use crate::{ assets::{self, Asset, AssetExt}, comp::item::tool::ToolKind, }; use hashbrown::{HashMap, HashSet}; use lazy_static::lazy_static; use serde::{Deserialize, Serialize}; use specs::{Component, DerefFlaggedStorage}; use specs_idvs::IdvStorage; use std::hash::Hash; use tracing::{trace, warn}; #[derive(Clone, Debug, Serialize, Deserialize)] pub struct SkillTreeMap(HashMap>); impl Asset for SkillTreeMap { type Loader = assets::RonLoader; const EXTENSION: &'static str = "ron"; } pub struct SkillGroupDef { pub skills: HashSet, pub total_skill_point_cost: u16, } #[derive(Clone, Debug, Serialize, Deserialize)] pub struct SkillLevelMap(HashMap>); impl Asset for SkillLevelMap { type Loader = assets::RonLoader; const EXTENSION: &'static str = "ron"; } #[derive(Clone, Debug, Serialize, Deserialize)] pub struct SkillPrerequisitesMap(HashMap>>); impl Asset for SkillPrerequisitesMap { type Loader = assets::RonLoader; const EXTENSION: &'static str = "ron"; } 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. pub static ref SKILL_GROUP_DEFS: HashMap = { let map = SkillTreeMap::load_expect_cloned( "common.skill_trees.skills_skill-groups_manifest", ).0; map.iter().map(|(sgk, skills)| (*sgk, SkillGroupDef { skills: skills.clone(), total_skill_point_cost: skills .iter() .map(|skill| { if let Some(max_level) = skill.max_level() { (1..=max_level) .into_iter() .map(|level| skill.skill_cost(Some(level))) .sum() } else { skill.skill_cost(None) } }) .sum() }) ) .collect() }; // Creates a hashmap for the reverse lookup of skill groups from a skill pub static ref SKILL_GROUP_LOOKUP: HashMap = { let map = SkillTreeMap::load_expect_cloned( "common.skill_trees.skills_skill-groups_manifest", ).0; map.iter().map(|(sgk, skills)| skills.into_iter().map(move |s| (*s, *sgk))).flatten().collect() }; // Loads the maximum level that a skill can obtain pub static ref SKILL_MAX_LEVEL: HashMap> = { SkillLevelMap::load_expect_cloned( "common.skill_trees.skill_max_levels", ).0 }; // Loads the prerequisite skills for a particular skill pub static ref SKILL_PREREQUISITES: HashMap>> = { SkillPrerequisitesMap::load_expect_cloned( "common.skill_trees.skill_prerequisites", ).0 }; } /// 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 { General(GeneralSkill), Sword(SwordSkill), Axe(AxeSkill), Hammer(HammerSkill), Bow(BowSkill), Staff(StaffSkill), Sceptre(SceptreSkill), UnlockGroup(SkillGroupKind), Roll(RollSkill), Climb(ClimbSkill), Swim(SwimSkill), } pub enum SkillError { MissingSkill, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum SwordSkill { // Sword passives InterruptingAttacks, // Triple strike upgrades TsCombo, TsDamage, TsRegen, TsSpeed, // Dash upgrades DCost, DDrain, DDamage, DScaling, DSpeed, DInfinite, // Spin upgrades UnlockSpin, SDamage, SSpeed, SCost, SSpins, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum AxeSkill { // Double strike upgrades DsCombo, DsDamage, DsSpeed, DsRegen, // Spin upgrades SInfinite, SHelicopter, SDamage, SSpeed, SCost, // Leap upgrades UnlockLeap, LDamage, LKnockback, LCost, LDistance, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum HammerSkill { // Single strike upgrades SsKnockback, SsDamage, SsSpeed, SsRegen, // Charged melee upgrades CDamage, CKnockback, CDrain, CSpeed, // Leap upgrades UnlockLeap, LDamage, LCost, LDistance, LKnockback, LRange, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum BowSkill { // Passives ProjSpeed, // Basic ranged upgrades BDamage, BRegen, // Charged ranged upgrades CDamage, CKnockback, CProjSpeed, CDrain, CSpeed, CMove, // Repeater upgrades UnlockRepeater, RDamage, RGlide, RArrows, RCost, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum StaffSkill { // Basic ranged upgrades BDamage, BRegen, BRadius, // Flamethrower upgrades FDamage, FRange, FDrain, FVelocity, // Shockwave upgrades UnlockShockwave, SDamage, SKnockback, SRange, SCost, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum SceptreSkill { // Lifesteal beam upgrades LDamage, LRange, LLifesteal, LRegen, // Healing beam upgrades HHeal, HCost, HRange, // Warding aura upgrades UnlockAura, AStrength, ADuration, ARange, ACost, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum GeneralSkill { HealthIncrease, EnergyIncrease, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum RollSkill { Cost, Strength, Duration, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum ClimbSkill { Cost, Speed, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum SwimSkill { Speed, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum SkillGroupKind { General, Weapon(ToolKind), } impl SkillGroupKind { /// Gets the cost in experience of earning a skill point #[allow(clippy::many_single_char_names)] pub fn skill_point_cost(self, level: u16) -> u16 { let exp_increment = 10.0; let starting_exp = 100.0; let exp_ceiling = 1000.0; let scaling_factor = 0.1; (exp_increment * (exp_ceiling / exp_increment / (1.0 + std::f32::consts::E.powf(-scaling_factor * level as f32) * (exp_ceiling / starting_exp - 1.0))) .floor()) as u16 } /// Gets the total amount of skill points that can be spent in a particular /// skill group pub fn total_skill_point_cost(self) -> u16 { if let Some(SkillGroupDef { total_skill_point_cost, .. }) = SKILL_GROUP_DEFS.get(&self) { *total_skill_point_cost } else { 0 } } } /// 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, Hash, PartialEq, Serialize, Deserialize)] pub struct SkillGroup { pub skill_group_kind: SkillGroupKind, pub exp: u16, pub available_sp: u16, pub earned_sp: u16, } impl SkillGroup { fn new(skill_group_kind: SkillGroupKind) -> SkillGroup { SkillGroup { skill_group_kind, exp: 0, available_sp: 0, earned_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: HashMap>, pub modify_health: bool, pub modify_energy: bool, } impl Component for SkillSet { type Storage = DerefFlaggedStorage>; } 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 { Self { skill_groups: vec![SkillGroup::new(SkillGroupKind::General)], skills: HashMap::new(), modify_health: false, modify_energy: false, } } } impl SkillSet { /// Unlocks a skill group for a player. It starts with 0 exp and 0 skill /// points. /// /// ``` /// use veloren_common::comp::{ /// item::tool::ToolKind, /// skills::{SkillGroupKind, SkillSet}, /// }; /// /// let mut skillset = SkillSet::default(); /// skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Sword)); /// /// assert_eq!(skillset.skill_groups.len(), 2); /// ``` pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) { if !self.contains_skill_group(skill_group_kind) { self.skill_groups.push(SkillGroup::new(skill_group_kind)); } 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. /// /// ``` /// use veloren_common::comp::skills::{GeneralSkill, Skill, SkillGroupKind, SkillSet}; /// /// let mut skillset = SkillSet::default(); /// skillset.add_skill_points(SkillGroupKind::General, 1); /// /// skillset.unlock_skill(Skill::General(GeneralSkill::HealthIncrease)); /// /// assert_eq!(skillset.skills.len(), 1); /// ``` pub fn unlock_skill(&mut self, skill: Skill) { if let Some(skill_group_kind) = skill.skill_group_kind() { let next_level = self.next_skill_level(skill); let prerequisites_met = self.prerequisites_met(skill); if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) { if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) { if prerequisites_met { if skill_group.available_sp >= skill.skill_cost(next_level) { skill_group.available_sp -= skill.skill_cost(next_level); if let Skill::UnlockGroup(group) = skill { self.unlock_skill_group(group); } if matches!(skill, Skill::General(GeneralSkill::HealthIncrease)) { self.modify_health = true; } if matches!(skill, Skill::General(GeneralSkill::EnergyIncrease)) { self.modify_energy = true; } self.skills.insert(skill, next_level); } else { trace!("Tried to unlock skill for skill group with insufficient SP"); } } else { trace!("Tried to unlock skill without meeting prerequisite skills"); } } else { trace!("Tried to unlock skill for a skill group that player does not have"); } } else { trace!("Tried to unlock skill the player already has") } } else { warn!( ?skill, "Tried to unlock skill that does not exist in any skill group!" ); } } /// Removes a skill from a player and refunds 1 skill point in the relevant /// skill group. /// /// ``` /// use veloren_common::comp::skills::{GeneralSkill, Skill, SkillGroupKind, SkillSet}; /// /// let mut skillset = SkillSet::default(); /// skillset.add_skill_points(SkillGroupKind::General, 1); /// skillset.unlock_skill(Skill::General(GeneralSkill::HealthIncrease)); /// /// skillset.refund_skill(Skill::General(GeneralSkill::HealthIncrease)); /// /// assert_eq!