use super::{ img_ids::{Imgs, ImgsRot}, item_imgs::{animate_by_pulse, ItemImgs, ItemKey::Tool}, Position, PositionSpecifier, Show, CRITICAL_HP_COLOR, HP_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, UI_MAIN, XP_COLOR, }; use crate::{ hud, ui::{fonts::Fonts, ImageFrame, Tooltip, TooltipManager, Tooltipable}, }; use conrod_core::{ color, image, widget::{self, Button, Image, Rectangle, State, Text}, widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, UiCell, Widget, WidgetCommon, }; use i18n::Localization; use client::{self, Client}; use common::{ comp::{ item::tool::ToolKind, skills::{ self, AxeSkill, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, MiningSkill, RollSkill, SceptreSkill, Skill, SkillGroupKind, StaffSkill, SwimSkill, SwordSkill, SKILL_MODIFIERS, }, SkillSet, }, consts::{ENERGY_PER_LEVEL, HUMANOID_HP_PER_LEVEL}, }; use std::borrow::Cow; const ART_SIZE: [f64; 2] = [320.0, 320.0]; widget_ids! { pub struct Ids { frame, bg, icon, close, title, content_align, exp_bar_bg, exp_bar_frame, exp_bar_content_align, exp_bar_content, exp_bar_rank, exp_bar_txt, tree_title_txt, lock_imgs[], available_pts_txt, weapon_imgs[], weapon_btns[], skills_top_l_align, skills_top_r_align, skills_bot_l_align, skills_bot_r_align, skills_top_l[], skills_top_r[], skills_bot_l[], skills_bot_r[], sword_render, skill_sword_combo_0, skill_sword_combo_1, skill_sword_combo_2, skill_sword_combo_3, skill_sword_combo_4, skill_sword_dash_0, skill_sword_dash_1, skill_sword_dash_2, skill_sword_dash_3, skill_sword_dash_4, skill_sword_dash_5, skill_sword_dash_6, skill_sword_spin_0, skill_sword_spin_1, skill_sword_spin_2, skill_sword_spin_3, skill_sword_spin_4, skill_sword_passive_0, axe_render, skill_axe_combo_0, skill_axe_combo_1, skill_axe_combo_2, skill_axe_combo_3, skill_axe_combo_4, skill_axe_spin_0, skill_axe_spin_1, skill_axe_spin_2, skill_axe_spin_3, skill_axe_spin_4, skill_axe_spin_5, skill_axe_leap_0, skill_axe_leap_1, skill_axe_leap_2, skill_axe_leap_3, skill_axe_leap_4, hammer_render, skill_hammer_combo_0, skill_hammer_combo_1, skill_hammer_combo_2, skill_hammer_combo_3, skill_hammer_combo_4, skill_hammer_charged_0, skill_hammer_charged_1, skill_hammer_charged_2, skill_hammer_charged_3, skill_hammer_charged_4, skill_hammer_leap_0, skill_hammer_leap_1, skill_hammer_leap_2, skill_hammer_leap_3, skill_hammer_leap_4, skill_hammer_leap_5, bow_render, skill_bow_charged_0, skill_bow_charged_1, skill_bow_charged_2, skill_bow_charged_3, skill_bow_charged_4, skill_bow_charged_5, skill_bow_repeater_0, skill_bow_repeater_1, skill_bow_repeater_2, skill_bow_repeater_3, skill_bow_shotgun_0, skill_bow_shotgun_1, skill_bow_shotgun_2, skill_bow_shotgun_3, skill_bow_shotgun_4, skill_bow_passive_0, staff_render, skill_staff_basic_0, skill_staff_basic_1, skill_staff_basic_2, skill_staff_basic_3, skill_staff_basic_4, skill_staff_beam_0, skill_staff_beam_1, skill_staff_beam_2, skill_staff_beam_3, skill_staff_beam_4, skill_staff_shockwave_0, skill_staff_shockwave_1, skill_staff_shockwave_2, skill_staff_shockwave_3, skill_staff_shockwave_4, sceptre_render, skill_sceptre_lifesteal_0, skill_sceptre_lifesteal_1, skill_sceptre_lifesteal_2, skill_sceptre_lifesteal_3, skill_sceptre_lifesteal_4, skill_sceptre_heal_0, skill_sceptre_heal_1, skill_sceptre_heal_2, skill_sceptre_heal_3, skill_sceptre_heal_4, skill_sceptre_aura_0, skill_sceptre_aura_1, skill_sceptre_aura_2, skill_sceptre_aura_3, skill_sceptre_aura_4, pick_render, skill_pick_m1, skill_pick_m1_0, skill_pick_m1_1, skill_pick_m1_2, general_combat_render_0, general_combat_render_1, skill_general_stat_0, skill_general_stat_1, skill_general_tree_0, skill_general_tree_1, skill_general_tree_2, skill_general_tree_3, skill_general_tree_4, skill_general_tree_5, skill_general_roll_0, skill_general_roll_1, skill_general_roll_2, skill_general_roll_3, skill_general_climb_0, skill_general_climb_1, skill_general_climb_2, skill_general_swim_0, skill_general_swim_1, } } #[derive(WidgetCommon)] pub struct Diary<'a> { show: &'a Show, _client: &'a Client, skill_set: &'a SkillSet, imgs: &'a Imgs, item_imgs: &'a ItemImgs, fonts: &'a Fonts, localized_strings: &'a Localization, rot_imgs: &'a ImgsRot, tooltip_manager: &'a mut TooltipManager, pulse: f32, #[conrod(common_builder)] common: widget::CommonBuilder, created_btns_top_l: usize, created_btns_top_r: usize, created_btns_bot_l: usize, created_btns_bot_r: usize, } impl<'a> Diary<'a> { pub fn new( show: &'a Show, _client: &'a Client, skill_set: &'a SkillSet, imgs: &'a Imgs, item_imgs: &'a ItemImgs, fonts: &'a Fonts, localized_strings: &'a Localization, rot_imgs: &'a ImgsRot, tooltip_manager: &'a mut TooltipManager, pulse: f32, ) -> Self { Self { show, _client, skill_set, imgs, item_imgs, fonts, localized_strings, rot_imgs, tooltip_manager, pulse, common: widget::CommonBuilder::default(), created_btns_top_l: 0, created_btns_top_r: 0, created_btns_bot_l: 0, created_btns_bot_r: 0, } } } pub type SelectedSkillTree = skills::SkillGroupKind; // TODO: make it enum? const TREES: [&str; 8] = [ "General Combat", "Sword", "Hammer", "Axe", "Sceptre", "Bow", "Fire Staff", "Mining", ]; pub enum Event { Close, ChangeSkillTree(SelectedSkillTree), UnlockSkill(Skill), } impl<'a> Widget for Diary<'a> { type Event = Vec; type State = Ids; type Style = (); fn init_state(&self, id_gen: widget::id::Generator) -> Self::State { Ids::new(id_gen) } fn style(&self) -> Self::Style {} fn update(mut self, args: widget::UpdateArgs) -> Self::Event { common_base::prof_span!("Diary::update"); let widget::UpdateArgs { state, ui, .. } = args; let mut events = Vec::new(); // Tooltips let diary_tooltip = Tooltip::new({ // Edge images [t, b, r, l] // Corner images [tr, tl, br, bl] let edge = &self.rot_imgs.tt_side; let corner = &self.rot_imgs.tt_corner; ImageFrame::new( [edge.cw180, edge.none, edge.cw270, edge.cw90], [corner.none, corner.cw270, corner.cw90, corner.cw180], Color::Rgba(0.08, 0.07, 0.04, 1.0), 5.0, ) }) .title_font_size(self.fonts.cyri.scale(15)) .parent(ui.window) .desc_font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .desc_text_color(TEXT_COLOR); let sel_tab = &self.show.skilltreetab; //Animation timer Frame let frame_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 0.8; Image::new(self.imgs.diary_bg) .w_h(1202.0, 886.0) .mid_top_with_margin_on(ui.window, 5.0) .color(Some(UI_MAIN)) .set(state.bg, ui); Image::new(self.imgs.diary_frame) .w_h(1202.0, 886.0) .middle_of(state.bg) .color(Some(UI_HIGHLIGHT_0)) .set(state.frame, ui); // Icon Image::new(self.imgs.spellbook_button) .w_h(30.0, 27.0) .top_left_with_margins_on(state.frame, 8.0, 8.0) .set(state.icon, ui); // X-Button if Button::image(self.imgs.close_button) .w_h(24.0, 25.0) .hover_image(self.imgs.close_btn_hover) .press_image(self.imgs.close_btn_press) .top_right_with_margins_on(state.frame, 0.0, 0.0) .set(state.close, ui) .was_clicked() { events.push(Event::Close); } // Title Text::new(self.localized_strings.get("hud.diary")) .mid_top_with_margin_on(state.frame, 3.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(29)) .color(TEXT_COLOR) .set(state.title, ui); // Content Alignment Rectangle::fill_with([599.0 * 2.0, 419.0 * 2.0], color::TRANSPARENT) .mid_top_with_margin_on(state.frame, 46.0) .set(state.content_align, ui); // Contents // Skill Trees // Skill Tree Selection state.update(|s| { s.weapon_btns .resize(TREES.len(), &mut ui.widget_id_generator()) }); state.update(|s| { s.weapon_imgs .resize(TREES.len(), &mut ui.widget_id_generator()) }); state.update(|s| { s.lock_imgs .resize(TREES.len(), &mut ui.widget_id_generator()) }); // Draw skillgroup tab's icons for (i, skilltree_name) in TREES.iter().copied().enumerate() { let skill_group = match skill_tree_from_str(skilltree_name) { Some(st) => st, None => { tracing::warn!