mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
554 lines
20 KiB
Rust
554 lines
20 KiB
Rust
use crate::{
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assets::{self, Asset, AssetExt},
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comp::{
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item::tool::ToolKind,
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skills::{GeneralSkill, Skill},
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},
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};
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use hashbrown::HashMap;
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use lazy_static::lazy_static;
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use serde::{Deserialize, Serialize};
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use sha2::{Digest, Sha256};
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use specs::{Component, DerefFlaggedStorage};
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use specs_idvs::IdvStorage;
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use std::{collections::BTreeSet, hash::Hash};
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use tracing::{trace, warn};
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pub mod skills;
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/// BTreeSet is used here to ensure that skills are ordered. This is important
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/// to ensure that the hash created from it is consistent so that we don't
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/// needlessly force a respec when loading skills from persistence.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillTreeMap(HashMap<SkillGroupKind, BTreeSet<Skill>>);
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impl Asset for SkillTreeMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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pub struct SkillGroupDef {
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pub skills: BTreeSet<Skill>,
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pub total_skill_point_cost: u16,
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillLevelMap(HashMap<Skill, u16>);
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impl Asset for SkillLevelMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillPrerequisitesMap(HashMap<Skill, HashMap<Skill, u16>>);
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impl Asset for SkillPrerequisitesMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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lazy_static! {
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// Determines the skills that comprise each skill group.
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//
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// This data is used to determine which of a player's skill groups a
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// particular skill should be added to when a skill unlock is requested.
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pub static ref SKILL_GROUP_DEFS: HashMap<SkillGroupKind, SkillGroupDef> = {
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let map = SkillTreeMap::load_expect_cloned(
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"common.skill_trees.skills_skill-groups_manifest",
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).0;
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map.iter().map(|(sgk, skills)|
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(*sgk, SkillGroupDef { skills: skills.clone(),
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total_skill_point_cost: skills
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.iter()
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.map(|skill| {
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let max_level = skill.max_level();
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(1..=max_level)
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.into_iter()
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.map(|level| skill.skill_cost(level))
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.sum::<u16>()
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})
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.sum()
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})
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)
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.collect()
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};
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// Creates a hashmap for the reverse lookup of skill groups from a skill
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pub static ref SKILL_GROUP_LOOKUP: HashMap<Skill, SkillGroupKind> = {
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let map = SkillTreeMap::load_expect_cloned(
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"common.skill_trees.skills_skill-groups_manifest",
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).0;
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map.iter().flat_map(|(sgk, skills)| skills.into_iter().map(move |s| (*s, *sgk))).collect()
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};
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// Loads the maximum level that a skill can obtain
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pub static ref SKILL_MAX_LEVEL: HashMap<Skill, u16> = {
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SkillLevelMap::load_expect_cloned(
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"common.skill_trees.skill_max_levels",
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).0
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};
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// Loads the prerequisite skills for a particular skill
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pub static ref SKILL_PREREQUISITES: HashMap<Skill, HashMap<Skill, u16>> = {
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SkillPrerequisitesMap::load_expect_cloned(
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"common.skill_trees.skill_prerequisites",
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).0
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};
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pub static ref SKILL_GROUP_HASHES: HashMap<SkillGroupKind, Vec<u8>> = {
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let map = SkillTreeMap::load_expect_cloned(
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"common.skill_trees.skills_skill-groups_manifest",
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).0;
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let mut hashes = HashMap::new();
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for (skill_group_kind, skills) in map.iter() {
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let mut hasher = Sha256::new();
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let json_input: Vec<_> = skills.iter().map(|skill| (*skill, skill.max_level())).collect();
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let hash_input = serde_json::to_string(&json_input).unwrap_or_default();
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hasher.update(hash_input.as_bytes());
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let hash_result = hasher.finalize();
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hashes.insert(*skill_group_kind, hash_result.iter().copied().collect());
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}
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hashes
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};
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize, Ord, PartialOrd)]
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pub enum SkillGroupKind {
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General,
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Weapon(ToolKind),
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}
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impl SkillGroupKind {
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/// Gets the cost in experience of earning a skill point
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/// Changing this is forward compatible with persistence and will
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/// automatically force a respec for skill group kinds that are affected.
