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