Revert non-ui code changes

This commit is contained in:
juliancoffee 2021-07-07 17:11:01 +03:00
parent 034b032954
commit 066e0a0323
4 changed files with 235 additions and 321 deletions

View File

@ -5,8 +5,7 @@ use crate::{
self, aura, beam, buff,
inventory::item::tool::{Stats, ToolKind},
projectile::ProjectileConstructor,
skills::{self, Boost},
Body, CharacterState, EnergySource, LightEmitter, StateUpdate,
skills, Body, CharacterState, EnergySource, LightEmitter, StateUpdate,
},
states::{
behavior::JoinData,
@ -785,22 +784,22 @@ impl CharacterAbility {
ref mut charge_through,
..
} => {
skills::adjust_with_level(skillset, Sword(DCost), |m, level| {
*energy_cost *= m.powi(level.into())
});
skills::adjust_with_level(skillset, Sword(DDrain), |m, level| {
*energy_drain *= m.powi(level.into())
});
skills::adjust_with_level(skillset, Sword(DDamage), |m, level| {
*base_damage *= m.powi(level.into())
});
skills::adjust_with_level(skillset, Sword(DScaling), |m, level| {
*scaled_damage *= m.powi(level.into())
});
skills::set_if_has(skillset, Sword(DSpeed), |m| {
*forward_speed *= m;
});
*is_interruptible = skillset.has_skill(Sword(InterruptingAttacks));
if let Ok(Some(level)) = skillset.skill_level(Sword(DCost)) {
*energy_cost *= 0.75_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sword(DDrain)) {
*energy_drain *= 0.75_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sword(DDamage)) {
*base_damage *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sword(DScaling)) {
*scaled_damage *= 1.2_f32.powi(level.into());
}
if skillset.has_skill(Sword(DSpeed)) {
*forward_speed *= 1.15;
}
*charge_through = skillset.has_skill(Sword(DInfinite));
},
SpinMelee {
@ -811,16 +810,16 @@ impl CharacterAbility {
ref mut num_spins,
..
} => {
skills::adjust_with_level(skillset, Sword(SDamage), |m, level| {
*base_damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sword(SSpeed), |m, level| {
*swing_duration *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sword(SCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
*is_interruptible = skillset.has_skill(Sword(InterruptingAttacks));
if let Ok(Some(level)) = skillset.skill_level(Sword(SDamage)) {
*base_damage *= 1.4_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sword(SSpeed)) {
*swing_duration *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sword(SCost)) {
*energy_cost *= 0.75_f32.powi(level.into());
}
*num_spins = skillset
.skill_level(Sword(SSpins))
.unwrap_or(None)
@ -877,21 +876,21 @@ impl CharacterAbility {
ref mut movement_behavior,
..
} => {
skills::adjust_with_level(skillset, Axe(SDamage), |m, level| {
*base_damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Axe(SSpeed), |m, level| {
*swing_duration *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Axe(SCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
*is_infinite = skillset.has_skill(Axe(SInfinite));
*movement_behavior = if skillset.has_skill(Axe(SHelicopter)) {
spin_melee::MovementBehavior::AxeHover
} else {
spin_melee::MovementBehavior::ForwardGround
};
if let Ok(Some(level)) = skillset.skill_level(Axe(SDamage)) {
*base_damage *= 1.3_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Axe(SSpeed)) {
*swing_duration *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Axe(SCost)) {
*energy_cost *= 0.75_f32.powi(level.into());
}
},
LeapMelee {
ref mut base_damage,
@ -901,19 +900,19 @@ impl CharacterAbility {
ref mut vertical_leap_strength,
..
} => {
skills::adjust_with_level(skillset, Axe(LDamage), |m, level| {
*base_damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Axe(LKnockback), |m, level| {
*knockback *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Axe(LCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Axe(LDistance), |m, level| {
*forward_leap_strength *= m.powi(level.into());
*vertical_leap_strength *= m.powi(level.into());
});
if let Ok(Some(level)) = skillset.skill_level(Axe(LDamage)) {
*base_damage *= 1.35_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Axe(LKnockback)) {
*knockback *= 1.4_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Axe(LCost)) {
*energy_cost *= 0.75_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Axe(LDistance)) {
*forward_leap_strength *= 1.2_f32.powi(level.into());
*vertical_leap_strength *= 1.2_f32.powi(level.into());
}
},
_ => {},
}
@ -929,13 +928,12 @@ impl CharacterAbility {
ref mut scales_from_combo,
..
} => {
skills::adjust_with_level(skillset, Hammer(SsKnockback), |m, level| {
let knockback_mult = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Hammer(SsKnockback)) {
*stage_data = (*stage_data)
.iter()
.map(|s| s.modify_strike(knockback_mult))
.map(|s| s.modify_strike(1.5_f32.powi(level.into())))
.collect::<Vec<combo_melee::Stage<f32>>>();
});
