veloren/common/src/comp/skillset/mod.rs
2022-01-03 19:55:04 -05:00

554 lines
20 KiB
Rust

use crate::{
assets::{self, Asset, AssetExt},
comp::{
item::tool::ToolKind,
skills::{GeneralSkill, Skill},
},
};
use hashbrown::HashMap;
use lazy_static::lazy_static;
use serde::{Deserialize, Serialize};
use sha2::{Digest, Sha256};
use specs::{Component, DerefFlaggedStorage};
use specs_idvs::IdvStorage;
use std::{collections::BTreeSet, hash::Hash};
use tracing::{trace, warn};
pub mod skills;
/// BTreeSet is used here to ensure that skills are ordered. This is important
/// to ensure that the hash created from it is consistent so that we don't
/// needlessly force a respec when loading skills from persistence.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillTreeMap(HashMap<SkillGroupKind, BTreeSet<Skill>>);
impl Asset for SkillTreeMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
pub struct SkillGroupDef {
pub skills: BTreeSet<Skill>,
pub total_skill_point_cost: u16,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillLevelMap(HashMap<Skill, u16>);
impl Asset for SkillLevelMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct SkillPrerequisitesMap(HashMap<Skill, HashMap<Skill, u16>>);
impl Asset for SkillPrerequisitesMap {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
lazy_static! {
// Determines the skills that comprise each skill group.
//
// This data is used to determine which of a player's skill groups a
// particular skill should be added to when a skill unlock is requested.
pub static ref SKILL_GROUP_DEFS: HashMap<SkillGroupKind, SkillGroupDef> = {
let map = SkillTreeMap::load_expect_cloned(
"common.skill_trees.skills_skill-groups_manifest",
).0;
map.iter().map(|(sgk, skills)|
(*sgk, SkillGroupDef { skills: skills.clone(),
total_skill_point_cost: skills
.iter()
.map(|skill| {
let max_level = skill.max_level();
(1..=max_level)
.into_iter()
.map(|level| skill.skill_cost(level))
.sum::<u16>()
})
.sum()
})
)
.collect()
};
// Creates a hashmap for the reverse lookup of skill groups from a skill
pub static ref SKILL_GROUP_LOOKUP: HashMap<Skill, SkillGroupKind> = {
let map = SkillTreeMap::load_expect_cloned(
"common.skill_trees.skills_skill-groups_manifest",
).0;
map.iter().flat_map(|(sgk, skills)| skills.into_iter().map(move |s| (*s, *sgk))).collect()
};
// Loads the maximum level that a skill can obtain
pub static ref SKILL_MAX_LEVEL: HashMap<Skill, u16> = {
SkillLevelMap::load_expect_cloned(
"common.skill_trees.skill_max_levels",
).0
};
// Loads the prerequisite skills for a particular skill
pub static ref SKILL_PREREQUISITES: HashMap<Skill, HashMap<Skill, u16>> = {
SkillPrerequisitesMap::load_expect_cloned(
"common.skill_trees.skill_prerequisites",
).0
};
pub static ref SKILL_GROUP_HASHES: HashMap<SkillGroupKind, Vec<u8>> = {
let map = SkillTreeMap::load_expect_cloned(
"common.skill_trees.skills_skill-groups_manifest",
).0;
let mut hashes = HashMap::new();
for (skill_group_kind, skills) in map.iter() {
let mut hasher = Sha256::new();
let json_input: Vec<_> = skills.iter().map(|skill| (*skill, skill.max_level())).collect();
let hash_input = serde_json::to_string(&json_input).unwrap_or_default();
hasher.update(hash_input.as_bytes());
let hash_result = hasher.finalize();
hashes.insert(*skill_group_kind, hash_result.iter().copied().collect());
}
hashes
};
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize, Ord, PartialOrd)]
pub enum SkillGroupKind {
General,
Weapon(ToolKind),
}
impl SkillGroupKind {
/// Gets the cost in experience of earning a skill point
/// Changing this is forward compatible with persistence and will
/// automatically force a respec for skill group kinds that are affected.
pub fn skill_point_cost(self, level: u16) -> u32 {
const EXP_INCREMENT: f32 = 10.0;
const STARTING_EXP: f32 = 70.0;
const EXP_CEILING: f32 = 1000.0;
const SCALING_FACTOR: f32 = 0.125;
(EXP_INCREMENT
* (EXP_CEILING
/ EXP_INCREMENT
/ (1.0
+ std::f32::consts::E.powf(-SCALING_FACTOR * level as f32)
* (EXP_CEILING / STARTING_EXP - 1.0)))
.floor()) as u32
}
/// Gets the total amount of skill points that can be spent in a particular
/// skill group
pub fn total_skill_point_cost(self) -> u16 {
if let Some(SkillGroupDef {
total_skill_point_cost,
..