("unexpected tree name: {}", skilltree_name); continue; }, }; // Check if we have this skill tree unlocked let locked = !self.skill_set.contains_skill_group(skill_group); // Weapon button image let btn_img = { let img = match skilltree_name { "General Combat" => self.imgs.swords_crossed, "Sword" => self.imgs.sword, "Hammer" => self.imgs.hammer, "Axe" => self.imgs.axe, "Sceptre" => self.imgs.sceptre, "Bow" => self.imgs.bow, "Fire Staff" => self.imgs.staff, "Mining" => self.imgs.mining, _ => self.imgs.nothing, }; if i == 0 { Image::new(img).top_left_with_margins_on(state.content_align, 10.0, 5.0) } else { Image::new(img).down_from(state.weapon_btns[i - 1], 5.0) } }; btn_img.w_h(50.0, 50.0).set(state.weapon_imgs[i], ui); // Lock Image if locked { Image::new(self.imgs.lock) .w_h(50.0, 50.0) .middle_of(state.weapon_imgs[i]) .graphics_for(state.weapon_imgs[i]) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.8))) .set(state.lock_imgs[i], ui); } // Weapon icons let have_points = { let available = self.skill_set.available_sp(skill_group); let earned = self.skill_set.earned_sp(skill_group); let total_cost = skill_group.total_skill_point_cost(); available > 0 && (earned - available) < total_cost }; let border_image = if skill_group == *sel_tab || have_points { self.imgs.wpn_icon_border_pressed } else { self.imgs.wpn_icon_border }; let hover_image = if skill_group == *sel_tab { self.imgs.wpn_icon_border_pressed } else { self.imgs.wpn_icon_border_mo }; let press_image = if skill_group == *sel_tab { self.imgs.wpn_icon_border_pressed } else { self.imgs.wpn_icon_border_press }; let color = if skill_group != *sel_tab && have_points { Color::Rgba(0.92, 0.76, 0.0, frame_ani) } else { TEXT_COLOR }; let tooltip_txt = if locked { self.localized_strings.get("hud.skill.not_unlocked") } else { "" }; let wpn_button = Button::image(border_image) .w_h(50.0, 50.0) .hover_image(hover_image) .press_image(press_image) .middle_of(state.weapon_imgs[i]) .image_color(color) .with_tooltip( self.tooltip_manager, skilltree_name, tooltip_txt, &diary_tooltip, TEXT_COLOR, ) .set(state.weapon_btns[i], ui); if wpn_button.was_clicked() { events.push(Event::ChangeSkillTree(skill_group)) } } // Exp Bars and Rank Display let current_exp = self.skill_set.experience(*sel_tab) as f64; let max_exp = self.skill_set.skill_point_cost(*sel_tab) as f64; let exp_percentage = current_exp / max_exp; let rank = self.skill_set.earned_sp(*sel_tab); let rank_txt = format!("{}", rank); let exp_txt = format!("{}/{}", current_exp, max_exp); let available_pts = self.skill_set.available_sp(*sel_tab); let available_pts_txt = format!("{}", available_pts); Image::new(self.imgs.diary_exp_bg) .w_h(480.0, 76.0) .mid_bottom_with_margin_on(state.content_align, 10.0) .set(state.exp_bar_bg, ui); Rectangle::fill_with([400.0, 40.0], color::TRANSPARENT) .top_left_with_margins_on(state.exp_bar_bg, 32.0, 40.0) .set(state.exp_bar_content_align, ui); Image::new(self.imgs.bar_content) .w_h(400.0 * exp_percentage, 40.0) .top_left_with_margins_on(state.exp_bar_content_align, 0.0, 0.0) .color(Some(XP_COLOR)) .set(state.exp_bar_content, ui); Image::new(self.imgs.diary_exp_frame) .w_h(480.0, 76.0) .color(Some(UI_HIGHLIGHT_0)) .middle_of(state.exp_bar_bg) .set(state.exp_bar_frame, ui); // Show EXP bar text on hover if ui .widget_input(state.exp_bar_frame) .mouse() .map_or(false, |m| m.is_over()) { Text::new(&exp_txt) .mid_top_with_margin_on(state.exp_bar_frame, 47.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .color(TEXT_COLOR) .graphics_for(state.exp_bar_frame) .set(state.exp_bar_txt, ui); } Text::new(&rank_txt) .mid_top_with_margin_on(state.exp_bar_frame, match rank { 0..=99 => 5.0, 100..=999 => 8.0, _ => 10.0, }) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(match rank { 0..=99 => 28, 100..=999 => 21, _ => 15, })) .color(TEXT_COLOR) .set(state.exp_bar_rank, ui); Text::new( &self .localized_strings .get("hud.skill.sp_available") .replace("{number}", &available_pts_txt), ) .mid_top_with_margin_on(state.content_align, 700.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(28)) .color(if available_pts > 0 { Color::Rgba(0.92, 0.76, 0.0, frame_ani) } else { TEXT_COLOR }) .set(state.available_pts_txt, ui); // Skill Trees // Alignment Placing let x = 200.0; let y = 100.0; // Alignment rectangles for skills Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT) .top_left_with_margins_on(state.content_align, y, x) .set(state.skills_top_l_align, ui); Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT) .top_right_with_margins_on(state.content_align, y, x) .set(state.skills_top_r_align, ui); Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT) .bottom_left_with_margins_on(state.content_align, y, x) .set(state.skills_bot_l_align, ui); Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT) .bottom_right_with_margins_on(state.content_align, y, x) .set(state.skills_bot_r_align, ui); match sel_tab { SelectedSkillTree::General => { self.handle_general_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Sword) => { self.handle_sword_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Hammer) => { self.handle_hammer_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Axe) => { self.handle_axe_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Sceptre) => { self.handle_sceptre_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Bow) => { self.handle_bow_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Staff) => { self.handle_staff_skills_window(&diary_tooltip, state, ui, events) }, SelectedSkillTree::Weapon(ToolKind::Pick) => { self.handle_mining_skills_window(&diary_tooltip, state, ui, events) }, _ => events, } } } fn skill_tree_from_str(string: &str) -> Option { match string { "General Combat" => Some(SelectedSkillTree::General), "Sword" => Some(SelectedSkillTree::Weapon(ToolKind::Sword)), "Hammer" => Some(SelectedSkillTree::Weapon(ToolKind::Hammer)), "Axe" => Some(SelectedSkillTree::Weapon(ToolKind::Axe)), "Sceptre" => Some(SelectedSkillTree::Weapon(ToolKind::Sceptre)), "Bow" => Some(SelectedSkillTree::Weapon(ToolKind::Bow)), "Fire Staff" => Some(SelectedSkillTree::Weapon(ToolKind::Staff)), "Mining" => Some(SelectedSkillTree::Weapon(ToolKind::Pick)), _ => None, } } enum SkillIcon<'a> { Unlockable { skill: Skill, image: image::Id, position: PositionSpecifier, id: widget::Id, }, Descriptive { title: &'a str, desc: &'a str, image: image::Id, position: PositionSpecifier, id: widget::Id, }, } impl<'a> Diary<'a> { fn handle_general_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { let tree_title = self.localized_strings.get("common.weapons.general"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 2; let skills_top_r = 6; let skills_bot_l = 4; let skills_bot_r = 5; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); use skills::{GeneralSkill::*, RollSkill::*, SkillGroupKind::*}; use ToolKind::*; // General Combat Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_general_combat_left".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.general_combat_render_0, ui); Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_general_combat_right".