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https://gitlab.com/veloren/veloren.git
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Moved skills stuff to new skills.rs file
This commit is contained in:
@ -13,6 +13,7 @@ mod location;
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mod phys;
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mod phys;
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mod player;
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mod player;
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pub mod projectile;
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pub mod projectile;
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mod skills;
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mod stats;
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mod stats;
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mod visual;
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mod visual;
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136
common/src/comp/skills.rs
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136
common/src/comp/skills.rs
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@ -0,0 +1,136 @@
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use lazy_static::lazy_static;
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use std::collections::HashMap;
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use tracing::warn;
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/// Represents a skill that a player can unlock, that either grants them some
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/// kind of active ability, or a passive effect etc. Obviously because this is
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/// an enum it doesn't describe what the skill actually -does-, this will be
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/// handled by dedicated ECS systems.
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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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/// A group of skills that have been unlocked by a player. Each skill group has
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/// independent exp and skill points which are used to unlock skills in that
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/// skill group.
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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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lazy_static! {
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// Determines the skills that comprise each skill group - this data is used to determine
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// which of a player's skill groups a particular skill should be added to when a skill unlock
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// is requested. TODO: Externalise this data in a RON file for ease of modification
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static ref SKILL_GROUP_DEFS: HashMap<SkillGroupType, Vec<Skill>> = {
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let mut defs = HashMap::new();
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defs.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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defs.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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defs.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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defs
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};
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}
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/// Contains all of a player's skill groups and provides methods for
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/// manipulating assigned skills including unlocking skills, refunding skills
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/// etc.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillSet {
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pub skill_groups: HashMap<SkillGroupType, SkillGroup>,
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}
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impl Default for SkillSet {
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/// Instantiate a new skill set with the default skill groups with no
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/// unlocked skills in them - used when adding a skill set to a new
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/// player
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fn default() -> 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 { skill_groups }
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}
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}
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impl SkillSet {
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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_DEFS.iter().find_map(|(key, val)| {
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if val.contains(&skill) {
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Some(*key)
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} else {
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None
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}
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});
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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
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// allocate the 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_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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@ -1,10 +1,11 @@
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use crate::{
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use crate::{
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comp,
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comp,
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comp::{body::humanoid::Species, Body},
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comp::{body::humanoid::Species, skills::SkillSet, Body},
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sync::Uid,
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sync::Uid,
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};
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};
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use specs::{Component, FlaggedStorage};
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use specs::{Component, FlaggedStorage};
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use specs_idvs::IDVStorage;
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use specs_idvs::IDVStorage;
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use std::{error::Error, fmt};
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub struct HealthChange {
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pub struct HealthChange {
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@ -73,10 +74,6 @@ pub enum StatChangeError {
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Underflow,
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Underflow,
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Overflow,
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Overflow,
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}
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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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impl fmt::Display for StatChangeError {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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@ -122,88 +119,6 @@ impl Level {
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pub fn change_by(&mut self, level: u32) { self.amount += level; }
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pub fn change_by(&mut self, level: u32) { self.amount += level; }
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}
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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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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct Stats {
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pub struct Stats {
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pub name: String,
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pub name: String,
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@ -228,39 +143,6 @@ impl Stats {
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// TODO: Delete this once stat points will be a thing
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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 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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}
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impl Stats {
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impl Stats {
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Reference in New Issue
Block a user