}) = SKILL_GROUP_DEFS.get(&self)
{
*total_skill_point_cost
} else {
0
}
}
}
/// A group of skills that have been unlocked by a player. Each skill group has
/// independent exp and skill points which are used to unlock skills in that
/// skill group.
#[derive(Clone, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub struct SkillGroup {
pub skill_group_kind: SkillGroupKind,
// How much exp has been used for skill points
pub spent_exp: u32,
// How much exp has been earned in total
pub earned_exp: u32,
pub available_sp: u16,
pub earned_sp: u16,
// Used for persistence
pub ordered_skills: Vec<Skill>,
}
impl SkillGroup {
fn new(skill_group_kind: SkillGroupKind) -> SkillGroup {
SkillGroup {
skill_group_kind,
spent_exp: 0,
earned_exp: 0,
available_sp: 0,
earned_sp: 0,
ordered_skills: Vec::new(),
}
}
/// Returns the available experience that could be used to earn another
/// skill point in a particular skill group.
pub fn available_experience(&self) -> u32 { self.earned_exp - self.spent_exp }
/// Adds a skill point while subtracting the necessary amount of experience
pub fn earn_skill_point(&mut self) -> Result<(), SpRewardError> {
let sp_cost = self.skill_group_kind.skill_point_cost(self.earned_sp);
if self.available_experience() >= sp_cost {
let new_spent_exp = self
.spent_exp
.checked_add(sp_cost)
.ok_or(SpRewardError::Overflow)?;
let new_earned_sp = self
.earned_sp
.checked_add(1)
.ok_or(SpRewardError::Overflow)?;
let new_available_sp = self
.available_sp
.checked_add(1)
.ok_or(SpRewardError::Overflow)?;
self.spent_exp = new_spent_exp;
self.earned_sp = new_earned_sp;
self.available_sp = new_available_sp;
Ok(())
} else {
Err(SpRewardError::InsufficientExp)
}
}
}
/// Contains all of a player's skill groups and skills. Provides methods for
/// manipulating assigned skills and skill groups including unlocking skills,
/// refunding skills etc.
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
pub struct SkillSet {
skill_groups: Vec<SkillGroup>,
skills: HashMap<Skill, u16>,
pub modify_health: bool,
pub modify_energy: bool,
}
impl Component for SkillSet {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
impl Default for SkillSet {
/// Instantiate a new skill set with the default skill groups with no
/// unlocked skills in them - used when adding a skill set to a new
/// player
fn default() -> Self {
Self {
skill_groups: vec![
SkillGroup::new(SkillGroupKind::General),
SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Pick)),
],
skills: SkillSet::initial_skills(),
modify_health: false,
modify_energy: false,
}
}
}
impl SkillSet {
pub fn initial_skills() -> HashMap<Skill, u16> {
let mut skills = HashMap::new();
skills.insert(Skill::UnlockGroup(SkillGroupKind::General), 1);
skills.insert(
Skill::UnlockGroup(SkillGroupKind::Weapon(ToolKind::Pick)),
1,
);
skills
}
pub fn load_from_database(
skill_groups: Vec<SkillGroup>,
mut all_skills: HashMap<SkillGroupKind, Vec<Skill>>,
) -> Self {
let mut skillset = SkillSet {
skill_groups,
skills: SkillSet::initial_skills(),
modify_health: true,
modify_energy: true,
};
// Loops while checking the all_skills hashmap. For as long as it can find an
// entry where the skill group kind is unlocked, insert the skills corresponding
// to that skill group kind. When no more skill group kinds can be found, break
// the loop.
while let Some(skill_group_kind) = all_skills
.keys()
.find(|kind| skillset.has_skill(Skill::UnlockGroup(**kind)))
.copied()
{
// Remove valid skill group kind from the hash map so that loop eventually
// terminates.
