veloren/voxygen/src/hud/diary.rs
2023-01-17 19:45:04 +01:00

3563 lines
135 KiB
Rust

use super::{
img_ids::{Imgs, ImgsRot},
item_imgs::{animate_by_pulse, ItemImgs},
Position, PositionSpecifier, Show, BLACK, CRITICAL_HP_COLOR, HP_COLOR, TEXT_COLOR,
UI_HIGHLIGHT_0, UI_MAIN, XP_COLOR,
};
use crate::{
game_input::GameInput,
hud::{
self,
slots::{AbilitySlot, SlotManager},
util,
},
ui::{
fonts::Fonts,
slot::{ContentSize, SlotMaker},
ImageFrame, Tooltip, TooltipManager, Tooltipable,
},
GlobalState,
};
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 vek::*;
use client::{self, Client};
use common::{
combat,
comp::{
self,
ability::{Ability, ActiveAbilities, AuxiliaryAbility, MAX_ABILITIES},
inventory::{
item::{
item_key::ItemKey,
tool::{AbilityContext, ToolKind},
ItemKind, MaterialStatManifest,
},
slot::EquipSlot,
},
skills::{
self, AxeSkill, BowSkill, ClimbSkill, GeneralSkill, HammerSkill, MiningSkill,
RollSkill, SceptreSkill, Skill, StaffSkill, SwimSkill, SwordSkill, SKILL_MODIFIERS,
},
skillset::{SkillGroupKind, SkillSet},
Body, Energy, Health, Inventory, Poise,
},
consts::{ENERGY_PER_LEVEL, 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,
section_imgs[],
section_btns[],
// Skill tree stuffs
exp_bar_bg,
exp_bar_frame,
exp_bar_content_align,
exp_bar_content,
exp_bar_rank,
exp_bar_txt,
active_bar_checkbox,
active_bar_checkbox_label,
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[],
skills[],
skill_lock_imgs[],
sword_bg,
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,
// Ability selection
spellbook_art,
sb_page_left_align,
sb_page_right_align,
spellbook_skills_bg,
spellbook_btn,
spellbook_btn_bg,
ability_select_title,
ability_page_left,
ability_page_right,
active_abilities[],
active_abilities_keys[],
main_weap_select,
off_weap_select,
abilities[],
ability_frames[],
abilities_dual[],
ability_titles[],
ability_descs[],
dragged_ability,
// Stats
stat_names[],
stat_values[],
}
}
#[derive(WidgetCommon)]
pub struct Diary<'a> {
show: &'a Show,
_client: &'a Client,
global_state: &'a GlobalState,
skill_set: &'a SkillSet,
active_abilities: &'a ActiveAbilities,
inventory: &'a Inventory,
health: &'a Health,
energy: &'a Energy,
poise: &'a Poise,
body: &'a Body,
msm: &'a MaterialStatManifest,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
slot_manager: &'a mut SlotManager,
pulse: f32,
context: Option<AbilityContext>,
#[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,
}
pub struct DiaryShow {
pub skilltreetab: SelectedSkillTree,
pub section: DiarySection,
}
impl Default for DiaryShow {
fn default() -> Self {
Self {
skilltreetab: SelectedSkillTree::General,
section: DiarySection::SkillTrees,
}
}
}
#[allow(clippy::too_many_arguments)]
impl<'a> Diary<'a> {
pub fn new(
show: &'a Show,
_client: &'a Client,
global_state: &'a GlobalState,
skill_set: &'a SkillSet,
active_abilities: &'a ActiveAbilities,
inventory: &'a Inventory,
health: &'a Health,
energy: &'a Energy,
poise: &'a Poise,
body: &'a Body,
msm: &'a MaterialStatManifest,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
slot_manager: &'a mut SlotManager,
pulse: f32,
context: Option<AbilityContext>,
) -> Self {
Self {
show,
_client,
global_state,
skill_set,
active_abilities,
inventory,
health,
energy,
poise,
body,
msm,
imgs,
item_imgs,
fonts,
localized_strings,
rot_imgs,
tooltip_manager,
slot_manager,
pulse,
context,
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 = SkillGroupKind;
// TODO: make it enum?
const TREES: [&str; 8] = [
"General Combat",
"Sword",
"Hammer",
"Axe",
"Sceptre",
"Bow",
"Fire Staff",
"Mining",
];
// Possible future sections: Bestiary ("Pokedex" of fought enemies), Weapon and
// armour catalogue, Achievements...
const SECTIONS: [&str; 3] = ["Skill-Trees", "Abilities", "Stats"];
pub enum Event {
Close,
ChangeSkillTree(SelectedSkillTree),
UnlockSkill(Skill),
ChangeSection(DiarySection),
SelectExpBar(Option<SkillGroupKind>),
}
#[derive(PartialEq, Eq)]
pub enum DiarySection {
SkillTrees,
AbilitySelection,
Stats,
}
pub struct DiaryState {
ids: Ids,
ability_page: usize,
}
impl<'a> Widget for Diary<'a> {
type Event = Vec<Event>;
type State = DiaryState;
type Style = ();
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
DiaryState {
ids: Ids::new(id_gen),
ability_page: 0,
}
}
fn style(&self) -> Self::Style {}
fn update(mut self, args: widget::UpdateArgs<Self>) -> 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);
//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.ids.bg, ui);
Image::new(self.imgs.diary_frame)
.w_h(1202.0, 886.0)
.middle_of(state.ids.bg)
.color(Some(UI_HIGHLIGHT_0))
.set(state.ids.frame, ui);
// Icon
Image::new(self.imgs.spellbook_button)
.w_h(30.0, 27.0)
.top_left_with_margins_on(state.ids.frame, 8.0, 8.0)
.set(state.ids.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.ids.frame, 0.0, 0.0)
.set(state.ids.close, ui)
.was_clicked()
{
events.push(Event::Close);
}
// Title
Text::new(&self.localized_strings.get_msg("hud-diary"))
.mid_top_with_margin_on(state.ids.frame, 3.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(29))
.color(TEXT_COLOR)
.set(state.ids.title, ui);
// Content Alignment
Rectangle::fill_with([599.0 * 2.0, 419.0 * 2.0], color::TRANSPARENT)
.mid_top_with_margin_on(state.ids.frame, 46.0)
.set(state.ids.content_align, ui);
// Contents
// Section buttons
let sel_section = &self.show.diary_fields.section;
// Update len
state.update(|s| {
s.ids
.section_imgs
.resize(SECTIONS.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.section_btns
.resize(SECTIONS.len(), &mut ui.widget_id_generator())
});
for (i, section_name) in SECTIONS.iter().copied().enumerate() {
let section = match section_from_str(section_name) {
Some(st) => st,
None => {
tracing::warn!("unexpected section name: {}", section_name);
continue;
},
};
// Section Icons
let section_desc = match section_name {
"Abilities" => "List of your currently available abilities.",
"Skill-Trees" => "",
"Stats" => "",
_ => "",
};
let btn_img = {
let img = match section_name {
"Abilities" => self.imgs.spellbook_ico,
"Skill-Trees" => self.imgs.skilltree_ico,
"Stats" => self.imgs.stats_ico,
_ => self.imgs.nothing,
};
if i == 0 {
Image::new(img).top_left_with_margins_on(state.ids.content_align, 0.0, -50.0)
} else {
Image::new(img).down_from(state.ids.section_btns[i - 1], 5.0)
}
};
btn_img.w_h(50.0, 50.0).set(state.ids.section_imgs[i], ui);
// Section Buttons
let border_image = if section == *sel_section {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border
};
let hover_image = if section == *sel_section {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border_mo
};
let press_image = if section == *sel_section {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border_press
};
let section_buttons = Button::image(border_image)
.w_h(50.0, 50.0)
.hover_image(hover_image)
.press_image(press_image)
.middle_of(state.ids.section_imgs[i])
.with_tooltip(
self.tooltip_manager,
section_name,
section_desc,
&diary_tooltip,
TEXT_COLOR,
)
.set(state.ids.section_btns[i], ui);
if section_buttons.was_clicked() {
events.push(Event::ChangeSection(section))
}
}
match self.show.diary_fields.section {
DiarySection::SkillTrees => {
// Skill Trees
let sel_tab = &self.show.diary_fields.skilltreetab;
// Skill Tree Selection
state.update(|s| {
s.ids
.weapon_btns
.resize(TREES.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.weapon_imgs
.resize(TREES.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.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.skill_group_accessible(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.ids.content_align,
10.0,
5.0,
)
} else {
Image::new(img).down_from(state.ids.weapon_btns[i - 1], 5.0)
}
};
btn_img.w_h(50.0, 50.0).set(state.ids.weapon_imgs[i], ui);
// Lock Image
if locked {
Image::new(self.imgs.lock)
.w_h(50.0, 50.0)
.middle_of(state.ids.weapon_imgs[i])
.graphics_for(state.ids.weapon_imgs[i])
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.8)))
.set(state.ids.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_msg("hud-skill-not_unlocked")
} else {
Cow::Borrowed("")
};
let wpn_button = Button::image(border_image)
.w_h(50.0, 50.0)
.hover_image(hover_image)
.press_image(press_image)
.middle_of(state.ids.weapon_imgs[i])
.image_color(color)
.with_tooltip(
self.tooltip_manager,
skilltree_name,
&tooltip_txt,
&diary_tooltip,
TEXT_COLOR,
)
.set(state.ids.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.available_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);
Image::new(self.imgs.diary_exp_bg)
.w_h(480.0, 76.0)
.mid_bottom_with_margin_on(state.ids.content_align, 10.0)
.set(state.ids.exp_bar_bg, ui);
