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Made skill groups remain locked if skill to unlock them not acquired.
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@ -201,8 +201,8 @@ impl SkillGroup {
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/// refunding skills etc.
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub struct SkillSet {
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pub skill_groups: Vec<SkillGroup>,
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pub skills: HashMap<Skill, Option<u16>>,
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skill_groups: Vec<SkillGroup>,
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skills: HashMap<Skill, Option<u16>>,
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pub modify_health: bool,
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pub modify_energy: bool,
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}
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@ -221,7 +221,7 @@ impl Default for SkillSet {
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SkillGroup::new(SkillGroupKind::General),
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SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Pick)),
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],
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skills: HashMap::new(),
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skills: SkillSet::initial_skills(),
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modify_health: false,
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modify_energy: false,
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}
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@ -229,24 +229,79 @@ impl Default for SkillSet {
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}
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impl SkillSet {
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/// Checks if the skill set of an entity contains a particular skill group
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/// type
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pub fn contains_skill_group(&self, skill_group_kind: SkillGroupKind) -> bool {
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pub fn initial_skills() -> HashMap<Skill, Option<u16>> {
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let mut skills = HashMap::new();
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skills.insert(Skill::UnlockGroup(SkillGroupKind::General), None);
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skills.insert(
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Skill::UnlockGroup(SkillGroupKind::Weapon(ToolKind::Pick)),
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None,
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);
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skills
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}
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pub fn load_from_database(
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skill_groups: Vec<SkillGroup>,
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mut all_skills: HashMap<SkillGroupKind, Vec<Skill>>,
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) -> Self {
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let mut skillset = SkillSet {
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skill_groups,
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skills: SkillSet::initial_skills(),
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modify_health: true,
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modify_energy: true,
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};
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// Loops while checking the all_skills hashmap. For as long as it can find an
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// entry where the skill group kind is unlocked, insert the skills corresponding
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// to that skill group kind. When no more skill group kinds can be found, break
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// the loop.
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while let Some(skill_group_kind) = all_skills
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.keys()
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.find(|kind| skillset.has_skill(Skill::UnlockGroup(**kind)))
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.copied()
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{
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// Remove valid skill group kind from the hash map so that loop eventually
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// terminates.
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if let Some(skills) = all_skills.remove(&skill_group_kind) {
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let backup_skillset = skillset.clone();
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// Iterate over all skills and make sure that unlocking them is successful. If
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// any fail, fall back to skillset before unlocking any to allow a full respec
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if !skills
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.iter()
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.all(|skill| skillset.unlock_skill(*skill).is_ok())
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{
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skillset = backup_skillset;
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}
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}
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}
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skillset
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}
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/// Checks if a particular skill group is accessible for an entity
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pub fn skill_group_accessible(&self, skill_group_kind: SkillGroupKind) -> bool {
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self.skill_groups
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.iter()
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.any(|x| x.skill_group_kind == skill_group_kind)
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&& self.has_skill(Skill::UnlockGroup(skill_group_kind))
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}
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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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pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
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if !self.contains_skill_group(skill_group_kind) {
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if !self
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.skill_groups
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.iter()
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.any(|x| x.skill_group_kind == skill_group_kind)
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{
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self.skill_groups.push(SkillGroup::new(skill_group_kind));
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} else {
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warn!("Tried to unlock already known skill group");
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}
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}
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/// Returns an iterator over skill groups
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pub fn skill_groups(&self) -> &Vec<SkillGroup> { &self.skill_groups }
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/// Returns a reference to a particular skill group in a skillset
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fn skill_group(&self, skill_group: SkillGroupKind) -> Option<&SkillGroup> {
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self.skill_groups
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@ -376,32 +431,39 @@ impl SkillSet {
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let prerequisites_met = self.prerequisites_met(skill);
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// Check that skill is not yet at max level
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if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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if prerequisites_met {
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if skill_group.available_sp >= skill.skill_cost(next_level) {
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skill_group.available_sp -= skill.skill_cost(next_level);
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skill_group.ordered_skills.push(skill);
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match skill {
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Skill::UnlockGroup(group) => {
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self.unlock_skill_group(group);
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},
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Skill::General(GeneralSkill::HealthIncrease) => {
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self.modify_health = true;
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},
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Skill::General(GeneralSkill::EnergyIncrease) => {
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self.modify_energy = true;
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},
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_ => {},
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if self.has_skill(Skill::UnlockGroup(skill_group_kind)) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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if prerequisites_met {
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if skill_group.available_sp >= skill.skill_cost(next_level) {
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skill_group.available_sp -= skill.skill_cost(next_level);
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skill_group.ordered_skills.push(skill);
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match skill {
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Skill::UnlockGroup(group) => {
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self.unlock_skill_group(group);
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},
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Skill::General(GeneralSkill::HealthIncrease) => {
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self.modify_health = true;
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},
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Skill::General(GeneralSkill::EnergyIncrease) => {
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self.modify_energy = true;
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},
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_ => {},
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}
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self.skills.insert(skill, next_level);
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Ok(())
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} else {
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trace!(
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"Tried to unlock skill for skill group with insufficient SP"
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);
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Err(SkillUnlockError::InsufficientSP)
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}
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self.skills.insert(skill, next_level);
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Ok(())
