mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
ac60bf5794
Made functions that were called every frame significantly cheaper. Final UI fixes.
707 lines
22 KiB
Rust
707 lines
22 KiB
Rust
use crate::{
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assets::{self, Asset, AssetExt},
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comp::item::tool::ToolKind,
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};
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use hashbrown::{HashMap, HashSet};
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use lazy_static::lazy_static;
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use serde::{Deserialize, Serialize};
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use std::hash::Hash;
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use tracing::{trace, warn};
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct SkillTreeMap(HashMap<SkillGroupKind, HashSet<Skill>>);
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impl Asset for SkillTreeMap {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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pub struct SkillGroupDef {
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pub skills: HashSet<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, Option<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, Option<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 - this data is used to determine
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// which of a player's skill groups a particular skill should be added to when a skill unlock
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// is requested.
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pub static ref SKILL_GROUP_DEFS: HashMap<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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if let Some(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(Some(level)))
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.sum()
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} else {
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skill.skill_cost(None)
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}
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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().map(|(sgk, skills)| skills.into_iter().map(move |s| (*s, *sgk))).flatten().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, Option<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, Option<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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}
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/// Represents a skill that a player can unlock, that either grants them some
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/// kind of active ability, or a passive effect etc. Obviously because this is
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/// an enum it doesn't describe what the skill actually -does-, this will be
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/// handled by dedicated ECS systems.
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Skill {
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General(GeneralSkill),
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Sword(SwordSkill),
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Axe(AxeSkill),
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Hammer(HammerSkill),
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Bow(BowSkill),
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Staff(StaffSkill),
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Sceptre(SceptreSkill),
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UnlockGroup(SkillGroupKind),
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Roll(RollSkill),
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}
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pub enum SkillError {
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MissingSkill,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum SwordSkill {
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// Sword passives
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InterruptingAttacks,
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// Triple strike upgrades
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TsCombo,
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TsDamage,
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TsRegen,
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TsSpeed,
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// Dash upgrades
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DCost,
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DDrain,
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DDamage,
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DScaling,
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DSpeed,
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DInfinite,
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// Spin upgrades
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UnlockSpin,
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SDamage,
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SSpeed,
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SCost,
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SSpins,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum AxeSkill {
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// Double strike upgrades
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DsCombo,
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DsDamage,
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DsSpeed,
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DsRegen,
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// Spin upgrades
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SInfinite,
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SHelicopter,
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SDamage,
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SSpeed,
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SCost,
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// Leap upgrades
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UnlockLeap,
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LDamage,
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LKnockback,
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LCost,
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LDistance,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum HammerSkill {
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// Single strike upgrades
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SsKnockback,
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SsDamage,
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SsSpeed,
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SsRegen,
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// Charged melee upgrades
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CDamage,
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CKnockback,
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CDrain,
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CSpeed,
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// Leap upgrades
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UnlockLeap,
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LDamage,
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LCost,
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LDistance,
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LKnockback,
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LRange,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum BowSkill {
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// Passives
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ProjSpeed,
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// Basic ranged upgrades
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BDamage,
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BRegen,
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// Charged ranged upgrades
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CDamage,
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CKnockback,
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CProjSpeed,
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CDrain,
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CSpeed,
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CMove,
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// Repeater upgrades
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UnlockRepeater,
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RDamage,
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RGlide,
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RArrows,
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RCost,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum StaffSkill {
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// Basic ranged upgrades
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BExplosion,
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BDamage,
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BRegen,
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BRadius,
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// Flamethrower upgrades
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FDamage,
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FRange,
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FDrain,
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FVelocity,
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// Shockwave upgrades
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UnlockShockwave,
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SDamage,
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SKnockback,
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SRange,
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SCost,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum SceptreSkill {
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// Beam upgrades
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BHeal,
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BDamage,
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BRange,
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BLifesteal,
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BRegen,
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BCost,
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// Projectile upgrades
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PHeal,
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PDamage,
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PRadius,
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PCost,
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PProjSpeed,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum GeneralSkill {
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HealthIncrease,
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EnergyIncrease,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum RollSkill {
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ImmuneMelee,
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Cost,
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Strength,
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Duration,
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}
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum 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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#[allow(clippy::many_single_char_names)]
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pub fn skill_point_cost(self, level: u16) -> u16 {
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let exp_increment = 10.0;
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let starting_exp = 100.0;
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let exp_ceiling = 1000.0;
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let scaling_factor = 0.1;
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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 u16
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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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pub exp: u16,
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pub available_sp: u16,
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pub earned_sp: u16,
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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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exp: 0,
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available_sp: 0,
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earned_sp: 0,
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}
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}
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}
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/// Contains all of a player's skill groups and skills. Provides methods for
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/// manipulating assigned skills and skill groups including unlocking skills,
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/// refunding skills etc.