Rectangle::fill_with([400.0, 40.0], color::TRANSPARENT)
.top_left_with_margins_on(state.ids.exp_bar_bg, 32.0, 40.0)
.set(state.ids.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.ids.exp_bar_content_align, 0.0, 0.0)
.color(Some(XP_COLOR))
.set(state.ids.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.ids.exp_bar_bg)
.set(state.ids.exp_bar_frame, ui);
// Show as Exp bar below skillbar
let exp_selected =
self.global_state.settings.interface.xp_bar_skillgroup == Some(*sel_tab);
if Button::image(if !exp_selected {
self.imgs.checkbox
} else {
self.imgs.checkbox_checked
})
.w_h(18.0, 18.0)
.hover_image(if !exp_selected {
self.imgs.checkbox_mo
} else {
self.imgs.checkbox_checked_mo
})
.press_image(if !exp_selected {
self.imgs.checkbox_press
} else {
self.imgs.checkbox_checked
})
.top_right_with_margins_on(state.ids.exp_bar_frame, 50.0, -30.0)
.set(state.ids.active_bar_checkbox, ui)
.was_clicked()
{
if self.global_state.settings.interface.xp_bar_skillgroup != Some(*sel_tab) {
events.push(Event::SelectExpBar(Some(*sel_tab)));
} else {
events.push(Event::SelectExpBar(None));
}
}
Text::new(&self.localized_strings.get_msg("hud-skill-set_as_exp_bar"))
.right_from(state.ids.active_bar_checkbox, 10.0)
.font_size(self.fonts.cyri.scale(14))
.font_id(self.fonts.cyri.conrod_id)
.graphics_for(state.ids.active_bar_checkbox)
.color(TEXT_COLOR)
.set(state.ids.active_bar_checkbox_label, ui);
// Show EXP bar text on hover
if ui
.widget_input(state.ids.exp_bar_frame)
.mouse()
.map_or(false, |m| m.is_over())
{
Text::new(&exp_txt)
.mid_top_with_margin_on(state.ids.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.ids.exp_bar_frame)
.set(state.ids.exp_bar_txt, ui);
}
Text::new(&rank_txt)
.mid_top_with_margin_on(state.ids.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.ids.exp_bar_rank, ui);
Text::new(&self.localized_strings.get_msg_ctx(
"hud-skill-sp_available",
&i18n::fluent_args! {
"number" => available_pts,
},
))
.mid_top_with_margin_on(state.ids.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.ids.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.ids.content_align, y, x)
.set(state.ids.skills_top_l_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.top_right_with_margins_on(state.ids.content_align, y, x)
.set(state.ids.skills_top_r_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.bottom_left_with_margins_on(state.ids.content_align, y, x)
.set(state.ids.skills_bot_l_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.bottom_right_with_margins_on(state.ids.content_align, y, x)
.set(state.ids.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,
}
},
DiarySection::AbilitySelection => {
use comp::ability::AbilityInput;
// Background Art
Image::new(self.imgs.book_bg)
.w_h(299.0 * 4.0, 184.0 * 4.0)
.mid_top_with_margin_on(state.ids.content_align, 4.0)
//.graphics_for(state.ids.content_align)
.set(state.ids.spellbook_art, ui);
Image::new(self.imgs.skills_bg)
.w_h(240.0 * 2.0, 40.0 * 2.0)
.mid_bottom_with_margin_on(state.ids.content_align, 8.0)
.set(state.ids.spellbook_skills_bg, ui);
Rectangle::fill_with([299.0 * 2.0, 184.0 * 4.0], color::TRANSPARENT)
.top_left_with_margins_on(state.ids.spellbook_art, 0.0, 0.0)
.set(state.ids.sb_page_left_align, ui);
Rectangle::fill_with([299.0 * 2.0, 184.0 * 4.0], color::TRANSPARENT)
.top_right_with_margins_on(state.ids.spellbook_art, 0.0, 0.0)
.set(state.ids.sb_page_right_align, ui);
// Display all active abilities on bottom of window
state.update(|s| {
s.ids
.active_abilities
.resize(MAX_ABILITIES, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.active_abilities_keys
.resize(MAX_ABILITIES, &mut ui.widget_id_generator())
});
let mut slot_maker = SlotMaker {
empty_slot: self.imgs.inv_slot,
filled_slot: self.imgs.inv_slot,
selected_slot: self.imgs.inv_slot_sel,
background_color: Some(UI_MAIN),
content_size: ContentSize {
width_height_ratio: 1.0,
max_fraction: 0.9,
},
selected_content_scale: 1.067,
amount_font: self.fonts.cyri.conrod_id,
amount_margins: Vec2::new(-4.0, 0.0),
amount_font_size: self.fonts.cyri.scale(12),
amount_text_color: TEXT_COLOR,
content_source: &(
self.active_abilities,
self.inventory,
self.skill_set,
self.context,
),
image_source: self.imgs,
slot_manager: Some(self.slot_manager),
pulse: 0.0,
};
for i in 0..MAX_ABILITIES {
let ability_id = self
.active_abilities
.get_ability(
AbilityInput::Auxiliary(i),
Some(self.inventory),
Some(self.skill_set),
)
.ability_id(Some(self.inventory), self.context);
let (ability_title, ability_desc) = if let Some(ability_id) = ability_id {
util::ability_description(ability_id, self.localized_strings)
} else {
(
Cow::Borrowed("Drag an ability here to use it."),
Cow::Borrowed(""),
)
};
let image_size = 80.0;
let image_offsets = 92.0 * i as f64;
let slot = AbilitySlot::Slot(i);
let mut ability_slot = slot_maker.fabricate(slot, [image_size; 2]);
if i == 0 {
ability_slot = ability_slot.top_left_with_margins_on(
state.ids.spellbook_skills_bg,
0.0,
32.0 + image_offsets,
);
} else {
ability_slot =
ability_slot.right_from(state.ids.active_abilities[i - 1], 4.0)
}
ability_slot
.with_tooltip(
self.tooltip_manager,
&ability_title,
&ability_desc,
&diary_tooltip,
TEXT_COLOR,
)
.set(state.ids.active_abilities[i], ui);
// Display Slot Keybinding
let keys = &self.global_state.settings.controls;
let key_layout = &self.global_state.window.key_layout;
let ability_key = [
GameInput::Slot1,
GameInput::Slot2,
GameInput::Slot3,
GameInput::Slot4,
GameInput::Slot5,
]
.get(i)
.and_then(|input| keys.get_binding(*input))
.map(|key| key.display_shortest(key_layout))
.unwrap_or_default();
Text::new(&ability_key)
.top_left_with_margins_on(state.ids.active_abilities[i], 0.0, 4.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(20))
.color(TEXT_COLOR)
.graphics_for(state.ids.active_abilities[i])
.set(state.ids.active_abilities_keys[i], ui);
}
let same_weap_kinds = self
.inventory
.equipped(EquipSlot::ActiveMainhand)
.zip(self.inventory.equipped(EquipSlot::ActiveOffhand))
.map_or(false, |(a, b)| {
if let (ItemKind::Tool(tool_a), ItemKind::Tool(tool_b)) =
(&*a.kind(), &*b.kind())
{
(a.ability_spec(), tool_a.kind) == (b.ability_spec(), tool_b.kind)
} else {
false
}
});
let main_weap_abilities = ActiveAbilities::iter_available_abilities(
Some(self.inventory),
Some(self.skill_set),
EquipSlot::ActiveMainhand,
)
.map(AuxiliaryAbility::MainWeapon)
.map(|a| {
(
Ability::from(a).ability_id(Some(self.inventory), self.context),
a,
)
});
let off_weap_abilities = ActiveAbilities::iter_available_abilities(
Some(self.inventory),
Some(self.skill_set),
EquipSlot::ActiveOffhand,
)
.map(AuxiliaryAbility::OffWeapon)
.map(|a| {
(
Ability::from(a).ability_id(Some(self.inventory), self.context),
a,
)
});
let abilities: Vec<_> = if same_weap_kinds {
// When the weapons have the same ability kind take only the main weapons,
main_weap_abilities.collect()
} else {
main_weap_abilities.chain(off_weap_abilities).collect()
};
const ABILITIES_PER_PAGE: usize = 12;
let page_indices = (abilities.len().saturating_sub(1)) / ABILITIES_PER_PAGE;
if state.ability_page > page_indices {
state.update(|s| s.ability_page = 0);
}
state.update(|s| {
s.ids
.abilities
.resize(ABILITIES_PER_PAGE, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.abilities_dual
.resize(ABILITIES_PER_PAGE, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.ability_titles
.resize(ABILITIES_PER_PAGE, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.ability_frames
.resize(ABILITIES_PER_PAGE, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.ability_descs
.resize(ABILITIES_PER_PAGE, &mut ui.widget_id_generator())
});
// Page button
// Left Arrow
let left_arrow = Button::image(if state.ability_page > 0 {
self.imgs.arrow_l
} else {
self.imgs.arrow_l_inactive
})
.bottom_left_with_margins_on(state.ids.spellbook_art, -83.0, 10.0)
.w_h(48.0, 55.0);
// Grey out arrows when inactive
if state.ability_page > 0 {
if left_arrow
.hover_image(self.imgs.arrow_l_click)
.press_image(self.imgs.arrow_l)
.set(state.ids.ability_page_left, ui)
.was_clicked()
{
state.update(|s| s.ability_page -= 1);
}
} else {
left_arrow.set(state.ids.ability_page_left, ui);
}
// Right Arrow
let right_arrow = Button::image(if state.ability_page < page_indices {
self.imgs.arrow_r
} else {
self.imgs.arrow_r_inactive
})
.bottom_right_with_margins_on(state.ids.spellbook_art, -83.0, 10.0)
.w_h(48.0, 55.0);
if state.ability_page < page_indices {
// Only show right button if not on last page
if right_arrow
.hover_image(self.imgs.arrow_r_click)
.press_image(self.imgs.arrow_r)
.set(state.ids.ability_page_right, ui)
.was_clicked()
{
state.update(|s| s.ability_page += 1);
