mirror of
https://gitlab.com/veloren/veloren.git
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48c98b11cf
UI for general skill tree
578 lines
18 KiB
Rust
578 lines
18 KiB
Rust
use crate::{
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assets::{self, Asset, AssetExt},
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comp::item::tool::ToolKind,
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};
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use hashbrown::{HashMap, HashSet};
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use lazy_static::lazy_static;
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use serde::{Deserialize, Serialize};
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use std::hash::Hash;
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use tracing::warn;
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillTreeMap(HashMap<SkillGroupType, HashSet<Skill>>);
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impl Asset for SkillTreeMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillLevelMap(HashMap<Skill, Level>);
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impl Asset for SkillLevelMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillPrerequisitesMap(HashMap<Skill, HashMap<Skill, Level>>);
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impl Asset for SkillPrerequisitesMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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lazy_static! {
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// Determines the skills that comprise each skill group - this data is used to determine
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// which of a player's skill groups a particular skill should be added to when a skill unlock
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// is requested.
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pub static ref SKILL_GROUP_DEFS: HashMap<SkillGroupType, HashSet<Skill>> = {
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SkillTreeMap::load_expect_cloned(
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"common.skill_trees.skills_skill-groups_manifest",
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).0
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};
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// Loads the maximum level that a skill can obtain
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pub static ref SKILL_MAX_LEVEL: HashMap<Skill, Level> = {
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SkillLevelMap::load_expect_cloned(
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"common.skill_trees.skill_max_levels",
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).0
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};
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// Loads the prerequisite skills for a particular skill
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pub static ref SKILL_PREREQUISITES: HashMap<Skill, HashMap<Skill, Level>> = {
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SkillPrerequisitesMap::load_expect_cloned(
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"common.skill_trees.skill_prerequisites",
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).0
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};
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}
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/// Represents a skill that a player can unlock, that either grants them some
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/// kind of active ability, or a passive effect etc. Obviously because this is
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/// an enum it doesn't describe what the skill actually -does-, this will be
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/// handled by dedicated ECS systems.
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Skill {
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General(GeneralSkill),
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Sword(SwordSkill),
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Axe(AxeSkill),
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Hammer(HammerSkill),
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Bow(BowSkill),
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Staff(StaffSkill),
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Sceptre(SceptreSkill),
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UnlockGroup(SkillGroupType),
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Roll(RollSkill),
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum SwordSkill {
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// Sword passives
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InterruptingAttacks,
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// Triple strike upgrades
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TsCombo,
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TsDamage,
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TsRegen,
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TsSpeed,
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// Dash upgrades
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DCost,
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DDrain,
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DDamage,
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DScaling,
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DSpeed,
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DInfinite,
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// Spin upgrades
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SUnlockSpin,
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SDamage,
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SSpeed,
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SCost,
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SSpins,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum AxeSkill {
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// Double strike upgrades
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DsCombo,
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DsDamage,
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DsSpeed,
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DsRegen,
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// Spin upgrades
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SInfinite,
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SHelicopter,
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SDamage,
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SSpeed,
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SCost,
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// Leap upgrades
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LUnlockLeap,
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LDamage,
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LKnockback,
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LCost,
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LDistance,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum HammerSkill {
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// Single strike upgrades
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SsKnockback,
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SsDamage,
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SsSpeed,
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SsRegen,
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// Charged melee upgrades
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CDamage,
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CKnockback,
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CDrain,
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CSpeed,
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// Leap upgrades
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LUnlockLeap,
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LDamage,
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LCost,
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LDistance,
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LKnockback,
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LRange,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum BowSkill {
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// Passives
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ProjSpeed,
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// Basic ranged upgrades
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BDamage,
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BRegen,
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// Charged ranged upgrades
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CDamage,
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CKnockback,
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CProjSpeed,
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CDrain,
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CSpeed,
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CMove,
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// Repeater upgrades
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UnlockRepeater,
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RDamage,
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RGlide,
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RArrows,
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RCost,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum StaffSkill {
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// Basic ranged upgrades
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BExplosion,
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BDamage,
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BRegen,
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BRadius,
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// Flamethrower upgrades
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FDamage,
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FRange,
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FDrain,
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FVelocity,
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// Shockwave upgrades
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UnlockShockwave,
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SDamage,
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SKnockback,
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SRange,
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SCost,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum SceptreSkill {
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// Beam upgrades
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BHeal,
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BDamage,
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BRange,
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BLifesteal,
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BRegen,
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BCost,
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// Projectile upgrades
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PHeal,
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PDamage,
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PRadius,
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PCost,
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PProjSpeed,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum GeneralSkill {
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HealthIncrease,
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EnergyIncrease,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum RollSkill {
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ImmuneMelee,
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Cost,
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Strength,
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Duration,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum SkillGroupType {
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General,
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Weapon(ToolKind),
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}
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/// A group of skills that have been unlocked by a player. Each skill group has
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/// independent exp and skill points which are used to unlock skills in that
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/// skill group.
