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Ability sets now start with non-empty defaults.
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@ -74,41 +74,57 @@ impl ActiveAbilities {
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slot: usize,
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auxiliary_key: AuxiliaryKey,
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new_ability: AuxiliaryAbility,
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inventory: Option<&Inventory>,
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skill_set: Option<&SkillSet>,
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) {
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let auxiliary_set = self
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.auxiliary_sets
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.entry(auxiliary_key)
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.or_insert([AuxiliaryAbility::Empty; 5]);
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.or_insert(Self::default_ability_set(inventory, skill_set));
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if let Some(ability) = auxiliary_set.get_mut(slot) {
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*ability = new_ability;
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}
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}
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pub fn get_ability(&self, input: AbilityInput, inventory: Option<&Inventory>) -> Ability {
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pub fn auxiliary_set(
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&self,
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inv: Option<&Inventory>,
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skill_set: Option<&SkillSet>,
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) -> [AuxiliaryAbility; MAX_ABILITIES] {
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let tool_kind = |slot| {
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inv.and_then(|inv| inv.equipped(slot))
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.and_then(|item| match item.kind() {
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ItemKind::Tool(tool) => Some(tool.kind),
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_ => None,
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})
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};
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let aux_key = (
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tool_kind(EquipSlot::ActiveMainhand),
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tool_kind(EquipSlot::ActiveOffhand),
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);
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self.auxiliary_sets
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.get(&aux_key)
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.copied()
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.unwrap_or_else(|| Self::default_ability_set(inv, skill_set))
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}
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pub fn get_ability(
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&self,
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input: AbilityInput,
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inventory: Option<&Inventory>,
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skill_set: Option<&SkillSet>,
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) -> Ability {
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match input {
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AbilityInput::Primary => self.primary.into(),
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AbilityInput::Secondary => self.secondary.into(),
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AbilityInput::Movement => self.movement.into(),
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AbilityInput::Auxiliary(index) => inventory
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.and_then(|inv| {
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let tool_kind = |slot| {
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inv.equipped(slot).and_then(|item| match item.kind() {
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ItemKind::Tool(tool) => Some(tool.kind),
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_ => None,
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})
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};
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let aux_key = (
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tool_kind(EquipSlot::ActiveMainhand),
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tool_kind(EquipSlot::ActiveOffhand),
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);
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self.auxiliary_sets
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.get(&aux_key)
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.and_then(|entry| entry.get(index))
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.copied()
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.map(|a| a.into())
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})
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AbilityInput::Auxiliary(index) => self
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.auxiliary_set(inventory, skill_set)
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.get(index)
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.copied()
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.map(|a| a.into())
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.unwrap_or(Ability::Empty),
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}
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}
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@ -123,7 +139,7 @@ impl ActiveAbilities {
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body: Option<&Body>,
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// bool is from_offhand
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) -> Option<(CharacterAbility, bool)> {
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let ability = self.get_ability(input, inv);
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let ability = self.get_ability(input, inv, Some(skill_set));
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let ability_set = |equip_slot| {
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inv.and_then(|inv| inv.equipped(equip_slot))
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@ -193,44 +209,27 @@ impl ActiveAbilities {
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})
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}
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pub fn iter_aux_abilities<'a>(
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&'a self,
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inventory: Option<&'a Inventory>,
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) -> impl Iterator<Item = &AuxiliaryAbility> + 'a {
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inventory
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.and_then(|inv| {
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let tool_kind = |slot| {
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inv.equipped(slot).and_then(|item| match item.kind() {
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ItemKind::Tool(tool) => Some(tool.kind),
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_ => None,
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})
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};
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pub fn default_ability_set<'a>(
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inv: Option<&'a Inventory>,
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skill_set: Option<&'a SkillSet>,
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) -> [AuxiliaryAbility; MAX_ABILITIES] {
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let mut iter = Self::iter_unlocked_abilities(inv, skill_set, EquipSlot::ActiveMainhand)
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.map(AuxiliaryAbility::MainWeapon)
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.chain(
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Self::iter_unlocked_abilities(inv, skill_set, EquipSlot::ActiveOffhand)
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.map(AuxiliaryAbility::OffWeapon),
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);
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let aux_key = (
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tool_kind(EquipSlot::ActiveMainhand),
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tool_kind(EquipSlot::ActiveOffhand),
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);
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let mut array = [AuxiliaryAbility::Empty; MAX_ABILITIES];
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self.auxiliary_sets.get(&aux_key)
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})
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.into_iter()
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.flatten()
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for ability in array.iter_mut() {
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if let Some(available_ability) = iter.next() {
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*ability = available_ability;
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}
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}
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array
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}
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// TODO: Maybe keep this for autopopulating a new combination of weapons?