};
} else {
right_arrow.set(state.ids.ability_page_right, ui);
}
let ability_start = state.ability_page * ABILITIES_PER_PAGE;
let mut slot_maker = SlotMaker {
empty_slot: self.imgs.inv_slot,
filled_slot: self.imgs.inv_slot,
selected_slot: self.imgs.inv_slot_sel,
background_color: Some(UI_MAIN),
content_size: ContentSize {
width_height_ratio: 1.0,
max_fraction: 1.0,
},
selected_content_scale: 1.067,
amount_font: self.fonts.cyri.conrod_id,
amount_margins: Vec2::new(-4.0, 0.0),
amount_font_size: self.fonts.cyri.scale(12),
amount_text_color: TEXT_COLOR,
content_source: &(
self.active_abilities,
self.inventory,
self.skill_set,
self.context,
),
image_source: self.imgs,
slot_manager: Some(self.slot_manager),
pulse: 0.0,
};
for (id_index, (ability_id, ability)) in abilities
.iter()
.skip(ability_start)
.take(ABILITIES_PER_PAGE)
.enumerate()
{
let (ability_title, ability_desc) =
util::ability_description(ability_id.unwrap_or(""), self.localized_strings);
let (align_state, image_offsets) = if id_index < 6 {
(state.ids.sb_page_left_align, 120.0 * id_index as f64)
} else {
(state.ids.sb_page_right_align, 120.0 * (id_index - 6) as f64)
};
Image::new(if same_weap_kinds {
self.imgs.ability_frame_dual
} else {
self.imgs.ability_frame
})
.w_h(566.0, 108.0)
.top_left_with_margins_on(align_state, 16.0 + image_offsets, 16.0)
.color(Some(UI_HIGHLIGHT_0))
.set(state.ids.ability_frames[id_index], ui);
let slot = AbilitySlot::Ability(*ability);
slot_maker
.fabricate(slot, [100.0; 2])
.top_left_with_margins_on(align_state, 20.0 + image_offsets, 20.0)
.set(state.ids.abilities[id_index], ui);
if same_weap_kinds {
if let AuxiliaryAbility::MainWeapon(slot) = ability {
let ability = AuxiliaryAbility::OffWeapon(*slot);
let slot = AbilitySlot::Ability(ability);
slot_maker
.fabricate(slot, [100.0; 2])
.top_right_with_margins_on(align_state, 20.0 + image_offsets, 20.0)
.set(state.ids.abilities_dual[id_index], ui);
}
}
// The page width...
let text_width = 299.0 * 2.0
- if same_weap_kinds && matches!(ability, AuxiliaryAbility::MainWeapon(_)) {
// with double the width of an ability image and some padding subtracted
// if dual wielding two of the same weapon kind
(20.0 + 100.0 + 10.0) * 2.0
} else {
// or the width of an ability image and some padding subtracted
// otherwise
20.0 * 2.0 + 100.0
};
Text::new(&ability_title)
.top_left_with_margins_on(state.ids.abilities[id_index], 5.0, 110.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(28))
.color(TEXT_COLOR)
.w(text_width)
.graphics_for(state.ids.abilities[id_index])
.set(state.ids.ability_titles[id_index], ui);
Text::new(&ability_desc)
.top_left_with_margins_on(state.ids.abilities[id_index], 40.0, 110.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(18))
.color(TEXT_COLOR)
.w(text_width)
.graphics_for(state.ids.abilities[id_index])
.set(state.ids.ability_descs[id_index], ui);
}
events
},
DiarySection::Stats => {
const STATS: [&str; 13] = [
"Hitpoints",
"Energy",
"Poise",
"Combat-Rating",
"Protection",
"Stun-Resistance",
"Crit-Power",
"Energy Reward",
"Stealth",
"Weapon Power",
"Weapon Speed",
"Weapon Poise",
"Weapon Crit-Chance",
];
// Background Art
Image::new(self.imgs.book_bg)
.w_h(299.0 * 4.0, 184.0 * 4.0)
.mid_top_with_margin_on(state.ids.content_align, 4.0)
.set(state.ids.spellbook_art, ui);
state.update(|s| {
s.ids
.stat_names
.resize(STATS.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.stat_values
.resize(STATS.len(), &mut ui.widget_id_generator())
});
for (i, stat) in STATS.iter().copied().enumerate() {
// Stat names
let mut txt = Text::new(stat)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(29))
.color(BLACK);
if i == 0 {
txt = txt.top_left_with_margins_on(state.ids.spellbook_art, 20.0, 20.0);
} else {
txt = txt.down_from(state.ids.stat_names[i - 1], 10.0);
};
txt.set(state.ids.stat_names[i], ui);
let main_weap_stats = self
.inventory
.equipped(EquipSlot::ActiveMainhand)
.and_then(|item| match &*item.kind() {
ItemKind::Tool(tool) => Some(tool.stats),
_ => None,
});
let off_weap_stats = self
.inventory
.equipped(EquipSlot::ActiveOffhand)
.and_then(|item| match &*item.kind() {
ItemKind::Tool(tool) => Some(tool.stats),
_ => None,
});
// Stat values
let value = match stat {
"Hitpoints" => format!("{}", self.health.base_max() as u32),
"Energy" => format!("{}", self.energy.base_max() as u32),
"Poise" => format!("{}", self.poise.base_max() as u32),
"Combat-Rating" => {
let cr = combat::combat_rating(
self.inventory,
self.health,
self.energy,
self.poise,
self.skill_set,
*self.body,
self.msm,
);
format!("{:.2}", cr * 10.0)
},
"Protection" => {
let protection =
combat::compute_protection(Some(self.inventory), self.msm);
match protection {
Some(prot) => format!("{}", prot),
None => String::from("Invincible"),
}
},
"Stun-Resistance" => {
let stun_res = Poise::compute_poise_damage_reduction(
Some(self.inventory),
self.msm,
None,
None,
);
format!("{:.2}%", stun_res * 100.0)
},
"Crit-Power" => {
let critpwr = combat::compute_crit_mult(Some(self.inventory), self.msm);
format!("x{:.2}", critpwr)
},
"Energy Reward" => {
let energy_rew =
combat::compute_energy_reward_mod(Some(self.inventory), self.msm);
format!("{:+.0}%", (energy_rew - 1.0) * 100.0)
},
"Stealth" => {
let stealth_perception_multiplier =
combat::perception_dist_multiplier_from_stealth(
Some(self.inventory),
None,
self.msm,
);
let txt =
format!("{:+.1}%", (1.0 - stealth_perception_multiplier) * 100.0);
txt
},
"Weapon Power" => match (main_weap_stats, off_weap_stats) {
(Some(m_stats), Some(o_stats)) => {
format!("{} {}", m_stats.power * 10.0, o_stats.power * 10.0)
},
(Some(stats), None) | (None, Some(stats)) => {
format!("{}", stats.power * 10.0)
},
(None, None) => String::new(),
},
"Weapon Speed" => {
let spd_fmt = |sp| (sp - 1.0) * 100.0;
match (main_weap_stats, off_weap_stats) {
(Some(m_stats), Some(o_stats)) => format!(
"{:+.0}% {:+.0}%",
spd_fmt(m_stats.speed),
spd_fmt(o_stats.speed)
),
(Some(stats), None) | (None, Some(stats)) => {
format!("{:+.0}%", spd_fmt(stats.speed))
},
_ => String::new(),
}
},
"Weapon Poise" => match (main_weap_stats, off_weap_stats) {
(Some(m_stats), Some(o_stats)) => {
format!(
"{} {}",
m_stats.effect_power * 10.0,
o_stats.effect_power * 10.0
)
},
(Some(stats), None) | (None, Some(stats)) => {
format!("{}", stats.effect_power * 10.0)
},
(None, None) => String::new(),
},
"Weapon Crit-Chance" => {
let crit_fmt = |cc| cc * 100.0;
match (main_weap_stats, off_weap_stats) {
(Some(m_stats), Some(o_stats)) => format!(
"{:.1}% {:.1}%",
crit_fmt(m_stats.crit_chance),
crit_fmt(o_stats.crit_chance)
),
(Some(stats), None) | (None, Some(stats)) => {
format!("{:.1}%", crit_fmt(stats.crit_chance))
},
(None, None) => String::new(),
}
},
unknown => unreachable!("{}", unknown),
};
let mut number = Text::new(&value)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(29))
.color(BLACK);
if i == 0 {
number = number.right_from(state.ids.stat_names[i], 265.0);
} else {
number = number.down_from(state.ids.stat_values[i - 1], 10.0);
};
number.set(state.ids.stat_values[i], ui);
}
events
},
}
}
}
fn skill_tree_from_str(string: &str) -> Option<SelectedSkillTree> {
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,
}
}
fn section_from_str(string: &str) -> Option<DiarySection> {
match string {
"Abilities" => Some(DiarySection::AbilitySelection),
"Skill-Trees" => Some(DiarySection::SkillTrees),
"Stats" => Some(DiarySection::Stats),
_ => 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,
},
Ability {
skill: Skill,
ability_id: &'a str,
position: PositionSpecifier,
},
}
impl<'a> Diary<'a> {
fn handle_general_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
let tree_title = &self.localized_strings.get_msg("common-weapons-general");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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::*};
use SkillGroupKind::*;
use ToolKind::*;
// General Combat
Image::new(animate_by_pulse(
&self.item_imgs.img_ids_or_not_found_img(ItemKey::Simple(
"example_general_combat_left".to_string(),
)),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.general_combat_render_0, ui);
Image::new(animate_by_pulse(
&self.item_imgs.img_ids_or_not_found_img(ItemKey::Simple(
"example_general_combat_right".to_string(),
)),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.general_combat_render_0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_general_stat_0,
},
SkillIcon::Unlockable {
skill: Skill::General(EnergyIncrease),
image: self.imgs.energy_plus_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_general_stat_1,
},
// Top right skills
SkillIcon::Unlockable {
