Factored out duplicate code into closures, consolidated ability handling logic to a single function.

This commit is contained in:
Sam
2021-02-19 18:45:48 -05:00
parent bbfcde5e59
commit d5ccc33abc
231 changed files with 399 additions and 454 deletions

View File

@ -2,7 +2,9 @@ use crate::{
comp::{
inventory::slot::EquipSlot,
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, theropod, Body, CharacterState, LoadoutManip, StateUpdate,
quadruped_low, quadruped_medium,
skills::Skill,
theropod, Body, CharacterAbility, CharacterState, LoadoutManip, StateUpdate,
},
consts::{FRIC_GROUND, GRAVITY},
event::{LocalEvent, ServerEvent},
@ -400,157 +402,84 @@ pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
}
}
pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed() {
fn handle_ability_pressed(data: &JoinData, update: &mut StateUpdate, ability_key: AbilityKey) {
let hands = |equip_slot| match data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
// Mouse1 and Skill1 always use the MainHand slot
let always_main_hand = matches!(ability_key, AbilityKey::Mouse1 | AbilityKey::Skill1);
// skill_index used to select ability for the AbilityKey::Skill2 input
let (equip_slot, skill_index) = if always_main_hand {
(Some(EquipSlot::Mainhand), 0)
} else {
let hands = (hands(EquipSlot::Mainhand), hands(EquipSlot::Offhand));
match hands {
(Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1),
(_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1),
(_, _) => (None, 0),
}
};
let unlocked = |(s, a): (Option<Skill>, CharacterAbility)| {
s.map_or(true, |s| data.stats.skill_set.has_skill(s))
.then_some(a)
};
if let Some(equip_slot) = equip_slot {
if let Some(ability) = data
.inventory
.equipped(EquipSlot::Mainhand)
.map(|i| &i.item_config_expect().abilities.primary)
.equipped(equip_slot)
.map(|i| &i.item_config_expect().abilities)
.and_then(|abilities| match ability_key {
AbilityKey::Mouse1 => Some(abilities.primary.clone()),
AbilityKey::Mouse2 => Some(abilities.secondary.clone()),
AbilityKey::Skill1 => abilities.abilities.get(0).cloned().and_then(unlocked),
AbilityKey::Skill2 => abilities
.abilities
.get(skill_index)
.cloned()
.and_then(unlocked),
AbilityKey::Dodge => None,
})
.map(|a| {
let tool = unwrap_tool_data(data, EquipSlot::Mainhand).map(|t| t.kind);
a.clone().adjusted_by_skills(&data.stats.skill_set, tool)
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
a.adjusted_by_skills(&data.stats.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Mouse1, false),
AbilityInfo::from_key(data, ability_key, matches!(equip_slot, EquipSlot::Offhand)),
)
.into();
}
}
}
pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Mouse1);
}
}
pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.secondary.is_pressed() {
let active_tool_hands = match data
.inventory
.equipped(EquipSlot::Mainhand)
.map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let second_tool_hands = match data
.inventory
.equipped(EquipSlot::Offhand)
.map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let equip_slot = match (active_tool_hands, second_tool_hands) {
(Some(Hands::TwoHand), _) => Some(EquipSlot::Mainhand),
(_, Some(Hands::OneHand)) => Some(EquipSlot::Offhand),
(Some(Hands::OneHand), _) => Some(EquipSlot::Mainhand),
(_, _) => None,
};
if let Some(equip_slot) = equip_slot {
if let Some(ability) = data
.inventory
.equipped(equip_slot)
.map(|i| &i.item_config_expect().abilities.secondary)
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
a.clone().adjusted_by_skills(&data.stats.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (
&ability,
AbilityInfo::from_key(
data,
AbilityKey::Mouse2,
matches!(equip_slot, EquipSlot::Offhand),
),
)
.into();
}
}
handle_ability_pressed(data, update, AbilityKey::Mouse2);
}
}
pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability3.is_pressed() {
if let Some(ability) = data
.inventory
.equipped(EquipSlot::Mainhand)
.and_then(|i| i.item_config_expect().abilities.skills.get(0))
.and_then(|(s, a)| {
s.map_or(true, |s| data.stats.skill_set.has_skill(s))
.then_some(a)
})
.map(|a| {
let tool = unwrap_tool_data(data, EquipSlot::Mainhand).map(|t| t.kind);
a.clone().adjusted_by_skills(&data.stats.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Skill1, false),
)
.into();
}
handle_ability_pressed(data, update, AbilityKey::Skill1);
}
}
pub fn handle_ability4_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability4.is_pressed() {
let active_tool_hands = match data
.inventory
.equipped(EquipSlot::Mainhand)
.map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let second_tool_hands = match data
.inventory
.equipped(EquipSlot::Offhand)
.map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
(Some(Hands::TwoHand), _) => (Some(EquipSlot::Mainhand), 1),
(_, Some(Hands::OneHand)) => (Some(EquipSlot::Offhand), 0),
(Some(Hands::OneHand), _) => (Some(EquipSlot::Mainhand), 1),
(_, _) => (None, 0),
};
if let Some(equip_slot) = equip_slot {
if let Some(ability) = data
.inventory
.equipped(equip_slot)
.and_then(|i| i.item_config_expect().abilities.skills.get(skill_index))
.and_then(|(s, a)| {
s.map_or(true, |s| data.stats.skill_set.has_skill(s))
.then_some(a)
})
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
a.clone().adjusted_by_skills(&data.stats.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (
&ability,
AbilityInfo::from_key(
data,
AbilityKey::Skill2,
matches!(equip_slot, EquipSlot::Offhand),
),
)
.into();
}
}
handle_ability_pressed(data, update, AbilityKey::Skill2);
}
}
@ -716,15 +645,6 @@ impl AbilityInfo {
Self { tool, hand, key }
}
/// For audio sfx test
pub fn empty_info() -> Self {
Self {
tool: None,
hand: None,
key: AbilityKey::Mouse1,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
@ -737,8 +657,8 @@ pub enum HandInfo {
impl HandInfo {
pub fn from_main_tool(tool: &Tool) -> Self {
match tool.hands {
Hands::TwoHand => Self::TwoHanded,
Hands::OneHand => Self::MainHand,
Hands::Two => Self::TwoHanded,
Hands::One => Self::MainHand,
}
}
}