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#[derive(Clone, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
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pub struct SkillGroup {
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pub skill_group_type: SkillGroupType,
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pub exp: u16,
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pub available_sp: u16,
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}
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impl SkillGroup {
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fn new(skill_group_type: SkillGroupType) -> SkillGroup {
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SkillGroup {
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skill_group_type,
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exp: 0,
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available_sp: 0,
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}
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}
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}
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/// Contains all of a player's skill groups and skills. Provides methods for
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/// manipulating assigned skills and skill groups including unlocking skills,
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/// refunding skills etc.
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub struct SkillSet {
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pub skill_groups: Vec<SkillGroup>,
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pub skills: HashMap<Skill, Level>,
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pub modify_health: bool,
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pub modify_energy: bool,
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}
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pub type Level = Option<u16>;
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impl Default for SkillSet {
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/// Instantiate a new skill set with the default skill groups with no
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/// unlocked skills in them - used when adding a skill set to a new
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/// player
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fn default() -> Self {
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Self {
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skill_groups: vec![SkillGroup::new(SkillGroupType::General)],
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skills: HashMap::new(),
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modify_health: false,
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modify_energy: false,
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}
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}
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}
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impl SkillSet {
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// TODO: Game design to determine how skill groups are unlocked
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/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
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/// points.
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///
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/// ```
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/// use veloren_common::comp::skills::{SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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///
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/// assert_eq!(skillset.skill_groups.len(), 1);
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/// ```
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pub fn unlock_skill_group(&mut self, skill_group_type: SkillGroupType) {
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if !self
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.skill_groups
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.iter()
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.any(|x| x.skill_group_type == skill_group_type)
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{
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self.skill_groups.push(SkillGroup::new(skill_group_type));
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} else {
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warn!("Tried to unlock already known skill group");
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}
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}
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/// Unlocks a skill for a player, assuming they have the relevant skill
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/// group unlocked and available SP in that skill group.
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///
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/// ```
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/// use veloren_common::comp::skills::{Skill, SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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/// skillset.add_skill_points(SkillGroupType::Axes, 1);
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///
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/// skillset.unlock_skill(Skill::TestAxeSkill2);
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///
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/// assert_eq!(skillset.skills.len(), 1);
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/// ```
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pub fn unlock_skill(&mut self, skill: Skill) {
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if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
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let next_level = if self.skills.contains_key(&skill) {
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self.skills.get(&skill).copied().flatten().map(|l| l + 1)
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} else {
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skill.get_max_level().map(|_| 1)
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};
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let prerequisites_met = self.prerequisites_met(skill, next_level);
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if !matches!(self.skills.get(&skill), Some(&None)) {
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if let Some(mut skill_group) = self
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.skill_groups
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.iter_mut()
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.find(|x| x.skill_group_type == skill_group_type)
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{
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if prerequisites_met {
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if skill_group.available_sp >= skill.skill_cost(next_level) {
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skill_group.available_sp -= skill.skill_cost(next_level);
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if let Skill::UnlockGroup(group) = skill {
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self.unlock_skill_group(group);
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}
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if matches!(skill, Skill::General(GeneralSkill::HealthIncrease)) {
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self.modify_health = true;
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}
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if matches!(skill, Skill::General(GeneralSkill::EnergyIncrease)) {
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self.modify_energy = true;
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}
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self.skills.insert(skill, next_level);
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} else {
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warn!("Tried to unlock skill for skill group with insufficient SP");
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}
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} else {
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warn!("Tried to unlock skill without meeting prerequisite skills");
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}
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} else {
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warn!("Tried to unlock skill for a skill group that player does not have");
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}
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} else {
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warn!("Tried to unlock skill the player already has")
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}
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} else {
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warn!(
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?skill,
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"Tried to unlock skill that does not exist in any skill group!"