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pub fn skill_point_cost(self, level: u16) -> u32 {
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const EXP_INCREMENT: f32 = 10.0;
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const STARTING_EXP: f32 = 70.0;
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const EXP_CEILING: f32 = 1000.0;
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const SCALING_FACTOR: f32 = 0.125;
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(EXP_INCREMENT
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* (EXP_CEILING
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/ EXP_INCREMENT
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/ (1.0
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+ std::f32::consts::E.powf(-SCALING_FACTOR * level as f32)
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* (EXP_CEILING / STARTING_EXP - 1.0)))
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.floor()) as u32
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}
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/// Gets the total amount of skill points that can be spent in a particular
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/// skill group
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pub fn total_skill_point_cost(self) -> u16 {
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if let Some(SkillGroupDef {
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total_skill_point_cost,
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..
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}) = SKILL_GROUP_DEFS.get(&self)
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{
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*total_skill_point_cost
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} else {
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0
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}
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}
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}
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/// A group of skills that have been unlocked by a player. Each skill group has
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/// independent exp and skill points which are used to unlock skills in that
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/// skill group.
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#[derive(Clone, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
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pub struct SkillGroup {
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pub skill_group_kind: SkillGroupKind,
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// How much exp has been used for skill points
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pub spent_exp: u32,
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// How much exp has been earned in total
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pub earned_exp: u32,
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pub available_sp: u16,
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pub earned_sp: u16,
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// Used for persistence
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pub ordered_skills: Vec<Skill>,
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}
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impl SkillGroup {
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fn new(skill_group_kind: SkillGroupKind) -> SkillGroup {
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SkillGroup {
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skill_group_kind,
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spent_exp: 0,
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earned_exp: 0,
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available_sp: 0,
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earned_sp: 0,
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ordered_skills: Vec::new(),
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}
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}
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/// Returns the available experience that could be used to earn another
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/// skill point in a particular skill group.
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pub fn available_experience(&self) -> u32 { self.earned_exp - self.spent_exp }
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/// Adds a skill point while subtracting the necessary amount of experience
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pub fn earn_skill_point(&mut self) -> Result<(), SpRewardError> {
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let sp_cost = self.skill_group_kind.skill_point_cost(self.earned_sp);
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if self.available_experience() >= sp_cost {
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let new_spent_exp = self
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.spent_exp
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.checked_add(sp_cost)
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.ok_or(SpRewardError::Overflow)?;
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let new_earned_sp = self
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.earned_sp
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.checked_add(1)
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.ok_or(SpRewardError::Overflow)?;
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let new_available_sp = self
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.available_sp
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.checked_add(1)
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.ok_or(SpRewardError::Overflow)?;
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self.spent_exp = new_spent_exp;
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self.earned_sp = new_earned_sp;
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self.available_sp = new_available_sp;
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Ok(())
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} else {
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Err(SpRewardError::InsufficientExp)
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}
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}
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}
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/// Contains all of a player's skill groups and skills. Provides methods for
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/// manipulating assigned skills and skill groups including unlocking skills,
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/// refunding skills etc.
