Merge branch 'sam/ability-pool-and-hotbar' into 'master'

Ability pool

See merge request veloren/veloren!2996
This commit is contained in:
Samuel Keiffer 2021-11-12 05:11:12 +00:00
commit 6e57380735
25 changed files with 726 additions and 572 deletions

View File

@ -29,6 +29,20 @@
(Some(Bow(UnlockShotgun)), "common.abilities.bow.shotgun"),
],
),
Tool(Staff): (
primary: "common.abilities.staff.firebomb",
secondary: "common.abilities.staff.flamethrower",
abilities: [
(Some(Staff(UnlockShockwave)), "common.abilities.staff.fireshockwave"),
],
),
Tool(Sceptre): (
primary: "common.abilities.sceptre.lifestealbeam",
secondary: "common.abilities.sceptre.healingaura",
abilities: [
(Some(Sceptre(UnlockAura)), "common.abilities.sceptre.wardingaura"),
],
),
Custom("Husk"): (
primary: "common.abilities.custom.husk.singlestrike",
secondary: "common.abilities.custom.husk.triplestrike",
@ -70,20 +84,6 @@
abilities: [
],
),
Tool(Staff): (
primary: "common.abilities.staff.firebomb",
secondary: "common.abilities.staff.flamethrower",
abilities: [
(Some(Staff(UnlockShockwave)), "common.abilities.staff.fireshockwave"),
],
),
Tool(Sceptre): (
primary: "common.abilities.sceptre.lifestealbeam",
secondary: "common.abilities.sceptre.healingaura",
abilities: [
(Some(Sceptre(UnlockAura)), "common.abilities.sceptre.wardingaura"),
],
),
Tool(Dagger): (
primary: "common.abilities.dagger.tempbasic",
secondary: "common.abilities.dagger.tempbasic",

View File

@ -1396,6 +1396,13 @@ impl Client {
)));
}
pub fn change_ability(&mut self, slot: usize, new_ability: comp::ability::AuxiliaryAbility) {
self.send_msg(ClientGeneral::ControlEvent(ControlEvent::ChangeAbility {
slot,
new_ability,
}))
}
/// Execute a single client tick, handle input and update the game state by
/// the given duration.
pub fn tick(

View File

@ -15,6 +15,7 @@ sum_type! {
CanBuild(comp::CanBuild),
Stats(comp::Stats),
SkillSet(comp::SkillSet),
ActiveAbilities(comp::ActiveAbilities),
Buffs(comp::Buffs),
Auras(comp::Auras),
Energy(comp::Energy),
@ -50,6 +51,7 @@ sum_type! {
CanBuild(PhantomData<comp::CanBuild>),
Stats(PhantomData<comp::Stats>),
SkillSet(PhantomData<comp::SkillSet>),
ActiveAbilities(PhantomData<comp::ActiveAbilities>),
Buffs(PhantomData<comp::Buffs>),
Auras(PhantomData<comp::Auras>),
Energy(PhantomData<comp::Energy>),
@ -85,6 +87,7 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPacket::CanBuild(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Stats(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::SkillSet(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::ActiveAbilities(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Buffs(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Auras(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Energy(comp) => sync::handle_insert(comp, entity, world),
@ -124,6 +127,7 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPacket::CanBuild(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Stats(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::SkillSet(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::ActiveAbilities(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Buffs(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Auras(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Energy(comp) => sync::handle_modify(comp, entity, world),
@ -163,6 +167,9 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPhantom::CanBuild(_) => sync::handle_remove::<comp::CanBuild>(entity, world),
EcsCompPhantom::Stats(_) => sync::handle_remove::<comp::Stats>(entity, world),
EcsCompPhantom::SkillSet(_) => sync::handle_remove::<comp::SkillSet>(entity, world),
EcsCompPhantom::ActiveAbilities(_) => {
sync::handle_remove::<comp::ActiveAbilities>(entity, world)
},
EcsCompPhantom::Buffs(_) => sync::handle_remove::<comp::Buffs>(entity, world),
EcsCompPhantom::Auras(_) => sync::handle_remove::<comp::Auras>(entity, world),
EcsCompPhantom::Energy(_) => sync::handle_remove::<comp::Energy>(entity, world),