}
let speed_segments = Hammer(SsSpeed).max_level().unwrap_or(1) as f32;
let speed_level = skillset
.skill_level(Hammer(SsSpeed))
@ -968,18 +966,18 @@ impl CharacterAbility {
ref mut speed,
..
} => {
skills::adjust_with_level(skillset, Hammer(CDamage), |m, level| {
*scaled_damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Hammer(CKnockback), |m, level| {
*scaled_knockback *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Hammer(CDrain), |m, level| {
*energy_drain *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Hammer(CSpeed), |m, level| {
*speed *= m.powi(level.into());
});
if let Ok(Some(level)) = skillset.skill_level(Hammer(CDamage)) {
*scaled_damage *= 1.25_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(CKnockback)) {
*scaled_knockback *= 1.5_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(CDrain)) {
*energy_drain *= 0.75_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(CSpeed)) {
*speed *= 1.25_f32.powi(level.into());
}
},
LeapMelee {
ref mut base_damage,
@ -990,22 +988,22 @@ impl CharacterAbility {
ref mut range,
..
} => {
skills::adjust_with_level(skillset, Hammer(LDamage), |m, level| {
*base_damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Hammer(LKnockback), |m, level| {
*knockback *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Hammer(LCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Hammer(LDistance), |m, level| {
*forward_leap_strength *= m.powi(level.into());
*vertical_leap_strength *= m.powi(level.into());
});
skills::adjust_counter_with_level(skillset, Hammer(LRange), |m, level| {
*range += (m * level) as f32;
});
if let Ok(Some(level)) = skillset.skill_level(Hammer(LDamage)) {
*base_damage *= 1.4_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(LKnockback)) {
*knockback *= 1.5_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(LCost)) {
*energy_cost *= 0.75_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(LDistance)) {
*forward_leap_strength *= 1.25_f32.powi(level.into());
*vertical_leap_strength *= 1.25_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Hammer(LRange)) {
*range += 1.0 * level as f32;
}
},
_ => {},
}
@ -1026,32 +1024,32 @@ impl CharacterAbility {
ref mut scaled_projectile_speed,
..
} => {
skills::adjust_with_level(skillset, Bow(ProjSpeed), |m, level| {
let projectile_speed_scaling = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
let projectile_speed_scaling = 1.2_f32.powi(level.into());
*initial_projectile_speed *= projectile_speed_scaling;
*scaled_projectile_speed *= projectile_speed_scaling;
});
skills::adjust_with_level(skillset, Bow(CDamage), |m, level| {
let damage_scaling = m.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) {
let damage_scaling = 1.2_f32.powi(level.into());
*initial_damage *= damage_scaling;
*scaled_damage *= damage_scaling;
});
skills::adjust_with_level(skillset, Bow(CRegen), |m, level| {
let regen_scaling = m.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CRegen)) {
let regen_scaling = 1.2_f32.powi(level.into());
*initial_regen *= regen_scaling;
*scaled_regen *= regen_scaling;
});
skills::adjust_with_level(skillset, Bow(CKnockback), |m, level| {
let knockback_scaling = m.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) {
let knockback_scaling = 1.2_f32.powi(level.into());
*initial_knockback *= knockback_scaling;
*scaled_knockback *= knockback_scaling;
});
skills::adjust_with_level(skillset, Bow(CSpeed), |m, level| {
*speed *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Bow(CMove), |m, level| {
*move_speed *= m.powi(level.into());
});
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) {
*speed *= 1.1_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) {
*move_speed *= 1.1_f32.powi(level.into());
}
},
RepeaterRanged {
ref mut energy_cost,
@ -1060,19 +1058,19 @@ impl CharacterAbility {
ref mut projectile_speed,
..
} => {
skills::adjust_with_level(skillset, Bow(ProjSpeed), |m, level| {
*projectile_speed *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Bow(RDamage), |m, level| {
let power = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) {
let power = 1.2_f32.powi(level.into());
*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
});
skills::adjust_with_level(skillset, Bow(RCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Bow(RSpeed), |m, level| {
*max_speed *= m.powi(level.into());
});
}
if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) {
*energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(RSpeed)) {
*max_speed *= 1.2_f32.powi(level.into());
}
},
BasicRanged {
ref mut projectile,
@ -1082,22 +1080,22 @@ impl CharacterAbility {
ref mut projectile_speed,
..
} => {
skills::adjust_with_level(skillset, Bow(ProjSpeed), |m, level| {