if let Some(skills) = all_skills.remove(&skill_group_kind) {
let backup_skillset = skillset.clone();
// Iterate over all skills and make sure that unlocking them is successful. If
// any fail, fall back to skillset before unlocking any to allow a full respec
if !skills
.iter()
.all(|skill| skillset.unlock_skill(*skill).is_ok())
{
skillset = backup_skillset;
}
}
}
skillset
}
/// Checks if a particular skill group is accessible for an entity
pub fn skill_group_accessible(&self, skill_group_kind: SkillGroupKind) -> bool {
self.skill_groups
.iter()
.any(|x| x.skill_group_kind == skill_group_kind)
&& self.has_skill(Skill::UnlockGroup(skill_group_kind))
}
/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
/// points.
pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
if !self
.skill_groups
.iter()
.any(|x| x.skill_group_kind == skill_group_kind)
{
self.skill_groups.push(SkillGroup::new(skill_group_kind));
} else {
warn!("Tried to unlock already known skill group");
}
}
/// Returns an iterator over skill groups
pub fn skill_groups(&self) -> &Vec<SkillGroup> { &self.skill_groups }
/// Returns a reference to a particular skill group in a skillset
fn skill_group(&self, skill_group: SkillGroupKind) -> Option<&SkillGroup> {
self.skill_groups
.iter()
.find(|s_g| s_g.skill_group_kind == skill_group)
}
/// Returns a mutable reference to a particular skill group in a skillset
/// Requires that skillset contains skill that unlocks the skill group
fn skill_group_mut(&mut self, skill_group: SkillGroupKind) -> Option<&mut SkillGroup> {
// In order to mutate skill group, we check that the prerequisite skill has been
// acquired, as this is one of the requirements for us to consider the skill
// group accessible.
let skill_group_accessible = self.skill_group_accessible(skill_group);
self.skill_groups
.iter_mut()
.find(|s_g| s_g.skill_group_kind == skill_group && skill_group_accessible)
}
/// Adds experience to the skill group within an entity's skill set
pub fn add_experience(&mut self, skill_group_kind: SkillGroupKind, amount: u32) {
if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
skill_group.earned_exp = skill_group.earned_exp.saturating_add(amount);
} else {
warn!("Tried to add experience to a skill group that player does not have");
}
}
/// Gets the available experience for a particular skill group
pub fn available_experience(&self, skill_group: SkillGroupKind) -> u32 {
self.skill_group(skill_group)
.map_or(0, |s_g| s_g.available_experience())
}
/// Checks how much experience is needed for the next skill point in a tree
pub fn skill_point_cost(&self, skill_group: SkillGroupKind) -> u32 {
if let Some(level) = self.skill_group(skill_group).map(|sg| sg.earned_sp) {
skill_group.skill_point_cost(level)
} else {
skill_group.skill_point_cost(0)
}
}
/// Adds skill points to a skill group as long as the player has that skill
/// group type.
pub fn add_skill_points(
&mut self,
skill_group_kind: SkillGroupKind,
number_of_skill_points: u16,
) {
for _ in 0..number_of_skill_points {
let exp_needed = self.skill_point_cost(skill_group_kind);
self.add_experience(skill_group_kind, exp_needed);
if self.earn_skill_point(skill_group_kind).is_err() {
warn!("Failed to add skill point");
break;
}
}
}
/// Adds a skill point while subtracting the necessary amount of experience
pub fn earn_skill_point(
&mut self,
skill_group_kind: SkillGroupKind,
) -> Result<(), SpRewardError> {
if let Some(skill_group) = self.skill_group_mut(skill_group_kind) {
skill_group.earn_skill_point()
} else {
Err(SpRewardError::UnavailableSkillGroup)
}
}
/// Gets the available points for a particular skill group
pub fn available_sp(&self, skill_group: SkillGroupKind) -> u16 {
self.skill_group(skill_group)
.map_or(0, |s_g| s_g.available_sp)
}
/// Gets the total earned points for a particular skill group
pub fn earned_sp(&self, skill_group: SkillGroupKind) -> u16 {
self.skill_group(skill_group).map_or(0, |s_g| s_g.earned_sp)
}
/// Checks that the skill set contains all prerequisite skills of the
/// required level for a particular skill
pub fn prerequisites_met(&self, skill: Skill) -> bool {
skill
.prerequisite_skills()
.all(|(s, l)| self.skill_level(s).map_or(false, |l_b| l_b >= l))
}
/// Gets skill point cost to purchase skill of next level
pub fn skill_cost(&self, skill: Skill) -> u16 {
let next_level = self.next_skill_level(skill);
skill.skill_cost(next_level)
}
/// Checks if player has sufficient skill points to purchase a skill
pub fn sufficient_skill_points(&self, skill: Skill) -> bool {
if let Some(skill_group_kind) = skill.skill_group_kind() {
if let Some(skill_group) = self.skill_group(skill_group_kind) {
let needed_sp = self.skill_cost(skill);
skill_group.available_sp >= needed_sp
} else {
false
}
} else {
false
}
}
/// Checks the next level of a skill
fn next_skill_level(&self, skill: Skill) -> u16 {
if let Ok(level) = self.skill_level(skill) {
// If already has skill, then level + 1
level + 1
} else {
// Otherwise the next level is the first level
1
}
}
/// Unlocks a skill for a player, assuming they have the relevant skill
/// group unlocked and available SP in that skill group.
pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
if let Some(skill_group_kind) = skill.skill_group_kind() {
let next_level = self.next_skill_level(skill);
let prerequisites_met = self.prerequisites_met(skill);
// Check that skill is not yet at max level
if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) {
if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
if prerequisites_met {
if let Some(new_available_sp) = skill_group
.available_sp
.checked_sub(skill.skill_cost(next_level))
{
skill_group.available_sp = new_available_sp;
skill_group.ordered_skills.push(skill);
match skill {
Skill::UnlockGroup(group) => {
self.unlock_skill_group(group);
},
Skill::General(GeneralSkill::HealthIncrease) => {
self.modify_health = true;
},
Skill::General(GeneralSkill::EnergyIncrease) => {
self.modify_energy = true;
},
_ => {},
}
self.skills.insert(skill, next_level);
Ok(())
} else {
trace!("Tried to unlock skill for skill group with insufficient SP");
Err(SkillUnlockError::InsufficientSP)
}
} else {
trace!("Tried to unlock skill without meeting prerequisite skills");
Err(SkillUnlockError::MissingPrerequisites)
}
} else {
trace!("Tried to unlock skill for a skill group that player does not have");
Err(SkillUnlockError::UnavailableSkillGroup)
}
} else {
trace!("Tried to unlock skill the player already has");
Err(SkillUnlockError::SkillAlreadyUnlocked)
}
} else {
warn!(
?skill,
"Tried to unlock skill that does not exist in any skill group!"
);
Err(SkillUnlockError::NoParentSkillTree)
}
}
/// Checks if the player has available SP to spend
pub fn has_available_sp(&self) -> bool {
self.skill_groups.iter().any(|sg| {
sg.available_sp > 0
// Subtraction in bounds because of the invariant that available_sp <= earned_sp
&& (sg.earned_sp - sg.available_sp) < sg.skill_group_kind.total_skill_point_cost()
})
}
/// Checks if the skill is at max level in a skill set
pub fn is_at_max_level(&self, skill: Skill) -> bool {
if let Ok(level) = self.skill_level(skill) {
level == skill.max_level()
} else {
false
}
}
/// Checks if skill set contains a skill
pub fn has_skill(&self, skill: Skill) -> bool { self.skills.contains_key(&skill) }
/// Returns the level of the skill
pub fn skill_level(&self, skill: Skill) -> Result<u16, SkillError> {
if let Some(level) = self.skills.get(&skill).copied() {
Ok(level)
} else {
Err(SkillError::MissingSkill)
}
}
/// Returns the level of the skill or passed value as default
pub fn skill_level_or(&self, skill: Skill, default: u16) -> u16 {
if let Ok(level) = self.skill_level(skill) {
level
} else {
default
}
}
}
#[derive(Debug)]
pub enum SkillError {
MissingSkill,
}
#[derive(Debug)]
pub enum SkillUnlockError {
InsufficientSP,
MissingPrerequisites,
UnavailableSkillGroup,
SkillAlreadyUnlocked,
NoParentSkillTree,
}
pub enum SpRewardError {
InsufficientExp,
UnavailableSkillGroup,
Overflow,
}