veloren/common/src/skillset_builder.rs

714 lines
42 KiB
Rust

use crate::comp::{
item::{tool::ToolKind, Item, ItemKind},
skills::{
AxeSkill, BowSkill, HammerSkill, Skill, SkillGroupKind, SkillSet, StaffSkill, SwordSkill,
},
};
use serde::{Deserialize, Serialize};
use tracing::warn;
#[derive(Copy, Clone, PartialEq, Serialize, Deserialize, Debug)]
pub enum SkillSetConfig {
Adlet,
Gnarling,
Sahagin,
Haniwa,
Myrmidon,
Guard,
Villager,
Merchant,
Outcast,
Highwayman,
Bandit,
CultistNovice,
CultistAcolyte,
Warlord,
Warlock,
Mindflayer,
}
pub struct SkillSetBuilder(SkillSet);
impl Default for SkillSetBuilder {
fn default() -> Self { Self(SkillSet::default()) }
}
impl SkillSetBuilder {
pub fn build_skillset(main_tool: &Option<Item>, config: Option<SkillSetConfig>) -> Self {
let active_item = main_tool.as_ref().and_then(|ic| {
if let ItemKind::Tool(tool) = &ic.kind() {
Some(tool.kind)
} else {
None
}
});
use SkillSetConfig::*;
match config {
Some(Adlet) => {
match active_item {
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
},
_ => Self::default(),
}
},
Some(Gnarling) => {
match active_item {
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
},
_ => Self::default(),
}
},
Some(Sahagin) => {
match active_item {
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
},
_ => Self::default(),
}
},
Some(Haniwa) => {
match active_item {
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
},
_ => Self::default(),
}
},
Some(Myrmidon) => {
match active_item {
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
},
_ => Self::default(),
}
},
Some(Guard) => {
if let Some(ToolKind::Sword) = active_item {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsRegen), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DCost), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDrain), Some(1))
.with_skill(Skill::Sword(SwordSkill::DScaling), Some(1))
.with_skill(Skill::Sword(SwordSkill::DSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::DInfinite), None)
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(1))
.with_skill(Skill::Sword(SwordSkill::SCost), Some(1))
} else {
Self::default()
}
},
Some(Outcast) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DCost), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::SInfinite), Some(1))
.with_skill(Skill::Axe(AxeSkill::SSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::SCost), Some(1))
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CSpeed), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDrain), Some(1))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(1))
},
_ => Self::default(),
}
},
Some(Highwayman) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(1))
.with_skill(Skill::Sword(SwordSkill::SCost), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::DsDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::SInfinite), None)
.with_skill(Skill::Axe(AxeSkill::SDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::SSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::SCost), Some(1))
.with_skill(Skill::Axe(AxeSkill::UnlockLeap), None)
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::UnlockLeap), None)
.with_skill(Skill::Hammer(HammerSkill::LKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LRange), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::BRegen), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRadius), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FRange), Some(1))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(1))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
},
_ => Self::default(),
}
},
Some(Bandit) | Some(Merchant) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DCost), Some(1))
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(1))
.with_skill(Skill::Sword(SwordSkill::SCost), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::DsSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::DsRegen), Some(1))
.with_skill(Skill::Axe(AxeSkill::SInfinite), None)
.with_skill(Skill::Axe(AxeSkill::SDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::UnlockLeap), None)
.with_skill(Skill::Axe(AxeSkill::LKnockback), Some(1))
.with_skill(Skill::Axe(AxeSkill::LCost), Some(1))
.with_skill(Skill::Axe(AxeSkill::LDistance), Some(1))
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsRegen), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::UnlockLeap), None)
.with_skill(Skill::Hammer(HammerSkill::LDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LCost), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LDistance), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::BRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RGlide), None)
.with_skill(Skill::Bow(BowSkill::RCost), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FRange), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDrain), Some(1))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
.with_skill(Skill::Staff(StaffSkill::SDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::SRange), Some(1))