skill: Skill::UnlockGroup(Weapon(Sword)),
image: self.imgs.unlock_sword_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[0], 3.0),
id: state.ids.skill_general_tree_0,
},
SkillIcon::Unlockable {
skill: Skill::UnlockGroup(Weapon(Axe)),
image: self.imgs.unlock_axe_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_general_tree_1,
},
SkillIcon::Unlockable {
skill: Skill::UnlockGroup(Weapon(Hammer)),
image: self.imgs.unlock_hammer_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_general_tree_2,
},
SkillIcon::Unlockable {
skill: Skill::UnlockGroup(Weapon(Bow)),
image: self.imgs.unlock_bow_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_general_tree_3,
},
SkillIcon::Unlockable {
skill: Skill::UnlockGroup(Weapon(Staff)),
image: self.imgs.unlock_staff_skill0,
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
id: state.ids.skill_general_tree_4,
},
SkillIcon::Unlockable {
skill: Skill::UnlockGroup(Weapon(Sceptre)),
image: self.imgs.unlock_sceptre_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[5], 3.0),
id: state.ids.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.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_general_roll_0,
},
SkillIcon::Unlockable {
skill: Skill::Roll(Cost),
image: self.imgs.utility_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_general_roll_1,
},
SkillIcon::Unlockable {
skill: Skill::Roll(Strength),
image: self.imgs.utility_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_general_roll_2,
},
SkillIcon::Unlockable {
skill: Skill::Roll(Duration),
image: self.imgs.utility_duration_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.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.ids.skills_bot_r[0], 3.0),
id: state.ids.skill_general_climb_0,
},
SkillIcon::Unlockable {
skill: Skill::Climb(ClimbSkill::Cost),
image: self.imgs.utility_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_r[1], 3.0),
id: state.ids.skill_general_climb_1,
},
SkillIcon::Unlockable {
skill: Skill::Climb(ClimbSkill::Speed),
image: self.imgs.utility_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_r[2], 3.0),
id: state.ids.skill_general_climb_2,
},
SkillIcon::Descriptive {
title: "hud-skill-swim_title",
desc: "hud-skill-swim",
image: self.imgs.skill_swim_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_r[3], 3.0),
id: state.ids.skill_general_swim_0,
},
SkillIcon::Unlockable {
skill: Skill::Swim(SwimSkill::Speed),
image: self.imgs.utility_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_r[4], 3.0),
id: state.ids.skill_general_swim_1,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_sword_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-sword");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.tree_title_txt, ui);
// Sword
Image::new(self.imgs.sword_bg)
.wh([1000.0, 600.0])
.mid_top_with_margin_on(state.ids.content_align, 80.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.sword_bg, ui);
use PositionSpecifier::TopLeftWithMarginsOn;
let skill_buttons = &[
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::BalancedFinisher),
ability_id: "common.abilities.sword.balanced_finisher",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 489.0, 462.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::OffensiveCombo),
ability_id: "common.abilities.sword.offensive_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 389.0, 313.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::OffensiveFinisher),
ability_id: "common.abilities.sword.offensive_finisher",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 489.0, 265.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::OffensiveAdvance),
ability_id: "common.abilities.sword.offensive_advance",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 489.0, 361.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CripplingCombo),
ability_id: "common.abilities.sword.crippling_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 164.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CripplingFinisher),
ability_id: "common.abilities.sword.crippling_finisher",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 193.0, 164.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CripplingStrike),
ability_id: "common.abilities.sword.crippling_strike",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 97.0, 164.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CripplingGouge),
ability_id: "common.abilities.sword.crippling_gouge",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 164.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CleavingCombo),
ability_id: "common.abilities.sword.cleaving_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 15.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CleavingFinisher),
ability_id: "common.abilities.sword.cleaving_finisher",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 193.0, 15.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CleavingSpin),
ability_id: "common.abilities.sword.cleaving_spin",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 97.0, 15.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::CleavingDive),
ability_id: "common.abilities.sword.cleaving_dive",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 15.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::DefensiveCombo),
ability_id: "common.abilities.sword.defensive_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 389.0, 611.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::DefensiveBulwark),
ability_id: "common.abilities.sword.defensive_bulwark",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 489.0, 659.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::DefensiveRetreat),
ability_id: "common.abilities.sword.defensive_retreat",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 489.0, 563.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ParryingCombo),
ability_id: "common.abilities.sword.parrying_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 760.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ParryingParry),
ability_id: "common.abilities.sword.parrying_parry",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 193.0, 760.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ParryingRiposte),
ability_id: "common.abilities.sword.parrying_riposte",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 97.0, 760.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ParryingCounter),
ability_id: "common.abilities.sword.parrying_counter",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 760.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::HeavyCombo),
ability_id: "common.abilities.sword.heavy_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 909.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::HeavyFinisher),
ability_id: "common.abilities.sword.heavy_finisher",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 193.0, 909.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::HeavyPommelStrike),
ability_id: "common.abilities.sword.heavy_pommelstrike",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 97.0, 909.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::HeavyFortitude),
ability_id: "common.abilities.sword.heavy_fortitude",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 909.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::MobilityCombo),
ability_id: "common.abilities.sword.mobility_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 462.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::MobilityFeint),
ability_id: "common.abilities.sword.mobility_feint",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 313.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::MobilityAgility),
ability_id: "common.abilities.sword.mobility_agility",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 289.0, 611.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ReachingCombo),
ability_id: "common.abilities.sword.reaching_combo",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 141.0, 462.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ReachingCharge),
ability_id: "common.abilities.sword.reaching_charge",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 367.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ReachingFlurry),
ability_id: "common.abilities.sword.reaching_flurry",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 462.0),
},
SkillIcon::Ability {
skill: Skill::Sword(SwordSkill::ReachingSkewer),
ability_id: "common.abilities.sword.reaching_skewer",
position: TopLeftWithMarginsOn(state.ids.sword_bg, 2.0, 558.0),
},
];
state.update(|s| {
s.ids
.skills