View File

@ -3,9 +3,16 @@ use crate::{
combat::{self, CombatEffect, DamageKind, Knockback},
comp::{
self, aura, beam, buff,
inventory::item::tool::{Stats, ToolKind},
inventory::{
item::{
tool::{AbilityItem, Stats, ToolKind},
ItemKind,
},
slot::EquipSlot,
Inventory,
},
projectile::ProjectileConstructor,
skills::{self, SKILL_MODIFIERS},
skills::{self, Skill, SkillSet, SKILL_MODIFIERS},
Body, CharacterState, LightEmitter, StateUpdate,
},
states::{
@ -16,8 +23,280 @@ use crate::{
terrain::SpriteKind,
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use specs_idvs::IdvStorage;
use std::{convert::TryFrom, time::Duration};
pub const MAX_ABILITIES: usize = 5;
// TODO: Potentially look into storing previous ability sets for weapon
// combinations and automatically reverting back to them on switching to that
// set of weapons. Consider after UI is set up and people weigh in on memory
// considerations.
#[derive(Serialize, Deserialize, Debug, Clone)]
pub struct ActiveAbilities {
pub primary: PrimaryAbility,
pub secondary: SecondaryAbility,
pub movement: MovementAbility,
pub abilities: [AuxiliaryAbility; MAX_ABILITIES],
}
impl Component for ActiveAbilities {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
impl Default for ActiveAbilities {
fn default() -> Self {
Self {
primary: PrimaryAbility::Tool,
secondary: SecondaryAbility::Tool,
movement: MovementAbility::Species,
abilities: [AuxiliaryAbility::Empty; MAX_ABILITIES],
}
}
}
impl ActiveAbilities {
pub fn new(inv: Option<&Inventory>, skill_set: Option<&SkillSet>) -> Self {
let mut pool = Self::default();
pool.auto_update(inv, skill_set);
pool
}
pub fn change_ability(&mut self, slot: usize, new_ability: AuxiliaryAbility) {
if let Some(ability) = self.abilities.get_mut(slot) {
*ability = new_ability;
}
}
pub fn get_ability(&self, input: AbilityInput) -> Ability {
match input {
AbilityInput::Primary => self.primary.into(),
AbilityInput::Secondary => self.secondary.into(),
AbilityInput::Movement => self.movement.into(),
AbilityInput::Auxiliary(index) => self
.abilities
.get(index)
.copied()
.map(|a| a.into())
.unwrap_or(Ability::Empty),
}
}
/// Returns the CharacterAbility from an ability input, and also whether the
/// ability was from a weapon wielded in the offhand
pub fn activate_ability(
&self,
input: AbilityInput,
inv: Option<&Inventory>,
skill_set: &SkillSet,
body: Option<&Body>,
// bool is from_offhand
) -> Option<(CharacterAbility, bool)> {
let ability = self.get_ability(input);
let ability_set = |equip_slot| {
inv.and_then(|inv| inv.equipped(equip_slot))
.map(|i| &i.item_config_expect().abilities)
};
let scale_ability = |ability: CharacterAbility, equip_slot| {
let tool_kind =
inv.and_then(|inv| inv.equipped(equip_slot))
.and_then(|item| match &item.kind {
ItemKind::Tool(tool) => Some(tool.kind),
_ => None,
});
ability.adjusted_by_skills(skill_set, tool_kind)
};
let unwrap_ability = |(skill_req, ability): &(Option<Skill>, AbilityItem)| {
(*skill_req, ability.ability.clone())
};
let unlocked = |(s, a): (Option<Skill>, CharacterAbility)| {
// If there is a skill requirement and the skillset does not contain the
// required skill, return None
s.map_or(true, |s| skill_set.has_skill(s)).then_some(a)
};
match ability {
Ability::ToolPrimary => ability_set(EquipSlot::ActiveMainhand)
.map(|abilities| abilities.primary.ability.clone())
.map(|ability| (scale_ability(ability, EquipSlot::ActiveMainhand), false)),
Ability::ToolSecondary => ability_set(EquipSlot::ActiveOffhand)
.map(|abilities| abilities.secondary.ability.clone())
.map(|ability| (scale_ability(ability, EquipSlot::ActiveOffhand), true))
.or_else(|| {
ability_set(EquipSlot::ActiveMainhand)
.map(|abilities| abilities.secondary.ability.clone())
.map(|ability| (scale_ability(ability, EquipSlot::ActiveMainhand), false))
}),
Ability::SpeciesMovement => matches!(body, Some(Body::Humanoid(_)))
.then(CharacterAbility::default_roll)
.map(|ability| (ability.adjusted_by_skills(skill_set, None), false)),
Ability::MainWeaponAux(index) => ability_set(EquipSlot::ActiveMainhand)
.and_then(|abilities| abilities.abilities.get(index).map(unwrap_ability))
.and_then(unlocked)
.map(|ability| (scale_ability(ability, EquipSlot::ActiveMainhand), false)),
Ability::OffWeaponAux(index) => ability_set(EquipSlot::ActiveOffhand)
.and_then(|abilities| abilities.abilities.get(index).map(unwrap_ability))
.and_then(unlocked)
.map(|ability| (scale_ability(ability, EquipSlot::ActiveOffhand), true)),
Ability::Empty => None,
}
}
// TODO: Potentially remove after there is an actual UI
pub fn auto_update(&mut self, inv: Option<&Inventory>, skill_set: Option<&SkillSet>) {
fn iter_unlocked_abilities<'a>(
inv: Option<&'a Inventory>,
skill_set: Option<&'a SkillSet>,
equip_slot: EquipSlot,
) -> impl Iterator<Item = usize> + 'a {
inv.and_then(|inv| inv.equipped(equip_slot))
.into_iter()
.flat_map(|i| &i.item_config_expect().abilities.abilities)
.enumerate()
.filter_map(move |(i, (skill, _))| {
skill
.map_or(true, |s| skill_set.map_or(false, |ss| ss.has_skill(s)))
.then_some(i)
})
}
let main_abilities = iter_unlocked_abilities(inv, skill_set, EquipSlot::ActiveMainhand)
.map(AuxiliaryAbility::MainWeapon);
let off_abilities = iter_unlocked_abilities(inv, skill_set, EquipSlot::ActiveOffhand)
.map(AuxiliaryAbility::OffWeapon);
(0..MAX_ABILITIES)
.zip(main_abilities.chain(off_abilities))
.for_each(|(i, ability)| {
self.change_ability(i, ability);
})
}
}
pub enum AbilityInput {
Primary,
Secondary,
Movement,
Auxiliary(usize),
}
#[derive(Copy, Clone, Serialize, Deserialize, Debug)]
pub enum Ability {
ToolPrimary,
ToolSecondary,
SpeciesMovement,
MainWeaponAux(usize),
OffWeaponAux(usize),
Empty,
/* For future use
* ArmorAbility(usize), */
}
impl Ability {
pub fn ability_id(self, inv: Option<&Inventory>) -> Option<&str> {
let ability_set = |equip_slot| {
inv.and_then(|inv| inv.equipped(equip_slot))
.map(|i| &i.item_config_expect().abilities)
};
match self {
Ability::ToolPrimary => ability_set(EquipSlot::ActiveMainhand)
.map(|abilities| abilities.primary.id.as_str()),
Ability::ToolSecondary => ability_set(EquipSlot::ActiveOffhand)
.map(|abilities| abilities.secondary.id.as_str())
.or_else(|| {
ability_set(EquipSlot::ActiveMainhand)
.map(|abilities| abilities.secondary.id.as_str())
}),
Ability::SpeciesMovement => None, // TODO: Make not None
Ability::MainWeaponAux(index) => {
ability_set(EquipSlot::ActiveMainhand).and_then(|abilities| {
abilities
.abilities
.get(index)
.map(|(_, ability)| ability.id.as_str())
})
},
Ability::OffWeaponAux(index) => {
ability_set(EquipSlot::ActiveOffhand).and_then(|abilities| {
abilities
.abilities
.get(index)
.map(|(_, ability)| ability.id.as_str())
})
},
Ability::Empty => None,
}
}
}
#[derive(Copy, Clone, Serialize, Deserialize, Debug)]
pub enum PrimaryAbility {
Tool,
Empty,
}
impl From<PrimaryAbility> for Ability {
fn from(primary: PrimaryAbility) -> Self {
match primary {
PrimaryAbility::Tool => Ability::ToolPrimary,
PrimaryAbility::Empty => Ability::Empty,
}
}
}
#[derive(Copy, Clone, Serialize, Deserialize, Debug)]
pub enum SecondaryAbility {
Tool,
Empty,
}
impl From<SecondaryAbility> for Ability {
fn from(primary: SecondaryAbility) -> Self {
match primary {
SecondaryAbility::Tool => Ability::ToolSecondary,
SecondaryAbility::Empty => Ability::Empty,
}
}
}
#[derive(Copy, Clone, Serialize, Deserialize, Debug)]
pub enum MovementAbility {
Species,
Empty,
}
impl From<MovementAbility> for Ability {
fn from(primary: MovementAbility) -> Self {
match primary {
MovementAbility::Species => Ability::SpeciesMovement,
MovementAbility::Empty => Ability::Empty,
}
}
}
#[derive(Copy, Clone, Serialize, Deserialize, Debug, PartialEq)]
pub enum AuxiliaryAbility {
MainWeapon(usize),
OffWeapon(usize),
Empty,
}
impl From<AuxiliaryAbility> for Ability {
fn from(primary: AuxiliaryAbility) -> Self {
match primary {
AuxiliaryAbility::MainWeapon(i) => Ability::MainWeaponAux(i),
AuxiliaryAbility::OffWeapon(i) => Ability::OffWeaponAux(i),
AuxiliaryAbility::Empty => Ability::Empty,
}
}
}
#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbilityType {
BasicMelee,
@ -899,7 +1178,7 @@ impl CharacterAbility {
#[warn(clippy::pedantic)]
fn adjusted_by_mining_skills(&mut self, skillset: &skills::SkillSet) {
use skills::{MiningSkill::Speed, Skill};
use skills::MiningSkill::Speed;
if let CharacterAbility::BasicMelee {
ref mut buildup_duration,
@ -921,8 +1200,6 @@ impl CharacterAbility {
#[warn(clippy::pedantic)]
fn adjusted_by_general_skills(&mut self, skillset: &skills::SkillSet) {
use skills::Skill;
if let CharacterAbility::Roll {
ref mut energy_cost,
ref mut roll_strength,

View File

@ -1,5 +1,6 @@
use crate::{
comp::{
ability,
inventory::slot::{EquipSlot, InvSlotId, Slot},
invite::{InviteKind, InviteResponse},
BuffKind,
@ -135,6 +136,10 @@ pub enum ControlEvent {
RemoveBuff(BuffKind),
Respawn,
Utterance(UtteranceKind),
ChangeAbility {
slot: usize,
new_ability: ability::AuxiliaryAbility,
},
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
@ -189,6 +194,19 @@ impl InputKind {
}
}
impl From<InputKind> for Option<ability::AbilityInput> {
fn from(input: InputKind) -> Option<ability::AbilityInput> {
use ability::AbilityInput;
match input {
InputKind::Primary => Some(AbilityInput::Primary),
InputKind::Secondary => Some(AbilityInput::Secondary),
InputKind::Roll => Some(AbilityInput::Movement),
InputKind::Ability(index) => Some(AbilityInput::Auxiliary(index)),
InputKind::Jump | InputKind::Fly | InputKind::Block => None,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct InputAttr {
pub select_pos: Option<Vec3<f32>>,

View File

@ -8,10 +8,7 @@ pub use tool::{AbilitySet, AbilitySpec, Hands, MaterialStatManifest, Tool, ToolK
use crate::{
assets::{self, AssetExt, Error},
comp::{
inventory::{item::tool::AbilityMap, InvSlot},
CharacterAbility,
},
comp::inventory::{item::tool::AbilityMap, InvSlot},
effect::Effect,
recipe::RecipeInput,
terrain::Block,
@ -433,7 +430,7 @@ impl PartialEq for ItemDef {
// TODO: Look into removing ItemConfig and just using AbilitySet
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct ItemConfig {
pub abilities: AbilitySet<CharacterAbility>,
pub abilities: AbilitySet<tool::AbilityItem>,
}
#[derive(Debug)]
@ -449,9 +446,10 @@ impl TryFrom<(&Item, &AbilityMap, &MaterialStatManifest)> for ItemConfig {
) -> Result<Self, Self::Error> {
if let ItemKind::Tool(tool) = &item.kind {
// If no custom ability set is specified, fall back to abilityset of tool kind.
let tool_default = ability_map
.get_ability_set(&AbilitySpec::Tool(tool.kind))
.cloned();
let tool_default = |tool_kind| {
let key = &AbilitySpec::Tool(tool_kind);
ability_map.get_ability_set(key)
};
let abilities = if let Some(set_key) = item.ability_spec() {
if let Some(set) = ability_map.get_ability_set(set_key) {
set.clone().modified_by_tool(tool, msm, &item.components)
@ -461,10 +459,10 @@ impl TryFrom<(&Item, &AbilityMap, &MaterialStatManifest)> for ItemConfig {
default ability set.",
set_key
);
tool_default.unwrap_or_default()
tool_default(tool.kind).cloned().unwrap_or_default()
}
} else if let Some(set) = tool_default {
set.modified_by_tool(tool, msm, &item.components)
} else if let Some(set) = tool_default(tool.kind) {
set.clone().modified_by_tool(tool, msm, &item.components)
} else {
error!(
"No ability set defined for tool: {:?}, falling back to default ability set.",