},
_ => Self::default(),
}
},
Some(CultistNovice) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsRegen), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DCost), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDrain), Some(1))
.with_skill(Skill::Sword(SwordSkill::DScaling), Some(1))
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(1))
.with_skill(Skill::Sword(SwordSkill::SCost), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::SInfinite), None)
.with_skill(Skill::Axe(AxeSkill::SHelicopter), None)
.with_skill(Skill::Axe(AxeSkill::SDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::UnlockLeap), None)
.with_skill(Skill::Axe(AxeSkill::LKnockback), Some(1))
.with_skill(Skill::Axe(AxeSkill::LDistance), Some(1))
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsRegen), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDrain), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::UnlockLeap), None)
.with_skill(Skill::Hammer(HammerSkill::LDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LKnockback), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None)
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::BDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRadius), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FRange), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDrain), Some(1))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(1))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
.with_skill(Skill::Staff(StaffSkill::SDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::SRange), Some(1))
},
_ => Self::default(),
}
},
Some(CultistAcolyte) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DScaling), Some(1))
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::DsDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::SInfinite), Some(1))
.with_skill(Skill::Axe(AxeSkill::SDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::SCost), Some(1))
.with_skill(Skill::Axe(AxeSkill::UnlockLeap), None)
.with_skill(Skill::Axe(AxeSkill::LDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::LKnockback), Some(1))
.with_skill(Skill::Axe(AxeSkill::LCost), Some(1))
.with_skill(Skill::Axe(AxeSkill::LDistance), Some(1))
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsRegen), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDrain), Some(1))
.with_skill(Skill::Hammer(HammerSkill::UnlockLeap), None)
.with_skill(Skill::Hammer(HammerSkill::LDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LRange), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None)
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::RCost), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::BDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRadius), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FRange), Some(1))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(1))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
.with_skill(Skill::Staff(StaffSkill::SDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::SKnockback), Some(1))
.with_skill(Skill::Staff(StaffSkill::SRange), Some(1))
},
_ => Self::default(),
}
},
Some(Warlord) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsRegen), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::DCost), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDrain), Some(1))
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(2))
.with_skill(Skill::Sword(SwordSkill::SCost), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::DsDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::DsSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::DsRegen), Some(1))
.with_skill(Skill::Axe(AxeSkill::SInfinite), None)
.with_skill(Skill::Axe(AxeSkill::SHelicopter), None)
.with_skill(Skill::Axe(AxeSkill::SDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::SSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::UnlockLeap), None)
.with_skill(Skill::Axe(AxeSkill::LDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::LKnockback), Some(1))
.with_skill(Skill::Axe(AxeSkill::LDistance), Some(1))
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsRegen), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDrain), Some(1))
.with_skill(Skill::Hammer(HammerSkill::UnlockLeap), None)
.with_skill(Skill::Hammer(HammerSkill::LDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LDistance), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LRange), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::BRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None)
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::RCost), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::BDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRegen), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRadius), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDrain), Some(1))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(1))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