.resize(skill_buttons.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.skill_lock_imgs
.resize(skill_buttons.len(), &mut ui.widget_id_generator())
});
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_hammer_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-hammer");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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(ItemKey::Simple("example_hammer".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_hammer_combo_0,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(SsKnockback),
image: self.imgs.physical_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_hammer_combo_1,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(SsDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_hammer_combo_2,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(SsSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.skill_hammer_combo_3,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(SsRegen),
image: self.imgs.physical_energy_regen_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[4], 3.0),
id: state.ids.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.ids.skills_top_r[0], 3.0),
id: state.ids.skill_hammer_charged_0,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(CKnockback),
image: self.imgs.physical_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_hammer_charged_1,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(CDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_hammer_charged_2,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(CDrain),
image: self.imgs.physical_energy_drain_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_hammer_charged_3,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(CSpeed),
image: self.imgs.physical_amount_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
id: state.ids.skill_hammer_charged_4,
},
// Bottom left skills
SkillIcon::Unlockable {
skill: Skill::Hammer(UnlockLeap),
image: self.imgs.hammerleap,
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_hammer_leap_0,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(LDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_hammer_leap_1,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(LKnockback),
image: self.imgs.physical_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_hammer_leap_2,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(LCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.skill_hammer_leap_3,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(LDistance),
image: self.imgs.physical_distance_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
id: state.ids.skill_hammer_leap_4,
},
SkillIcon::Unlockable {
skill: Skill::Hammer(LRange),
image: self.imgs.physical_radius_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[5], 3.0),
id: state.ids.skill_hammer_leap_5,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_axe_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-axe");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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(ItemKey::Simple("example_axe".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_axe_combo_0,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsCombo),
image: self.imgs.physical_combo_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_axe_combo_1,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_axe_combo_2,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.skill_axe_combo_3,
},
SkillIcon::Unlockable {
skill: Skill::Axe(DsRegen),
image: self.imgs.physical_energy_regen_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[4], 3.0),
id: state.ids.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.ids.skills_top_r[0], 3.0),
id: state.ids.skill_axe_spin_0,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SInfinite),
image: self.imgs.physical_infinite_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_axe_spin_1,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_axe_spin_2,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SHelicopter),
image: self.imgs.physical_helicopter_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_axe_spin_3,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
id: state.ids.skill_axe_spin_4,
},
SkillIcon::Unlockable {
skill: Skill::Axe(SCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[5], 3.0),
id: state.ids.skill_axe_spin_5,
},
// Bottom left skills
SkillIcon::Unlockable {
skill: Skill::Axe(UnlockLeap),
image: self.imgs.skill_axe_leap_slash,
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_axe_leap_0,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_axe_leap_1,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LKnockback),
image: self.imgs.physical_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_axe_leap_2,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.skill_axe_leap_3,
},
SkillIcon::Unlockable {
skill: Skill::Axe(LDistance),
image: self.imgs.physical_distance_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
id: state.ids.skill_axe_leap_4,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_sceptre_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-sceptre");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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(ItemKey::Simple("example_sceptre".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_sceptre_lifesteal_0,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(LDamage),
image: self.imgs.magic_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_sceptre_lifesteal_1,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(LRange),
image: self.imgs.magic_distance_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_sceptre_lifesteal_2,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(LLifesteal),
image: self.imgs.magic_lifesteal_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.skill_sceptre_lifesteal_3,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(LRegen),
image: self.imgs.magic_energy_regen_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[4], 3.0),
id: state.ids.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.ids.skills_top_r[0], 3.0),
id: state.ids.skill_sceptre_heal_0,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(HHeal),
image: self.imgs.heal_heal_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_sceptre_heal_1,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(HDuration),
image: self.imgs.heal_duration_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_sceptre_heal_2,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(HRange),
image: self.imgs.heal_radius_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_sceptre_heal_3,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(HCost),
image: self.imgs.heal_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
id: state.ids.skill_sceptre_heal_4,
},
// Bottom left skills
SkillIcon::Unlockable {
skill: Skill::Sceptre(UnlockAura),
image: self.imgs.skill_sceptre_aura,
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_sceptre_aura_0,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(AStrength),
image: self.imgs.buff_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_sceptre_aura_1,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(ADuration),
image: self.imgs.buff_duration_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_sceptre_aura_2,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(ARange),
image: self.imgs.buff_radius_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.skill_sceptre_aura_3,
},
SkillIcon::Unlockable {
skill: Skill::Sceptre(ACost),
image: self.imgs.buff_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
id: state.ids.skill_sceptre_aura_4,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_bow_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-bow");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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(ItemKey::Simple("example_bow".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_bow_charged_0,
},
SkillIcon::Unlockable {
skill: Skill::Bow(CDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_bow_charged_1,
},
SkillIcon::Unlockable {
skill: Skill::Bow(CRegen),
image: self.imgs.physical_energy_regen_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_bow_charged_2,
},
SkillIcon::Unlockable {
skill: Skill::Bow(CKnockback),
image: self.imgs.physical_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.skill_bow_charged_3,
},
SkillIcon::Unlockable {
skill: Skill::Bow(CSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[4], 3.0),
id: state.ids.skill_bow_charged_4,
},
SkillIcon::Unlockable {
