Added tests and documentation to skills.rs

This commit is contained in:
Forest Anderson 2020-07-04 14:32:24 -04:00
parent 538598eb08
commit 2d12f7c45d

View File

@ -109,7 +109,17 @@ impl SkillSet {
}
// TODO: Game design to determine how skill groups are unlocked
/// Unlocks a skill group for a player, starting with 0 exp and 0 sp
/// 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
@ -122,10 +132,22 @@ impl SkillSet {
}
}
/// Unlocks a skill for a player, assuming they have the relevant Skill
/// Group unlocked and available SP in that 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 !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
@ -134,6 +156,7 @@ impl SkillSet {
{
if skill_group.available_sp > 0 {
skill_group.available_sp -= 1;
self.skills.insert(skill);
} else {
warn!("Tried to unlock skill for skill group with no available SP");
}
@ -151,10 +174,23 @@ impl SkillSet {
}
}
/// Removes a skill for a player and refunds 1 SP in the relevant 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(&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
@ -162,6 +198,7 @@ impl SkillSet {
.find(|x| x.skill_group_type == skill_group_type)
{
skill_group.available_sp += 1;
self.skills.remove(&skill);
} else {
warn!("Tried to refund skill for a skill group that player does not have");
}
@ -177,7 +214,7 @@ impl SkillSet {
}
/// Returns the skill group type for a skill from the static skill group
/// definitions
/// definitions.
fn get_skill_group_type_for_skill(skill: &Skill) -> Option<SkillGroupType> {
SKILL_GROUP_DEFS.iter().find_map(|(key, val)| {
if val.contains(&skill) {
@ -187,4 +224,105 @@ impl SkillSet {
}
})
}
/// 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: u8,
) {
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");
}
}
}
#[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);
}
}