.with_skill(Skill::Staff(StaffSkill::SDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::SKnockback), Some(1))
.with_skill(Skill::Staff(StaffSkill::SCost), Some(1))
},
_ => Self::default(),
}
},
Some(Warlock) => {
match active_item {
Some(ToolKind::Sword) => {
// Sword
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Sword))
.with_skill(Skill::Sword(SwordSkill::TsCombo), None)
.with_skill(Skill::Sword(SwordSkill::TsDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsRegen), Some(1))
.with_skill(Skill::Sword(SwordSkill::TsSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDamage), Some(2))
.with_skill(Skill::Sword(SwordSkill::DCost), Some(1))
.with_skill(Skill::Sword(SwordSkill::DDrain), Some(1))
.with_skill(Skill::Sword(SwordSkill::DScaling), Some(1))
.with_skill(Skill::Sword(SwordSkill::UnlockSpin), None)
.with_skill(Skill::Sword(SwordSkill::SDamage), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpeed), Some(1))
.with_skill(Skill::Sword(SwordSkill::SSpins), Some(2))
.with_skill(Skill::Sword(SwordSkill::SCost), Some(1))
},
Some(ToolKind::Axe) => {
// Axe
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Axe))
.with_skill(Skill::Axe(AxeSkill::DsCombo), None)
.with_skill(Skill::Axe(AxeSkill::DsDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::DsSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::DsRegen), Some(1))
.with_skill(Skill::Axe(AxeSkill::SInfinite), None)
.with_skill(Skill::Axe(AxeSkill::SHelicopter), None)
.with_skill(Skill::Axe(AxeSkill::SDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::SSpeed), Some(1))
.with_skill(Skill::Axe(AxeSkill::SCost), Some(1))
.with_skill(Skill::Axe(AxeSkill::UnlockLeap), None)
.with_skill(Skill::Axe(AxeSkill::LDamage), Some(1))
.with_skill(Skill::Axe(AxeSkill::LKnockback), Some(1))
.with_skill(Skill::Axe(AxeSkill::LCost), Some(1))
.with_skill(Skill::Axe(AxeSkill::LDistance), Some(1))
},
Some(ToolKind::Hammer) => {
// Hammer
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Hammer))
.with_skill(Skill::Hammer(HammerSkill::SsKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::SsRegen), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CDrain), Some(1))
.with_skill(Skill::Hammer(HammerSkill::CSpeed), Some(1))
.with_skill(Skill::Hammer(HammerSkill::UnlockLeap), None)
.with_skill(Skill::Hammer(HammerSkill::LDamage), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LCost), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LDistance), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LKnockback), Some(1))
.with_skill(Skill::Hammer(HammerSkill::LRange), Some(1))
},
Some(ToolKind::Bow) => {
// Bow
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::BRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None)
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::RCost), Some(1))
},
Some(ToolKind::Staff) => {
// Staff
Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::BDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRegen), Some(1))
.with_skill(Skill::Staff(StaffSkill::BRadius), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::FRange), Some(1))
.with_skill(Skill::Staff(StaffSkill::FDrain), Some(1))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(1))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
.with_skill(Skill::Staff(StaffSkill::SDamage), Some(1))
.with_skill(Skill::Staff(StaffSkill::SKnockback), Some(1))
.with_skill(Skill::Staff(StaffSkill::SRange), Some(1))
.with_skill(Skill::Staff(StaffSkill::SCost), Some(1))
},
_ => Self::default(),
}
},
Some(Mindflayer) => Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Staff))
.with_skill(Skill::Staff(StaffSkill::BDamage), Some(3))
.with_skill(Skill::Staff(StaffSkill::BRegen), Some(2))
.with_skill(Skill::Staff(StaffSkill::BRadius), Some(2))
.with_skill(Skill::Staff(StaffSkill::FDamage), Some(3))
.with_skill(Skill::Staff(StaffSkill::FRange), Some(2))
.with_skill(Skill::Staff(StaffSkill::FDrain), Some(2))
.with_skill(Skill::Staff(StaffSkill::FVelocity), Some(2))
.with_skill(Skill::Staff(StaffSkill::UnlockShockwave), None)
.with_skill(Skill::Staff(StaffSkill::SDamage), Some(2))
.with_skill(Skill::Staff(StaffSkill::SKnockback), Some(2))
.with_skill(Skill::Staff(StaffSkill::SRange), Some(2))
.with_skill(Skill::Staff(StaffSkill::SCost), Some(2)),
Some(Villager) | None => Self::default(),
}
}
pub fn with_skill(mut self, skill: Skill, level: Option<u16>) -> Self {
if let Some(skill_group) = skill.skill_group_kind() {
for _ in 0..level.unwrap_or(1) {
self.0
.add_skill_points(skill_group, self.0.skill_cost(skill));
self.0.unlock_skill(skill);
if !self.0.has_skill(skill) {
warn!(
"Failed to add skill: {:?}. Verify that it has the appropriate skill \
group available and meets all prerequisite skills.",
skill
);
}
}
} else {
warn!(
"Tried to add skill: {:?} which does not have an associated skill group.",
skill
);
}
self
}
pub fn with_skill_group(self, skill_group: SkillGroupKind) -> Self {
self.with_skill(Skill::UnlockGroup(skill_group), None)
}
pub fn build(self) -> SkillSet { self.0 }
}