skill: Skill::Bow(CMove),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[5], 3.0),
id: state.ids.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.ids.skills_top_r[0], 3.0),
id: state.ids.skill_bow_repeater_0,
},
SkillIcon::Unlockable {
skill: Skill::Bow(RDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_bow_repeater_1,
},
SkillIcon::Unlockable {
skill: Skill::Bow(RCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_bow_repeater_2,
},
SkillIcon::Unlockable {
skill: Skill::Bow(RSpeed),
image: self.imgs.physical_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_bow_repeater_3,
},
// Bottom left skills
SkillIcon::Unlockable {
skill: Skill::Bow(UnlockShotgun),
image: self.imgs.skill_bow_jump_burst,
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_bow_shotgun_0,
},
SkillIcon::Unlockable {
skill: Skill::Bow(SDamage),
image: self.imgs.physical_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_bow_shotgun_1,
},
SkillIcon::Unlockable {
skill: Skill::Bow(SCost),
image: self.imgs.physical_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_bow_shotgun_2,
},
SkillIcon::Unlockable {
skill: Skill::Bow(SArrows),
image: self.imgs.physical_amount_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.skill_bow_shotgun_3,
},
SkillIcon::Unlockable {
skill: Skill::Bow(SSpread),
image: self.imgs.physical_explosion_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
id: state.ids.skill_bow_shotgun_4,
},
// Bottom right skills
SkillIcon::Unlockable {
skill: Skill::Bow(ProjSpeed),
image: self.imgs.physical_projectile_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_r[0], 3.0),
id: state.ids.skill_bow_passive_0,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_staff_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-staff");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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(ItemKey::Simple("example_staff_fire".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_staff_basic_0,
},
SkillIcon::Unlockable {
skill: Skill::Staff(BDamage),
image: self.imgs.magic_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_staff_basic_1,
},
SkillIcon::Unlockable {
skill: Skill::Staff(BRegen),
image: self.imgs.magic_energy_regen_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_staff_basic_2,
},
SkillIcon::Unlockable {
skill: Skill::Staff(BRadius),
image: self.imgs.magic_radius_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.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.ids.skills_top_r[0], 3.0),
id: state.ids.skill_staff_beam_0,
},
SkillIcon::Unlockable {
skill: Skill::Staff(FDamage),
image: self.imgs.magic_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[1], 3.0),
id: state.ids.skill_staff_beam_1,
},
SkillIcon::Unlockable {
skill: Skill::Staff(FDrain),
image: self.imgs.magic_energy_drain_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[2], 3.0),
id: state.ids.skill_staff_beam_2,
},
SkillIcon::Unlockable {
skill: Skill::Staff(FRange),
image: self.imgs.magic_radius_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[3], 3.0),
id: state.ids.skill_staff_beam_3,
},
SkillIcon::Unlockable {
skill: Skill::Staff(FVelocity),
image: self.imgs.magic_projectile_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_r[4], 3.0),
id: state.ids.skill_staff_beam_4,
},
// Bottom left skills
SkillIcon::Unlockable {
skill: Skill::Staff(UnlockShockwave),
image: self.imgs.fire_aoe,
position: MidTopWithMarginOn(state.ids.skills_bot_l[0], 3.0),
id: state.ids.skill_staff_shockwave_0,
},
SkillIcon::Unlockable {
skill: Skill::Staff(SDamage),
image: self.imgs.magic_damage_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[1], 3.0),
id: state.ids.skill_staff_shockwave_1,
},
SkillIcon::Unlockable {
skill: Skill::Staff(SKnockback),
image: self.imgs.magic_knockback_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[2], 3.0),
id: state.ids.skill_staff_shockwave_2,
},
SkillIcon::Unlockable {
skill: Skill::Staff(SCost),
image: self.imgs.magic_cost_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[3], 3.0),
id: state.ids.skill_staff_shockwave_3,
},
SkillIcon::Unlockable {
skill: Skill::Staff(SRange),
image: self.imgs.magic_radius_skill,
position: MidTopWithMarginOn(state.ids.skills_bot_l[4], 3.0),
id: state.ids.skill_staff_shockwave_4,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_mining_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-tool-mining");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.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(ItemKey::Simple("example_pick".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.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.ids.skills_top_l[0], 3.0),
id: state.ids.skill_pick_m1,
},
SkillIcon::Unlockable {
skill: Skill::Pick(Speed),
image: self.imgs.pickaxe_speed_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[1], 3.0),
id: state.ids.skill_pick_m1_0,
},
SkillIcon::Unlockable {
skill: Skill::Pick(OreGain),
image: self.imgs.pickaxe_oregain_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[2], 3.0),
id: state.ids.skill_pick_m1_1,
},
SkillIcon::Unlockable {
skill: Skill::Pick(GemGain),
image: self.imgs.pickaxe_gemgain_skill,
position: MidTopWithMarginOn(state.ids.skills_top_l[3], 3.0),
id: state.ids.skill_pick_m1_2,
},
];
self.handle_skill_buttons(skill_buttons, ui, &mut events, diary_tooltip, state);
events
}
fn handle_skill_buttons(
&mut self,
icons: &[SkillIcon],
ui: &mut UiCell,
events: &mut Vec<Event>,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
) {
for (i, icon) in icons.iter().enumerate() {
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_msg(title),
&self.localized_strings.get_msg(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,
),
SkillIcon::Ability {
skill,
ability_id,
position,
} => self.create_unlock_ability_button(
*skill,
ability_id,
*position,
i,
ui,
events,
diary_tooltip,
state,
),
}
}
}
fn setup_state_for_skill_icons(
&mut self,
state: &mut State<DiaryState>,
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.ids
.skills_top_l
.resize(skills_top_l, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.skills_top_r
.resize(skills_top_r, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.skills_bot_l
.resize(skills_bot_l, &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.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.ids.skills_top_l_align,
state.ids.skills_top_l[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.ids.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.ids.skills_top_r_align,
state.ids.skills_top_r[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.ids.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.ids.skills_bot_l_align,
state.ids.skills_bot_l[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.ids.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.ids.skills_bot_r_align,
state.ids.skills_bot_r[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.ids.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<Event>,
diary_tooltip: &Tooltip,
) {
let label = if self.skill_set.prerequisites_met(skill) {
let current = self.skill_set.skill_level(skill).unwrap_or(0);
let max = skill.max_level();
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 skill_strings = skill_strings(skill);
let (title, description) =
skill_strings.localize(self.localized_strings, self.skill_set, skill);
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 create_unlock_ability_button(
&mut self,
skill: Skill,
ability_id: &str,
position: PositionSpecifier,
widget_index: usize,
ui: &mut UiCell,
events: &mut Vec<Event>,
diary_tooltip: &Tooltip,
state: &mut State<DiaryState>,
) {
let locked = !self.skill_set.prerequisites_met(skill);
let owned = self.skill_set.has_skill(skill);
let image_color = if owned {
TEXT_COLOR
} else {
Color::Rgba(0.41, 0.41, 0.41, 0.7)
};
let (title, description) = util::ability_description(ability_id, self.localized_strings);
let sp_cost = sp(self.localized_strings, self.skill_set, skill);
let description = format!("{description}\n{sp_cost}");
let button = Button::image(util::ability_image(self.imgs, ability_id))
.w_h(76.0, 76.0)
.position(position)
.image_color(image_color)
.with_tooltip(
self.tooltip_manager,
&title,
&description,
diary_tooltip,
TEXT_COLOR,
)
.set(state.ids.skills[widget_index], ui);
// Lock Image
if locked {
Image::new(self.imgs.lock)
.w_h(76.0, 76.0)
.middle_of(state.ids.skills[widget_index])
.graphics_for(state.ids.skills[widget_index])
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.8)))
.set(state.ids.skill_lock_imgs[widget_index], ui);
}
if button.was_clicked() {