View File

@ -345,7 +345,7 @@ pub struct AbilitySet<T> {
pub abilities: Vec<(Option<Skill>, T)>,
}
impl AbilitySet<CharacterAbility> {
impl AbilitySet<AbilityItem> {
pub fn modified_by_tool(
self,
tool: &Tool,
@ -353,7 +353,10 @@ impl AbilitySet<CharacterAbility> {
components: &[Item],
) -> Self {
let stats = Stats::from((msm, components, tool));
self.map(|a| a.adjusted_by_stats(stats))
self.map(|a| AbilityItem {
id: a.id,
ability: a.ability.adjusted_by_stats(stats),
})
}
}
@ -376,12 +379,18 @@ impl<T> AbilitySet<T> {
}
#[allow(clippy::derivable_impls)]
impl Default for AbilitySet<CharacterAbility> {
impl Default for AbilitySet<AbilityItem> {
fn default() -> Self {
AbilitySet {
primary: CharacterAbility::default(),
secondary: CharacterAbility::default(),
abilities: vec![],
primary: AbilityItem {
id: String::new(),
ability: CharacterAbility::default(),
},
secondary: AbilityItem {
id: String::new(),
ability: CharacterAbility::default(),
},
abilities: Vec::new(),
}
}
}
@ -393,7 +402,13 @@ pub enum AbilitySpec {
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct AbilityMap<T = CharacterAbility>(HashMap<AbilitySpec, AbilitySet<T>>);
pub struct AbilityItem {
pub id: String,
pub ability: CharacterAbility,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct AbilityMap<T = AbilityItem>(HashMap<AbilitySpec, AbilitySet<T>>);
impl Default for AbilityMap {
fn default() -> Self {
@ -434,7 +449,10 @@ impl assets::Compound for AbilityMap {
kind.clone(),
// expect cannot fail because CharacterAbility always
// provides a default value in case of failure
set.map_ref(|s| cache.load_expect(s).cloned()),
set.map_ref(|s| AbilityItem {
id: s.clone(),
ability: cache.load_expect(s).cloned(),
}),
)
})
.collect(),

View File

@ -1,4 +1,5 @@
#[cfg(not(target_arch = "wasm32"))] mod ability;
#[cfg(not(target_arch = "wasm32"))]
pub mod ability;
#[cfg(not(target_arch = "wasm32"))] mod admin;
#[cfg(not(target_arch = "wasm32"))] pub mod agent;
#[cfg(not(target_arch = "wasm32"))]
@ -47,7 +48,7 @@ pub mod visual;
// Reexports
#[cfg(not(target_arch = "wasm32"))]
pub use self::{
ability::{CharacterAbility, CharacterAbilityType},
ability::{Ability, AbilityInput, ActiveAbilities, CharacterAbility, CharacterAbilityType},
admin::{Admin, AdminRole},
agent::{Agent, Alignment, Behavior, BehaviorCapability, BehaviorState, PidController},
anchor::Anchor,
@ -77,7 +78,11 @@ pub use self::{
group::Group,
inputs::CanBuild,
inventory::{
item::{self, tool, Item, ItemConfig, ItemDrop},
item::{
self,
tool::{self, AbilityItem},
Item, ItemConfig, ItemDrop,
},
slot, Inventory, InventoryUpdate, InventoryUpdateEvent,
},
last::Last,

View File

@ -1,7 +1,7 @@
use crate::{
comp::{
self, character_state::OutputEvents, item::MaterialStatManifest, Beam, Body,
CharacterState, Combo, ControlAction, Controller, ControllerInputs, Density, Energy,
self, character_state::OutputEvents, item::MaterialStatManifest, ActiveAbilities, Beam,
Body, CharacterState, Combo, ControlAction, Controller, ControllerInputs, Density, Energy,
Health, InputAttr, InputKind, Inventory, InventoryAction, Mass, Melee, Ori, PhysicsState,
Pos, SkillSet, StateUpdate, Stats, Vel,
},
@ -124,6 +124,7 @@ pub struct JoinData<'a> {
pub updater: &'a LazyUpdate,
pub stats: &'a Stats,
pub skill_set: &'a SkillSet,
pub active_abilities: &'a ActiveAbilities,
pub msm: &'a MaterialStatManifest,
pub combo: &'a Combo,
pub alignment: Option<&'a comp::Alignment>,
@ -149,6 +150,7 @@ pub struct JoinStruct<'a> {
pub beam: Option<&'a Beam>,
pub stat: &'a Stats,
pub skill_set: &'a SkillSet,
pub active_abilities: &'a ActiveAbilities,
pub combo: &'a Combo,
pub alignment: Option<&'a comp::Alignment>,
pub terrain: &'a TerrainGrid,
@ -186,6 +188,7 @@ impl<'a> JoinData<'a> {
combo: j.combo,
alignment: j.alignment,
terrain: j.terrain,
active_abilities: j.active_abilities,
}
}
}

View File

@ -821,58 +821,20 @@ pub fn handle_jump(
}
fn handle_ability(data: &JoinData<'_>, update: &mut StateUpdate, input: InputKind) {
let hands = get_hands(data);
// Mouse1 and Skill1 always use the MainHand slot
let always_main_hand = matches!(input, InputKind::Primary | InputKind::Ability(0));
let no_main_hand = hands.0.is_none();
// skill_index used to select ability for the AbilityKey::Skill2 input
let (equip_slot, skill_index) = if no_main_hand {
(Some(EquipSlot::ActiveOffhand), 1)
} else if always_main_hand {
(Some(EquipSlot::ActiveMainhand), 0)
} else {
match hands {
(Some(Hands::Two), _) => (Some(EquipSlot::ActiveMainhand), 1),
(_, Some(Hands::One)) => (Some(EquipSlot::ActiveOffhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::ActiveMainhand), 1),
(_, _) => (None, 0),
}
};
let unlocked = |(s, a): (Option<Skill>, CharacterAbility)| {
s.map_or(true, |s| data.skill_set.has_skill(s)).then_some(a)
};
if let Some(equip_slot) = equip_slot {
if let Some(ability) = data
.inventory
.and_then(|inv| inv.equipped(equip_slot))
.map(|i| &i.item_config_expect().abilities)
.and_then(|abilities| match input {
InputKind::Primary => Some(abilities.primary.clone()),
InputKind::Secondary => Some(abilities.secondary.clone()),
InputKind::Ability(0) => abilities.abilities.get(0).cloned().and_then(unlocked),
InputKind::Ability(i) => abilities
.abilities
.get(if i < 2 { skill_index } else { i })
.cloned()
.and_then(unlocked),
InputKind::Roll | InputKind::Jump | InputKind::Fly | InputKind::Block => None,
})
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
a.adjusted_by_skills(data.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
if let Some(ability_input) = input.into() {
if let Some((ability, from_offhand)) = data
.active_abilities
.activate_ability(
ability_input,
data.inventory,
data.skill_set,
Some(data.body),
)
.filter(|(ability, _)| ability.requirements_paid(data, update))
{
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(
data,
matches!(equip_slot, EquipSlot::ActiveOffhand),
input,
),
AbilityInfo::from_input(data, from_offhand, input),
data,
));
}

View File

@ -129,6 +129,7 @@ impl State {
ecs.register::<comp::Player>();
ecs.register::<comp::Stats>();
ecs.register::<comp::SkillSet>();
ecs.register::<comp::ActiveAbilities>();
ecs.register::<comp::Buffs>();
ecs.register::<comp::Auras>();
ecs.register::<comp::Energy>();

View File

@ -5,9 +5,10 @@ use specs::{
use common::{
comp::{
self, character_state::OutputEvents, inventory::item::MaterialStatManifest, Beam, Body,
CharacterState, Combo, Controller, Density, Energy, Health, Inventory, InventoryManip,
Mass, Melee, Mounting, Ori, PhysicsState, Poise, Pos, SkillSet, StateUpdate, Stats, Vel,
self, character_state::OutputEvents, inventory::item::MaterialStatManifest,
ActiveAbilities, Beam, Body, CharacterState, Combo, Controller, Density, Energy, Health,
Inventory, InventoryManip, Mass, Melee, Mounting, Ori, PhysicsState, Poise, Pos, SkillSet,
StateUpdate, Stats, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
outcome::Outcome,
@ -38,6 +39,7 @@ pub struct ReadData<'a> {
mountings: ReadStorage<'a, Mounting>,
stats: ReadStorage<'a, Stats>,
skill_sets: ReadStorage<'a, SkillSet>,
active_abilities: ReadStorage<'a, ActiveAbilities>,
msm: Read<'a, MaterialStatManifest>,
combos: ReadStorage<'a, Combo>,
alignments: ReadStorage<'a, comp::Alignment>,
@ -107,7 +109,7 @@ impl<'a> System<'a> for Sys {
health,
body,
physics,
(stat, skill_set),
(stat, skill_set, active_abilities),
combo,
) in (
&read_data.entities,
@ -124,7 +126,11 @@ impl<'a> System<'a> for Sys {
read_data.healths.maybe(),
&read_data.bodies,
&read_data.physics_states,
(&read_data.stats, &read_data.skill_sets),
(
&read_data.stats,
&read_data.skill_sets,
&read_data.active_abilities,
),
&read_data.combos,
)
.join()
@ -181,6 +187,7 @@ impl<'a> System<'a> for Sys {
beam: read_data.beams.get(entity),
stat,
skill_set,
active_abilities,
combo,
alignment: read_data.alignments.get(entity),
terrain: &read_data.terrain,

