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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added in-memory persistence of ability sets per weapon kind pair.
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89bf41574c
commit
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@ -9,15 +9,6 @@
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// TODO: Remove these
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(Some(Axe(UnlockLeap)), "common.abilities.axe.leap"),
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(Some(Hammer(UnlockLeap)), "common.abilities.hammer.leap"),
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(Some(Bow(UnlockShotgun)), "common.abilities.bow.shotgun"),
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(Some(Staff(UnlockShockwave)), "common.abilities.staff.fireshockwave"),
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(Some(Sceptre(UnlockAura)), "common.abilities.sceptre.wardingaura"),
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(Some(Sword(UnlockSpin)), "common.abilities.sword.spin"),
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(Some(Axe(UnlockLeap)), "common.abilities.axe.leap"),
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(Some(Hammer(UnlockLeap)), "common.abilities.hammer.leap"),
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(Some(Bow(UnlockShotgun)), "common.abilities.bow.shotgun"),
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(Some(Staff(UnlockShockwave)), "common.abilities.staff.fireshockwave"),
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(Some(Sceptre(UnlockAura)), "common.abilities.sceptre.wardingaura"),
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],
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),
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Tool(Axe): (
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@ -39,6 +30,9 @@
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secondary: "common.abilities.bow.repeater",
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abilities: [
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(Some(Bow(UnlockShotgun)), "common.abilities.bow.shotgun"),
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// TODO: Remove these
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(Some(Staff(UnlockShockwave)), "common.abilities.staff.fireshockwave"),
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(Some(Sceptre(UnlockAura)), "common.abilities.sceptre.wardingaura"),
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],
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),
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Tool(Staff): (
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@ -27,7 +27,7 @@ use common::{
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group,
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invite::{InviteKind, InviteResponse},
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skills::Skill,
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slot::{InvSlotId, Slot},
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slot::{EquipSlot, InvSlotId, Slot},
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CharacterState, ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs,
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GroupManip, InputKind, InventoryAction, InventoryEvent, InventoryUpdateEvent,
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UtteranceKind,
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@ -1404,8 +1404,26 @@ impl Client {
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}
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pub fn change_ability(&mut self, slot: usize, new_ability: comp::ability::AuxiliaryAbility) {
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let auxiliary_key = self
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.inventories()
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.get(self.entity())
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.map_or((None, None), |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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comp::item::ItemKind::Tool(tool) => Some(tool.kind),
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_ => None,
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})
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};
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(
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tool_kind(EquipSlot::ActiveMainhand),
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tool_kind(EquipSlot::ActiveOffhand),
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)
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});
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self.send_msg(ClientGeneral::ControlEvent(ControlEvent::ChangeAbility {
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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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@ -25,12 +25,14 @@ use crate::{
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},
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terrain::SpriteKind,
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};
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use hashbrown::HashMap;
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use serde::{Deserialize, Serialize};
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use specs::{Component, DerefFlaggedStorage};
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use specs_idvs::IdvStorage;
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use std::{convert::TryFrom, time::Duration};
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pub const MAX_ABILITIES: usize = 5;
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pub type AuxiliaryKey = (Option<ToolKind>, Option<ToolKind>);
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// TODO: Potentially look into storing previous ability sets for weapon
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// combinations and automatically reverting back to them on switching to that
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@ -41,7 +43,7 @@ pub struct ActiveAbilities {
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pub primary: PrimaryAbility,
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pub secondary: SecondaryAbility,
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pub movement: MovementAbility,
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pub abilities: [AuxiliaryAbility; MAX_ABILITIES],
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pub auxiliary_sets: HashMap<AuxiliaryKey, [AuxiliaryAbility; MAX_ABILITIES]>,
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}
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impl Component for ActiveAbilities {
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@ -54,7 +56,7 @@ impl Default for ActiveAbilities {
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primary: PrimaryAbility::Tool,
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secondary: SecondaryAbility::Tool,
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movement: MovementAbility::Species,
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abilities: [AuxiliaryAbility::Empty; MAX_ABILITIES],
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auxiliary_sets: HashMap::new(),
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}
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}
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}
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@ -68,22 +70,46 @@ impl ActiveAbilities {
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Self::default()
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}
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pub fn change_ability(&mut self, slot: usize, new_ability: AuxiliaryAbility) {
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if let Some(ability) = self.abilities.get_mut(slot) {
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pub fn change_ability(
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&mut self,
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slot: usize,
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auxiliary_key: AuxiliaryKey,
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new_ability: AuxiliaryAbility,
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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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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) -> Ability {
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pub fn get_ability(&self, input: AbilityInput, inventory: Option<&Inventory>) -> 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) => self
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.abilities
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.get(index)
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.copied()
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.map(|a| a.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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.unwrap_or(Ability::Empty),
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}
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}
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@ -98,7 +124,7 @@ 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);
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let ability = self.get_ability(input, inv);
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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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@ -168,6 +194,30 @@ 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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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.get(&aux_key)
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})
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.into_iter()
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.flatten()
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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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@ -138,6 +138,7 @@ pub enum ControlEvent {
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Utterance(UtteranceKind),
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ChangeAbility {
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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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}
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@ -110,9 +110,13 @@ impl<'a> System<'a> for Sys {
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server_emitter.emit(ServerEvent::Sound { sound });
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}
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},
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ControlEvent::ChangeAbility { slot, new_ability } => {
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ControlEvent::ChangeAbility {
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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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if let Some(mut active_abilities) = active_abilities.get_mut(entity) {
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active_abilities.change_ability(slot, new_ability);
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active_abilities.change_ability(slot, auxiliary_key, new_ability);
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}
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},
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}
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@ -780,7 +780,7 @@ 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))
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.get_ability(AbilityInput::Auxiliary(i), Some(self.inventory))
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.ability_id(Some(self.inventory));
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let image_size = 50.0;
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@ -70,8 +70,7 @@ 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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.abilities
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.iter()
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.iter_aux_abilities(client.inventories().get(client.entity()))
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.enumerate()
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.zip(self.slots.iter_mut())
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{
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@ -607,8 +607,8 @@ impl<'a> Skillbar<'a> {
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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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.abilities
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.get(i)
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.iter_aux_abilities(Some(inventory))
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.nth(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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.abilities
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.get(i)
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.iter_aux_abilities(Some(inventory))
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.nth(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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