*projectile_speed *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Bow(SDamage), |m, level| {
let power = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SDamage)) {
let power = 1.2_f32.powi(level.into());
*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
});
skills::adjust_with_level(skillset, Bow(SCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
skills::adjust_counter_with_level(skillset, Bow(SArrows), |m, level| {
*num_projectiles += (m * level) as u32;
});
skills::adjust_with_level(skillset, Bow(SSpread), |m, level| {
*projectile_spread *= m.powi(level.into());
});
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SCost)) {
*energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SArrows)) {
*num_projectiles += level as u32;
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SSpread)) {
*projectile_spread *= 0.8_f32.powi(level.into());
}
},
_ => {},
}
@ -1108,39 +1106,21 @@ impl CharacterAbility {
BasicRanged {
ref mut projectile, ..
} => {
let power = {
let skill = Staff(BDamage);
let level = skillset.skill_level(skill).unwrap_or(None).unwrap_or(0);
if let Some(m) = skill.boost().as_mult_maybe() {
m.powi(level.into())
} else {
skills::invalid_skill_boost(skill);
1.0
}
};
let regen = {
let skill = Staff(BRegen);
let level = skillset.skill_level(skill).unwrap_or(None).unwrap_or(0);
if let Some(m) = skill.boost().as_mult_maybe() {
m.powi(level.into())
} else {
skills::invalid_skill_boost(skill);
1.0
}
};
let range = {
let skill = Staff(BRadius);
let level = skillset.skill_level(skill).unwrap_or(None).unwrap_or(0);
if let Some(m) = skill.boost().as_mult_maybe() {
m.powi(level.into())
} else {
skills::invalid_skill_boost(skill);
1.0
}
};
let damage_level = skillset
.skill_level(Staff(BDamage))
.unwrap_or(None)
.unwrap_or(0);
let regen_level = skillset
.skill_level(Staff(BRegen))
.unwrap_or(None)
.unwrap_or(0);
let range_level = skillset
.skill_level(Staff(BRadius))
.unwrap_or(None)
.unwrap_or(0);
let power = 1.2_f32.powi(damage_level.into());
let regen = 1.2_f32.powi(regen_level.into());
let range = 1.15_f32.powi(range_level.into());
*projectile = projectile.modified_projectile(power, regen, range);
},
BasicBeam {
@ -1150,23 +1130,23 @@ impl CharacterAbility {
ref mut beam_duration,
..
} => {
skills::adjust_with_level(skillset, Staff(FDamage), |m, level| {
*damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Staff(FRange), |m, level| {
let range_mod = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Staff(FDamage)) {
*damage *= 1.3_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Staff(FRange)) {
let range_mod = 1.25_f32.powi(level.into());
*range *= range_mod;
// Duration modified to keep velocity constant
*beam_duration *= range_mod;
});
skills::adjust_with_level(skillset, Staff(FDrain), |m, level| {
*energy_drain *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Staff(FVelocity), |m, level| {
let velocity_increase = m.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Staff(FDrain)) {
*energy_drain *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Staff(FVelocity)) {
let velocity_increase = 1.25_f32.powi(level.into());
let duration_mod = 1.0 / (1.0 + velocity_increase);
*beam_duration *= duration_mod;
});
}
},
Shockwave {
ref mut damage,
@ -1175,19 +1155,18 @@ impl CharacterAbility {
ref mut energy_cost,
..
} => {
skills::adjust_with_level(skillset, Staff(SDamage), |m, level| {
*damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Staff(SKnockback), |m, level| {
let strength_modifier = m.powi(level.into());
*knockback = knockback.modify_strength(strength_modifier);
});
skills::adjust_with_level(skillset, Staff(SRange), |m, level| {
*shockwave_duration *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Staff(SCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
if let Ok(Some(level)) = skillset.skill_level(Staff(SDamage)) {
*damage *= 1.3_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Staff(SKnockback)) {
*knockback = knockback.modify_strength(1.3_f32.powi(level.into()));
}
if let Ok(Some(level)) = skillset.skill_level(Staff(SRange)) {
*shockwave_duration *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Staff(SCost)) {
*energy_cost *= 0.8_f32.powi(level.into());
}
},
_ => {},
}
@ -1203,24 +1182,23 @@ impl CharacterAbility {
ref mut energy_regen,
..
} => {
skills::adjust_with_level(skillset, Sceptre(LDamage), |m, level| {
*damage *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sceptre(LRange), |m, level| {
let range_mod = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Sceptre(LDamage)) {
*damage *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(LRange)) {
let range_mod = 1.2_f32.powi(level.into());
*range *= range_mod;
// Duration modified to keep velocity constant
*beam_duration *= range_mod;
});
