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Added tests and documentation to skills.rs
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@ -109,7 +109,17 @@ impl SkillSet {
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}
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// TODO: Game design to determine how skill groups are unlocked
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/// Unlocks a skill group for a player, starting with 0 exp and 0 sp
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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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///
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/// ```
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/// use veloren_common::comp::skills::{SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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///
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/// assert_eq!(skillset.skill_groups.len(), 1);
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/// ```
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pub fn unlock_skill_group(&mut self, skill_group_type: SkillGroupType) {
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if !self
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.skill_groups
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@ -122,10 +132,22 @@ impl SkillSet {
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}
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}
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/// Unlocks a skill for a player, assuming they have the relevant Skill
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/// Group unlocked and available SP in that skill group
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/// Unlocks a skill for a player, assuming they have the relevant skill
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/// group unlocked and available SP in that skill group.
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///
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/// ```
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/// use veloren_common::comp::skills::{Skill, SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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/// skillset.add_skill_points(SkillGroupType::Axes, 1);
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///
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/// skillset.unlock_skill(Skill::TestAxeSkill2);
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///
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/// assert_eq!(skillset.skills.len(), 1);
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/// ```
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pub fn unlock_skill(&mut self, skill: Skill) {
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if self.skills.contains(&skill) {
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if !self.skills.contains(&skill) {
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if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
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if let Some(mut skill_group) = self
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.skill_groups
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@ -134,6 +156,7 @@ impl SkillSet {
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{
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if skill_group.available_sp > 0 {
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skill_group.available_sp -= 1;
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self.skills.insert(skill);
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} else {
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warn!("Tried to unlock skill for skill group with no available SP");
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}
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@ -151,10 +174,23 @@ impl SkillSet {
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}
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}
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/// Removes a skill for a player and refunds 1 SP in the relevant Skill
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/// Group
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/// Removes a skill from a player and refunds 1 skill point in the relevant
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/// skill group.
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///
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/// ```
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/// use veloren_common::comp::skills::{Skill, SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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/// skillset.add_skill_points(SkillGroupType::Axes, 1);
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/// skillset.unlock_skill(Skill::TestAxeSkill2);
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///
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/// skillset.refund_skill(Skill::TestAxeSkill2);
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///
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/// assert_eq!(skillset.skills.len(), 0);
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/// ```
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pub fn refund_skill(&mut self, skill: Skill) {
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if !self.skills.contains(&skill) {
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if self.skills.contains(&skill) {
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if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
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if let Some(mut skill_group) = self
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.skill_groups
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@ -162,6 +198,7 @@ impl SkillSet {
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.find(|x| x.skill_group_type == skill_group_type)
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{
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skill_group.available_sp += 1;
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self.skills.remove(&skill);
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} else {
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warn!("Tried to refund skill for a skill group that player does not have");
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}
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@ -177,7 +214,7 @@ impl SkillSet {
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}
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/// Returns the skill group type for a skill from the static skill group
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/// definitions
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/// definitions.
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fn get_skill_group_type_for_skill(skill: &Skill) -> Option<SkillGroupType> {
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SKILL_GROUP_DEFS.iter().find_map(|(key, val)| {
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if val.contains(&skill) {
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@ -187,4 +224,105 @@ impl SkillSet {
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}
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})
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}
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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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///
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/// ```
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/// use veloren_common::comp::skills::{SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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/// skillset.add_skill_points(SkillGroupType::Axes, 1);
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///
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/// assert_eq!(skillset.skill_groups[0].available_sp, 1);
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/// ```
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pub fn add_skill_points(
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&mut self,
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skill_group_type: SkillGroupType,
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number_of_skill_points: u8,
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) {
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if let Some(mut skill_group) = self
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.skill_groups
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.iter_mut()
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.find(|x| x.skill_group_type == skill_group_type)
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{
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skill_group.available_sp += number_of_skill_points;
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} else {
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warn!("Tried to add skill points to a skill group that player does not have");
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_refund_skill() {
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let mut skillset = SkillSet::new();
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skillset.unlock_skill_group(SkillGroupType::Axes);
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skillset.add_skill_points(SkillGroupType::Axes, 1);
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skillset.unlock_skill(Skill::TestAxeSkill2);
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assert_eq!(skillset.skill_groups[0].available_sp, 0);
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assert_eq!(skillset.skills.len(), 1);
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assert_eq!(
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skillset.skills.get(&Skill::TestAxeSkill2),
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Some(&Skill::TestAxeSkill2)
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);
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skillset.refund_skill(Skill::TestAxeSkill2);
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assert_eq!(skillset.skill_groups[0].available_sp, 1);
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assert_eq!(skillset.skills.get(&Skill::TestAxeSkill2), None);
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}
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#[test]
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fn test_unlock_skillgroup() {
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let mut skillset = SkillSet::new();
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skillset.unlock_skill_group(SkillGroupType::Axes);
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assert_eq!(skillset.skill_groups.len(), 1);
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assert_eq!(
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skillset.skill_groups[0],
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SkillGroup::new(SkillGroupType::Axes)
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);
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}
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#[test]
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fn test_unlock_skill() {
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let mut skillset = SkillSet::new();
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skillset.unlock_skill_group(SkillGroupType::Axes);
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skillset.add_skill_points(SkillGroupType::Axes, 1);
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assert_eq!(skillset.skill_groups[0].available_sp, 1);
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assert_eq!(skillset.skills.len(), 0);
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// Try unlocking a skill with enough skill points
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skillset.unlock_skill(Skill::TestAxeSkill2);
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assert_eq!(skillset.skill_groups[0].available_sp, 0);
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assert_eq!(skillset.skills.len(), 1);
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assert_eq!(
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skillset.skills.get(&Skill::TestAxeSkill2),
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Some(&Skill::TestAxeSkill2)
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);
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// Try unlocking a skill without enough skill points
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skillset.unlock_skill(Skill::TestAxeSkill1);
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assert_eq!(skillset.skills.len(), 1);
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assert_eq!(skillset.skills.get(&Skill::TestAxeSkill1), None);
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}
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#[test]
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fn test_add_skill_points() {
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let mut skillset = SkillSet::new();
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skillset.unlock_skill_group(SkillGroupType::Axes);
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skillset.add_skill_points(SkillGroupType::Axes, 1);
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assert_eq!(skillset.skill_groups[0].available_sp, 1);
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}
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}
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