use lazy_static::lazy_static; use std::{ collections::{HashMap, HashSet}, hash::Hash, }; use tracing::warn; lazy_static! { // Determines the skills that comprise each skill group - this data is used to determine // which of a player's skill groups a particular skill should be added to when a skill unlock // is requested. TODO: Externalise this data in a RON file for ease of modification pub static ref SKILL_GROUP_DEFS: HashMap> = { let mut defs = HashMap::new(); defs.insert(SkillGroupType::T1, [ Skill::TestT1Skill1, Skill::TestT1Skill2, Skill::TestT1Skill3, Skill::TestT1Skill4, Skill::TestT1Skill5] .iter().cloned().collect::>()); defs.insert(SkillGroupType::Swords, [ Skill::TestSwordSkill1, Skill::TestSwordSkill2, Skill::TestSwordSkill3] .iter().cloned().collect::>()); defs.insert(SkillGroupType::Axes, [ Skill::TestAxeSkill1, Skill::TestAxeSkill2, Skill::TestAxeSkill3] .iter().cloned().collect::>()); defs }; } /// Represents a skill that a player can unlock, that either grants them some /// kind of active ability, or a passive effect etc. Obviously because this is /// an enum it doesn't describe what the skill actually -does-, this will be /// handled by dedicated ECS systems. #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum Skill { TestT1Skill1, TestT1Skill2, TestT1Skill3, TestT1Skill4, TestT1Skill5, TestSwordSkill1, TestSwordSkill2, TestSwordSkill3, TestAxeSkill1, TestAxeSkill2, TestAxeSkill3, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum SkillGroupType { T1, Swords, Axes, } /// A group of skills that have been unlocked by a player. Each skill group has /// independent exp and skill points which are used to unlock skills in that /// skill group. #[derive(Clone, Debug, Eq, PartialEq, Serialize, Deserialize)] pub struct SkillGroup { pub skill_group_type: SkillGroupType, pub exp: u32, pub available_sp: u8, } impl SkillGroup { fn new(skill_group_type: SkillGroupType) -> SkillGroup { SkillGroup { skill_group_type, exp: 0, available_sp: 0, } } } /// Contains all of a player's skill groups and skills. Provides methods for /// manipulating assigned skills and skill groups including unlocking skills, /// refunding skills etc. #[derive(Clone, Debug, Serialize, Deserialize, PartialEq)] pub struct SkillSet { pub skill_groups: Vec, pub skills: HashSet, } impl Default for SkillSet { /// Instantiate a new skill set with the default skill groups with no /// unlocked skills in them - used when adding a skill set to a new /// player fn default() -> Self { // TODO: Default skill groups for new players? Self { skill_groups: Vec::new(), skills: HashSet::new(), } } } impl SkillSet { pub fn new() -> Self { Self { skill_groups: Vec::new(), skills: HashSet::new(), } } // TODO: Game design to determine how skill groups are unlocked /// Unlocks a skill group for a player, starting with 0 exp and 0 sp pub fn unlock_skill_group(&mut self, skill_group_type: SkillGroupType) { if !self .skill_groups .iter() .any(|x| x.skill_group_type == skill_group_type) { self.skill_groups.push(SkillGroup::new(skill_group_type)); } else { warn!("Tried to unlock already known skill group"); } } /// Unlocks a skill for a player, assuming they have the relevant Skill /// Group unlocked and available SP in that skill group pub fn unlock_skill(&mut self, skill: Skill) { if self.skills.contains(&skill) { if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) { if let Some(mut skill_group) = self .skill_groups .iter_mut() .find(|x| x.skill_group_type == skill_group_type) { if skill_group.available_sp > 0 { skill_group.available_sp -= 1; } else { warn!("Tried to unlock skill for skill group with no available SP"); } } else { warn!("Tried to unlock skill for a skill group that player does not have"); } } else { warn!( ?skill, "Tried to unlock skill that does not exist in any skill group!" ); } } else { warn!("Tried to unlock already unlocked skill"); } } /// Removes a skill for a player and refunds 1 SP in the relevant Skill /// Group pub fn refund_skill(&mut self, skill: Skill) { if !self.skills.contains(&skill) { if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) { if let Some(mut skill_group) = self .skill_groups .iter_mut() .find(|x| x.skill_group_type == skill_group_type) { skill_group.available_sp += 1; } else { warn!("Tried to refund skill for a skill group that player does not have"); } } else { warn!( ?skill, "Tried to refund skill that does not exist in any skill group" ) } } else { warn!("Tried to refund skill that has not been unlocked"); } } /// Returns the skill group type for a skill from the static skill group /// definitions fn get_skill_group_type_for_skill(skill: &Skill) -> Option { SKILL_GROUP_DEFS.iter().find_map(|(key, val)| { if val.contains(&skill) { Some(*key) } else { None } }) } }