skills::adjust_with_level(skillset, Sceptre(LRegen), |m, level| {
*energy_regen *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sceptre(LLifesteal), |m, level| {
if let Some(CombatEffect::Lifesteal(ref mut lifesteal)) = damage_effect
{
*lifesteal *= m.powi(level.into());
}
});
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(LRegen)) {
*energy_regen *= 1.2_f32.powi(level.into());
}
if let (Ok(Some(level)), Some(CombatEffect::Lifesteal(ref mut lifesteal))) =
(skillset.skill_level(Sceptre(LLifesteal)), damage_effect)
{
*lifesteal *= 1.15_f32.powi(level.into());
}
},
HealingBeam {
ref mut heal,
@ -1229,18 +1207,18 @@ impl CharacterAbility {
ref mut beam_duration,
..
} => {
skills::adjust_with_level(skillset, Sceptre(HHeal), |m, level| {
*heal *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sceptre(HRange), |m, level| {
let range_mod = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HHeal)) {
*heal *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HRange)) {
let range_mod = 1.2_f32.powi(level.into());
*range *= range_mod;
// Duration modified to keep velocity constant
*beam_duration *= range_mod;
});
skills::adjust_with_level(skillset, Sceptre(HCost), |m, level| {
*energy_cost *= m.powi(level.into());
});
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HCost)) {
*energy_cost *= 0.8_f32.powi(level.into());
}
},
BasicAura {
ref mut aura,
@ -1248,20 +1226,20 @@ impl CharacterAbility {
ref mut energy_cost,
..
} => {
skills::adjust_with_level(skillset, Sceptre(AStrength), |m, level| {
aura.strength *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sceptre(ADuration), |m, level| {
if let Ok(Some(level)) = skillset.skill_level(Sceptre(AStrength)) {
aura.strength *= 1.15_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ADuration)) {
if let Some(ref mut duration) = aura.duration {
*duration *= m.powi(level.into());
*duration *= 1.2_f32.powi(level.into());
}
});
skills::adjust_with_level(skillset, Sceptre(ARange), |m, level| {
*range *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Sceptre(ACost), |m, level| {
*energy_cost *= m.powi(level.into());
});
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ARange)) {
*range *= 1.25_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ACost)) {
*energy_cost *= 0.85_f32.powi(level.into());
}
},
_ => {},
}
@ -1275,12 +1253,12 @@ impl CharacterAbility {
..
} = self
{
skills::adjust_with_level(skillset, Pick(Speed), |m, level| {
let speed = m.powi(level.into());
if let Ok(Some(level)) = skillset.skill_level(Pick(Speed)) {
let speed = 1.1_f32.powi(level.into());
*buildup_duration /= speed;
*swing_duration /= speed;
*recover_duration /= speed;
});
}
}
},
None => {
@ -1292,15 +1270,15 @@ impl CharacterAbility {
} = self
{
use skills::RollSkill::*;
skills::adjust_with_level(skillset, Skill::Roll(Cost), |m, level| {
*energy_cost *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Skill::Roll(Strength), |m, level| {
*roll_strength *= m.powi(level.into());
});
skills::adjust_with_level(skillset, Skill::Roll(Duration), |m, level| {
*movement_duration *= m.powi(level.into());
});
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Cost)) {
*energy_cost *= 0.9_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Strength)) {
*roll_strength *= 1.1_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Duration)) {
*movement_duration *= 1.1_f32.powi(level.into());
}
}
},
Some(_) => {},
@ -1894,55 +1872,3 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use comp::{
inventory::item::{Item, ItemKind},
tool,
};
#[test]
// As we have only player skills, test it with starter tools
// Load ability_config of each tool and try each CharacterAbility of it
fn test_adjusting_by_skills() {
let test_tools = [
"common.items.weapons.sword.starter",
"common.items.weapons.hammer.starter_hammer",
"common.items.weapons.bow.starter",
"common.items.weapons.axe.starter_axe",
"common.items.weapons.staff.starter_staff",
"common.items.weapons.sceptre.starter_sceptre",
"common.items.tool.pickaxe_stone",
];
let dummy_skillset = skills::SkillSet::default();
// check non-combat abilities
let dummy_ability = CharacterAbility::default();
dummy_ability.adjusted_by_skills(&dummy_skillset, None);
for tool_id in test_tools {
let item = Item::new_from_asset_expect(tool_id);
let tool::AbilitySet {
primary,
secondary,
abilities,
} = &item.item_config_expect().abilities;
// It should be a tool, I swear
if let ItemKind::Tool(tool) = &item.kind {
primary
.clone()
.adjusted_by_skills(&dummy_skillset, Some(tool.kind));
secondary
.clone()
.adjusted_by_skills(&dummy_skillset, Some(tool.kind));
for entry in abilities {
let (_, ability) = entry;
ability
.clone()
.adjusted_by_skills(&dummy_skillset, Some(tool.kind));
}
}
}
}
}