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// pub fn auto_update(&mut self, inv: Option<&Inventory>, skill_set:
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// Option<&SkillSet>) { let main_abilities =
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// Self::iter_unlocked_abilities(inv, skill_set, EquipSlot::ActiveMainhand)
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// .map(AuxiliaryAbility::MainWeapon);
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// let off_abilities = Self::iter_unlocked_abilities(inv, skill_set,
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// EquipSlot::ActiveOffhand) .map(AuxiliaryAbility::OffWeapon);
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// (0..MAX_ABILITIES)
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// .zip(main_abilities.chain(off_abilities))
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// .for_each(|(i, ability)| {
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// self.change_ability(i, ability);
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// })
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// }
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}
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pub enum AbilityInput {
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@ -204,6 +204,12 @@ pub enum ServerEvent {
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EntityAttackedHook {
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entity: EcsEntity,
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},
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ChangeAbility {
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entity: EcsEntity,
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slot: usize,
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auxiliary_key: comp::ability::AuxiliaryKey,
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new_ability: comp::ability::AuxiliaryAbility,
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},
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}
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pub struct EventBus<E> {
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@ -1,7 +1,7 @@
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use common::{
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comp::{
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agent::{Sound, SoundKind},
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ActiveAbilities, Body, BuffChange, ControlEvent, Controller, Pos,
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Body, BuffChange, ControlEvent, Controller, Pos,
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},
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event::{EventBus, ServerEvent},
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uid::UidAllocator,
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@ -27,20 +27,13 @@ pub struct ReadData<'a> {
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, Controller>,
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WriteStorage<'a, ActiveAbilities>,
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);
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type SystemData = (ReadData<'a>, WriteStorage<'a, Controller>);
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const NAME: &'static str = "controller";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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fn run(
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_job: &mut Job<Self>,
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(read_data, mut controllers, mut active_abilities): Self::SystemData,
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) {
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fn run(_job: &mut Job<Self>, (read_data, mut controllers): Self::SystemData) {
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let mut server_emitter = read_data.server_bus.emitter();
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for (entity, controller) in (&read_data.entities, &mut controllers).join() {
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@ -115,9 +108,12 @@ impl<'a> System<'a> for Sys {
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auxiliary_key,
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new_ability,
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} => {
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if let Some(mut active_abilities) = active_abilities.get_mut(entity) {
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active_abilities.change_ability(slot, auxiliary_key, new_ability);
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}
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server_emitter.emit(ServerEvent::ChangeAbility {
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entity,
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slot,
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auxiliary_key,
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new_ability,
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});
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},
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}
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}
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@ -1,6 +1,7 @@
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use crate::{
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client::Client,
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comp::{
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ability,
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agent::{Agent, AgentEvent, Sound, SoundKind},
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skillset::SkillGroupKind,
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BuffKind, BuffSource, PhysicsState,
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@ -1260,3 +1261,26 @@ pub fn handle_entity_attacked_hook(server: &Server, entity: EcsEntity) {
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buff_change: buff::BuffChange::RemoveByKind(buff::BuffKind::Saturation),
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});
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}
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pub fn handle_change_ability(
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server: &Server,
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entity: EcsEntity,
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slot: usize,
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auxiliary_key: ability::AuxiliaryKey,
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new_ability: ability::AuxiliaryAbility,
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) {
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let ecs = &server.state.ecs();
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let inventories = ecs.read_storage::<comp::Inventory>();
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let skill_sets = ecs.read_storage::<comp::SkillSet>();
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if let Some(mut active_abilities) = ecs.write_storage::<comp::ActiveAbilities>().get_mut(entity)
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{
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active_abilities.change_ability(
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slot,
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auxiliary_key,
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new_ability,
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inventories.get(entity),
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skill_sets.get(entity),
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);
