Added Skills and Skill Groups for characters

This commit is contained in:
Ben Wallis 2020-06-29 07:20:24 +01:00
parent e05c9267a7
commit 4b0e2e45ab

View File

@ -74,6 +74,10 @@ pub enum StatChangeError {
Overflow,
}
use std::{error::Error, fmt};
use std::collections::HashMap;
use crate::comp::stats::Skill::{TestT1Skill2, TestT1Skill1};
use crate::comp::stats;
impl fmt::Display for StatChangeError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", match self {
@ -118,12 +122,95 @@ impl Level {
pub fn change_by(&mut self, level: u32) { self.amount += level; }
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum Skill {
TestT1Skill1,
TestT1Skill2,
TestT1Skill3,
TestT1Skill4,
TestT1Skill5,
TestSwordSkill1,
TestSwordSkill2,
TestSwordSkill3,
TestAxeSkill1,
TestAxeSkill2,
TestAxeSkill3,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum SkillGroupType {
T1,
Swords,
Axes
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillGroup {
pub skills: Vec<Skill>,
pub exp: u32,
pub available_sp: u8
}
impl Default for SkillGroup {
fn default() -> Self {
Self {
skills: Vec::new(),
exp: 0,
available_sp: 0
}
}
}
// TODO: Better way to store this static data that doesn't create a new HashMap each time
pub fn skill_group_definitions() -> HashMap<SkillGroupType, Vec<Skill>> {
let mut skill_group_definitions = HashMap::new();
skill_group_definitions.insert(SkillGroupType::T1, vec![
Skill::TestT1Skill1,
Skill::TestT1Skill2,
Skill::TestT1Skill3,
Skill::TestT1Skill4,
Skill::TestT1Skill5]);
skill_group_definitions.insert(SkillGroupType::Swords, vec![
Skill::TestSwordSkill1,
Skill::TestSwordSkill2,
Skill::TestSwordSkill3]);
skill_group_definitions.insert(SkillGroupType::Axes, vec![
Skill::TestAxeSkill1,
Skill::TestAxeSkill2,
Skill::TestAxeSkill3]);
skill_group_definitions
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillSet
{
pub skill_groups: HashMap<SkillGroupType, SkillGroup>
}
impl 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 new() -> Self {
let mut skill_groups = HashMap::new();
skill_groups.insert(SkillGroupType::T1, SkillGroup::default());
skill_groups.insert(SkillGroupType::Swords, SkillGroup::default());
skill_groups.insert(SkillGroupType::Axes, SkillGroup::default());
Self {
skill_groups
}
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Stats {
pub name: String,
pub health: Health,
pub level: Level,
pub exp: Exp,
pub skill_set: SkillSet,
pub endurance: u32,
pub fitness: u32,
pub willpower: u32,
@ -141,6 +228,39 @@ impl Stats {
// TODO: Delete this once stat points will be a thing
pub fn update_max_hp(&mut self) { self.health.set_maximum(52 + 3 * self.level.amount); }
pub fn refund_skill(&mut self, skill: Skill) {
// TODO: check player has skill, remove skill and increase SP in skill group by 1
}
pub fn unlock_skill(&mut self, skill: Skill) {
// Find the skill group type for the skill from the static skill definitions
let skill_group_type = skill_group_definitions()
.iter()
.find_map(|(key, val)| if val.contains(&skill) {Some(key) } else { None } );
// Find the skill group for the skill on the player, check that the skill is not
// already unlocked and that they have available SP in that group, and then allocate the
// skill and reduce the player's SP in that skill group by 1.
if let Some(skill_group_type) = skill_group_type {
if let Some(skill_group) = self.skill_set.skill_groups.get_mut(skill_group_type) {
if !skill_group.skills.contains(&skill) {
if skill_group.available_sp > 0 {
skill_group.skills.push(skill);
skill_group.available_sp -= 1;
} else {
warn!("Tried to unlock skill for skill group with no available SP");
}
} else {
warn!("Tried to unlock already unlocked skill");
}
} else {
warn!("Tried to unlock skill for a skill group that player does not have");
}
} else {
warn!("Tried to unlock skill that does not exist in any skill group!");
}
}
}
impl Stats {
@ -179,6 +299,7 @@ impl Stats {
current: 0,
maximum: 50,
},
skill_set: SkillSet::default(),
endurance,
fitness,
willpower,