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub struct SkillSet {
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pub skill_groups: Vec<SkillGroup>,
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pub skills: HashMap<Skill, Option<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 Default for SkillSet {
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/// Instantiate a new skill set with the default skill groups with no
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/// unlocked skills in them - used when adding a skill set to a new
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/// player
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fn default() -> Self {
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Self {
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skill_groups: vec![SkillGroup::new(SkillGroupKind::General)],
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skills: HashMap::new(),
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modify_health: false,
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modify_energy: false,
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}
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}
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}
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impl SkillSet {
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/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
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/// points.
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///
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/// ```
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/// use veloren_common::comp::{
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/// item::tool::ToolKind,
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/// skills::{SkillGroupKind, SkillSet},
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/// };
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///
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/// let mut skillset = SkillSet::default();
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/// skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Sword));
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///
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/// assert_eq!(skillset.skill_groups.len(), 2);
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/// ```
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pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
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if !self.contains_skill_group(skill_group_kind) {
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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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/// Unlocks a skill for a player, assuming they have the relevant skill
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/// group unlocked and available SP in that skill group.
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///
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/// ```
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/// use veloren_common::comp::skills::{GeneralSkill, Skill, SkillGroupKind, SkillSet};
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///
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/// let mut skillset = SkillSet::default();
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/// skillset.add_skill_points(SkillGroupKind::General, 1);
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///
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/// skillset.unlock_skill(Skill::General(GeneralSkill::HealthIncrease));
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///
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/// assert_eq!(skillset.skills.len(), 1);
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/// ```
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pub fn unlock_skill(&mut self, skill: Skill) {
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if let Some(skill_group_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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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 skill_group.available_sp >= skill.skill_cost(next_level) {
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skill_group.available_sp -= skill.skill_cost(next_level);
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if let Skill::UnlockGroup(group) = skill {
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self.unlock_skill_group(group);
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}
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if matches!(skill, Skill::General(GeneralSkill::HealthIncrease)) {
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self.modify_health = true;
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}
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if matches!(skill, Skill::General(GeneralSkill::EnergyIncrease)) {
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self.modify_energy = true;
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}
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self.skills.insert(skill, next_level);
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} else {
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trace!("Tried to unlock skill for skill group with insufficient SP");
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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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}
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} else {
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trace!("Tried to unlock skill for a skill group that player does not have");
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}
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} else {
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trace!("Tried to unlock skill the player already has")
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}
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} else {
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warn!(
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?skill,
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"Tried to unlock skill that does not exist in any skill group!"
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);
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}
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}
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/// Removes a skill from a player and refunds 1 skill point in the relevant
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/// skill group.
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///
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/// ```
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/// use veloren_common::comp::skills::{GeneralSkill, Skill, SkillGroupKind, SkillSet};
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///
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/// let mut skillset = SkillSet::default();
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/// skillset.add_skill_points(SkillGroupKind::General, 1);
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/// skillset.unlock_skill(Skill::General(GeneralSkill::HealthIncrease));
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///
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/// skillset.refund_skill(Skill::General(GeneralSkill::HealthIncrease));
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///
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/// assert_eq!(skillset.skills.len(), 0);
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/// ```
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pub fn refund_skill(&mut self, skill: Skill) {
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if let Ok(level) = self.skill_level(skill) {
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if let Some(skill_group_kind) = skill.skill_group_kind() {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.available_sp += skill.skill_cost(level);
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if level.map_or(false, |l| l > 1) {
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self.skills.insert(skill, level.map(|l| l - 1));
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} else {
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self.skills.remove(&skill);
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}
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} else {
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warn!("Tried to refund skill for a skill group that player does not have");
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}
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} else {
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warn!(
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?skill,
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"Tried to refund skill that does not exist in any skill group"
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)
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}
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} else {
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warn!("Tried to refund skill that has not been unlocked");
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}
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}
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/// Adds skill points to a skill group as long as the player has that skill
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/// group type.