(skillset.skills.len(), 0); /// ``` pub fn refund_skill(&mut self, skill: Skill) { if let Ok(level) = self.skill_level(skill) { if let Some(skill_group_kind) = skill.skill_group_kind() { if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) { skill_group.available_sp += skill.skill_cost(level); if level.map_or(false, |l| l > 1) { self.skills.insert(skill, level.map(|l| l - 1)); } else { self.skills.remove(&skill); } } 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"); } } /// Adds skill points to a skill group as long as the player has that skill /// group type. /// /// ``` /// use veloren_common::comp::skills::{SkillGroupKind, SkillSet}; /// /// let mut skillset = SkillSet::default(); /// skillset.add_skill_points(SkillGroupKind::General, 1); /// /// assert_eq!(skillset.skill_groups[0].available_sp, 1); /// ``` pub fn add_skill_points( &mut self, skill_group_kind: SkillGroupKind, number_of_skill_points: u16, ) { if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) { skill_group.available_sp = skill_group .available_sp .saturating_add(number_of_skill_points); skill_group.earned_sp = skill_group.earned_sp.saturating_add(number_of_skill_points); } else { warn!("Tried to add skill points to a skill group that player does not have"); } } /// Adds a skill point while subtracting the necessary amount of experience pub fn earn_skill_point(&mut self, skill_group_kind: SkillGroupKind) { let sp_cost = self.skill_point_cost(skill_group_kind); if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) { skill_group.exp = skill_group.exp.saturating_sub(sp_cost); skill_group.available_sp = skill_group.available_sp.saturating_add(1); skill_group.earned_sp = skill_group.earned_sp.saturating_add(1); } } /// Checks if the skill set of an entity contains a particular skill group /// type pub fn contains_skill_group(&self, skill_group_kind: SkillGroupKind) -> bool { self.skill_groups .iter() .any(|x| x.skill_group_kind == skill_group_kind) } /// Adds/subtracts experience to the skill group within an entity's skill /// set pub fn change_experience(&mut self, skill_group_kind: SkillGroupKind, amount: i32) { if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) { skill_group.exp = (skill_group.exp as i32 + amount) as u16; } else { warn!("Tried to add experience to a skill group that player does not have"); } } /// Checks that the skill set contains all prerequisite skills for a /// particular skill pub fn prerequisites_met(&self, skill: Skill) -> bool { skill .prerequisite_skills() .all(|(s, l)| self.skill_level(s).map_or(false, |l_b| l_b >= l)) } /// Returns a reference to a particular skill group in a skillset fn skill_group(&self, skill_group: SkillGroupKind) -> Option<&SkillGroup> { self.skill_groups .iter() .find(|s_g| s_g.skill_group_kind == skill_group) } /// Returns a reference to a particular skill group in a skillset fn skill_group_mut(&mut self, skill_group: SkillGroupKind) -> Option<&mut SkillGroup> { self.skill_groups .iter_mut() .find(|s_g| s_g.skill_group_kind == skill_group) } /// Gets the available points for a particular skill group pub fn available_sp(&self, skill_group: SkillGroupKind) -> u16 { self.skill_group(skill_group) .map_or(0, |s_g| s_g.available_sp) } /// Gets the total earned points for a particular skill group pub fn earned_sp(&self, skill_group: SkillGroupKind) -> u16 { self.skill_group(skill_group).map_or(0, |s_g| s_g.earned_sp) } /// Gets the available experience for a particular skill group pub fn experience(&self, skill_group: SkillGroupKind) -> u16 { self.skill_group(skill_group).map_or(0, |s_g| s_g.exp) } /// Gets skill point cost to purchase skill of next level pub fn skill_cost(&self, skill: Skill) -> u16 { let next_level = self.next_skill_level(skill); skill.skill_cost(next_level) } /// Checks if player has sufficient skill points to purchase a skill pub fn sufficient_skill_points(&self, skill: Skill) -> bool { if let Some(skill_group_kind) = skill.skill_group_kind() { if let Some(skill_group) = self .skill_groups .iter() .find(|x| x.skill_group_kind == skill_group_kind) { let needed_sp = self.skill_cost(skill); skill_group.available_sp >= needed_sp } else { false } } else { false } } /// Checks if the player has available SP to spend pub fn has_available_sp(&self) -> bool { self.skill_groups.iter().any(|sg| { sg.available_sp > 0 && (sg.earned_sp - sg.available_sp) < sg.skill_group_kind.total_skill_point_cost() }) } /// Checks how much experience is needed for the next skill point in a tree pub fn skill_point_cost(&self, skill_group: SkillGroupKind) -> u16 { if let Some(level) = self.skill_group(skill_group).map(|sg| sg.earned_sp) { skill_group.skill_point_cost(level) } else { skill_group.skill_point_cost(0) } } /// Checks if the skill is at max level in a skill set pub fn is_at_max_level(&self, skill: Skill) -> bool { if let Ok(level) = self.skill_level(skill) { level == skill.max_level() } else { false } } /// Checks if skill set contains a skill pub fn has_skill(&self, skill: Skill) -> bool { self.skills.contains_key(&skill) } /// Returns the level of the skill pub fn skill_level(&self, skill: Skill) -> Result, SkillError> { if let Some(level) = self.skills.get(&skill).copied() { Ok(level) } else { Err(SkillError::MissingSkill) } } /// Checks the next level of a skill fn next_skill_level(&self, skill: Skill) -> Option { if let Ok(level) = self.skill_level(skill) { level.map(|l| l + 1) } else { skill.max_level().map(|_| 1) } } } impl Skill { /// Returns a vec of prerequisite skills (it should only be necessary to /// note direct prerequisites) pub fn prerequisite_skills(&self) -> impl Iterator)> { SKILL_PREREQUISITES .get(&self) .into_iter() .flatten() .map(|(skill, level)| (*skill, *level)) } /// Returns the cost in skill points of unlocking a particular skill pub fn skill_cost(&self, level: Option) -> u16 { // TODO: Better balance the costs later level.unwrap_or(1) } /// Returns the maximum level a skill can reach, returns None if the skill /// doesn't level pub fn max_level(&self) -> Option { SKILL_MAX_LEVEL.get(&self).copied().flatten() } /// Returns the skill group type for a skill from the static skill group /// definitions. pub fn skill_group_kind(&self) -> Option { SKILL_GROUP_LOOKUP.get(&self).copied() } } #[cfg(test)] mod tests { use super::*; #[test] fn test_refund_skill() { let mut skillset = SkillSet::default(); skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe)); skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1); skillset.unlock_skill(Skill::Axe(AxeSkill::UnlockLeap)); assert_eq!(skillset.skill_groups[1].available_sp, 0); assert_eq!(skillset.skills.len(), 1); assert_eq!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)), true); skillset.refund_skill(Skill::Axe(AxeSkill::UnlockLeap)); assert_eq!(skillset.skill_groups[1].available_sp, 1); assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::UnlockLeap)), None); } #[test] fn test_unlock_skillgroup() { let mut skillset = SkillSet::default(); skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe)); assert_eq!(skillset.skill_groups.len(), 2); assert_eq!( skillset.skill_groups[1], SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Axe)) ); } #[test] fn test_unlock_skill() { let mut skillset = SkillSet::default(); skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe)); skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1); assert_eq!(skillset.skill_groups[1].available_sp, 1); assert_eq!(skillset.skills.len(), 0); // Try unlocking a skill with enough skill points skillset.unlock_skill(Skill::Axe(AxeSkill::UnlockLeap)); assert_eq!(skillset.skill_groups[1].available_sp, 0); assert_eq!(skillset.skills.len(), 1); assert_eq!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)), true); // Try unlocking a skill without enough skill points skillset.unlock_skill(Skill::Axe(AxeSkill::DsCombo)); assert_eq!(skillset.skills.len(), 1); assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::DsCombo)), None); } #[test] fn test_add_skill_points() { let mut skillset = SkillSet::default(); skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe)); skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1); assert_eq!(skillset.skill_groups[1].available_sp, 1); } }