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.general_combat_render_0) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.general_combat_render_1, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Unlockable { skill: Skill::General(HealthIncrease), image: self.imgs.health_plus_skill, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_general_stat_0, }, SkillIcon::Unlockable { skill: Skill::General(EnergyIncrease), image: self.imgs.energy_plus_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_general_stat_1, }, // Top right skills SkillIcon::Unlockable { skill: Skill::UnlockGroup(Weapon(Sword)), image: self.imgs.unlock_sword_skill, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_general_tree_0, }, SkillIcon::Unlockable { skill: Skill::UnlockGroup(Weapon(Axe)), image: self.imgs.unlock_axe_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_general_tree_1, }, SkillIcon::Unlockable { skill: Skill::UnlockGroup(Weapon(Hammer)), image: self.imgs.unlock_hammer_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_general_tree_2, }, SkillIcon::Unlockable { skill: Skill::UnlockGroup(Weapon(Bow)), image: self.imgs.unlock_bow_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_general_tree_3, }, SkillIcon::Unlockable { skill: Skill::UnlockGroup(Weapon(Staff)), image: self.imgs.unlock_staff_skill0, position: MidTopWithMarginOn(state.skills_top_r[4], 3.0), id: state.skill_general_tree_4, }, SkillIcon::Unlockable { skill: Skill::UnlockGroup(Weapon(Sceptre)), image: self.imgs.unlock_sceptre_skill, position: MidTopWithMarginOn(state.skills_top_r[5], 3.0), id: state.skill_general_tree_5, }, // Bottom left skills SkillIcon::Descriptive { title: "hud.skill.dodge_title", desc: "hud.skill.dodge", image: self.imgs.skill_dodge_skill, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_general_roll_0, }, SkillIcon::Unlockable { skill: Skill::Roll(RollSkill::Cost), image: self.imgs.utility_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_general_roll_1, }, SkillIcon::Unlockable { skill: Skill::Roll(Strength), image: self.imgs.utility_speed_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_general_roll_2, }, SkillIcon::Unlockable { skill: Skill::Roll(Duration), image: self.imgs.utility_duration_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_general_roll_3, }, // Bottom right skills SkillIcon::Descriptive { title: "hud.skill.climbing_title", desc: "hud.skill.climbing", image: self.imgs.skill_climbing_skill, position: MidTopWithMarginOn(state.skills_bot_r[0], 3.0), id: state.skill_general_climb_0, }, SkillIcon::Unlockable { skill: Skill::Climb(ClimbSkill::Cost), image: self.imgs.utility_cost_skill, position: MidTopWithMarginOn(state.skills_bot_r[1], 3.0), id: state.skill_general_climb_1, }, SkillIcon::Unlockable { skill: Skill::Climb(ClimbSkill::Speed), image: self.imgs.utility_speed_skill, position: MidTopWithMarginOn(state.skills_bot_r[2], 3.0), id: state.skill_general_climb_2, }, SkillIcon::Descriptive { title: "hud.skill.swim_title", desc: "hud.skill.swim", image: self.imgs.skill_swim_skill, position: MidTopWithMarginOn(state.skills_bot_r[3], 3.0), id: state.skill_general_swim_0, }, SkillIcon::Unlockable { skill: Skill::Swim(SwimSkill::Speed), image: self.imgs.utility_speed_skill, position: MidTopWithMarginOn(state.skills_bot_r[4], 3.0), id: state.skill_general_swim_1, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_sword_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.weapons.sword"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 5; let skills_top_r = 7; let skills_bot_l = 5; let skills_bot_r = 1; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::SwordSkill::*; // Sword Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_sword".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.sword_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.sw_trip_str_title", desc: "hud.skill.sw_trip_str", image: self.imgs.twohsword_m1, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_sword_combo_0, }, SkillIcon::Unlockable { skill: Skill::Sword(TsCombo), image: self.imgs.physical_combo_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_sword_combo_1, }, SkillIcon::Unlockable { skill: Skill::Sword(TsDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_sword_combo_2, }, SkillIcon::Unlockable { skill: Skill::Sword(TsSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_sword_combo_3, }, SkillIcon::Unlockable { skill: Skill::Sword(TsRegen), image: self.imgs.physical_energy_regen_skill, position: MidTopWithMarginOn(state.skills_top_l[4], 3.0), id: state.skill_sword_combo_4, }, // Top right skills SkillIcon::Descriptive { title: "hud.skill.sw_dash_title", desc: "hud.skill.sw_dash", image: self.imgs.twohsword_m2, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_sword_dash_0, }, SkillIcon::Unlockable { skill: Skill::Sword(DDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_sword_dash_1, }, SkillIcon::Unlockable { skill: Skill::Sword(DDrain), image: self.imgs.physical_energy_drain_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_sword_dash_2, }, SkillIcon::Unlockable { skill: Skill::Sword(DCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_sword_dash_3, }, SkillIcon::Unlockable { skill: Skill::Sword(DSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_r[4], 3.0), id: state.skill_sword_dash_4, }, SkillIcon::Unlockable { skill: Skill::Sword(DInfinite), image: self.imgs.physical_distance_skill, position: MidTopWithMarginOn(state.skills_top_r[5], 3.0), id: state.skill_sword_dash_5, }, SkillIcon::Unlockable { skill: Skill::Sword(DScaling), image: self.imgs.physical_amount_skill, position: MidTopWithMarginOn(state.skills_top_r[6], 3.0), id: state.skill_sword_dash_6, }, // Bottom left skills SkillIcon::Unlockable { skill: Skill::Sword(UnlockSpin), image: self.imgs.sword_whirlwind, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_sword_spin_0, }, SkillIcon::Unlockable { skill: Skill::Sword(SDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_sword_spin_1, }, SkillIcon::Unlockable { skill: Skill::Sword(SSpeed), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_sword_spin_2, }, SkillIcon::Unlockable { skill: Skill::Sword(SCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_sword_spin_3, }, SkillIcon::Unlockable { skill: Skill::Sword(SSpins), image: self.imgs.physical_amount_skill, position: MidTopWithMarginOn(state.skills_bot_l[4], 3.0), id: state.skill_sword_spin_4, }, // Bottom right skills SkillIcon::Unlockable { skill: Skill::Sword(InterruptingAttacks), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_bot_r[0], 3.0), id: state.skill_sword_passive_0, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_hammer_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.weapons.hammer"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 5; let skills_top_r = 5; let skills_bot_l = 6; let skills_bot_r = 0; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::HammerSkill::*; // Hammer Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_hammer".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.hammer_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.hmr_single_strike_title", desc: "hud.skill.hmr_single_strike", image: self.imgs.twohhammer_m1, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_hammer_combo_0, }, SkillIcon::Unlockable { skill: Skill::Hammer(SsKnockback), image: self.imgs.physical_knockback_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_hammer_combo_1, }, SkillIcon::Unlockable { skill: Skill::Hammer(SsDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_hammer_combo_2, }, SkillIcon::Unlockable { skill: Skill::Hammer(SsSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_hammer_combo_3, }, SkillIcon::Unlockable { skill: Skill::Hammer(SsRegen), image: self.imgs.physical_energy_regen_skill, position: MidTopWithMarginOn(state.skills_top_l[4], 3.0), id: state.skill_hammer_combo_4, }, // Top right skills SkillIcon::Descriptive { title: "hud.skill.hmr_charged_melee_title", desc: "hud.skill.hmr_charged_melee", image: self.imgs.hammergolf, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_hammer_charged_0, }, SkillIcon::Unlockable { skill: Skill::Hammer(CKnockback), image: self.imgs.physical_knockback_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_hammer_charged_1, }, SkillIcon::Unlockable { skill: Skill::Hammer(CDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_hammer_charged_2, }, SkillIcon::Unlockable { skill: Skill::Hammer(CDrain), image: self.imgs.physical_energy_drain_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_hammer_charged_3, }, SkillIcon::Unlockable { skill: Skill::Hammer(CSpeed), image: self.imgs.physical_amount_skill, position: MidTopWithMarginOn(state.skills_top_r[4], 3.0), id: state.skill_hammer_charged_4, }, // Bottom left skills SkillIcon::Unlockable { skill: Skill::Hammer(UnlockLeap), image: self.imgs.hammerleap, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_hammer_leap_0, }, SkillIcon::Unlockable { skill: Skill::Hammer(LDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_hammer_leap_1, }, SkillIcon::Unlockable { skill: Skill::Hammer(LKnockback), image: self.imgs.physical_knockback_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_hammer_leap_2, }, SkillIcon::Unlockable { skill: Skill::Hammer(LCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_hammer_leap_3, }, SkillIcon::Unlockable { skill: Skill::Hammer(LDistance), image: self.imgs.physical_distance_skill, position: MidTopWithMarginOn(state.skills_bot_l[4], 3.0), id: state.skill_hammer_leap_4, }, SkillIcon::Unlockable { skill: Skill::Hammer(LRange), image: self.imgs.physical_radius_skill, position: MidTopWithMarginOn(state.skills_bot_l[5], 3.0), id: state.skill_hammer_leap_5, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_axe_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.weapons.axe"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 5; let skills_top_r = 6; let skills_bot_l = 5; let skills_bot_r = 0; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::AxeSkill::*; // Axe Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_axe".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.axe_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.axe_double_strike_title", desc: "hud.skill.axe_double_strike", image: self.imgs.twohaxe_m1, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_axe_combo_0, }, SkillIcon::Unlockable { skill: Skill::Axe(DsCombo), image: self.imgs.physical_combo_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_axe_combo_1, }, SkillIcon::Unlockable { skill: Skill::Axe(DsDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_axe_combo_2, }, SkillIcon::Unlockable { skill: Skill::Axe(DsSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_axe_combo_3, }, SkillIcon::Unlockable { skill: Skill::Axe(DsRegen), image: self.imgs.physical_energy_regen_skill, position: MidTopWithMarginOn(state.skills_top_l[4], 3.0), id: state.skill_axe_combo_4, }, // Top right skills SkillIcon::Descriptive { title: "hud.skill.axe_spin_title", desc: "hud.skill.axe_spin", image: self.imgs.axespin, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_axe_spin_0, }, SkillIcon::Unlockable { skill: Skill::Axe(SInfinite), image: self.imgs.physical_infinite_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_axe_spin_1, }, SkillIcon::Unlockable { skill: Skill::Axe(SDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_axe_spin_2, }, SkillIcon::Unlockable { skill: Skill::Axe(SHelicopter), image: self.imgs.physical_helicopter_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_axe_spin_3, }, SkillIcon::Unlockable { skill: Skill::Axe(SSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_r[4], 3.0), id: state.skill_axe_spin_4, }, SkillIcon::Unlockable { skill: Skill::Axe(SCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_top_r[5], 3.0), id: state.skill_axe_spin_5, }, // Bottom left skills SkillIcon::Unlockable { skill: Skill::Axe(UnlockLeap), image: self.imgs.skill_axe_leap_slash, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_axe_leap_0, }, SkillIcon::Unlockable { skill: Skill::Axe(LDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_axe_leap_1, }, SkillIcon::Unlockable { skill: Skill::Axe(LKnockback), image: self.imgs.physical_knockback_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_axe_leap_2, }, SkillIcon::Unlockable { skill: Skill::Axe(LCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_axe_leap_3, }, SkillIcon::Unlockable { skill: Skill::Axe(LDistance), image: self.imgs.physical_distance_skill, position: MidTopWithMarginOn(state.skills_bot_l[4], 3.0), id: state.skill_axe_leap_4, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_sceptre_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.weapons.sceptre"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 5; let skills_top_r = 5; let skills_bot_l = 5; let skills_bot_r = 0; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::SceptreSkill::*; // Sceptre Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_sceptre".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.sceptre_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.sc_lifesteal_title", desc: "hud.skill.sc_lifesteal", image: self.imgs.skill_sceptre_lifesteal, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_sceptre_lifesteal_0, }, SkillIcon::Unlockable { skill: Skill::Sceptre(LDamage), image: self.imgs.magic_damage_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_sceptre_lifesteal_1, }, SkillIcon::Unlockable { skill: Skill::Sceptre(LRange), image: self.imgs.magic_distance_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_sceptre_lifesteal_2, }, SkillIcon::Unlockable { skill: Skill::Sceptre(LLifesteal), image: self.imgs.magic_lifesteal_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_sceptre_lifesteal_3, }, SkillIcon::Unlockable { skill: Skill::Sceptre(LRegen), image: self.imgs.magic_energy_regen_skill, position: MidTopWithMarginOn(state.skills_top_l[4], 3.0), id: state.skill_sceptre_lifesteal_4, }, // Top right skills SkillIcon::Descriptive { title: "hud.skill.sc_heal_title", desc: "hud.skill.sc_heal", image: self.imgs.skill_sceptre_heal, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_sceptre_heal_0, }, SkillIcon::Unlockable { skill: Skill::Sceptre(HHeal), image: self.imgs.heal_heal_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_sceptre_heal_1, }, SkillIcon::Unlockable { skill: Skill::Sceptre(HDuration), image: self.imgs.heal_duration_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_sceptre_heal_2, }, SkillIcon::Unlockable { skill: Skill::Sceptre(HRange), image: self.imgs.heal_radius_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_sceptre_heal_3, }, SkillIcon::Unlockable { skill: Skill::Sceptre(HCost), image: self.imgs.heal_cost_skill, position: MidTopWithMarginOn(state.skills_top_r[4], 3.0), id: state.skill_sceptre_heal_4, }, // Bottom left skills SkillIcon::Unlockable { skill: Skill::Sceptre(UnlockAura), image: self.imgs.skill_sceptre_aura, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_sceptre_aura_0, }, SkillIcon::Unlockable { skill: Skill::Sceptre(AStrength), image: self.imgs.buff_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_sceptre_aura_1, }, SkillIcon::Unlockable { skill: Skill::Sceptre(ADuration), image: self.imgs.buff_duration_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_sceptre_aura_2, }, SkillIcon::Unlockable { skill: Skill::Sceptre(ARange), image: self.imgs.buff_radius_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_sceptre_aura_3, }, SkillIcon::Unlockable { skill: Skill::Sceptre(ACost), image: self.imgs.buff_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[4], 3.0), id: state.skill_sceptre_aura_4, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_bow_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.weapons.bow"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 6; let skills_top_r = 4; let skills_bot_l = 5; let skills_bot_r = 1; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::BowSkill::*; // Bow Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_bow".