veloren/common/src/comp/skillset/mod.rs
2022-01-03 19:55:01 -05:00

514 lines
18 KiB
Rust

use crate::{
assets::{self, Asset, AssetExt},
comp::{
item::tool::ToolKind,
skills::{GeneralSkill, Skill},
},
};
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};
pub mod skills;
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillTreeMap(HashMap<SkillGroupKind, HashSet<Skill>>);
impl Asset for SkillTreeMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
pub struct SkillGroupDef {
pub skills: HashSet<Skill>,
pub total_skill_point_cost: u16,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillLevelMap(HashMap<Skill, Option<u16>>);
impl Asset for SkillLevelMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillPrerequisitesMap(HashMap<Skill, HashMap<Skill, Option<u16>>>);
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<SkillGroupKind, SkillGroupDef> = {
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<Skill, SkillGroupKind> = {
let map = SkillTreeMap::load_expect_cloned(
"common.skill_trees.skills_skill-groups_manifest",
).0;
map.iter().flat_map(|(sgk, skills)| skills.into_iter().map(move |s| (*s, *sgk))).collect()
};
// Loads the maximum level that a skill can obtain
pub static ref SKILL_MAX_LEVEL: HashMap<Skill, Option<u16>> = {
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<Skill, HashMap<Skill, Option<u16>>> = {
SkillPrerequisitesMap::load_expect_cloned(
"common.skill_trees.skill_prerequisites",
).0
};
}
#[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
pub fn skill_point_cost(self, level: u16) -> u32 {
const EXP_INCREMENT: f32 = 10.0;
const STARTING_EXP: f32 = 70.0;
const EXP_CEILING: f32 = 1000.0;
const SCALING_FACTOR: f32 = 0.125;
(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 u32
}
/// 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,
// How much exp has been used for skill points
pub spent_exp: u32,
// How much exp has been earned in total
pub earned_exp: u32,
pub available_sp: u16,
pub earned_sp: u16,
// Used for persistence
pub ordered_skills: Vec<Skill>,
}
impl SkillGroup {
fn new(skill_group_kind: SkillGroupKind) -> SkillGroup {
SkillGroup {
skill_group_kind,
spent_exp: 0,
earned_exp: 0,
available_sp: 0,
earned_sp: 0,
ordered_skills: Vec::new(),
}
}
/// Returns the available experience that could be used to earn another
/// skill point in a particular skill group.
pub fn available_experience(&self) -> u32 { self.earned_exp - self.spent_exp }
/// Adds a skill point while subtracting the necessary amount of experience
pub fn earn_skill_point(&mut self) -> Result<(), SpRewardError> {
let sp_cost = self.skill_group_kind.skill_point_cost(self.earned_sp);
if self.available_experience() >= sp_cost {
self.spent_exp = self.spent_exp.saturating_add(sp_cost);
self.available_sp = self.available_sp.saturating_add(1);
self.earned_sp = self.earned_sp.saturating_add(1);
Ok(())
} else {
Err(SpRewardError::InsufficientExp)
}
}
}
/// 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<SkillGroup>,
pub skills: HashMap<Skill, Option<u16>>,
pub modify_health: bool,
pub modify_energy: bool,
}
impl Component for SkillSet {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
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),
SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Pick)),
],
skills: HashMap::new(),
modify_health: false,
modify_energy: false,
}
}
}
impl SkillSet {
/// 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)
}
/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
/// points.
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");
}
}
/// 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 mutable 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)
}
/// Adds experience to the skill group within an entity's skill set
pub fn add_experience(&mut self, skill_group_kind: SkillGroupKind, amount: u32) {
if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
skill_group.earned_exp = skill_group.earned_exp.saturating_add(amount);
} else {
warn!("Tried to add experience to a skill group that player does not have");
}
}
/// Gets the available experience for a particular skill group
pub fn available_experience(&self, skill_group: SkillGroupKind) -> u32 {
self.skill_group(skill_group)
.map_or(0, |s_g| s_g.available_experience())
}
/// Checks how much experience is needed for the next skill point in a tree
pub fn skill_point_cost(&self, skill_group: SkillGroupKind) -> u32 {
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)
}
}
/// Adds skill points to a skill group as long as the player has that skill
/// group type.
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,
) -> Result<(), SpRewardError> {
if let Some(skill_group) = self.skill_group_mut(skill_group_kind) {
skill_group.earn_skill_point()
} else {
Err(SpRewardError::UnavailableSkillGroup)
}
}
/// 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)
}
/// Checks that the skill set contains all prerequisite skills of the required level 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))
}
/// 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 the next level of a skill
fn next_skill_level(&self, skill: Skill) -> Option<u16> {
if let Ok(level) = self.skill_level(skill) {
// If already has skill, and that skill has levels, level + 1
level.map(|l| l + 1)
} else {
// Else if the skill has levels, 1
skill.max_level().map(|_| 1)
}
}
/// 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 let Some(skill_group_kind) = skill.skill_group_kind() {
let next_level = self.next_skill_level(skill);
let prerequisites_met = self.prerequisites_met(skill);
// Check that skill is not yet at max level
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);
skill_group.ordered_skills.push(skill);
match skill {
Skill::UnlockGroup(group) => {
self.unlock_skill_group(group);
},
Skill::General(GeneralSkill::HealthIncrease) => {
self.modify_health = true;
},
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!"
);
}
}
/// 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 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<Option<u16>, SkillError> {
if let Some(level) = self.skills.get(&skill).copied() {
Ok(level)
} else {
Err(SkillError::MissingSkill)
}
}
/// Returns the level of the skill or passed value as default
pub fn skill_level_or(&self, skill: Skill, default: u16) -> u16 {
if let Ok(Some(level)) = self.skill_level(skill) {
level
} else {
default
}
}
}
pub enum SkillError {
MissingSkill,
}
pub enum SpRewardError {
InsufficientExp,
UnavailableSkillGroup,
}
#[cfg(test)]
mod tests {
use super::*;
// Code reviewers: Open a comment here, I want to refactor these tests
#[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[2].available_sp, 0);
assert_eq!(skillset.skills.len(), 1);
assert!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)));
skillset.refund_skill(Skill::Axe(AxeSkill::UnlockLeap));
assert_eq!(skillset.skill_groups[2].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(), 3);
assert_eq!(
skillset.skill_groups[2],
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[2].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[2].available_sp, 0);
assert_eq!(skillset.skills.len(), 1);
assert!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)));
// 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[2].available_sp, 1);
}
}