events.push(Event::UnlockSkill(skill));
};
}
}
/// Returns skill info as a tuple of title and description.
///
/// If you want to get localized version, use `SkillStrings::localize` method
fn skill_strings(skill: Skill) -> SkillStrings<'static> {
match skill {
// general tree
Skill::General(s) => general_skill_strings(s),
Skill::UnlockGroup(s) => unlock_skill_strings(s),
// weapon trees
Skill::Axe(s) => axe_skill_strings(s),
Skill::Hammer(s) => hammer_skill_strings(s),
Skill::Bow(s) => bow_skill_strings(s),
Skill::Staff(s) => staff_skill_strings(s),
Skill::Sceptre(s) => sceptre_skill_strings(s),
// movement trees
Skill::Roll(s) => roll_skill_strings(s),
Skill::Climb(s) => climb_skill_strings(s),
Skill::Swim(s) => swim_skill_strings(s),
// mining
Skill::Pick(s) => mining_skill_strings(s),
_ => SkillStrings::plain("", ""),
}
}
fn general_skill_strings(skill: GeneralSkill) -> SkillStrings<'static> {
match skill {
GeneralSkill::HealthIncrease => SkillStrings::with_const(
"hud-skill-inc_health_title",
"hud-skill-inc_health",
u32::from(HP_PER_LEVEL),
),
GeneralSkill::EnergyIncrease => SkillStrings::with_const(
"hud-skill-inc_energy_title",
"hud-skill-inc_energy",
u32::from(ENERGY_PER_LEVEL),
),
}
}
fn unlock_skill_strings(group: SkillGroupKind) -> SkillStrings<'static> {
match group {
SkillGroupKind::Weapon(ToolKind::Sword) => {
SkillStrings::plain("hud-skill-unlck_sword_title", "hud-skill-unlck_sword")
},
SkillGroupKind::Weapon(ToolKind::Axe) => {
SkillStrings::plain("hud-skill-unlck_axe_title", "hud-skill-unlck_axe")
},
SkillGroupKind::Weapon(ToolKind::Hammer) => {
SkillStrings::plain("hud-skill-unlck_hammer_title", "hud-skill-unlck_hammer")
},
SkillGroupKind::Weapon(ToolKind::Bow) => {
SkillStrings::plain("hud-skill-unlck_bow_title", "hud-skill-unlck_bow")
},
SkillGroupKind::Weapon(ToolKind::Staff) => {
SkillStrings::plain("hud-skill-unlck_staff_title", "hud-skill-unlck_staff")
},
SkillGroupKind::Weapon(ToolKind::Sceptre) => {
SkillStrings::plain("hud-skill-unlck_sceptre_title", "hud-skill-unlck_sceptre")
},
SkillGroupKind::General
| SkillGroupKind::Weapon(
ToolKind::Dagger
| ToolKind::Shield
| ToolKind::Spear
| ToolKind::Blowgun
| ToolKind::Debug
| ToolKind::Farming
| ToolKind::Instrument
| ToolKind::Pick
| ToolKind::Natural
| ToolKind::Empty,
) => {
tracing::warn!("Requesting title for unlocking unexpected skill group");
SkillStrings::Empty
},
}
}
fn axe_skill_strings(skill: AxeSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.axe_tree;
match skill {
// Double strike upgrades
AxeSkill::DsCombo => SkillStrings::plain(
"hud-skill-axe_double_strike_combo_title",
"hud-skill-axe_double_strike_combo",
),
AxeSkill::DsDamage => SkillStrings::plain(
"hud-skill-axe_double_strike_damage_title",
"hud-skill-axe_double_strike_damage",
),
AxeSkill::DsSpeed => SkillStrings::plain(
"hud-skill-axe_double_strike_speed_title",
"hud-skill-axe_double_strike_speed",
),
AxeSkill::DsRegen => SkillStrings::plain(
"hud-skill-axe_double_strike_regen_title",
"hud-skill-axe_double_strike_regen",
),
// Spin upgrades
AxeSkill::SInfinite => SkillStrings::plain(
"hud-skill-axe_infinite_axe_spin_title",
"hud-skill-axe_infinite_axe_spin",
),
AxeSkill::SHelicopter => SkillStrings::plain(
"hud-skill-axe_spin_helicopter_title",
"hud-skill-axe_spin_helicopter",
),
AxeSkill::SDamage => SkillStrings::with_mult(
"hud-skill-axe_spin_damage_title",
"hud-skill-axe_spin_damage",
modifiers.spin.base_damage,
),
AxeSkill::SSpeed => SkillStrings::with_mult(
"hud-skill-axe_spin_speed_title",
"hud-skill-axe_spin_speed",
modifiers.spin.swing_duration,
),
AxeSkill::SCost => SkillStrings::with_mult(
"hud-skill-axe_spin_cost_title",
"hud-skill-axe_spin_cost",
modifiers.spin.energy_cost,
),
// Leap upgrades
AxeSkill::UnlockLeap => SkillStrings::plain(
"hud-skill-axe_unlock_leap_title",
"hud-skill-axe_unlock_leap",
),
AxeSkill::LDamage => SkillStrings::with_mult(
"hud-skill-axe_leap_damage_title",
"hud-skill-axe_leap_damage",
modifiers.leap.base_damage,
),
AxeSkill::LKnockback => SkillStrings::with_mult(
"hud-skill-axe_leap_knockback_title",
"hud-skill-axe_leap_knockback",
modifiers.leap.knockback,
),
AxeSkill::LCost => SkillStrings::with_mult(
"hud-skill-axe_leap_cost_title",
"hud-skill-axe_leap_cost",
modifiers.leap.energy_cost,
),
AxeSkill::LDistance => SkillStrings::with_mult(
"hud-skill-axe_leap_distance_title",
"hud-skill-axe_leap_distance",
modifiers.leap.leap_strength,
),
}
}
fn hammer_skill_strings(skill: HammerSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.hammer_tree;
// Single strike upgrades
match skill {
HammerSkill::SsKnockback => SkillStrings::with_mult(
"hud-skill-hmr_single_strike_knockback_title",
"hud-skill-hmr_single_strike_knockback",
modifiers.single_strike.knockback,
),
HammerSkill::SsDamage => SkillStrings::plain(
"hud-skill-hmr_single_strike_damage_title",
"hud-skill-hmr_single_strike_damage",
),
HammerSkill::SsSpeed => SkillStrings::plain(
"hud-skill-hmr_single_strike_speed_title",
"hud-skill-hmr_single_strike_speed",
),
HammerSkill::SsRegen => SkillStrings::plain(
"hud-skill-hmr_single_strike_regen_title",
"hud-skill-hmr_single_strike_regen",
),
// Charged melee upgrades
HammerSkill::CDamage => SkillStrings::with_mult(
"hud-skill-hmr_charged_melee_damage_title",
"hud-skill-hmr_charged_melee_damage",
modifiers.charged.scaled_damage,
),
HammerSkill::CKnockback => SkillStrings::with_mult(
"hud-skill-hmr_charged_melee_knockback_title",
"hud-skill-hmr_charged_melee_knockback",
modifiers.charged.scaled_knockback,
),
HammerSkill::CDrain => SkillStrings::with_mult(
"hud-skill-hmr_charged_melee_nrg_drain_title",
"hud-skill-hmr_charged_melee_nrg_drain",
modifiers.charged.energy_drain,
),
HammerSkill::CSpeed => SkillStrings::with_mult(
"hud-skill-hmr_charged_rate_title",
"hud-skill-hmr_charged_rate",
modifiers.charged.charge_rate,
),
// Leap upgrades
HammerSkill::UnlockLeap => SkillStrings::plain(
"hud-skill-hmr_unlock_leap_title",
"hud-skill-hmr_unlock_leap",
),
HammerSkill::LDamage => SkillStrings::with_mult(
"hud-skill-hmr_leap_damage_title",
"hud-skill-hmr_leap_damage",
modifiers.leap.base_damage,
),
HammerSkill::LCost => SkillStrings::with_mult(
"hud-skill-hmr_leap_cost_title",
"hud-skill-hmr_leap_cost",
modifiers.leap.energy_cost,
),
HammerSkill::LDistance => SkillStrings::with_mult(
"hud-skill-hmr_leap_distance_title",
"hud-skill-hmr_leap_distance",
modifiers.leap.leap_strength,
),
HammerSkill::LKnockback => SkillStrings::with_mult(
"hud-skill-hmr_leap_knockback_title",
"hud-skill-hmr_leap_knockback",
modifiers.leap.knockback,
),
HammerSkill::LRange => SkillStrings::with_const_float(
"hud-skill-hmr_leap_radius_title",
"hud-skill-hmr_leap_radius",
modifiers.leap.range,
),
}
}
fn bow_skill_strings(skill: BowSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.bow_tree;
match skill {
// Passives
BowSkill::ProjSpeed => SkillStrings::with_mult(
"hud-skill-bow_projectile_speed_title",
"hud-skill-bow_projectile_speed",
modifiers.universal.projectile_speed,
),
// Charged upgrades
BowSkill::CDamage => SkillStrings::with_mult(
"hud-skill-bow_charged_damage_title",
"hud-skill-bow_charged_damage",
modifiers.charged.damage_scaling,
),
BowSkill::CRegen => SkillStrings::with_mult(
"hud-skill-bow_charged_energy_regen_title",
"hud-skill-bow_charged_energy_regen",
modifiers.charged.regen_scaling,
),
BowSkill::CKnockback => SkillStrings::with_mult(
"hud-skill-bow_charged_knockback_title",
"hud-skill-bow_charged_knockback",
modifiers.charged.knockback_scaling,
),
BowSkill::CSpeed => SkillStrings::with_mult(
"hud-skill-bow_charged_speed_title",
"hud-skill-bow_charged_speed",
modifiers.charged.charge_rate,
),
BowSkill::CMove => SkillStrings::with_mult(
"hud-skill-bow_charged_move_title",
"hud-skill-bow_charged_move",
modifiers.charged.move_speed,
),
// Repeater upgrades
BowSkill::RDamage => SkillStrings::with_mult(
"hud-skill-bow_repeater_damage_title",
"hud-skill-bow_repeater_damage",
modifiers.repeater.power,
),
BowSkill::RCost => SkillStrings::with_mult(
"hud-skill-bow_repeater_cost_title",
"hud-skill-bow_repeater_cost",
modifiers.repeater.energy_cost,
),
BowSkill::RSpeed => SkillStrings::with_mult(
"hud-skill-bow_repeater_speed_title",
"hud-skill-bow_repeater_speed",
modifiers.repeater.max_speed,
),
// Shotgun upgrades
BowSkill::UnlockShotgun => SkillStrings::plain(
"hud-skill-bow_shotgun_unlock_title",
"hud-skill-bow_shotgun_unlock",
),
BowSkill::SDamage => SkillStrings::with_mult(
"hud-skill-bow_shotgun_damage_title",
"hud-skill-bow_shotgun_damage",
modifiers.shotgun.power,
),
BowSkill::SCost => SkillStrings::with_mult(
"hud-skill-bow_shotgun_cost_title",