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .set(state.bow_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.bow_charged_title", desc: "hud.skill.bow_charged", image: self.imgs.bow_m1, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_bow_charged_0, }, SkillIcon::Unlockable { skill: Skill::Bow(CDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_bow_charged_1, }, SkillIcon::Unlockable { skill: Skill::Bow(CRegen), image: self.imgs.physical_energy_regen_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_bow_charged_2, }, SkillIcon::Unlockable { skill: Skill::Bow(CKnockback), image: self.imgs.physical_knockback_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_bow_charged_3, }, SkillIcon::Unlockable { skill: Skill::Bow(CSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_l[4], 3.0), id: state.skill_bow_charged_4, }, SkillIcon::Unlockable { skill: Skill::Bow(CMove), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_l[5], 3.0), id: state.skill_bow_charged_5, }, // Top right skills SkillIcon::Descriptive { title: "hud.skill.bow_repeater_title", desc: "hud.skill.bow_repeater", image: self.imgs.bow_m2, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_bow_repeater_0, }, SkillIcon::Unlockable { skill: Skill::Bow(RDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_bow_repeater_1, }, SkillIcon::Unlockable { skill: Skill::Bow(RCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_bow_repeater_2, }, SkillIcon::Unlockable { skill: Skill::Bow(RSpeed), image: self.imgs.physical_speed_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_bow_repeater_3, }, // Bottom left skills SkillIcon::Unlockable { skill: Skill::Bow(UnlockShotgun), image: self.imgs.skill_bow_jump_burst, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_bow_shotgun_0, }, SkillIcon::Unlockable { skill: Skill::Bow(SDamage), image: self.imgs.physical_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_bow_shotgun_1, }, SkillIcon::Unlockable { skill: Skill::Bow(SCost), image: self.imgs.physical_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_bow_shotgun_2, }, SkillIcon::Unlockable { skill: Skill::Bow(SArrows), image: self.imgs.physical_amount_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_bow_shotgun_3, }, SkillIcon::Unlockable { skill: Skill::Bow(SSpread), image: self.imgs.physical_explosion_skill, position: MidTopWithMarginOn(state.skills_bot_l[4], 3.0), id: state.skill_bow_shotgun_4, }, // Bottom right skills SkillIcon::Unlockable { skill: Skill::Bow(ProjSpeed), image: self.imgs.physical_projectile_speed_skill, position: MidTopWithMarginOn(state.skills_bot_r[0], 3.0), id: state.skill_bow_passive_0, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_staff_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.weapons.staff"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 4; let skills_top_r = 5; let skills_bot_l = 5; let skills_bot_r = 0; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::StaffSkill::*; // Staff Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_staff_fire".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.staff_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.st_fireball_title", desc: "hud.skill.st_fireball", image: self.imgs.fireball, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_staff_basic_0, }, SkillIcon::Unlockable { skill: Skill::Staff(BDamage), image: self.imgs.magic_damage_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_staff_basic_1, }, SkillIcon::Unlockable { skill: Skill::Staff(BRegen), image: self.imgs.magic_energy_regen_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_staff_basic_2, }, SkillIcon::Unlockable { skill: Skill::Staff(BRadius), image: self.imgs.magic_radius_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_staff_basic_3, }, // Top right skills SkillIcon::Descriptive { title: "hud.skill.st_flamethrower_title", desc: "hud.skill.st_flamethrower", image: self.imgs.flamethrower, position: MidTopWithMarginOn(state.skills_top_r[0], 3.0), id: state.skill_staff_beam_0, }, SkillIcon::Unlockable { skill: Skill::Staff(FDamage), image: self.imgs.magic_damage_skill, position: MidTopWithMarginOn(state.skills_top_r[1], 3.0), id: state.skill_staff_beam_1, }, SkillIcon::Unlockable { skill: Skill::Staff(FDrain), image: self.imgs.magic_energy_drain_skill, position: MidTopWithMarginOn(state.skills_top_r[2], 3.0), id: state.skill_staff_beam_2, }, SkillIcon::Unlockable { skill: Skill::Staff(FRange), image: self.imgs.magic_radius_skill, position: MidTopWithMarginOn(state.skills_top_r[3], 3.0), id: state.skill_staff_beam_3, }, SkillIcon::Unlockable { skill: Skill::Staff(FVelocity), image: self.imgs.magic_projectile_speed_skill, position: MidTopWithMarginOn(state.skills_top_r[4], 3.0), id: state.skill_staff_beam_4, }, // Bottom left skills SkillIcon::Unlockable { skill: Skill::Staff(UnlockShockwave), image: self.imgs.fire_aoe, position: MidTopWithMarginOn(state.skills_bot_l[0], 3.0), id: state.skill_staff_shockwave_0, }, SkillIcon::Unlockable { skill: Skill::Staff(SDamage), image: self.imgs.magic_damage_skill, position: MidTopWithMarginOn(state.skills_bot_l[1], 3.0), id: state.skill_staff_shockwave_1, }, SkillIcon::Unlockable { skill: Skill::Staff(SKnockback), image: self.imgs.magic_knockback_skill, position: MidTopWithMarginOn(state.skills_bot_l[2], 3.0), id: state.skill_staff_shockwave_2, }, SkillIcon::Unlockable { skill: Skill::Staff(SCost), image: self.imgs.magic_cost_skill, position: MidTopWithMarginOn(state.skills_bot_l[3], 3.0), id: state.skill_staff_shockwave_3, }, SkillIcon::Unlockable { skill: Skill::Staff(SRange), image: self.imgs.magic_radius_skill, position: MidTopWithMarginOn(state.skills_bot_l[4], 3.0), id: state.skill_staff_shockwave_4, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_mining_skills_window( &mut self, diary_tooltip: &Tooltip, state: &mut State, ui: &mut UiCell, mut events: Vec, ) -> Vec { // Title text let tree_title = self.localized_strings.get("common.tool.mining"); Text::new(tree_title) .mid_top_with_margin_on(state.content_align, 2.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(34)) .color(TEXT_COLOR) .set(state.tree_title_txt, ui); // Number of skills per rectangle per weapon, start counting at 0 // Maximum of 9 skills/8 indices let skills_top_l = 4; let skills_top_r = 0; let skills_bot_l = 0; let skills_bot_r = 0; self.setup_state_for_skill_icons( state, ui, skills_top_l, skills_top_r, skills_bot_l, skills_bot_r, ); // Skill icons and buttons use skills::MiningSkill::*; // Mining Image::new(animate_by_pulse( &self .item_imgs .img_ids_or_not_found_img(Tool("example_pick".to_string())), self.pulse, )) .wh(ART_SIZE) .middle_of(state.content_align) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .set(state.pick_render, ui); use PositionSpecifier::MidTopWithMarginOn; let skill_buttons = &[ // Top Left skills // 5 1 6 // 3 0 4 // 8 2 7 SkillIcon::Descriptive { title: "hud.skill.pick_strike_title", desc: "hud.skill.pick_strike", image: self.imgs.pickaxe, position: MidTopWithMarginOn(state.skills_top_l[0], 3.0), id: state.skill_pick_m1, }, SkillIcon::Unlockable { skill: Skill::Pick(Speed), image: self.imgs.pickaxe_speed_skill, position: MidTopWithMarginOn(state.skills_top_l[1], 3.0), id: state.skill_pick_m1_0, }, SkillIcon::Unlockable { skill: Skill::Pick(OreGain), image: self.imgs.pickaxe_oregain_skill, position: MidTopWithMarginOn(state.skills_top_l[2], 3.0), id: state.skill_pick_m1_1, }, SkillIcon::Unlockable { skill: Skill::Pick(GemGain), image: self.imgs.pickaxe_gemgain_skill, position: MidTopWithMarginOn(state.skills_top_l[3], 3.0), id: state.skill_pick_m1_2, }, ]; self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip); events } fn handle_skill_buttons( &mut self, icons: &[SkillIcon], ui: &mut UiCell, events: &mut Vec, diary_tooltip: &Tooltip, ) { for icon in icons { match icon { SkillIcon::Descriptive { title, desc, image, position, id, } => { // TODO: shouldn't this be a `Image::new`? Button::image(*image) .w_h(74.0, 74.0) .position(*position) .with_tooltip( self.tooltip_manager, self.localized_strings.get(title), self.localized_strings.get(desc), diary_tooltip, TEXT_COLOR, ) .set(*id, ui); }, SkillIcon::Unlockable { skill, image, position, id, } => self.create_unlock_skill_button( *skill, *image, *position, *id, ui, events, diary_tooltip, ), } } } fn setup_state_for_skill_icons( &mut self, state: &mut State, ui: &mut UiCell, skills_top_l: usize, skills_top_r: usize, skills_bot_l: usize, skills_bot_r: usize, ) { // Update widget id array len state.update(|s| { s.skills_top_l .resize(skills_top_l, &mut ui.widget_id_generator()) }); state.update(|s| { s.skills_top_r .resize(skills_top_r, &mut ui.widget_id_generator()) }); state.update(|s| { s.skills_bot_l .resize(skills_bot_l, &mut ui.widget_id_generator()) }); state.update(|s| { s.skills_bot_r .resize(skills_bot_r, &mut ui.widget_id_generator()) }); // Create Background Images to place skill icons on them later // Create central skill first, others around it: // // 5 1 6 // 3 0 4 // 8 2 7 // // let offset_0 = 22.0; let offset_1 = -122.0; let offset_2 = offset_1 - -20.0; let skill_pos = |idx, align, central_skill| { use PositionSpecifier::*; match idx { // Central skill 0 => MiddleOf(align), // 12:00 1 => UpFrom(central_skill, offset_0), // 6:00 2 => DownFrom(central_skill, offset_0), // 3:00 3 => LeftFrom(central_skill, offset_0), // 9:00 4 => RightFrom(central_skill, offset_0), // 10:30 5 => TopLeftWithMarginsOn(central_skill, offset_1, offset_2), // 1:30 6 => TopRightWithMarginsOn(central_skill, offset_1, offset_2), // 4:30 7 => BottomLeftWithMarginsOn(central_skill, offset_1, offset_2), // 7:30 8 => BottomRightWithMarginsOn(central_skill, offset_1, offset_2), buttons => { panic!("{} > 8 position number", buttons); }, } }; // TOP-LEFT Skills // // TODO: Why this uses while loop on field of struct and not just // `for i in 0..skils_top_l`? while self.created_btns_top_l < skills_top_l { let pos = skill_pos( self.created_btns_top_l, state.skills_top_l_align, state.skills_top_l[0], ); Button::image(self.imgs.wpn_icon_border_skills) .w_h(80.0, 100.0) .position(pos) .set(state.skills_top_l[self.created_btns_top_l], ui); self.created_btns_top_l += 1; } // TOP-RIGHT Skills while self.created_btns_top_r < skills_top_r { let pos = skill_pos( self.created_btns_top_r, state.skills_top_r_align, state.skills_top_r[0], ); Button::image(self.imgs.wpn_icon_border_skills) .w_h(80.0, 100.0) .position(pos) .set(state.skills_top_r[self.created_btns_top_r], ui); self.created_btns_top_r += 1; } // BOTTOM-LEFT Skills while self.created_btns_bot_l < skills_bot_l { let pos = skill_pos( self.created_btns_bot_l, state.skills_bot_l_align, state.skills_bot_l[0], ); Button::image(self.imgs.wpn_icon_border_skills) .w_h(80.0, 100.0) .position(pos) .set(state.skills_bot_l[self.created_btns_bot_l], ui); self.created_btns_bot_l += 1; } // BOTTOM-RIGHT Skills while self.created_btns_bot_r < skills_bot_r { let pos = skill_pos( self.created_btns_bot_r, state.skills_bot_r_align, state.skills_bot_r[0], ); Button::image(self.imgs.wpn_icon_border_skills) .w_h(80.0, 100.0) .position(pos) .set(state.skills_bot_r[self.created_btns_bot_r], ui); self.created_btns_bot_r += 1; } } fn create_unlock_skill_button( &mut self, skill: Skill, skill_image: image::Id, position: PositionSpecifier, widget_id: widget::Id, ui: &mut UiCell, events: &mut Vec, diary_tooltip: &Tooltip, ) { let label = if self.skill_set.prerequisites_met(skill) { let current = self .skill_set .skill_level(skill) .map_or(0, |l| l.unwrap_or(1)); let max = skill.max_level().unwrap_or(1); format!("{}/{}", current, max) } else { "".to_owned() }; let label_color = if self.skill_set.is_at_max_level(skill) { TEXT_COLOR } else if self.skill_set.sufficient_skill_points(skill) { HP_COLOR } else { CRITICAL_HP_COLOR }; let image_color = if self.skill_set.prerequisites_met(skill) { TEXT_COLOR } else { Color::Rgba(0.41, 0.41, 0.41, 0.7) }; let (title, description) = skill_strings(skill, self.localized_strings); let description = if description.contains("{SP}") { Cow::Owned(self.splice_skill_reqs(skill, &description)) } else { description }; let button = Button::image(skill_image) .w_h(74.0, 74.0) .position(position) .label(&label) .label_y(conrod_core::position::Relative::Scalar(-47.0)) .label_x(conrod_core::position::Relative::Scalar(0.0)) .label_color(label_color) .label_font_size(self.fonts.cyri.scale(15)) .label_font_id(self.fonts.cyri.conrod_id) .image_color(image_color) .with_tooltip( self.tooltip_manager, title, &description, diary_tooltip, TEXT_COLOR, ) .set(widget_id, ui); if button.was_clicked() { events.push(Event::UnlockSkill(skill)); }; } fn splice_skill_reqs(&self, skill: Skill, desc: &str) -> String { let current_level = self.skill_set.skill_level(skill); if matches!(current_level, Ok(level) if level == skill.max_level()) { desc.replace("{SP}", "") } else { let req_sp_text = self.localized_strings.get("hud.skill.req_sp"); let skill_cost_text = self.skill_set.skill_cost(skill).to_string(); desc.replace("{SP}", &req_sp_text.replace("{number}", &skill_cost_text)) } } } /// Returns skill info as a tuple of title and description. /// /// Title is ready to use, description may include `"{SP}"` placeholder you /// will want to handle yourself. pub fn skill_strings(skill: Skill, i18n: &Localization) -> (&str, Cow) { match skill { // general tree Skill::General(s) => general_skill_strings(s, i18n), Skill::UnlockGroup(s) => unlock_skill_strings(s, i18n), // weapon trees Skill::Sword(s) => sword_skill_strings(s, i18n), Skill::Axe(s) => axe_skill_strings(s, i18n), Skill::Hammer(s) => hammer_skill_strings(s, i18n), Skill::Bow(s) => bow_skill_strings(s, i18n), Skill::Staff(s) => staff_skill_strings(s, i18n), Skill::Sceptre(s) => sceptre_skill_strings(s, i18n), // movement trees Skill::Roll(s) => roll_skill_strings(s, i18n), Skill::Climb(s) => climb_skill_strings(s, i18n), Skill::Swim(s) => swim_skill_strings(s, i18n), // mining Skill::Pick(s) => mining_skill_strings(s, i18n), } } fn general_skill_strings(skill: GeneralSkill, i18n: &Localization) -> (&str, Cow) { match skill { GeneralSkill::HealthIncrease => splice_constant( i18n, "hud.skill.inc_health_title", "hud.skill.inc_health", u32::from(HUMANOID_HP_PER_LEVEL), ), GeneralSkill::EnergyIncrease => splice_constant( i18n, "hud.skill.inc_energy_title", "hud.skill.inc_energy", u32::from(ENERGY_PER_LEVEL), ), } } fn unlock_skill_strings(group: SkillGroupKind, i18n: &Localization) -> (&str, Cow) { match group { SkillGroupKind::Weapon(ToolKind::Sword) => { localize(i18n, "hud.skill.unlck_sword_title", "hud.skill.unlck_sword") }, SkillGroupKind::Weapon(ToolKind::Axe) => { localize(i18n, "hud.skill.unlck_axe_title", "hud.skill.unlck_axe") }, SkillGroupKind::Weapon(ToolKind::Hammer) => localize( i18n, "hud.skill.unlck_hammer_title", "hud.skill.unlck_hammer", ), SkillGroupKind::Weapon(ToolKind::Bow) => { localize(i18n, "hud.skill.unlck_bow_title", "hud.skill.unlck_bow") }, SkillGroupKind::Weapon(ToolKind::Staff) => { localize(i18n, "hud.skill.unlck_staff_title", "hud.skill.unlck_staff") }, SkillGroupKind::Weapon(ToolKind::Sceptre) => localize( i18n, "hud.skill.unlck_sceptre_title", "hud.skill.unlck_sceptre", ), SkillGroupKind::General | SkillGroupKind::Weapon( ToolKind::Dagger | ToolKind::Shield | ToolKind::Spear | ToolKind::Debug | ToolKind::Farming | ToolKind::Pick | ToolKind::Natural | ToolKind::Empty, ) => { tracing::warn!