View File

@ -1,7 +1,7 @@
use common::{
comp::{
agent::{Sound, SoundKind},
Body, BuffChange, ControlEvent, Controller, Pos,
ActiveAbilities, Body, BuffChange, ControlEvent, Controller, Pos,
},
event::{EventBus, ServerEvent},
uid::UidAllocator,
@ -27,13 +27,20 @@ pub struct ReadData<'a> {
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (ReadData<'a>, WriteStorage<'a, Controller>);
type SystemData = (
ReadData<'a>,
WriteStorage<'a, Controller>,
WriteStorage<'a, ActiveAbilities>,
);
const NAME: &'static str = "controller";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(_job: &mut Job<Self>, (read_data, mut controllers): Self::SystemData) {
fn run(
_job: &mut Job<Self>,
(read_data, mut controllers, mut active_abilities): Self::SystemData,
) {
let mut server_emitter = read_data.server_bus.emitter();
for (entity, controller) in (&read_data.entities, &mut controllers).join() {
@ -103,6 +110,11 @@ impl<'a> System<'a> for Sys {
server_emitter.emit(ServerEvent::Sound { sound });
}
},
ControlEvent::ChangeAbility { slot, new_ability } => {
if let Some(mut active_abilities) = active_abilities.get_mut(entity) {
active_abilities.change_ability(slot, new_ability);
}
},
}
}
}

View File

@ -767,6 +767,19 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
// manipulating the inventory mutated the trade, so reset the accept flags
trades.implicit_mutation_occurred(&uid);
}
// After any inventory manipulation, update the ability
// TODO: Make less hacky, probably remove entirely but needs UI
if let Some(mut active_abilities) = state
.ecs()
.write_storage::<comp::ActiveAbilities>()
.get_mut(entity)
{
active_abilities.auto_update(
state.ecs().read_storage::<comp::Inventory>().get(entity),
state.ecs().read_storage::<comp::SkillSet>().get(entity),
);
}
}
fn within_pickup_range<S: FindDist<find_dist::Cylinder>>(

View File

@ -66,8 +66,7 @@ use common::{
assets::AssetExt,
character::CharacterId,
cmd::ChatCommand,
comp,
comp::{item::MaterialStatManifest, CharacterAbility},
comp::{self, item::MaterialStatManifest},
event::{EventBus, ServerEvent},
recipe::default_recipe_book,
resources::{BattleMode, Time, TimeOfDay},
@ -287,7 +286,7 @@ impl Server {
Arc::<RwLock<DatabaseSettings>>::clone(&database_settings),
)?);
let ability_map = comp::item::tool::AbilityMap::<CharacterAbility>::load_expect_cloned(
let ability_map = comp::item::tool::AbilityMap::<comp::AbilityItem>::load_expect_cloned(
"common.abilities.ability_set_manifest",
);
state.ecs_mut().insert(ability_map);

View File

@ -215,6 +215,10 @@ impl StateExt for State {
.unwrap_or(0),
))
.with(stats)
.with(comp::ActiveAbilities::new(
Some(&inventory),
Some(&skill_set),
))
.with(skill_set)
.maybe_with(health)
.with(poise)
@ -267,6 +271,7 @@ impl StateExt for State {
.with(comp::Energy::new(ship.into(), 0))
.with(comp::Stats::new("Airship".to_string()))
.with(comp::SkillSet::default())
.with(comp::ActiveAbilities::default())
.with(comp::Combo::default());
if mountable {
@ -504,6 +509,10 @@ impl StateExt for State {
self.write_component_ignore_entity_dead(entity, comp::Energy::new(body, energy_level));
self.write_component_ignore_entity_dead(entity, comp::Poise::new(body));
self.write_component_ignore_entity_dead(entity, stats);
self.write_component_ignore_entity_dead(
entity,
comp::ActiveAbilities::new(Some(&inventory), Some(&skill_set)),
);
self.write_component_ignore_entity_dead(entity, skill_set);
self.write_component_ignore_entity_dead(entity, inventory);
self.write_component_ignore_entity_dead(

View File

@ -19,9 +19,9 @@ use common::{
},
projectile::ProjectileConstructor,
skills::{AxeSkill, BowSkill, HammerSkill, SceptreSkill, Skill, StaffSkill, SwordSkill},
Agent, Alignment, BehaviorCapability, BehaviorState, Body, CharacterAbility,
CharacterState, Combo, ControlAction, ControlEvent, Controller, Energy, Health,
HealthChange, InputKind, Inventory, InventoryAction, LightEmitter, MountState, Ori,
AbilityInput, ActiveAbilities, Agent, Alignment, BehaviorCapability, BehaviorState, Body,
CharacterAbility, CharacterState, Combo, ControlAction, ControlEvent, Controller, Energy,
Health, HealthChange, InputKind, Inventory, InventoryAction, LightEmitter, MountState, Ori,
PhysicsState, Pos, Scale, SkillSet, Stats, UnresolvedChatMsg, UtteranceKind, Vel,
},
consts::GRAVITY,
@ -74,6 +74,7 @@ struct AgentData<'a> {
is_gliding: bool,
health: Option<&'a Health>,
char_state: &'a CharacterState,
active_abilities: &'a ActiveAbilities,
cached_spatial_grid: &'a common::CachedSpatialGrid,
}
@ -160,6 +161,7 @@ pub struct ReadData<'a> {
rtsim_entities: ReadStorage<'a, RtSimEntity>,
buffs: ReadStorage<'a, Buffs>,
combos: ReadStorage<'a, Combo>,
active_abilities: ReadStorage<'a, ActiveAbilities>,
}
const DAMAGE_MEMORY_DURATION: f64 = 0.25;
@ -212,7 +214,11 @@ impl<'a> System<'a> for Sys {
),
read_data.bodies.maybe(),
&read_data.inventories,
&read_data.skill_set,
(
&read_data.char_states,
&read_data.skill_set,
&read_data.active_abilities,
),
&read_data.physics_states,
&read_data.uids,
&mut agents,
@ -220,10 +226,9 @@ impl<'a> System<'a> for Sys {
read_data.light_emitter.maybe(),
read_data.groups.maybe(),
read_data.mount_states.maybe(),
&read_data.char_states,
)
.par_join()
.filter(|(_, _, _, _, _, _, _, _, _, _, _, _, mount_state, _)| {
.filter(|(_, _, _, _, _, _, _, _, _, _, _, _, mount_state)| {
// Skip mounted entities
mount_state
.map(|ms| *ms == MountState::Unmounted)
@ -241,7 +246,7 @@ impl<'a> System<'a> for Sys {
(pos, vel, ori),
body,
inventory,
skill_set,
(char_state, skill_set, active_abilities),
physics_state,
uid,
agent,
@ -249,7 +254,6 @@ impl<'a> System<'a> for Sys {
light_emitter,
group,
_,
char_state,
)| {
// Hack, replace with better system when groups are more sophisticated
// Override alignment if in a group unless entity is owned already
@ -359,6 +363,7 @@ impl<'a> System<'a> for Sys {
is_gliding,
health: read_data.healths.get(entity),
char_state,
active_abilities,
cached_spatial_grid: &read_data.cached_spatial_grid,
};
///////////////////////////////////////////////////////////
@ -2502,30 +2507,16 @@ impl<'a> AgentData<'a> {
tgt_data: &TargetData,
read_data: &ReadData,
) {
let extract_ability = |ability: &CharacterAbility| {
ability
.clone()
.adjusted_by_skills(self.skill_set, Some(ToolKind::Staff))
let extract_ability = |input: AbilityInput| {
self.active_abilities
.activate_ability(input, Some(self.inventory), self.skill_set, self.body)
.unwrap_or_default()
.0
};
let (flamethrower, shockwave) = self
.inventory
.equipped(EquipSlot::ActiveMainhand)
.map(|i| &i.item_config_expect().abilities)
.map(|a| {
(
Some(a.secondary.clone()),
a.abilities.get(0).map(|(_, s)| s),
)
})
.map_or(
(CharacterAbility::default(), CharacterAbility::default()),
|(s, a)| {
(
extract_ability(&s.unwrap_or_default()),
extract_ability(a.unwrap_or(&CharacterAbility::default())),
)
},
);
let (flamethrower, shockwave) = (
extract_ability(AbilityInput::Secondary),
extract_ability(AbilityInput::Auxiliary(0)),
);
let flamethrower_range = match flamethrower {
CharacterAbility::BasicBeam { range, .. } => range,
_ => 20.0_f32,