"hud-skill-bow_shotgun_cost",
modifiers.shotgun.energy_cost,
),
BowSkill::SArrows => SkillStrings::with_const(
"hud-skill-bow_shotgun_arrow_count_title",
"hud-skill-bow_shotgun_arrow_count",
modifiers.shotgun.num_projectiles,
),
BowSkill::SSpread => SkillStrings::with_mult(
"hud-skill-bow_shotgun_spread_title",
"hud-skill-bow_shotgun_spread",
modifiers.shotgun.spread,
),
}
}
fn staff_skill_strings(skill: StaffSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.staff_tree;
match skill {
// Basic ranged upgrades
StaffSkill::BDamage => SkillStrings::with_mult(
"hud-skill-st_damage_title",
"hud-skill-st_damage",
modifiers.fireball.power,
),
StaffSkill::BRegen => SkillStrings::with_mult(
"hud-skill-st_energy_regen_title",
"hud-skill-st_energy_regen",
modifiers.fireball.regen,
),
StaffSkill::BRadius => SkillStrings::with_mult(
"hud-skill-st_explosion_radius_title",
"hud-skill-st_explosion_radius",
modifiers.fireball.range,
),
// Flamethrower upgrades
StaffSkill::FDamage => SkillStrings::with_mult(
"hud-skill-st_flamethrower_damage_title",
"hud-skill-st_flamethrower_damage",
modifiers.flamethrower.damage,
),
StaffSkill::FRange => SkillStrings::with_mult(
"hud-skill-st_flamethrower_range_title",
"hud-skill-st_flamethrower_range",
modifiers.flamethrower.range,
),
StaffSkill::FDrain => SkillStrings::with_mult(
"hud-skill-st_energy_drain_title",
"hud-skill-st_energy_drain",
modifiers.flamethrower.energy_drain,
),
StaffSkill::FVelocity => SkillStrings::with_mult(
"hud-skill-st_flame_velocity_title",
"hud-skill-st_flame_velocity",
modifiers.flamethrower.velocity,
),
// Shockwave upgrades
StaffSkill::UnlockShockwave => SkillStrings::plain(
"hud-skill-st_shockwave_unlock_title",
"hud-skill-st_shockwave_unlock",
),
StaffSkill::SDamage => SkillStrings::with_mult(
"hud-skill-st_shockwave_damage_title",
"hud-skill-st_shockwave_damage",
modifiers.shockwave.damage,
),
StaffSkill::SKnockback => SkillStrings::with_mult(
"hud-skill-st_shockwave_knockback_title",
"hud-skill-st_shockwave_knockback",
modifiers.shockwave.knockback,
),
StaffSkill::SRange => SkillStrings::with_mult(
"hud-skill-st_shockwave_range_title",
"hud-skill-st_shockwave_range",
modifiers.shockwave.duration,
),
StaffSkill::SCost => SkillStrings::with_mult(
"hud-skill-st_shockwave_cost_title",
"hud-skill-st_shockwave_cost",
modifiers.shockwave.energy_cost,
),
}
}
fn sceptre_skill_strings(skill: SceptreSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.sceptre_tree;
match skill {
// Lifesteal beam upgrades
SceptreSkill::LDamage => SkillStrings::with_mult(
"hud-skill-sc_lifesteal_damage_title",
"hud-skill-sc_lifesteal_damage",
modifiers.beam.damage,
),
SceptreSkill::LRange => SkillStrings::with_mult(
"hud-skill-sc_lifesteal_range_title",
"hud-skill-sc_lifesteal_range",
modifiers.beam.range,
),
SceptreSkill::LLifesteal => SkillStrings::with_mult(
"hud-skill-sc_lifesteal_lifesteal_title",
"hud-skill-sc_lifesteal_lifesteal",
modifiers.beam.lifesteal,
),
SceptreSkill::LRegen => SkillStrings::with_mult(
"hud-skill-sc_lifesteal_regen_title",
"hud-skill-sc_lifesteal_regen",
modifiers.beam.energy_regen,
),
// Healing aura upgrades
SceptreSkill::HHeal => SkillStrings::with_mult(
"hud-skill-sc_heal_heal_title",
"hud-skill-sc_heal_heal",
modifiers.healing_aura.strength,
),
SceptreSkill::HRange => SkillStrings::with_mult(
"hud-skill-sc_heal_range_title",
"hud-skill-sc_heal_range",
modifiers.healing_aura.range,
),
SceptreSkill::HDuration => SkillStrings::with_mult(
"hud-skill-sc_heal_duration_title",
"hud-skill-sc_heal_duration",
modifiers.healing_aura.duration,
),
SceptreSkill::HCost => SkillStrings::with_mult(
"hud-skill-sc_heal_cost_title",
"hud-skill-sc_heal_cost",
modifiers.healing_aura.energy_cost,
),
// Warding aura upgrades
SceptreSkill::UnlockAura => SkillStrings::plain(
"hud-skill-sc_wardaura_unlock_title",
"hud-skill-sc_wardaura_unlock",
),
SceptreSkill::AStrength => SkillStrings::with_mult(
"hud-skill-sc_wardaura_strength_title",
"hud-skill-sc_wardaura_strength",
modifiers.warding_aura.strength,
),
SceptreSkill::ADuration => SkillStrings::with_mult(
"hud-skill-sc_wardaura_duration_title",
"hud-skill-sc_wardaura_duration",
modifiers.warding_aura.duration,
),
SceptreSkill::ARange => SkillStrings::with_mult(
"hud-skill-sc_wardaura_range_title",
"hud-skill-sc_wardaura_range",
modifiers.warding_aura.range,
),
SceptreSkill::ACost => SkillStrings::with_mult(
"hud-skill-sc_wardaura_cost_title",
"hud-skill-sc_wardaura_cost",
modifiers.warding_aura.energy_cost,
),
}
}
fn roll_skill_strings(skill: RollSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.general_tree.roll;
match skill {
RollSkill::Cost => SkillStrings::with_mult(
"hud-skill-roll_energy_title",
"hud-skill-roll_energy",
modifiers.energy_cost,
),
RollSkill::Strength => SkillStrings::with_mult(
"hud-skill-roll_speed_title",
"hud-skill-roll_speed",
modifiers.strength,
),
RollSkill::Duration => SkillStrings::with_mult(
"hud-skill-roll_dur_title",
"hud-skill-roll_dur",
modifiers.duration,
),
}
}
fn climb_skill_strings(skill: ClimbSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.general_tree.climb;
match skill {
ClimbSkill::Cost => SkillStrings::with_mult(
"hud-skill-climbing_cost_title",
"hud-skill-climbing_cost",
modifiers.energy_cost,
),
ClimbSkill::Speed => SkillStrings::with_mult(
"hud-skill-climbing_speed_title",
"hud-skill-climbing_speed",
modifiers.speed,
),
}
}
fn swim_skill_strings(skill: SwimSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.general_tree.swim;
match skill {
SwimSkill::Speed => SkillStrings::with_mult(
"hud-skill-swim_speed_title",
"hud-skill-swim_speed",
modifiers.speed,
),
}
}
fn mining_skill_strings(skill: MiningSkill) -> SkillStrings<'static> {
let modifiers = SKILL_MODIFIERS.mining_tree;
match skill {
MiningSkill::Speed => SkillStrings::with_mult(
"hud-skill-pick_strike_speed_title",
"hud-skill-pick_strike_speed",
modifiers.speed,
),
MiningSkill::OreGain => SkillStrings::with_const(
"hud-skill-pick_strike_oregain_title",
"hud-skill-pick_strike_oregain",
(modifiers.ore_gain * 100.0).round() as u32,
),
MiningSkill::GemGain => SkillStrings::with_const(
"hud-skill-pick_strike_gemgain_title",
"hud-skill-pick_strike_gemgain",
(modifiers.gem_gain * 100.0).round() as u32,
),
}
}
/// Helper object used returned by `skill_strings` as source for
/// later internationalization and formatting.
enum SkillStrings<'a> {
Plain {
title: &'a str,
desc: &'a str,
},
WithConst {
title: &'a str,
desc: &'a str,
constant: u32,
},
WithConstFloat {
title: &'a str,
desc: &'a str,
constant: f32,
},
WithMult {
title: &'a str,
desc: &'a str,
multiplier: f32,
},
Empty,
}
impl<'a> SkillStrings<'a> {
fn plain(title: &'a str, desc: &'a str) -> Self { Self::Plain { title, desc } }
fn with_const(title: &'a str, desc: &'a str, constant: u32) -> Self {
Self::WithConst {
title,
desc,
constant,
}
}
fn with_const_float(title: &'a str, desc: &'a str, constant: f32) -> Self {
Self::WithConstFloat {
title,
desc,
constant,
}
}
fn with_mult(title: &'a str, desc: &'a str, multiplier: f32) -> Self {
Self::WithMult {
title,
desc,
multiplier,
}
}
fn localize<'loc>(
&self,
i18n: &'loc Localization,
skill_set: &SkillSet,
skill: Skill,
) -> (Cow<'loc, str>, Cow<'loc, str>) {
match self {
Self::Plain { title, desc } => {
let title = i18n.get_msg(title);
let args = i18n::fluent_args! {
"SP" => sp(i18n, skill_set, skill),
};
let desc = i18n.get_msg_ctx(desc, &args);
(title, desc)
},
Self::WithConst {
title,
desc,
constant,
} => {
let title = i18n.get_msg(title);
let args = i18n::fluent_args! {
"boost" => constant,
"SP" => sp(i18n, skill_set, skill),
};
let desc = i18n.get_msg_ctx(desc, &args);
(title, desc)
},
Self::WithConstFloat {
title,
desc,
constant,
} => {
let title = i18n.get_msg(title);
let args = i18n::fluent_args! {
"boost" => constant,
"SP" => sp(i18n, skill_set, skill),
};
let desc = i18n.get_msg_ctx(desc, &args);
(title, desc)
},
Self::WithMult {
title,
desc,
multiplier,
} => {
let percentage = hud::multiplier_to_percentage(*multiplier).abs();
let title = i18n.get_msg(title);
let args = i18n::fluent_args! {
"boost" => format!("{percentage:.0}"),
"SP" => sp(i18n, skill_set, skill),
};
let desc = i18n.get_msg_ctx(desc, &args);
(title, desc)
},
Self::Empty => (Cow::Borrowed(""), Cow::Borrowed("")),
}
}
}
fn sp<'loc>(i18n: &'loc Localization, skill_set: &SkillSet, skill: Skill) -> Cow<'loc, str> {
let current_level = skill_set.skill_level(skill);
if matches!(current_level, Ok(level) if level == skill.max_level()) {
Cow::Borrowed("")
} else {
i18n.get_msg_ctx("hud-skill-req_sp", &i18n::fluent_args! {
"number" => skill_set.skill_cost(skill),
})
}
}