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub struct SkillSet {
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skill_groups: Vec<SkillGroup>,
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skills: HashMap<Skill, u16>,
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pub modify_health: bool,
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pub modify_energy: bool,
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}
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impl Component for SkillSet {
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type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
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}
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impl Default for SkillSet {
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/// Instantiate a new skill set with the default skill groups with no
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/// unlocked skills in them - used when adding a skill set to a new
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/// player
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fn default() -> Self {
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Self {
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skill_groups: vec![
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SkillGroup::new(SkillGroupKind::General),
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SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Pick)),
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],
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skills: SkillSet::initial_skills(),
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modify_health: false,
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modify_energy: false,
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}
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}
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}
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impl SkillSet {
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pub fn initial_skills() -> HashMap<Skill, u16> {
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let mut skills = HashMap::new();
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skills.insert(Skill::UnlockGroup(SkillGroupKind::General), 1);
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skills.insert(
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Skill::UnlockGroup(SkillGroupKind::Weapon(ToolKind::Pick)),
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1,
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);
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skills
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}
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pub fn load_from_database(
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skill_groups: Vec<SkillGroup>,
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mut all_skills: HashMap<SkillGroupKind, Vec<Skill>>,
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) -> Self {
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let mut skillset = SkillSet {
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skill_groups,
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skills: SkillSet::initial_skills(),
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modify_health: true,
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modify_energy: true,
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};
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// Loops while checking the all_skills hashmap. For as long as it can find an
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// entry where the skill group kind is unlocked, insert the skills corresponding
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// to that skill group kind. When no more skill group kinds can be found, break
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// the loop.
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while let Some(skill_group_kind) = all_skills
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.keys()
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.find(|kind| skillset.has_skill(Skill::UnlockGroup(**kind)))
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.copied()
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{
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// Remove valid skill group kind from the hash map so that loop eventually
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// terminates.
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if let Some(skills) = all_skills.remove(&skill_group_kind) {
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let backup_skillset = skillset.clone();
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// Iterate over all skills and make sure that unlocking them is successful. If
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// any fail, fall back to skillset before unlocking any to allow a full respec
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if !skills
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.iter()
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.all(|skill| skillset.unlock_skill(*skill).is_ok())
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{
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skillset = backup_skillset;
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}
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}
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}
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skillset
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}
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/// Checks if a particular skill group is accessible for an entity
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pub fn skill_group_accessible(&self, skill_group_kind: SkillGroupKind) -> bool {
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self.skill_groups
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.iter()
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.any(|x| x.skill_group_kind == skill_group_kind)
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&& self.has_skill(Skill::UnlockGroup(skill_group_kind))
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}
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/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
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/// points.
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pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
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if !self
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.skill_groups
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.iter()
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.any(|x| x.skill_group_kind == skill_group_kind)
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{
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self.skill_groups.push(SkillGroup::new(skill_group_kind));
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} else {
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warn!("Tried to unlock already known skill group");
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}
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}
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/// Returns an iterator over skill groups
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pub fn skill_groups(&self) -> &Vec<SkillGroup> { &self.skill_groups }
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/// Returns a reference to a particular skill group in a skillset
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fn skill_group(&self, skill_group: SkillGroupKind) -> Option<&SkillGroup> {
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self.skill_groups
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.iter()
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.find(|s_g| s_g.skill_group_kind == skill_group)
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}
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/// Returns a mutable reference to a particular skill group in a skillset
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/// Requires that skillset contains skill that unlocks the skill group
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fn skill_group_mut(&mut self, skill_group: SkillGroupKind) -> Option<&mut SkillGroup> {
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// In order to mutate skill group, we check that the prerequisite skill has been
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// acquired, as this is one of the requirements for us to consider the skill
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// group accessible.
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let skill_group_accessible = self.skill_group_accessible(skill_group);
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self.skill_groups
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.iter_mut()
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.find(|s_g| s_g.skill_group_kind == skill_group && skill_group_accessible)
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}
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/// Adds experience to the skill group within an entity's skill set
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pub fn add_experience(&mut self, skill_group_kind: SkillGroupKind, amount: u32) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.earned_exp = skill_group.earned_exp.saturating_add(amount);
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} else {
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warn!("Tried to add experience to a skill group that player does not have");
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}
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}
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/// Gets the available experience for a particular skill group
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pub fn available_experience(&self, skill_group: SkillGroupKind) -> u32 {
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self.skill_group(skill_group)
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.map_or(0, |s_g| s_g.available_experience())
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}
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/// Checks how much experience is needed for the next skill point in a tree
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pub fn skill_point_cost(&self, skill_group: SkillGroupKind) -> u32 {
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if let Some(level) = self.skill_group(skill_group).map(|sg| sg.earned_sp) {
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skill_group.skill_point_cost(level)
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} else {
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skill_group.skill_point_cost(0)
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}
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}
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/// Adds skill points to a skill group as long as the player has that skill
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/// group type.