View File

@ -281,7 +281,15 @@ impl Sys {
} => {
presence.lossy_terrain_compression = lossy_terrain_compression;
},
_ => tracing::error!("not a client_in_game msg"),
ClientGeneral::RequestCharacterList
| ClientGeneral::CreateCharacter { .. }
| ClientGeneral::DeleteCharacter(_)
| ClientGeneral::Character(_)
| ClientGeneral::Spectate
| ClientGeneral::TerrainChunkRequest { .. }
| ClientGeneral::ChatMsg(_)
| ClientGeneral::Command(..)
| ClientGeneral::Terminate => tracing::error!("not a client_in_game msg"),
}
Ok(())
}

View File

@ -1,9 +1,9 @@
use common::{
comp::{
item::{tool::AbilityMap, MaterialStatManifest},
Auras, BeamSegment, Body, Buffs, CanBuild, CharacterState, Collider, Combo, Density,
Energy, Group, Health, Inventory, Item, LightEmitter, Mass, MountState, Mounting, Ori,
Player, Poise, Pos, Scale, Shockwave, SkillSet, Stats, Sticky, Vel,
ActiveAbilities, Auras, BeamSegment, Body, Buffs, CanBuild, CharacterState, Collider,
Combo, Density, Energy, Group, Health, Inventory, Item, LightEmitter, Mass, MountState,
Mounting, Ori, Player, Poise, Pos, Scale, Shockwave, SkillSet, Stats, Sticky, Vel,
},
uid::Uid,
};
@ -44,6 +44,7 @@ pub struct TrackedComps<'a> {
pub player: ReadStorage<'a, Player>,
pub stats: ReadStorage<'a, Stats>,
pub skill_set: ReadStorage<'a, SkillSet>,
pub active_abilities: ReadStorage<'a, ActiveAbilities>,
pub buffs: ReadStorage<'a, Buffs>,
pub auras: ReadStorage<'a, Auras>,
pub energy: ReadStorage<'a, Energy>,
@ -91,6 +92,10 @@ impl<'a> TrackedComps<'a> {
.get(entity)
.cloned()
.map(|c| comps.push(c.into()));
self.active_abilities
.get(entity)
.cloned()
.map(|c| comps.push(c.into()));
self.buffs
.get(entity)
.cloned()
@ -187,6 +192,7 @@ pub struct ReadTrackers<'a> {
pub player: ReadExpect<'a, UpdateTracker<Player>>,
pub stats: ReadExpect<'a, UpdateTracker<Stats>>,
pub skill_set: ReadExpect<'a, UpdateTracker<SkillSet>>,
pub active_abilities: ReadExpect<'a, UpdateTracker<ActiveAbilities>>,
pub buffs: ReadExpect<'a, UpdateTracker<Buffs>>,
pub auras: ReadExpect<'a, UpdateTracker<Auras>>,
pub energy: ReadExpect<'a, UpdateTracker<Energy>>,
@ -223,6 +229,12 @@ impl<'a> ReadTrackers<'a> {
.with_component(&comps.uid, &*self.player, &comps.player, filter)
.with_component(&comps.uid, &*self.stats, &comps.stats, filter)
.with_component(&comps.uid, &*self.skill_set, &comps.skill_set, filter)
.with_component(
&comps.uid,
&*self.active_abilities,
&comps.active_abilities,
filter,
)
.with_component(&comps.uid, &*self.buffs, &comps.buffs, filter)
.with_component(&comps.uid, &*self.auras, &comps.auras, filter)
.with_component(&comps.uid, &*self.energy, &comps.energy, filter)
@ -266,6 +278,7 @@ pub struct WriteTrackers<'a> {
player: WriteExpect<'a, UpdateTracker<Player>>,
stats: WriteExpect<'a, UpdateTracker<Stats>>,
skill_set: WriteExpect<'a, UpdateTracker<SkillSet>>,
active_abilities: WriteExpect<'a, UpdateTracker<ActiveAbilities>>,
buffs: WriteExpect<'a, UpdateTracker<Buffs>>,
auras: WriteExpect<'a, UpdateTracker<Auras>>,
energy: WriteExpect<'a, UpdateTracker<Energy>>,
@ -296,6 +309,9 @@ fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
trackers.player.record_changes(&comps.player);
trackers.stats.record_changes(&comps.stats);
trackers.skill_set.record_changes(&comps.skill_set);
trackers
.active_abilities
.record_changes(&comps.active_abilities);
trackers.buffs.record_changes(&comps.buffs);
trackers.auras.record_changes(&comps.auras);
trackers.energy.record_changes(&comps.energy);
@ -341,6 +357,7 @@ fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
log_counts!(player, "Players");
log_counts!(stats, "Stats");
log_counts!(skill_set, "SkillSet");
log_counts!(active_abilities, "ActiveAbilities");
log_counts!(energy, "Energies");
log_counts!(combo, "Combos");
log_vounts!(health, "Healths");
@ -367,6 +384,7 @@ pub fn register_trackers(world: &mut World) {
world.register_tracker::<Player>();
world.register_tracker::<Stats>();
world.register_tracker::<SkillSet>();
world.register_tracker::<ActiveAbilities>();
world.register_tracker::<Buffs>();
world.register_tracker::<Auras>();
world.register_tracker::<Energy>();

View File

@ -1,9 +1,4 @@
use crate::hud::slots::EquipSlot;
use common::comp::{
item::{tool::Hands, ItemKind},
slot::InvSlotId,
Inventory,
};
use common::comp::slot::InvSlotId;
use serde::{Deserialize, Serialize};
#[derive(Clone, Copy, Debug, PartialEq)]
@ -23,8 +18,7 @@ pub enum Slot {
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
pub enum SlotContents {
Inventory(InvSlotId),
Ability3,
Ability4,
Ability(usize),
}
#[derive(Clone, Copy, Default)]
@ -59,120 +53,39 @@ impl State {
self.slots[slot as usize] = Some(SlotContents::Inventory(inventory_pos));
}
// TODO: remove
// Adds ability3 slot if it is missing and should be present
// Removes if it is there and shouldn't be present
pub fn maintain_ability3(&mut self, client: &client::Client) {
// TODO: remove pending UI
// Adds ability slots if missing and should be present
// Removes ability slots if not there and shouldn't be present
pub fn maintain_abilities(&mut self, client: &client::Client) {
use specs::WorldExt;
let inventories = client.state().ecs().read_storage::<Inventory>();
let inventory = inventories.get(client.entity());
let skill_sets = client
if let Some(active_abilities) = client
.state()
.ecs()
.read_storage::<common::comp::SkillSet>();
let skill_set = skill_sets.get(client.entity());
let hands =
|equip_slot| match inventory.and_then(|i| i.equipped(equip_slot).map(|i| i.kind())) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let equip_slot = match (
hands(EquipSlot::ActiveMainhand),
hands(EquipSlot::ActiveOffhand),
) {
(Some(_), _) => Some(EquipSlot::ActiveMainhand),
(_, Some(_)) => Some(EquipSlot::ActiveOffhand),
_ => None,
};
let should_be_present = if let (Some(inventory), Some(skill_set), Some(equip_slot)) =
(inventory, skill_set, equip_slot)
.read_storage::<common::comp::ActiveAbilities>()
.get(client.entity())
{
inventory.equipped(equip_slot).map_or(false, |i| {
i.item_config_expect()
.abilities
.abilities
.get(0)
.as_ref()
.map_or(false, |(s, _)| s.map_or(true, |s| skill_set.has_skill(s)))
})
} else {
false
};
if should_be_present {
if !self
.slots
use common::comp::ability::AuxiliaryAbility;
for ((i, ability), hotbar_slot) in active_abilities
.abilities
.iter()
.any(|s| matches!(s, Some(SlotContents::Ability3)))
.enumerate()
.zip(self.slots.iter_mut())
{
self.slots[0] = Some(SlotContents::Ability3);
if matches!(ability, AuxiliaryAbility::Empty) {
if matches!(hotbar_slot, Some(SlotContents::Ability(_))) {
// If ability is empty but hotbar shows an ability, clear it
*hotbar_slot = None;
}
} else {
// If an ability is not empty show it on the hotbar
*hotbar_slot = Some(SlotContents::Ability(i));
}
}
} else {
self.slots
.iter_mut()
.filter(|s| matches!(s, Some(SlotContents::Ability3)))
.for_each(|s| *s = None)
}
}
pub fn maintain_ability4(&mut self, client: &client::Client) {
use specs::WorldExt;
let inventories = client.state().ecs().read_storage::<Inventory>();
let inventory = inventories.get(client.entity());
let skill_sets = client
.state()
.ecs()
.read_storage::<common::comp::SkillSet>();
let skill_set = skill_sets.get(client.entity());
let should_be_present = if let (Some(inventory), Some(skill_set)) = (inventory, skill_set) {
let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let active_tool_hands = hands(EquipSlot::ActiveMainhand);
let second_tool_hands = hands(EquipSlot::ActiveOffhand);
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
(Some(Hands::Two), _) => (Some(EquipSlot::ActiveMainhand), 1),
(Some(_), Some(Hands::One)) => (Some(EquipSlot::ActiveOffhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::ActiveMainhand), 1),
(None, Some(_)) => (Some(EquipSlot::ActiveOffhand), 1),
(_, _) => (None, 0),
};
if let Some(equip_slot) = equip_slot {
inventory.equipped(equip_slot).map_or(false, |i| {
i.item_config_expect()
.abilities
.abilities
.get(skill_index)
.as_ref()
.map_or(false, |(s, _)| s.map_or(true, |s| skill_set.has_skill(s)))
})
} else {
false
}
} else {
false
};
if should_be_present {
if !self
.slots
.iter()
.any(|s| matches!(s, Some(SlotContents::Ability4)))
{
self.slots[1] = Some(SlotContents::Ability4);
}
} else {
self.slots
.iter_mut()
.filter(|s| matches!(s, Some(SlotContents::Ability4)))
.for_each(|s| *s = None)
.filter(|slot| matches!(slot, Some(SlotContents::Ability(_))))
.for_each(|slot| *slot = None)
}
}
}