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///
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/// ```
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/// use veloren_common::comp::skills::{SkillGroupKind, SkillSet};
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///
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/// let mut skillset = SkillSet::default();
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/// skillset.add_skill_points(SkillGroupKind::General, 1);
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///
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/// assert_eq!(skillset.skill_groups[0].available_sp, 1);
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/// ```
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pub fn add_skill_points(
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&mut self,
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skill_group_kind: SkillGroupKind,
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number_of_skill_points: u16,
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) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.available_sp = skill_group
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.available_sp
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.saturating_add(number_of_skill_points);
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skill_group.earned_sp = skill_group.earned_sp.saturating_add(number_of_skill_points);
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} else {
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warn!("Tried to add skill points to a skill group that player does not have");
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}
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}
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/// Adds a skill point while subtracting the necessary amount of experience
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pub fn earn_skill_point(&mut self, skill_group_kind: SkillGroupKind) {
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let sp_cost = self.skill_point_cost(skill_group_kind);
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.exp = skill_group.exp.saturating_sub(sp_cost);
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skill_group.available_sp = skill_group.available_sp.saturating_add(1);
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skill_group.earned_sp = skill_group.earned_sp.saturating_add(1);
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}
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}
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/// Checks if the skill set of an entity contains a particular skill group
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/// type
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pub fn contains_skill_group(&self, skill_group_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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}
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/// Adds/subtracts experience to the skill group within an entity's skill
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/// set
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pub fn change_experience(&mut self, skill_group_kind: SkillGroupKind, amount: i32) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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skill_group.exp = (skill_group.exp as i32 + amount) as u16;
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} else {
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warn!("Tried to add experience to a skill group that player does not have");
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}
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}
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/// Checks that the skill set contains all prerequisite skills for a
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/// particular skill
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pub fn prerequisites_met(&self, skill: Skill) -> 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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|
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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> {
|
|
self.skill_groups
|
|
.iter()
|
|
.find(|s_g| s_g.skill_group_kind == skill_group)
|
|
}
|
|
|
|
/// Returns a reference to a particular skill group in a skillset
|
|
fn skill_group_mut(&mut self, skill_group: SkillGroupKind) -> Option<&mut SkillGroup> {
|
|
self.skill_groups
|
|
.iter_mut()
|
|
.find(|s_g| s_g.skill_group_kind == skill_group)
|
|
}
|
|
|
|
/// 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)
|
|
}
|
|
|
|
/// Gets the available experience for a particular skill group
|
|
pub fn experience(&self, skill_group: SkillGroupKind) -> u16 {
|
|
self.skill_group(skill_group).map_or(0, |s_g| s_g.exp)
|
|
}
|
|
|
|
/// Gets skill point cost to purchase skill of next level
|
|
pub fn skill_cost(&self, skill: Skill) -> u16 {
