { self.skills.contains_key(&skill) }
|
|
|
|
|
|
|
|
/// Returns the level of the skill
|
|
|
|
pub fn skill_level(&self, skill: Skill) -> Result<Option<u16>, SkillError> {
|
|
|
|
if let Some(level) = self.skills.get(&skill).copied() {
|
|
|
|
Ok(level)
|
|
|
|
} else {
|
|
|
|
Err(SkillError::MissingSkill)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-08-16 09:16:20 +00:00
|
|
|
/// Returns the level of the skill or passed value as default
|
|
|
|
pub fn skill_level_or(&self, skill: Skill, default: u16) -> u16 {
|
|
|
|
if let Ok(Some(level)) = self.skill_level(skill) {
|
|
|
|
level
|
|
|
|
} else {
|
|
|
|
default
|
|
|
|
}
|
|
|
|
}
|
2020-11-19 01:26:55 +00:00
|
|
|
}
|
|
|
|
|
2021-10-17 04:28:39 +00:00
|
|
|
pub enum SkillError {
|
|
|
|
MissingSkill,
|
2020-07-04 18:32:24 +00:00
|
|
|
}
|
|
|
|
|
2021-10-22 15:47:06 +00:00
|
|
|
#[derive(Debug)]
|
|
|
|
pub enum SkillUnlockError {
|
|
|
|
InsufficientSP,
|
|
|
|
MissingPrerequisites,
|
|
|
|
UnavailableSkillGroup,
|
|
|
|
SkillAlreadyUnlocked,
|
|
|
|
NoParentSkillTree,
|
|
|
|
}
|
|
|
|
|
2021-10-13 14:44:28 +00:00
|
|
|
pub enum SpRewardError {
|
|
|
|
InsufficientExp,
|
|
|
|
UnavailableSkillGroup,
|
|
|
|
}
|
|
|
|
|
2020-07-04 18:32:24 +00:00
|
|
|
#[cfg(test)]
|
|
|
|
mod tests {
|
|
|
|
use super::*;
|
2021-10-17 04:28:39 +00:00
|
|
|
// Code reviewers: Open a comment here, I want to refactor these tests
|
2020-07-04 18:32:24 +00:00
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_refund_skill() {
|
2021-01-09 16:56:19 +00:00
|
|
|
let mut skillset = SkillSet::default();
|
2021-01-18 19:08:13 +00:00
|
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
|
|
skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1);
|
2021-01-13 08:11:31 +00:00
|
|
|
skillset.unlock_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-06-09 05:14:20 +00:00
|
|
|
assert_eq!(skillset.skill_groups[2].available_sp, 0);
|
2020-07-04 18:32:24 +00:00
|
|
|
assert_eq!(skillset.skills.len(), 1);
|
2021-05-16 08:03:09 +00:00
|
|
|
assert!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-01-13 08:11:31 +00:00
|
|
|
skillset.refund_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-06-09 05:14:20 +00:00
|
|
|
assert_eq!(skillset.skill_groups[2].available_sp, 1);
|
2021-01-13 08:11:31 +00:00
|
|
|
assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::UnlockLeap)), None);
|
2020-07-04 18:32:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_unlock_skillgroup() {
|
2021-01-09 16:56:19 +00:00
|
|
|
let mut skillset = SkillSet::default();
|
2021-01-18 19:08:13 +00:00
|
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-06-09 05:14:20 +00:00
|
|
|
assert_eq!(skillset.skill_groups.len(), 3);
|
2020-07-04 18:32:24 +00:00
|
|
|
assert_eq!(
|
2021-06-09 05:14:20 +00:00
|
|
|
skillset.skill_groups[2],
|
2021-01-18 19:08:13 +00:00
|
|
|
SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Axe))
|
2020-07-04 18:32:24 +00:00
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_unlock_skill() {
|
2021-01-09 16:56:19 +00:00
|
|
|
let mut skillset = SkillSet::default();
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-01-18 19:08:13 +00:00
|
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
|
|
skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1);
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-06-09 05:14:20 +00:00
|
|
|
assert_eq!(skillset.skill_groups[2].available_sp, 1);
|
2020-07-04 18:32:24 +00:00
|
|
|
assert_eq!(skillset.skills.len(), 0);
|
|
|
|
|
|
|
|
// Try unlocking a skill with enough skill points
|
2021-01-13 08:11:31 +00:00
|
|
|
skillset.unlock_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-06-09 05:14:20 +00:00
|
|
|
assert_eq!(skillset.skill_groups[2].available_sp, 0);
|
2020-07-04 18:32:24 +00:00
|
|
|
assert_eq!(skillset.skills.len(), 1);
|
2021-05-16 08:03:09 +00:00
|
|
|
assert!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
|
|
|
// Try unlocking a skill without enough skill points
|
2021-01-09 16:56:19 +00:00
|
|
|
skillset.unlock_skill(Skill::Axe(AxeSkill::DsCombo));
|
2020-07-04 18:32:24 +00:00
|
|
|
|
|
|
|
assert_eq!(skillset.skills.len(), 1);
|
2021-01-09 16:56:19 +00:00
|
|
|
assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::DsCombo)), None);
|
2020-07-04 18:32:24 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
fn test_add_skill_points() {
|
2021-01-09 16:56:19 +00:00
|
|
|
let mut skillset = SkillSet::default();
|
2021-01-18 19:08:13 +00:00
|
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
|
|
skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1);
|
2020-07-04 18:32:24 +00:00
|
|
|
|
2021-06-09 05:14:20 +00:00
|
|
|
assert_eq!(skillset.skill_groups[2].available_sp, 1);
|
2020-07-04 18:32:24 +00:00
|
|
|
}
|
2020-06-29 16:22:19 +00:00
|
|
|
}
|