View File

@ -512,8 +512,7 @@ pub enum Event {
SortInventory,
ChangeHotbarState(Box<HotbarState>),
TradeAction(TradeAction),
Ability3(bool),
Ability4(bool),
Ability(usize, bool),
Logout,
Quit,
@ -534,6 +533,8 @@ pub enum Event {
RemoveBuff(BuffKind),
UnlockSkill(Skill),
RequestSiteInfo(SiteId),
// TODO: This variant currently unused. UI is needed for it to be properly used.
ChangeAbility(usize, comp::ability::AuxiliaryAbility),
SettingsChange(SettingsChange),
}
@ -2639,6 +2640,7 @@ impl Hud {
let inventories = ecs.read_storage::<comp::Inventory>();
let energies = ecs.read_storage::<comp::Energy>();
let skillsets = ecs.read_storage::<comp::SkillSet>();
let active_abilities = ecs.read_storage::<comp::ActiveAbilities>();
let character_states = ecs.read_storage::<comp::CharacterState>();
let controllers = ecs.read_storage::<comp::Controller>();
let bodies = ecs.read_storage::<comp::Body>();
@ -2664,6 +2666,8 @@ impl Hud {
Some(inventory),
Some(energy),
Some(skillset),
Some(active_abilities),
Some(body),
Some(_character_state),
Some(_controller),
) = (
@ -2671,6 +2675,8 @@ impl Hud {
inventories.get(entity),
energies.get(entity),
skillsets.get(entity),
active_abilities.get(entity),
bodies.get(entity),
character_states.get(entity),
controllers.get(entity).map(|c| &c.inputs),
) {
@ -2685,6 +2691,8 @@ impl Hud {
inventory,
energy,
skillset,
active_abilities,
body,
//&character_state,
self.pulse,
//&controller,
@ -3358,18 +3366,14 @@ impl Hud {
}
} else if let Hotbar(h) = from {
// Used from hotbar
self.hotbar.get(h).map(|s| {
match s {
hotbar::SlotContents::Inventory(i) => {
events.push(Event::UseSlot {
slot: comp::slot::Slot::Inventory(i),
bypass_dialog: false,
});
},
hotbar::SlotContents::Ability3 | hotbar::SlotContents::Ability4 => {
}, /* Event::Ability3(true),
* sticks */
}
self.hotbar.get(h).map(|s| match s {
hotbar::SlotContents::Inventory(i) => {
events.push(Event::UseSlot {
slot: comp::slot::Slot::Inventory(i),
bypass_dialog: false,
});
},
hotbar::SlotContents::Ability(_) => {},
});
}
},
@ -3496,8 +3500,7 @@ impl Hud {
},
}
}
self.hotbar.maintain_ability3(client);
self.hotbar.maintain_ability4(client);
self.hotbar.maintain_abilities(client);
events
}
@ -3577,8 +3580,7 @@ impl Hud {
});
}
},
hotbar::SlotContents::Ability3 => events.push(Event::Ability3(state)),
hotbar::SlotContents::Ability4 => events.push(Event::Ability4(state)),
hotbar::SlotContents::Ability(i) => events.push(Event::Ability(i, state)),
});
}
}