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} else {
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trace!("Tried to unlock skill for skill group with insufficient SP");
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Err(SkillUnlockError::InsufficientSP)
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trace!("Tried to unlock skill without meeting prerequisite skills");
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Err(SkillUnlockError::MissingPrerequisites)
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}
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} else {
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trace!("Tried to unlock skill without meeting prerequisite skills");
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Err(SkillUnlockError::MissingPrerequisites)
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trace!("Tried to unlock skill for a skill group that player does not have");
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Err(SkillUnlockError::UnavailableSkillGroup)
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}
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} else {
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trace!("Tried to unlock skill for a skill group that player does not have");
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@ -130,7 +130,7 @@ impl<'a> System<'a> for Sys {
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}
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let skills_to_level = skill_set
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.skill_groups
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.skill_groups()
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.iter()
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.filter_map(|s_g| {
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(s_g.available_experience() >= skill_set.skill_point_cost(s_g.skill_group_kind))
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@ -303,7 +303,7 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
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let contributor_exp = exp_reward * damage_percent;
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match damage_contributor {
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DamageContrib::Solo(attacker) => {
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// No exp for self kills or PvP
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// No exp for self kills or PvP
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if *attacker == entity || is_pvp_kill(*attacker) { return None; }
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// Only give EXP to the attacker if they are within EXP range of the killed entity
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@ -1105,7 +1105,7 @@ fn handle_exp_gain(
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});
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if let Some(weapon) = tool_kind {
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// Only adds to xp pools if entity has that skill group available
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if skill_set.contains_skill_group(SkillGroupKind::Weapon(weapon)) {
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if skill_set.skill_group_accessible(SkillGroupKind::Weapon(weapon)) {
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xp_pools.insert(SkillGroupKind::Weapon(weapon));
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}
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}
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@ -419,7 +419,8 @@ pub fn create_character(
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])?;
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drop(stmt);
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let db_skill_groups = convert_skill_groups_to_database(character_id, skill_set.skill_groups);
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let db_skill_groups =
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convert_skill_groups_to_database(character_id, skill_set.skill_groups().to_vec());
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let mut stmt = transactionn.prepare_cached(
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"
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@ -559,16 +560,6 @@ pub fn delete_character(
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"Requested character to delete does not belong to the requesting player".to_string(),
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));
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}
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// Delete skills
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let mut stmt = transaction.prepare_cached(
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"
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DELETE
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FROM skill
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WHERE entity_id = ?1",
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)?;
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stmt.execute(&[&char_id])?;
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drop(stmt);
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// Delete skill groups
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let mut stmt = transaction.prepare_cached(
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@ -1001,7 +992,8 @@ pub fn update(
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}
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}
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let db_skill_groups = convert_skill_groups_to_database(char_id, char_skill_set.skill_groups);
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let db_skill_groups =
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convert_skill_groups_to_database(char_id, char_skill_set.skill_groups().to_vec());
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let mut stmt = transaction.prepare_cached(
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"
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@ -511,28 +511,17 @@ pub fn convert_stats_from_database(alias: String) -> common::comp::Stats {
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pub fn convert_skill_set_from_database(skill_groups: &[SkillGroup]) -> common::comp::SkillSet {
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let (skillless_skill_groups, skills) = convert_skill_groups_from_database(skill_groups);
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let unskilled_skillset = skillset::SkillSet {
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skill_groups: skillless_skill_groups,
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skills: HashMap::new(),
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modify_health: true,
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modify_energy: true,
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};
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let mut skillset = unskilled_skillset.clone();
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if skills
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.iter()
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.all(|skill| skillset.unlock_skill(*skill).is_ok())
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{
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skillset
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} else {
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unskilled_skillset
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}
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common::comp::SkillSet::load_from_database(skillless_skill_groups, skills)
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}
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fn convert_skill_groups_from_database(
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skill_groups: &[SkillGroup],
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) -> (Vec<skillset::SkillGroup>, Vec<skills::Skill>) {
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) -> (
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Vec<skillset::SkillGroup>,
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HashMap<skillset::SkillGroupKind, Vec<skills::Skill>>,
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) {
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let mut new_skill_groups = Vec::new();
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let mut skills = Vec::new();
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let mut all_skills = HashMap::new();
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for skill_group in skill_groups.iter() {
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let skill_group_kind = json_models::db_string_to_skill_group(&skill_group.skill_group_kind);
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let mut new_skill_group = skillset::SkillGroup {
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@ -551,17 +540,19 @@ fn convert_skill_groups_from_database(
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// points, and the hash stored of the skill group is the same as the current
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// hash of the skill group, don't invalidate skills; otherwise invalidate the
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// skills in this skill_group.
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if skill_group.spent_exp as u32 == new_skill_group.spent_exp
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let skills = if skill_group.spent_exp as u32 == new_skill_group.spent_exp
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&& Some(&skill_group.hash_val) == skillset::SKILL_GROUP_HASHES.get(&skill_group_kind)
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{
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let mut new_skills =
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serde_json::from_str::<Vec<skills::Skill>>(&skill_group.skills).unwrap_or_default();
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skills.append(&mut new_skills);
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}
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serde_json::from_str::<Vec<skills::Skill>>(&skill_group.skills).unwrap_or_default()
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} else {
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Vec::new()
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};
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all_skills.insert(skill_group_kind, skills);
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new_skill_groups.push(new_skill_group);
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}
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(new_skill_groups, skills)
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(new_skill_groups, all_skills)
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}
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pub fn convert_skill_groups_to_database(
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@ -370,7 +370,7 @@ impl<'a> Widget for Diary<'a> {
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};
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// Check if we have this skill tree unlocked
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let locked = !self.skill_set.contains_skill_group(skill_group);
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let locked = !self.skill_set.skill_group_accessible(skill_group);
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// Weapon button image
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let btn_img = {
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