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pub fn add_skill_points(
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&mut self,
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skill_group_kind: SkillGroupKind,
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number_of_skill_points: u16,
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) {
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for _ in 0..number_of_skill_points {
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let exp_needed = self.skill_point_cost(skill_group_kind);
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self.add_experience(skill_group_kind, exp_needed);
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if self.earn_skill_point(skill_group_kind).is_err() {
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warn!("Failed to add skill point");
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break;
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}
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}
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}
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/// Adds a skill point while subtracting the necessary amount of experience
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pub fn earn_skill_point(
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&mut self,
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skill_group_kind: SkillGroupKind,
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) -> Result<(), SpRewardError> {
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if let Some(skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.earn_skill_point()
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} else {
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Err(SpRewardError::UnavailableSkillGroup)
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}
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}
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/// Gets the available points for a particular skill group
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pub fn available_sp(&self, skill_group: SkillGroupKind) -> u16 {
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self.skill_group(skill_group)
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.map_or(0, |s_g| s_g.available_sp)
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}
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/// Gets the total earned points for a particular skill group
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pub fn earned_sp(&self, skill_group: SkillGroupKind) -> u16 {
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self.skill_group(skill_group).map_or(0, |s_g| s_g.earned_sp)
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}
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/// Checks that the skill set contains all prerequisite skills of the
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/// required level for a particular skill
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pub fn prerequisites_met(&self, skill: Skill) -> bool {
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skill
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.prerequisite_skills()
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.all(|(s, l)| self.skill_level(s).map_or(false, |l_b| l_b >= l))
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}
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/// Gets skill point cost to purchase skill of next level
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pub fn skill_cost(&self, skill: Skill) -> u16 {
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let next_level = self.next_skill_level(skill);
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skill.skill_cost(next_level)
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}
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/// Checks if player has sufficient skill points to purchase a skill
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pub fn sufficient_skill_points(&self, skill: Skill) -> bool {
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if let Some(skill_group_kind) = skill.skill_group_kind() {
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if let Some(skill_group) = self.skill_group(skill_group_kind) {
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let needed_sp = self.skill_cost(skill);
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skill_group.available_sp >= needed_sp
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} else {
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false
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}
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} else {
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false
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}
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}
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/// Checks the next level of a skill
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fn next_skill_level(&self, skill: Skill) -> u16 {
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if let Ok(level) = self.skill_level(skill) {
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// If already has skill, then level + 1
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level + 1
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} else {
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// Otherwise the next level is the first level
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1
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}
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}
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/// Unlocks a skill for a player, assuming they have the relevant skill
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/// group unlocked and available SP in that skill group.
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pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
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if let Some(skill_group_kind) = skill.skill_group_kind() {
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let next_level = self.next_skill_level(skill);
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let prerequisites_met = self.prerequisites_met(skill);
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// Check that skill is not yet at max level
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if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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if prerequisites_met {
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if let Some(new_available_sp) = skill_group
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.available_sp
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.checked_sub(skill.skill_cost(next_level))
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{
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skill_group.available_sp = new_available_sp;
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skill_group.ordered_skills.push(skill);
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match skill {
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Skill::UnlockGroup(group) => {
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self.unlock_skill_group(group);
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},
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Skill::General(GeneralSkill::HealthIncrease) => {
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self.modify_health = true;
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},
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Skill::General(GeneralSkill::EnergyIncrease) => {
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self.modify_energy = true;
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},
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_ => {},
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}
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self.skills.insert(skill, next_level);
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Ok(())
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} else {
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trace!("Tried to unlock skill for skill group with insufficient SP");
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Err(SkillUnlockError::InsufficientSP)
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}
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} else {
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trace!("Tried to unlock skill without meeting prerequisite skills");
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Err(SkillUnlockError::MissingPrerequisites)
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}
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|
} 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,
|
|
}
|