View File

@ -2,7 +2,7 @@ use super::{
hotbar,
img_ids::{Imgs, ImgsRot},
item_imgs::ItemImgs,
slots, BarNumbers, ShortcutNumbers, BLACK, CRITICAL_HP_COLOR, HP_COLOR, LOW_HP_COLOR,
slots, util, BarNumbers, ShortcutNumbers, BLACK, CRITICAL_HP_COLOR, HP_COLOR, LOW_HP_COLOR,
QUALITY_EPIC, STAMINA_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0,
};
use crate::{
@ -21,12 +21,9 @@ use i18n::Localization;
use client::{self, Client};
use common::comp::{
self,
inventory::slot::EquipSlot,
item::{
tool::{Tool, ToolKind},
Hands, Item, ItemDesc, ItemKind, MaterialStatManifest,
},
Energy, Health, Inventory, SkillSet,
ability::AbilityInput,
item::{ItemDesc, MaterialStatManifest},
Ability, ActiveAbilities, Body, Energy, Health, Inventory, SkillSet,
};
use conrod_core::{
color,
@ -253,6 +250,8 @@ pub struct Skillbar<'a> {
inventory: &'a Inventory,
energy: &'a Energy,
skillset: &'a SkillSet,
active_abilities: &'a ActiveAbilities,
body: &'a Body,
// character_state: &'a CharacterState,
// controller: &'a ControllerInputs,
hotbar: &'a hotbar::State,
@ -280,6 +279,8 @@ impl<'a> Skillbar<'a> {
inventory: &'a Inventory,
energy: &'a Energy,
skillset: &'a SkillSet,
active_abilities: &'a ActiveAbilities,
body: &'a Body,
// character_state: &'a CharacterState,
pulse: f32,
// controller: &'a ControllerInputs,
@ -302,6 +303,8 @@ impl<'a> Skillbar<'a> {
inventory,
energy,
skillset,
active_abilities,
body,
common: widget::CommonBuilder::default(),
// character_state,
pulse,
@ -511,7 +514,14 @@ impl<'a> Skillbar<'a> {
let key_layout = &self.global_state.window.key_layout;
// TODO: avoid this
let content_source = (self.hotbar, self.inventory, self.energy, self.skillset);
let content_source = (
self.hotbar,
self.inventory,
self.energy,
self.skillset,
self.active_abilities,
self.body,
);
let image_source = (self.item_imgs, self.imgs);
let mut slot_maker = SlotMaker {
@ -591,46 +601,16 @@ impl<'a> Skillbar<'a> {
// Helper
let tooltip_text = |slot| {
let (hotbar, inventory, ..) = content_source;
let (hotbar, inventory, _, _, active_abilities, _) = content_source;
hotbar.get(slot).and_then(|content| match content {
hotbar::SlotContents::Inventory(i) => inventory
.get(i)
.map(|item| (item.name(), item.description())),
hotbar::SlotContents::Ability3 => inventory
.equipped(EquipSlot::ActiveMainhand)
.map(|i| i.kind())
.and_then(|kind| match kind {
ItemKind::Tool(Tool { kind, .. }) => ability_description(kind),
_ => None,
}),
hotbar::SlotContents::Ability4 => {
let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let active_tool_hands = hands(EquipSlot::ActiveMainhand);
let second_tool_hands = hands(EquipSlot::ActiveOffhand);
let equip_slot = match (active_tool_hands, second_tool_hands) {
(Some(Hands::Two), _) => Some(EquipSlot::ActiveMainhand),
(Some(_), Some(Hands::One)) => Some(EquipSlot::ActiveOffhand),
(Some(Hands::One), _) => Some(EquipSlot::ActiveMainhand),
(None, Some(_)) => Some(EquipSlot::ActiveOffhand),
(_, _) => None,
};
equip_slot.and_then(|equip_slot| {
inventory
.equipped(equip_slot)
.map(|i| i.kind())
.and_then(|kind| match kind {
ItemKind::Tool(Tool { kind, .. }) => ability_description(kind),
_ => None,
})
})
},
hotbar::SlotContents::Ability(i) => active_abilities
.abilities
.get(i)
.and_then(|a| Ability::from(*a).ability_id(Some(inventory)))
.map(|id| util::ability_description(id)),
})
};
@ -699,30 +679,12 @@ impl<'a> Skillbar<'a> {
.right_from(state.ids.slot5, slot_offset)
.set(state.ids.m1_slot_bg, ui);
let active_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveMainhand);
let second_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveOffhand);
let primary_ability_id =
Ability::from(self.active_abilities.primary).ability_id(Some(self.inventory));
let tool = match (
active_tool.map(|(_, x)| x.hands),
second_tool.map(|(_, x)| x.hands),
) {
(Some(_), _) => active_tool,
(_, Some(_)) => second_tool,
(_, _) => None,
};
Button::image(match tool.map(|(_, t)| t.kind) {
Some(ToolKind::Sword) => self.imgs.twohsword_m1,
Some(ToolKind::Dagger) => self.imgs.onehdagger_m1,
Some(ToolKind::Shield) => self.imgs.onehshield_m1,
Some(ToolKind::Hammer) => self.imgs.twohhammer_m1,
Some(ToolKind::Axe) => self.imgs.twohaxe_m1,
Some(ToolKind::Bow) => self.imgs.bow_m1,
Some(ToolKind::Sceptre) => self.imgs.skill_sceptre_lifesteal,
Some(ToolKind::Staff) => self.imgs.fireball,
Some(ToolKind::Debug) => self.imgs.flyingrod_m1,
_ => self.imgs.nothing,
}) // Insert Icon here
Button::image(
primary_ability_id.map_or(self.imgs.nothing, |id| util::ability_image(self.imgs, id)),
)
.w_h(36.0, 36.0)
.middle_of(state.ids.m1_slot_bg)
.set(state.ids.m1_content, ui);
@ -732,64 +694,31 @@ impl<'a> Skillbar<'a> {
.right_from(state.ids.m1_slot_bg, slot_offset)
.set(state.ids.m2_slot_bg, ui);
fn get_item_and_tool(
inventory: &Inventory,
equip_slot: EquipSlot,
) -> Option<(&Item, &Tool)> {
match inventory.equipped(equip_slot).map(|i| (i, i.kind())) {
Some((i, ItemKind::Tool(tool))) => Some((i, tool)),
_ => None,
}
}
let secondary_ability_id =
Ability::from(self.active_abilities.secondary).ability_id(Some(self.inventory));
let active_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveMainhand);
let second_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveOffhand);
let tool = match (
active_tool.map(|(_, x)| x.hands),
second_tool.map(|(_, x)| x.hands),
) {
(Some(Hands::Two), _) => active_tool,
(Some(_), Some(Hands::One)) => second_tool,
(Some(Hands::One), _) => active_tool,
(None, Some(_)) => second_tool,
(_, _) => None,
};
Button::image(match tool.map(|(_, t)| t.kind) {
Some(ToolKind::Sword) => self.imgs.twohsword_m2,
Some(ToolKind::Dagger) => self.imgs.onehdagger_m2,
Some(ToolKind::Shield) => self.imgs.onehshield_m2,
Some(ToolKind::Hammer) => self.imgs.hammergolf,
Some(ToolKind::Axe) => self.imgs.axespin,
Some(ToolKind::Bow) => self.imgs.bow_m2,
Some(ToolKind::Sceptre) => self.imgs.skill_sceptre_heal,
Some(ToolKind::Staff) => self.imgs.flamethrower,
Some(ToolKind::Debug) => self.imgs.flyingrod_m2,
_ => self.imgs.nothing,
})
Button::image(
secondary_ability_id.map_or(self.imgs.nothing, |id| util::ability_image(self.imgs, id)),
)
.w_h(36.0, 36.0)
.middle_of(state.ids.m2_slot_bg)
.image_color(if let Some((item, tool)) = tool {
.image_color(
if self.energy.current()
>= item
.item_config_expect()
.abilities
.secondary
.clone()
.adjusted_by_skills(self.skillset, Some(tool.kind))
.get_energy_cost()
>= self
.active_abilities
.activate_ability(
AbilityInput::Secondary,
Some(self.inventory),
self.skillset,
Some(self.body),
)
.map_or(0.0, |(a, _)| a.get_energy_cost())
{
Color::Rgba(1.0, 1.0, 1.0, 1.0)
} else {
Color::Rgba(0.3, 0.3, 0.3, 0.8)
}
} else {
match tool.map(|(_, t)| t.kind) {
None => Color::Rgba(1.0, 1.0, 1.0, 0.0),
_ => Color::Rgba(1.0, 1.0, 1.0, 1.0),
}
})
},
)
.set(state.ids.m2_content, ui);
// M1 and M2 icons
@ -891,48 +820,3 @@ impl<'a> Widget for Skillbar<'a> {
}
}
}
#[rustfmt::skip]
fn ability_description(tool: &ToolKind) -> Option<(&str, &str)> {
match tool {
ToolKind::Hammer => Some((
"Smash of Doom",
"\n\
An AOE attack with knockback.\n\
Leaps to position of cursor.",
)),
ToolKind::Axe => Some((
"Axe Jump",
"\n\
A jump with the slashing leap to position of cursor.",
)),
ToolKind::Staff => Some((
"Ring of Fire",
"\n\
Ignites the ground with fiery shockwave.",
)),
ToolKind::Sword => Some((
"Whirlwind",
"\n\
Move forward while spinning with your sword.",
)),
ToolKind::Bow => Some((
"Burst",
"\n\
Launches a burst of arrows",
)),
ToolKind::Sceptre => Some((
"Thorn Bulwark",
"\n\
Protects you and your group with thorns\n\
for a short amount of time.",
)),
ToolKind::Debug => Some((
"Possessing Arrow",
"\n\
Shoots a poisonous arrow.\n\
Lets you control your target.",
)),
_ => None,
}
}