("Requesting title for unlocking unexpected skill group"); ("", Cow::Owned(String::new())) }, } } fn sword_skill_strings(skill: SwordSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.sword_tree; match skill { // triple strike SwordSkill::TsCombo => localize( i18n, "hud.skill.sw_trip_str_combo_title", "hud.skill.sw_trip_str_combo", ), SwordSkill::TsDamage => localize( i18n, "hud.skill.sw_trip_str_dmg_title", "hud.skill.sw_trip_str_dmg", ), SwordSkill::TsSpeed => localize( i18n, "hud.skill.sw_trip_str_sp_title", "hud.skill.sw_trip_str_sp", ), SwordSkill::TsRegen => localize( i18n, "hud.skill.sw_trip_str_reg_title", "hud.skill.sw_trip_str_reg", ), // dash SwordSkill::DDamage => splice_multiplier( i18n, "hud.skill.sw_dash_dmg_title", "hud.skill.sw_dash_dmg", modifiers.dash.base_damage, ), SwordSkill::DDrain => splice_multiplier( i18n, "hud.skill.sw_dash_drain_title", "hud.skill.sw_dash_drain", modifiers.dash.energy_drain, ), SwordSkill::DCost => splice_multiplier( i18n, "hud.skill.sw_dash_cost_title", "hud.skill.sw_dash_cost", modifiers.dash.energy_cost, ), SwordSkill::DSpeed => splice_multiplier( i18n, "hud.skill.sw_dash_speed_title", "hud.skill.sw_dash_speed", modifiers.dash.forward_speed, ), SwordSkill::DInfinite => localize( i18n, "hud.skill.sw_dash_charge_through_title", "hud.skill.sw_dash_charge_through", ), SwordSkill::DScaling => splice_multiplier( i18n, "hud.skill.sw_dash_scale_title", "hud.skill.sw_dash_scale", modifiers.dash.scaled_damage, ), // spin SwordSkill::UnlockSpin => localize(i18n, "hud.skill.sw_spin_title", "hud.skill.sw_spin"), SwordSkill::SDamage => splice_multiplier( i18n, "hud.skill.sw_spin_dmg_title", "hud.skill.sw_spin_dmg", modifiers.spin.base_damage, ), SwordSkill::SSpeed => splice_multiplier( i18n, "hud.skill.sw_spin_spd_title", "hud.skill.sw_spin_spd", modifiers.spin.swing_duration, ), SwordSkill::SCost => splice_multiplier( i18n, "hud.skill.sw_spin_cost_title", "hud.skill.sw_spin_cost", modifiers.spin.energy_cost, ), SwordSkill::SSpins => splice_constant( i18n, "hud.skill.sw_spin_spins_title", "hud.skill.sw_spin_spins", modifiers.spin.num, ), // independent skills SwordSkill::InterruptingAttacks => localize( i18n, "hud.skill.sw_interrupt_title", "hud.skill.sw_interrupt", ), } } fn axe_skill_strings(skill: AxeSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.axe_tree; match skill { // Double strike upgrades AxeSkill::DsCombo => localize( i18n, "hud.skill.axe_double_strike_combo_title", "hud.skill.axe_double_strike_combo", ), AxeSkill::DsDamage => localize( i18n, "hud.skill.axe_double_strike_damage_title", "hud.skill.axe_double_strike_damage", ), AxeSkill::DsSpeed => localize( i18n, "hud.skill.axe_double_strike_speed_title", "hud.skill.axe_double_strike_speed", ), AxeSkill::DsRegen => localize( i18n, "hud.skill.axe_double_strike_regen_title", "hud.skill.axe_double_strike_regen", ), // Spin upgrades AxeSkill::SInfinite => localize( i18n, "hud.skill.axe_infinite_axe_spin_title", "hud.skill.axe_infinite_axe_spin", ), AxeSkill::SHelicopter => localize( i18n, "hud.skill.axe_spin_helicopter_title", "hud.skill.axe_spin_helicopter", ), AxeSkill::SDamage => splice_multiplier( i18n, "hud.skill.axe_spin_damage_title", "hud.skill.axe_spin_damage", modifiers.spin.base_damage, ), AxeSkill::SSpeed => splice_multiplier( i18n, "hud.skill.axe_spin_speed_title", "hud.skill.axe_spin_speed", modifiers.spin.swing_duration, ), AxeSkill::SCost => splice_multiplier( i18n, "hud.skill.axe_spin_cost_title", "hud.skill.axe_spin_cost", modifiers.spin.energy_cost, ), // Leap upgrades AxeSkill::UnlockLeap => localize( i18n, "hud.skill.axe_unlock_leap_title", "hud.skill.axe_unlock_leap", ), AxeSkill::LDamage => splice_multiplier( i18n, "hud.skill.axe_leap_damage_title", "hud.skill.axe_leap_damage", modifiers.leap.base_damage, ), AxeSkill::LKnockback => splice_multiplier( i18n, "hud.skill.axe_leap_knockback_title", "hud.skill.axe_leap_knockback", modifiers.leap.knockback, ), AxeSkill::LCost => splice_multiplier( i18n, "hud.skill.axe_leap_cost_title", "hud.skill.axe_leap_cost", modifiers.leap.energy_cost, ), AxeSkill::LDistance => splice_multiplier( i18n, "hud.skill.axe_leap_distance_title", "hud.skill.axe_leap_distance", modifiers.leap.leap_strength, ), } } fn hammer_skill_strings(skill: HammerSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.hammer_tree; // Single strike upgrades match skill { HammerSkill::SsKnockback => splice_multiplier( i18n, "hud.skill.hmr_single_strike_knockback_title", "hud.skill.hmr_single_strike_knockback", modifiers.single_strike.knockback, ), HammerSkill::SsDamage => localize( i18n, "hud.skill.hmr_single_strike_damage_title", "hud.skill.hmr_single_strike_damage", ), HammerSkill::SsSpeed => localize( i18n, "hud.skill.hmr_single_strike_speed_title", "hud.skill.hmr_single_strike_speed", ), HammerSkill::SsRegen => localize( i18n, "hud.skill.hmr_single_strike_regen_title", "hud.skill.hmr_single_strike_regen", ), // Charged melee upgrades HammerSkill::CDamage => splice_multiplier( i18n, "hud.skill.hmr_charged_melee_damage_title", "hud.skill.hmr_charged_melee_damage", modifiers.charged.scaled_damage, ), HammerSkill::CKnockback => splice_multiplier( i18n, "hud.skill.hmr_charged_melee_knockback_title", "hud.skill.hmr_charged_melee_knockback", modifiers.charged.scaled_knockback, ), HammerSkill::CDrain => splice_multiplier( i18n, "hud.skill.hmr_charged_melee_nrg_drain_title", "hud.skill.hmr_charged_melee_nrg_drain", modifiers.charged.energy_drain, ), HammerSkill::CSpeed => splice_multiplier( i18n, "hud.skill.hmr_charged_rate_title", "hud.skill.hmr_charged_rate", modifiers.charged.charge_rate, ), // Leap upgrades HammerSkill::UnlockLeap => localize( i18n, "hud.skill.hmr_unlock_leap_title", "hud.skill.hmr_unlock_leap", ), HammerSkill::LDamage => splice_multiplier( i18n, "hud.skill.hmr_leap_damage_title", "hud.skill.hmr_leap_damage", modifiers.leap.base_damage, ), HammerSkill::LCost => splice_multiplier( i18n, "hud.skill.hmr_leap_cost_title", "hud.skill.hmr_leap_cost", modifiers.leap.energy_cost, ), HammerSkill::LDistance => splice_multiplier( i18n, "hud.skill.hmr_leap_distance_title", "hud.skill.hmr_leap_distance", modifiers.leap.leap_strength, ), HammerSkill::LKnockback => splice_multiplier( i18n, "hud.skill.hmr_leap_knockback_title", "hud.skill.hmr_leap_knockback", modifiers.leap.knockback, ), HammerSkill::LRange => { let title = i18n.get("hud.skill.hmr_leap_radius_title"); let desc = i18n.get("hud.skill.hmr_leap_radius"); let desc = desc.replace("{boost}", &format!("{}", modifiers.leap.range)); (title, Cow::Owned(desc)) }, } } fn bow_skill_strings(skill: BowSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.bow_tree; match skill { // Passives BowSkill::ProjSpeed => splice_multiplier( i18n, "hud.skill.bow_projectile_speed_title", "hud.skill.bow_projectile_speed", modifiers.universal.projectile_speed, ), // Charged upgrades BowSkill::CDamage => splice_multiplier( i18n, "hud.skill.bow_charged_damage_title", "hud.skill.bow_charged_damage", modifiers.charged.damage_scaling, ), BowSkill::CRegen => splice_multiplier( i18n, "hud.skill.bow_charged_energy_regen_title", "hud.skill.bow_charged_energy_regen", modifiers.charged.regen_scaling, ), BowSkill::CKnockback => splice_multiplier( i18n, "hud.skill.bow_charged_knockback_title", "hud.skill.bow_charged_knockback", modifiers.charged.knockback_scaling, ), BowSkill::CSpeed => splice_multiplier( i18n, "hud.skill.bow_charged_speed_title", "hud.skill.bow_charged_speed", modifiers.charged.charge_rate, ), BowSkill::CMove => splice_multiplier( i18n, "hud.skill.bow_charged_move_title", "hud.skill.bow_charged_move", modifiers.charged.move_speed, ), // Repeater upgrades BowSkill::RDamage => splice_multiplier( i18n, "hud.skill.bow_repeater_damage_title", "hud.skill.bow_repeater_damage", modifiers.repeater.power, ), BowSkill::RCost => splice_multiplier( i18n, "hud.skill.bow_repeater_cost_title", "hud.skill.bow_repeater_cost", modifiers.repeater.energy_cost, ), BowSkill::RSpeed => splice_multiplier( i18n, "hud.skill.bow_repeater_speed_title", "hud.skill.bow_repeater_speed", modifiers.repeater.max_speed, ), // Shotgun upgrades BowSkill::UnlockShotgun => localize( i18n, "hud.skill.bow_shotgun_unlock_title", "hud.skill.bow_shotgun_unlock", ), BowSkill::SDamage => splice_multiplier( i18n, "hud.skill.bow_shotgun_damage_title", "hud.skill.bow_shotgun_damage", modifiers.shotgun.power, ), BowSkill::SCost => splice_multiplier( i18n, "hud.skill.bow_shotgun_cost_title", "hud.skill.bow_shotgun_cost", modifiers.shotgun.energy_cost, ), BowSkill::SArrows => splice_constant( i18n, "hud.skill.bow_shotgun_arrow_count_title", "hud.skill.bow_shotgun_arrow_count", modifiers.shotgun.num_projectiles, ), BowSkill::SSpread => splice_multiplier( i18n, "hud.skill.bow_shotgun_spread_title", "hud.skill.bow_shotgun_spread", modifiers.shotgun.spread, ), } } fn staff_skill_strings(skill: StaffSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.staff_tree; match skill { // Basic ranged upgrades StaffSkill::BDamage => splice_multiplier( i18n, "hud.skill.st_damage_title", "hud.skill.st_damage", modifiers.fireball.power, ), StaffSkill::BRegen => splice_multiplier( i18n, "hud.skill.st_energy_regen_title", "hud.skill.st_energy_regen", modifiers.fireball.regen, ), StaffSkill::BRadius => splice_multiplier( i18n, "hud.skill.st_explosion_radius_title", "hud.skill.st_explosion_radius", modifiers.fireball.range, ), // Flamethrower upgrades StaffSkill::FDamage => splice_multiplier( i18n, "hud.skill.st_flamethrower_damage_title", "hud.skill.st_flamethrower_damage", modifiers.flamethrower.damage, ), StaffSkill::FRange => splice_multiplier( i18n, "hud.skill.st_flamethrower_range_title", "hud.skill.st_flamethrower_range", modifiers.flamethrower.range, ), StaffSkill::FDrain => splice_multiplier( i18n, "hud.skill.st_energy_drain_title", "hud.skill.st_energy_drain", modifiers.flamethrower.energy_drain, ), StaffSkill::FVelocity => splice_multiplier( i18n, "hud.skill.st_flame_velocity_title", "hud.skill.st_flame_velocity", modifiers.flamethrower.velocity, ), // Shockwave upgrades StaffSkill::UnlockShockwave => localize( i18n, "hud.skill.st_shockwave_unlock_title", "hud.skill.st_shockwave_unlock", ), StaffSkill::SDamage => splice_multiplier( i18n, "hud.skill.st_shockwave_damage_title", "hud.skill.st_shockwave_damage", modifiers.shockwave.damage, ), StaffSkill::SKnockback => splice_multiplier( i18n, "hud.skill.st_shockwave_knockback_title", "hud.skill.st_shockwave_knockback", modifiers.shockwave.knockback, ), StaffSkill::SRange => splice_multiplier( i18n, "hud.skill.st_shockwave_range_title", "hud.skill.st_shockwave_range", modifiers.shockwave.duration, ), StaffSkill::SCost => splice_multiplier( i18n, "hud.skill.st_shockwave_cost_title", "hud.skill.st_shockwave_cost", modifiers.shockwave.energy_cost, ), } } fn sceptre_skill_strings(skill: SceptreSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.sceptre_tree; match skill { // Lifesteal beam upgrades SceptreSkill::LDamage => splice_multiplier( i18n, "hud.skill.sc_lifesteal_damage_title", "hud.skill.sc_lifesteal_damage", modifiers.beam.damage, ), SceptreSkill::LRange => splice_multiplier( i18n, "hud.skill.sc_lifesteal_range_title", "hud.skill.sc_lifesteal_range", modifiers.beam.range, ), SceptreSkill::LLifesteal => splice_multiplier( i18n, "hud.skill.sc_lifesteal_lifesteal_title", "hud.skill.sc_lifesteal_lifesteal", modifiers.beam.lifesteal, ), SceptreSkill::LRegen => splice_multiplier( i18n, "hud.skill.sc_lifesteal_regen_title", "hud.skill.sc_lifesteal_regen", modifiers.beam.energy_regen, ), // Healing aura upgrades SceptreSkill::HHeal => splice_multiplier( i18n, "hud.skill.sc_heal_heal_title", "hud.skill.sc_heal_heal", modifiers.healing_aura.strength, ), SceptreSkill::HRange => splice_multiplier( i18n, "hud.skill.sc_heal_range_title", "hud.skill.sc_heal_range", modifiers.healing_aura.range, ), SceptreSkill::HDuration => splice_multiplier( i18n, "hud.skill.sc_heal_duration_title", "hud.skill.sc_heal_duration", modifiers.healing_aura.duration, ), SceptreSkill::HCost => splice_multiplier( i18n, "hud.skill.sc_heal_cost_title", "hud.skill.sc_heal_cost", modifiers.healing_aura.energy_cost, ), // Warding aura upgrades SceptreSkill::UnlockAura => localize( i18n, "hud.skill.sc_wardaura_unlock_title", "hud.skill.sc_wardaura_unlock", ), SceptreSkill::AStrength => splice_multiplier( i18n, "hud.skill.sc_wardaura_strength_title", "hud.skill.sc_wardaura_strength", modifiers.warding_aura.strength, ), SceptreSkill::ADuration => splice_multiplier( i18n, "hud.skill.sc_wardaura_duration_title", "hud.skill.sc_wardaura_duration", modifiers.warding_aura.duration, ), SceptreSkill::ARange => splice_multiplier( i18n, "hud.skill.sc_wardaura_range_title", "hud.skill.sc_wardaura_range", modifiers.warding_aura.range, ), SceptreSkill::ACost => splice_multiplier( i18n, "hud.skill.sc_wardaura_cost_title", "hud.skill.sc_wardaura_cost", modifiers.warding_aura.energy_cost, ), } } fn roll_skill_strings(skill: RollSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.general_tree.roll; match skill { RollSkill::Cost => splice_multiplier( i18n, "hud.skill.roll_energy_title", "hud.skill.roll_energy", modifiers.energy_cost, ), RollSkill::Strength => splice_multiplier( i18n, "hud.skill.roll_speed_title", "hud.skill.roll_speed", modifiers.strength, ), RollSkill::Duration => splice_multiplier( i18n, "hud.skill.roll_dur_title", "hud.skill.roll_dur", modifiers.duration, ), } } fn climb_skill_strings(skill: ClimbSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.general_tree.climb; match skill { ClimbSkill::Cost => splice_multiplier( i18n, "hud.skill.climbing_cost_title", "hud.skill.climbing_cost", modifiers.energy_cost, ), ClimbSkill::Speed => splice_multiplier( i18n, "hud.skill.climbing_speed_title", "hud.skill.climbing_speed", modifiers.speed, ), } } fn swim_skill_strings(skill: SwimSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.general_tree.swim; match skill { SwimSkill::Speed => splice_multiplier( i18n, "hud.skill.swim_speed_title", "hud.skill.swim_speed", modifiers.speed, ), } } fn mining_skill_strings(skill: MiningSkill, i18n: &Localization) -> (&str, Cow) { let modifiers = SKILL_MODIFIERS.mining_tree; match skill { MiningSkill::Speed => splice_multiplier( i18n, "hud.skill.pick_strike_speed_title", "hud.skill.pick_strike_speed", modifiers.speed, ), MiningSkill::OreGain => splice_constant( i18n, "hud.skill.pick_strike_oregain_title", "hud.skill.pick_strike_oregain", (modifiers.ore_gain * 100.0).round() as u32, ), MiningSkill::GemGain => splice_constant( i18n, "hud.skill.pick_strike_gemgain_title", "hud.skill.pick_strike_gemgain", (modifiers.gem_gain * 100.0).round() as u32, ), } } /// Helper function which takes title i18n key and description i18n key /// and returns localized title and localized description replacing "{boost}" /// placeholder with passed constant. // TODO: do something better when we get to multimodifier skills fn splice_constant<'loc>( i18n: &'loc Localization, title: &'loc str, desc: &str, constant: u32, ) -> (&'loc str, Cow<'loc, str>) { let title = i18n.get(title); let desc = i18n.get(desc); let desc = desc.replace("{boost}", &constant.to_string()); (title, Cow::Owned(desc)) } /// Helper function which takes title i18n key and description i18n key /// and returns localized title and localized description replacing "{boost}" /// placeholder with absolute value of percentage effect of multiplier. // TODO: do something better when we get to multimodifier skills fn splice_multiplier<'loc>( i18n: &'loc Localization, title: &'loc str, desc: &str, multipler: f32, ) -> (&'loc str, Cow<'loc, str>) { let percentage = hud::multiplier_to_percentage(multipler).abs(); let title = i18n.get(title); let desc = i18n.get(desc); let desc = desc.replace("{boost}", &format!("{:.0}", percentage)); (title, Cow::Owned(desc)) } // Small helper function to get localized skill text. fn localize<'loc>( i18n: &'loc Localization, title: &'loc str, desc: &'loc str, ) -> (&'loc str, Cow<'loc, str>) { let title = i18n.get(title); let desc = i18n.get(desc); (title, Cow::Borrowed(desc)) }