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);
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}
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}
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/// Removes a skill from a player and refunds 1 skill point in the relevant
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/// skill group.
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///
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/// ```
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/// use veloren_common::comp::skills::{Skill, SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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/// skillset.add_skill_points(SkillGroupType::Axes, 1);
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/// skillset.unlock_skill(Skill::TestAxeSkill2);
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///
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/// skillset.refund_skill(Skill::TestAxeSkill2);
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///
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/// assert_eq!(skillset.skills.len(), 0);
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/// ```
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pub fn refund_skill(&mut self, skill: Skill) {
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if self.skills.contains_key(&skill) {
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if let Some(skill_group_type) = SkillSet::get_skill_group_type_for_skill(&skill) {
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if let Some(mut skill_group) = self
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.skill_groups
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.iter_mut()
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.find(|x| x.skill_group_type == skill_group_type)
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{
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// We know key is already contained, so unwrap is safe
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let level = *(self.skills.get(&skill).unwrap());
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skill_group.available_sp += skill.skill_cost(level);
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if level.map_or(false, |l| l > 1) {
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self.skills.insert(skill, level.map(|l| l - 1));
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} else {
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self.skills.remove(&skill);
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}
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} else {
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warn!("Tried to refund skill for a skill group that player does not have");
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}
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} else {
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warn!(
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?skill,
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"Tried to refund skill that does not exist in any skill group"
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)
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}
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} else {
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warn!("Tried to refund skill that has not been unlocked");
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}
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}
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/// Returns the skill group type for a skill from the static skill group
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/// definitions.
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fn get_skill_group_type_for_skill(skill: &Skill) -> Option<SkillGroupType> {
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SKILL_GROUP_DEFS.iter().find_map(|(key, val)| {
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if val.contains(&skill) {
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Some(*key)
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} else {
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None
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}
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})
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}
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/// Adds skill points to a skill group as long as the player has that skill
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/// group type.
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///
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/// ```
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/// use veloren_common::comp::skills::{SkillGroupType, SkillSet};
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///
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/// let mut skillset = SkillSet::new();
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/// skillset.unlock_skill_group(SkillGroupType::Axes);
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/// skillset.add_skill_points(SkillGroupType::Axes, 1);
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///
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/// assert_eq!(skillset.skill_groups[0].available_sp, 1);
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/// ```
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pub fn add_skill_points(
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&mut self,
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skill_group_type: SkillGroupType,
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number_of_skill_points: u16,
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) {
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if let Some(mut skill_group) = self
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.skill_groups
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.iter_mut()
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.find(|x| x.skill_group_type == skill_group_type)
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{
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skill_group.available_sp += number_of_skill_points;
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} else {
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warn!("Tried to add skill points to a skill group that player does not have");
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}
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}
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/// Checks if the skill set of an entity contains a particular skill group
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/// type
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pub fn contains_skill_group(&self, skill_group_type: SkillGroupType) -> bool {
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self.skill_groups
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.iter()