View File

@ -1,6 +1,6 @@
use crate::{
comp::{
skills::{self, ClimbSkill::*, Skill},
skills::{ClimbSkill::*, Skill},
CharacterState, Climb, EnergySource, InputKind, Ori, StateUpdate,
},
consts::GRAVITY,
@ -31,12 +31,12 @@ pub struct Data {
impl Data {
pub fn create_adjusted_by_skills(join_data: &JoinData) -> Self {
let mut data = Data::default();
skills::adjust_with_level(join_data.skill_set, Skill::Climb(Cost), |m, level| {
data.static_data.energy_cost *= m.powi(level.into());
});
skills::adjust_with_level(join_data.skill_set, Skill::Climb(Speed), |m, level| {
data.static_data.movement_speed *= m.powi(level.into());
});
if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Cost)) {
data.static_data.energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Speed)) {
data.static_data.movement_speed *= 1.2_f32.powi(level.into());
}
data
}
}

View File

@ -5,7 +5,7 @@ use crate::{
inventory::slot::{EquipSlot, Slot},
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, quadruped_small,
skills::{self, Skill, SwimSkill},
skills::{Skill, SwimSkill},
theropod, Body, CharacterAbility, CharacterState, Density, InputAttr, InputKind,
InventoryAction, StateUpdate,
},
@ -366,9 +366,9 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, submers
let force = efficiency * force;
let mut water_accel = force / data.mass.0;
skills::adjust_with_level(data.skill_set, Skill::Swim(SwimSkill::Speed), |m, level| {
water_accel *= m.powi(level.into());
});
if let Ok(Some(level)) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
water_accel *= 1.4_f32.powi(level.into());
}
let dir = if data.body.can_strafe() {
data.inputs.move_dir

View File

@ -337,40 +337,28 @@ pub fn handle_mine_block(
xp_pools: HashSet::from_iter(vec![SkillGroupKind::Weapon(tool)]),
});
}
use common::comp::skills::{self, MiningSkill, Skill};
use common::comp::skills::{MiningSkill, Skill};
use rand::Rng;
let mut rng = rand::thread_rng();
let chance_add_ore = || {
let mut chance = 0.0;
skills::adjust_with_level(
&skillset,
Skill::Pick(MiningSkill::OreGain),
|m, level| {
chance = (m - 1.0) * level as f32;
},
);
chance as f64
};
let chance_add_gem = || {
let mut chance = 0.0;
skills::adjust_with_level(
&skillset,
Skill::Pick(MiningSkill::GemGain),
|m, level| {
chance = (m - 1.0) * level as f32;
},
);
chance as f64
};
if item.item_definition_id().contains("mineral.ore.")
&& rng.gen_bool(chance_add_ore())
&& rng.gen_bool(
0.05 * skillset
.skill_level(Skill::Pick(MiningSkill::OreGain))
.ok()
.flatten()
.unwrap_or(0) as f64,
)
{
let _ = item.increase_amount(1);
}
if item.item_definition_id().contains("mineral.gem.")
&& rng.gen_bool(chance_add_gem())
&& rng.gen_bool(
0.05 * skillset
.skill_level(Skill::Pick(MiningSkill::GemGain))
.ok()
.flatten()
.unwrap_or(0) as f64,
)
{
let _ = item.increase_amount(1);
}