|
|
let next_level = self.next_skill_level(skill);
|
|
skill.skill_cost(next_level)
|
|
}
|
|
|
|
/// Checks if player has sufficient skill points to purchase a skill
|
|
pub fn sufficient_skill_points(&self, skill: Skill) -> bool {
|
|
if let Some(skill_group_kind) = skill.skill_group_kind() {
|
|
if let Some(skill_group) = self
|
|
.skill_groups
|
|
.iter()
|
|
.find(|x| x.skill_group_kind == skill_group_kind)
|
|
{
|
|
let needed_sp = self.skill_cost(skill);
|
|
skill_group.available_sp >= needed_sp
|
|
} else {
|
|
false
|
|
}
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
/// Checks if the player has available SP to spend
|
|
pub fn has_available_sp(&self) -> bool {
|
|
self.skill_groups.iter().any(|sg| {
|
|
sg.available_sp > 0
|
|
&& (sg.earned_sp - sg.available_sp) < sg.skill_group_kind.total_skill_point_cost()
|
|
})
|
|
}
|
|
|
|
/// Checks how much experience is needed for the next skill point in a tree
|
|
pub fn skill_point_cost(&self, skill_group: SkillGroupKind) -> u16 {
|
|
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)
|
|
}
|
|
}
|
|
|
|
/// Checks if the skill is at max level in a skill set
|
|
pub fn is_at_max_level(&self, skill: Skill) -> bool {
|
|
if let Ok(level) = self.skill_level(skill) {
|
|
level == skill.max_level()
|
|
} else {
|
|
false
|
|
}
|
|
}
|
|
|
|
/// Checks if skill set contains a skill
|
|
pub fn has_skill(&self, skill: Skill) -> bool { self.skills.contains_key(&skill) }
|
|
|
|
/// Returns the level of the skill
|
|
pub fn skill_level(&self, skill: Skill) -> Result<Option<u16>, SkillError> {
|
|
if let Some(level) = self.skills.get(&skill).copied() {
|
|
Ok(level)
|
|
} else {
|
|
Err(SkillError::MissingSkill)
|
|
}
|
|
}
|
|
|
|
/// Checks the next level of a skill
|
|
fn next_skill_level(&self, skill: Skill) -> Option<u16> {
|
|
if let Ok(level) = self.skill_level(skill) {
|
|
level.map(|l| l + 1)
|
|
} else {
|
|
skill.max_level().map(|_| 1)
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Skill {
|
|
/// Returns a vec of prerequisite skills (it should only be necessary to
|
|
/// note direct prerequisites)
|
|
pub fn prerequisite_skills(&self) -> impl Iterator<Item = (Skill, Option<u16>)> {
|
|
SKILL_PREREQUISITES
|
|
.get(&self)
|
|
.into_iter()
|
|
.flatten()
|
|
.map(|(skill, level)| (*skill, *level))
|
|
}
|
|
|
|
/// Returns the cost in skill points of unlocking a particular skill
|
|
pub fn skill_cost(&self, level: Option<u16>) -> u16 {
|
|
// TODO: Better balance the costs later
|
|
level.unwrap_or(1)
|
|
}
|
|
|
|
/// Returns the maximum level a skill can reach, returns None if the skill
|
|
/// doesn't level
|
|
pub fn max_level(&self) -> Option<u16> { SKILL_MAX_LEVEL.get(&self).copied().flatten() }
|
|
|
|
/// Returns the skill group type for a skill from the static skill group
|
|
/// definitions.
|
|
pub fn skill_group_kind(&self) -> Option<SkillGroupKind> {
|
|
SKILL_GROUP_LOOKUP.get(&self).copied()
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
fn test_refund_skill() {
|
|
let mut skillset = SkillSet::default();
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1);
|
|
skillset.unlock_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
|
|
|
assert_eq!(skillset.skill_groups[1].available_sp, 0);
|
|
assert_eq!(skillset.skills.len(), 1);
|
|
assert_eq!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)), true);
|
|
|
|
skillset.refund_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
|
|
|
assert_eq!(skillset.skill_groups[1].available_sp, 1);
|
|
assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::UnlockLeap)), None);
|
|
}
|
|
|
|
#[test]
|
|
fn test_unlock_skillgroup() {
|
|
let mut skillset = SkillSet::default();
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
|
|
assert_eq!(skillset.skill_groups.len(), 2);
|
|
assert_eq!(
|
|
skillset.skill_groups[1],
|
|
SkillGroup::new(SkillGroupKind::Weapon(ToolKind::Axe))
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn test_unlock_skill() {
|
|
let mut skillset = SkillSet::default();
|
|
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1);
|
|
|
|
assert_eq!(skillset.skill_groups[1].available_sp, 1);
|
|
assert_eq!(skillset.skills.len(), 0);
|
|
|
|
// Try unlocking a skill with enough skill points
|
|
skillset.unlock_skill(Skill::Axe(AxeSkill::UnlockLeap));
|
|
|
|
assert_eq!(skillset.skill_groups[1].available_sp, 0);
|
|
assert_eq!(skillset.skills.len(), 1);
|
|
assert_eq!(skillset.has_skill(Skill::Axe(AxeSkill::UnlockLeap)), true);
|
|
|
|
// Try unlocking a skill without enough skill points
|
|
skillset.unlock_skill(Skill::Axe(AxeSkill::DsCombo));
|
|
|
|
assert_eq!(skillset.skills.len(), 1);
|
|
assert_eq!(skillset.skills.get(&Skill::Axe(AxeSkill::DsCombo)), None);
|
|
}
|
|
|
|
#[test]
|
|
fn test_add_skill_points() {
|
|
let mut skillset = SkillSet::default();
|
|
skillset.unlock_skill_group(SkillGroupKind::Weapon(ToolKind::Axe));
|
|
skillset.add_skill_points(SkillGroupKind::Weapon(ToolKind::Axe), 1);
|
|
|
|
assert_eq!(skillset.skill_groups[1].available_sp, 1);
|
|
}
|
|
}
|