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}
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}
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@ -6,10 +6,10 @@ use entity_creation::{
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handle_initialize_character, handle_loaded_character_data, handle_shockwave, handle_shoot,
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};
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use entity_manipulation::{
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handle_aura, handle_bonk, handle_buff, handle_combo_change, handle_delete, handle_destroy,
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handle_energy_change, handle_entity_attacked_hook, handle_explosion, handle_health_change,
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handle_knockback, handle_land_on_ground, handle_parry, handle_poise, handle_respawn,
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handle_teleport_to,
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handle_aura, handle_bonk, handle_buff, handle_change_ability, handle_combo_change,
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handle_delete, handle_destroy, handle_energy_change, handle_entity_attacked_hook,
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handle_explosion, handle_health_change, handle_knockback, handle_land_on_ground, handle_parry,
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handle_poise, handle_respawn, handle_teleport_to,
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};
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use group_manip::handle_group;
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use information::handle_site_info;
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@ -233,6 +233,12 @@ impl Server {
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ServerEvent::EntityAttackedHook { entity } => {
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handle_entity_attacked_hook(self, entity)
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},
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ServerEvent::ChangeAbility {
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entity,
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slot,
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auxiliary_key,
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new_ability,
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} => handle_change_ability(self, entity, slot, auxiliary_key, new_ability),
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}
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}
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@ -780,7 +780,11 @@ impl<'a> Widget for Diary<'a> {
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for i in 0..MAX_ABILITIES {
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let ability_id = self
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.active_abilities
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.get_ability(AbilityInput::Auxiliary(i), Some(self.inventory))
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.get_ability(
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AbilityInput::Auxiliary(i),
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Some(self.inventory),
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Some(self.skill_set),
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)
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.ability_id(Some(self.inventory));
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let image_size = 50.0;
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@ -1,5 +1,5 @@
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use crate::hud::item_imgs::ItemKey;
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use common::comp::inventory::item::Item;
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use common::comp::{self, inventory::item::Item};
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use serde::{Deserialize, Serialize};
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#[derive(Clone, Copy, Debug, PartialEq)]
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@ -70,7 +70,14 @@ impl State {
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{
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use common::comp::ability::AuxiliaryAbility;
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for ((i, ability), hotbar_slot) in active_abilities
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.iter_aux_abilities(client.inventories().get(client.entity()))
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.auxiliary_set(
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client.inventories().get(client.entity()),
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client
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.state()
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.read_storage::<comp::SkillSet>()
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.get(client.entity()),
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)
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.iter()
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.enumerate()
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.zip(self.slots.iter_mut())
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{
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@ -601,14 +601,14 @@ impl<'a> Skillbar<'a> {
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// Helper
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let tooltip_text = |slot| {
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let (hotbar, inventory, _, _, active_abilities, _) = content_source;
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let (hotbar, inventory, _, skill_set, active_abilities, _) = content_source;
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hotbar.get(slot).and_then(|content| match content {
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hotbar::SlotContents::Inventory(i, _) => inventory
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.get_by_hash(i)
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.map(|item| (item.name(), item.description())),
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hotbar::SlotContents::Ability(i) => active_abilities
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.iter_aux_abilities(Some(inventory))
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.nth(i)
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.auxiliary_set(Some(inventory), Some(skill_set))
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.get(i)
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.and_then(|a| Ability::from(*a).ability_id(Some(inventory)))
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.map(util::ability_description),
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})
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@ -141,8 +141,8 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
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},
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hotbar::SlotContents::Ability(i) => {
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let ability_id = active_abilities
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.iter_aux_abilities(Some(inventory))
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.nth(i)
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.auxiliary_set(Some(inventory), Some(skillset))
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.get(i)
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.and_then(|a| Ability::from(*a).ability_id(Some(inventory)));
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ability_id
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