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.any(|x| x.skill_group_type == skill_group_type)
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}
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/// Adds/subtracts experience to the skill group within an entity's skill
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/// set
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pub fn change_experience(&mut self, skill_group_type: SkillGroupType, amount: i32) {
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if let Some(mut skill_group) = self
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.skill_groups
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.iter_mut()
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.find(|x| x.skill_group_type == skill_group_type)
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{
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skill_group.exp = (skill_group.exp as i32 + amount) as u16;
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} else {
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warn!("Tried to add experience to a skill group that player does not have");
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}
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}
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/// Checks that the skill set contains all prerequisite skills for a
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/// particular skill
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pub fn prerequisites_met(&self, skill: Skill, level: Level) -> bool {
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skill.prerequisite_skills(level).iter().all(|(s, l)| {
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self.skills.contains_key(s) && self.skills.get(s).map_or(false, |l_b| l_b >= l)
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})
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}
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}
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impl Skill {
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/// Returns a vec of prerequisite skills (it should only be necessary to
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/// note direct prerequisites)
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pub fn prerequisite_skills(self, level: Level) -> HashMap<Skill, Level> {
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let mut prerequisites = HashMap::new();
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if let Some(level) = level {
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if level > self.get_max_level().unwrap_or(0) {
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// Sets a prerequisite of itself for skills beyond the max level
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prerequisites.insert(self, Some(level));
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} else if level > 1 {
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// For skills above level 1, sets prerequisite of skill of lower level
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prerequisites.insert(self, Some(level - 1));
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}
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}
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if let Some(skills) = SKILL_PREREQUISITES.get(&self) {
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prerequisites.extend(skills);
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}
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prerequisites
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}
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/// Returns the cost in skill points of unlocking a particular skill
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pub fn skill_cost(self, level: Level) -> u16 {
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use Skill::*;
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match self {
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General(GeneralSkill::HealthIncrease) => 1,
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_ => level.unwrap_or(1),
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}
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}
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/// Returns the maximum level a skill can reach, returns None if the skill
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/// doesn't level
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pub fn get_max_level(self) -> Option<u16> { SKILL_MAX_LEVEL.get(&self).copied().flatten() }
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_refund_skill() {
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let mut skillset = SkillSet::new();
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skillset.unlock_skill_group(SkillGroupType::Axes);
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skillset.add_skill_points(SkillGroupType::Axes, 1);
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skillset.unlock_skill(Skill::TestAxeSkill2);
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assert_eq!(skillset.skill_groups[0].available_sp, 0);
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assert_eq!(skillset.skills.len(), 1);
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assert_eq!(
|
|
skillset.skills.get(&Skill::TestAxeSkill2),
|
|
Some(&Skill::TestAxeSkill2)
|
|
);
|
|
|
|
skillset.refund_skill(Skill::TestAxeSkill2);
|
|
|
|
assert_eq!(skillset.skill_groups[0].available_sp, 1);
|
|
assert_eq!(skillset.skills.get(&Skill::TestAxeSkill2), None);
|
|
}
|
|
|
|
#[test]
|
|
fn test_unlock_skillgroup() {
|
|
let mut skillset = SkillSet::new();
|
|
skillset.unlock_skill_group(SkillGroupType::Axes);
|
|
|
|
assert_eq!(skillset.skill_groups.len(), 1);
|
|
assert_eq!(
|
|
skillset.skill_groups[0],
|
|
SkillGroup::new(SkillGroupType::Axes)
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn test_unlock_skill() {
|
|
let mut skillset = SkillSet::new();
|
|
|
|
skillset.unlock_skill_group(SkillGroupType::Axes);
|
|
skillset.add_skill_points(SkillGroupType::Axes, 1);
|
|
|
|
assert_eq!(skillset.skill_groups[0].available_sp, 1);
|
|
assert_eq!(skillset.skills.len(), 0);
|
|
|
|
// Try unlocking a skill with enough skill points
|
|
skillset.unlock_skill(Skill::TestAxeSkill2);
|
|
|
|
assert_eq!(skillset.skill_groups[0].available_sp, 0);
|
|
assert_eq!(skillset.skills.len(), 1);
|
|
assert_eq!(
|
|
skillset.skills.get(&Skill::TestAxeSkill2),
|
|
Some(&Skill::TestAxeSkill2)
|
|
);
|
|
|
|
// Try unlocking a skill without enough skill points
|
|
skillset.unlock_skill(Skill::TestAxeSkill1);
|
|
|
|
assert_eq!(skillset.skills.len(), 1);
|
|
assert_eq!(skillset.skills.get(&Skill::TestAxeSkill1), None);
|
|
}
|
|
|
|
#[test]
|
|
fn test_add_skill_points() {
|
|
let mut skillset = SkillSet::new();
|
|
skillset.unlock_skill_group(SkillGroupType::Axes);
|
|
skillset.add_skill_points(SkillGroupType::Axes, 1);
|
|
|
|
assert_eq!(skillset.skill_groups[0].available_sp, 1);
|
|
}
|
|
}
|