View File

@ -2,15 +2,12 @@ use super::{
hotbar::{self, Slot as HotbarSlot},
img_ids,
item_imgs::{ItemImgs, ItemKey},
util,
};
use crate::ui::slot::{self, SlotKey, SumSlot};
use common::comp::{
item::{
tool::{Hands, ToolKind},
ItemKind,
},
slot::InvSlotId,
Energy, Inventory, SkillSet,
ability::AbilityInput, slot::InvSlotId, Ability, ActiveAbilities, Body, Energy, Inventory,
SkillSet,
};
use conrod_core::{image, Color};
use specs::Entity as EcsEntity;
@ -113,16 +110,17 @@ impl SlotKey<Inventory, ItemImgs> for TradeSlot {
#[derive(Clone, PartialEq)]
pub enum HotbarImage {
Item(ItemKey),
FireAoe,
SnakeArrow,
SwordWhirlwind,
HammerLeap,
AxeLeapSlash,
BowJumpBurst,
SceptreAura,
Ability(String),
}
type HotbarSource<'a> = (&'a hotbar::State, &'a Inventory, &'a Energy, &'a SkillSet);
type HotbarSource<'a> = (
&'a hotbar::State,
&'a Inventory,
&'a Energy,
&'a SkillSet,
&'a ActiveAbilities,
&'a Body,
);
type HotbarImageSource<'a> = (&'a ItemImgs, &'a img_ids::Imgs);
impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
@ -130,120 +128,50 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
fn image_key(
&self,
(hotbar, inventory, energy, skillset): &HotbarSource<'a>,
(hotbar, inventory, energy, skillset, active_abilities, body): &HotbarSource<'a>,
) -> Option<(Self::ImageKey, Option<Color>)> {
hotbar.get(*self).and_then(|contents| match contents {
hotbar::SlotContents::Inventory(idx) => inventory
.get(idx)
.map(|item| HotbarImage::Item(item.into()))
.map(|i| (i, None)),
hotbar::SlotContents::Ability3 => {
let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
hotbar::SlotContents::Ability(i) => {
let ability_id = active_abilities
.abilities
.get(i)
.and_then(|a| Ability::from(*a).ability_id(Some(inventory)));
let active_tool_hands = hands(EquipSlot::ActiveMainhand);
let second_tool_hands = hands(EquipSlot::ActiveOffhand);
let equip_slot = match (active_tool_hands, second_tool_hands) {
(Some(_), _) => Some(EquipSlot::ActiveMainhand),
(None, Some(_)) => Some(EquipSlot::ActiveOffhand),
(_, _) => None,
};
let tool =
equip_slot.and_then(|es| match inventory.equipped(es).map(|i| (i, i.kind())) {
Some((item, ItemKind::Tool(tool))) => Some((item, tool)),
_ => None,
});
tool.and_then(|(item, tool)| {
hotbar_image(tool.kind).map(|i| {
(
i,
if let Some(skill) =
item.item_config_expect().abilities.abilities.get(0)
{
if energy.current()
>= skill
.1
.clone()
.adjusted_by_skills(skillset, Some(tool.kind))
.get_energy_cost()
{
Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
} else {
Some(Color::Rgba(0.3, 0.3, 0.3, 0.8))
}
} else {
Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
},
)
ability_id
.map(|id| HotbarImage::Ability(id.to_string()))
.and_then(|image| {
active_abilities
.activate_ability(
AbilityInput::Auxiliary(i),
Some(inventory),
skillset,
Some(body),
)
.map(|(ability, _)| {
(
image,
if energy.current() > ability.get_energy_cost() {
Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
} else {
Some(Color::Rgba(0.3, 0.3, 0.3, 0.8))
},
)
})
})
})
},
hotbar::SlotContents::Ability4 => {
let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let active_tool_hands = hands(EquipSlot::ActiveMainhand);
let second_tool_hands = hands(EquipSlot::ActiveOffhand);
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
(Some(Hands::Two), _) => (Some(EquipSlot::ActiveMainhand), 1),
(Some(_), Some(Hands::One)) => (Some(EquipSlot::ActiveOffhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::ActiveMainhand), 1),
(None, Some(_)) => (Some(EquipSlot::ActiveOffhand), 1),
(_, _) => (None, 0),
};
let tool =
match equip_slot.and_then(|es| inventory.equipped(es).map(|i| (i, i.kind()))) {
Some((item, ItemKind::Tool(tool))) => Some((item, tool)),
_ => None,
};
tool.and_then(|(item, tool)| {
hotbar_image(tool.kind).map(|i| {
(
i,
if let Some(skill) = item
.item_config_expect()
.abilities
.abilities
.get(skill_index)
{
if energy.current()
>= skill
.1
.clone()
.adjusted_by_skills(skillset, Some(tool.kind))
.get_energy_cost()
{
Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
} else {
Some(Color::Rgba(0.3, 0.3, 0.3, 0.8))
}
} else {
Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))
},
)
})
})
},
})
}
fn amount(&self, (hotbar, inventory, _, _): &HotbarSource<'a>) -> Option<u32> {
fn amount(&self, (hotbar, inventory, _, _, _, _): &HotbarSource<'a>) -> Option<u32> {
hotbar
.get(*self)
.and_then(|content| match content {
hotbar::SlotContents::Inventory(idx) => inventory.get(idx),
hotbar::SlotContents::Ability3 => None,
hotbar::SlotContents::Ability4 => None,
hotbar::SlotContents::Ability(_) => None,
})
.map(|item| item.amount())
.filter(|amount| *amount > 1)
@ -255,13 +183,7 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
) -> Vec<image::Id> {
match key {
HotbarImage::Item(key) => item_imgs.img_ids_or_not_found_img(key.clone()),
HotbarImage::SnakeArrow => vec![imgs.snake_arrow_0],
HotbarImage::FireAoe => vec![imgs.fire_aoe],
HotbarImage::SwordWhirlwind => vec![imgs.sword_whirlwind],
HotbarImage::HammerLeap => vec![imgs.hammerleap],
HotbarImage::AxeLeapSlash => vec![imgs.skill_axe_leap_slash],
HotbarImage::BowJumpBurst => vec![imgs.skill_bow_jump_burst],
HotbarImage::SceptreAura => vec![imgs.skill_sceptre_aura],
HotbarImage::Ability(ability_id) => vec![util::ability_image(imgs, ability_id)],
}
}
}
@ -282,16 +204,3 @@ impl From<TradeSlot> for SlotKind {
}
impl SumSlot for SlotKind {}
fn hotbar_image(tool: ToolKind) -> Option<HotbarImage> {
match tool {
ToolKind::Staff => Some(HotbarImage::FireAoe),
ToolKind::Hammer => Some(HotbarImage::HammerLeap),
ToolKind::Axe => Some(HotbarImage::AxeLeapSlash),
ToolKind::Bow => Some(HotbarImage::BowJumpBurst),
ToolKind::Debug => Some(HotbarImage::SnakeArrow),
ToolKind::Sword => Some(HotbarImage::SwordWhirlwind),
ToolKind::Sceptre => Some(HotbarImage::SceptreAura),
_ => None,
}
}

View File

@ -1,3 +1,4 @@
use super::img_ids;
use common::{
comp::{
inventory::trade_pricing::TradePricing,
@ -11,6 +12,7 @@ use common::{
effect::Effect,
trade::{Good, SitePrices},
};
use conrod_core::image;
use i18n::Localization;
use std::{borrow::Cow, fmt::Write};
@ -282,3 +284,99 @@ pub fn protec2string(stat: Protection) -> String {
Protection::Invincible => "Inf".to_string(),
}
}
pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
match ability_id {
// Debug stick
"common.abilities.debug.forwardboost" => imgs.flyingrod_m1,
"common.abilities.debug.upboost" => imgs.flyingrod_m2,
"common.abilities.debug.possess" => imgs.snake_arrow_0,
// Sword
"common.abilities.sword.triplestrike" => imgs.twohsword_m1,
"common.abilities.sword.dash" => imgs.twohsword_m2,
"common.abilities.sword.spin" => imgs.sword_whirlwind,
// Axe
"common.abilities.axe.doublestrike" => imgs.twohaxe_m1,
"common.abilities.axe.spin" => imgs.axespin,
"common.abilities.axe.leap" => imgs.skill_axe_leap_slash,
// Hammer
"common.abilities.hammer.singlestrike" => imgs.twohhammer_m1,
"common.abilities.hammer.charged" => imgs.hammergolf,
"common.abilities.hammer.leap" => imgs.hammerleap,
// Bow
"common.abilities.bow.charged" => imgs.bow_m1,
"common.abilities.bow.repeater" => imgs.bow_m2,
"common.abilities.bow.shotgun" => imgs.skill_bow_jump_burst,
// Staff
"common.abilities.staff.firebomb" => imgs.fireball,
"common.abilities.staff.flamethrower" => imgs.flamethrower,
"common.abilities.staff.fireshockwave" => imgs.fire_aoe,
// Sceptre
"common.abilities.sceptre.lifestealbeam" => imgs.skill_sceptre_lifesteal,
"common.abilities.sceptre.healingaura" => imgs.skill_sceptre_heal,
"common.abilities.sceptre.wardingaura" => imgs.skill_sceptre_aura,
// Shield
"common.abilities.shield.tempbasic" => imgs.onehshield_m1,
"common.abilities.shield.block" => imgs.onehshield_m2,
// Dagger
"common.abilities.dagger.tempbasic" => imgs.onehdagger_m1,
_ => imgs.not_found,
}
}
#[rustfmt::skip]
pub fn ability_description(ability_id: &str) -> (&str, &str) {
match ability_id {
// Debug stick
"common.abilities.debug.possess" => (
"Possessing Arrow",
"\n\
Shoots a poisonous arrow.\n\
Lets you control your target.",
),
// Sword
"common.abilities.sword.spin" => (
"Whirlwind",
"\n\
Move forward while spinning with your sword.",
),
// Axe
"common.abilities.axe.leap" => (
"Axe Jump",
"\n\
A jump with the slashing leap to position of cursor.",
),
// Hammer
"common.abilities.hammer.leap" => (
"Smash of Doom",
"\n\
An AOE attack with knockback.\n\
Leaps to position of cursor.",
),
// Bow
"common.abilities.bow.shotgun" => (
"Burst",
"\n\
Launches a burst of arrows",
),
// Staff
"common.abilities.staff.fireshockwave" => (
"Ring of Fire",
"\n\
Ignites the ground with fiery shockwave.",
),
// Sceptre
"common.abilities.sceptre.wardingaura" => (
"Thorn Bulwark",
"\n\
Protects you and your group with thorns\n\
for a short amount of time.",
),
_ => (
"Ability has no title",
"\n\
Ability has no description."
),
}
}

View File

@ -1370,17 +1370,9 @@ impl PlayState for SessionState {
HudEvent::TradeAction(action) => {
self.client.borrow_mut().perform_trade_action(action);
},
HudEvent::Ability3(state) => {
HudEvent::Ability(i, state) => {
self.client.borrow_mut().handle_input(
InputKind::Ability(0),
state,
default_select_pos,
self.target_entity,
);
},
HudEvent::Ability4(state) => {
self.client.borrow_mut().handle_input(
InputKind::Ability(1),
InputKind::Ability(i),
state,
default_select_pos,
self.target_entity,
@ -1433,6 +1425,9 @@ impl PlayState for SessionState {
HudEvent::AssignLeader(uid) => {
self.client.borrow_mut().assign_group_leader(uid);
},
HudEvent::ChangeAbility(slot, new_ability) => {
self.client.borrow_mut().change_ability(slot, new_ability);
},
HudEvent::SettingsChange(settings_change) => {
settings_change.process(global_state, self);
},