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Skill Trees ~ Design Document and Interface Guide

Borja Sotomayor edited this page May 15, 2021 · 3 revisions

This page is a work in progress, and will eventually be the design document that will provide guidance during implementation. It will specify the data structures and functions provided and required by the skill trees module.

Initial Ideas Most likely will be made from directed graphs Either that or two lists inside of a skill struct: list of prerequisite skills for this skill, and a list of skills unlocked after this skill.

Different types of structs that we’ll have: Global directed graph that, once the game is created, does not change This is edited when the game maker is specifically working with skills. Individual, player-based skill-list that can have skills pushed and possibly popped in/out This is edited when the game maker is designing the world and wishes to implement skill trees into that world.

//a skill is: active or passive - layer uses it, or its a tiny blob that affects player stats //all skills have description //if active, the skill has an effect on usage, whether in the battle system or in the open world. //if passive, it can affects player stats

List of player’s active skills, unique to each character: Players_active_skills[20] (where 20 is the max number of active skills obtainable) List of player’s passive skills, unique to each character: Players_passive_skills[20] (where 20 is the max number of passive skills obtainable)

Functions needed in regards to this: 1) Push a skill into one list 2) Pop a skill from one list 3) Create these lists — used when the game is created 4) Free these lists — used when a game is deleted 5) Activate passive skills — Activates all passive skills in the list 6) Has skill — Returns true or false, based on whether the skill is unlocked or not.

Player’s skill, unique to each character: Struct { //Skill name // Name of the skill //Current level // level of the skill - You can level up skills //Current experience // Percentage out of 100% to how close the player is to leveling up //String description // Description of the skill //Function ability // Either a string to be parsed or a function pointer.

} player_skill

Functions needed in regards to this: 1) Call skill — Activates the ability inside of the skill, whether passive or active. I.e., if passive, it’s called right when the level/world is created, and never ends. 2) Increase a skill’s experience 3) Increase a skill’s level

Overall skill tree, shared by every player: Struct { //Skill name // Name of the skill //Dependencies // Which skills are required to unlock this skill //Skills unlocked after// Skills that have this struct’s skill as a dependencies. //Max level // Max level that this skill can be.

} skill_tree

Functions needed in regards to this: 1) find_requirements — A player calls this when they want to know how to get a skill. 2) find_unlockables — A player calls this when they want to know what they can get after they unlock this skill.

Functions that we need: get_skill(char* skill_name): Returns a skill struct. create_skill(char* skill_name): Returns a skill struct after mallocing it. free_skill(skill_struct* skill_name): Frees a skill struct.

Player Stats Interactions Player stats will allow us to link to the Exp gain functions in their work in order to implement a level-up system inside of playerstats, if we wanted to. Additionally, cooldown systems/how much damage a skill does is not something that playerstats will be working on but instead will be something that battle systems might be working on, so that is something we still need to figure out.

Design Document for Skill Trees

Version 2.1.1

  • stdst.h renamed to skilltrees_common.h and stdst.c renamed to skilltrees_common.h.

Version 2.1

Updates from last version
  • skill_t struct, fields changed
typedef struct skill {
    // The skill ID that uniquely identifies the skill
    sid_t sid;

    // The skill type
    skill_type_t type;

    // The name of the skill
    char* name;

    // The description of the skill
    char* desc;

    // The player's current level of the skill
    unsigned int level;

    // The player's current experience points associated with the skill
    unsigned int xp;

    // The maximum level to which the skill can be upgraded
    unsigned int max_level;

    // The minimum number of experience points needed to level up
    unsigned int min_xp;

    // The pointer to the function that will execute the skill effect
    skill_effect_t effect;

} skill_t;
  • inventory_t struct renamed to skill_inventory_t, fields changed
typedef struct skill_inventory {
    // An array of active skills belonging to a player
    skill_t** active;

    // The number of active skills belonging to a player
    unsigned int num_active;

    // The maximum number of active skills a player can possess
    // (This field helps to enforce skill tree balancing)
    unsigned int max_active;

    // An array of passive skills belonging to a player
    skill_t** passive;

    // The number of passive skills belonging to a player
    unsigned int num_passive;

    // The maximum number of passive skills a player can possess
    // (This field helps to enforce skill tree balancing)
    unsigned int max_passive;

} skill_inventory_t;
  • branch_t renamed to skill_node_t, fields changed
typedef struct skill_node skill_node_t;

struct skill_node {
    // The skill represented by the skill node
    skill_t* skill;

    // Points to a list of prerequisites immediately preceeding the level in the
    // tree, in which the skill node presides
    skill_node_t** prereqs;

    // The number of prerequisite skill nodes
    unsigned int num_prereq_skills;

    // The size of the skill node, for the graphics team
    unsigned int size;

};
  • tree_t renamed to skill_tree_t, fields changed
typedef struct skill_tree {
    // The tree ID that uniquely identifies the skill tree
    tid_t tid;

    // The name of the skill tree
    char* name;

    // The list of tree nodes
    skill_node_t** nodes;

    // The number of tree nodes
    unsigned int num_nodes;

} skill_tree_t;
  • Function header changes
skill_t* skill_new(sid_t sid, skill_type_t type, char* name, char* desc,
                   unsigned int max_level, unsigned int min_xp,
                   skill_effect_t effect);
int skill_init(skill_t* skill, sid_t sid, skill_type_t type, char* name,
               char* desc, unsigned int level, unsigned int xp,
               unsigned int max_level, unsigned int min_xp,
               skill_effect_t effect);
  • Function renamed
skill_node_t* skill_node_new(skill_t* skill, unsigned int num_prereq_skills,
                              unsigned int size);
int skill_node_free(skill_node_t* node);
int node_prereq_add(skill_node_t* node, skill_node_t* prereq);
int node_prereq_remove(skill_node_t* node, skill_node_t* prereq);
skill_tree_t* skill_tree_new(tid_t tid, char* name, unsigned int num_nodes);
int skill_tree_free(skill_tree_t* tree);
int skill_tree_node_add(skill_tree_t* tree, skill_node_t* node);
int skill_tree_has_node(skill_tree_t* tree, sid_t sid);
int skill_tree_node_remove(skill_tree_t* tree, skill_node_t* node);
skill_t** get_all_skill_prereqs(skill_tree_t* tree, sid_t sid,
                                int* num_prereq_skills);
skill_t** get_acquired_skill_prereqs(skill_tree_t* tree,
                                     skill_inventory_t* inventory, sid_t sid,
                                     int* num_acquired_prereqs);
skill_t** skill_prereqs_missing(skill_tree_t* tree,
                                skill_inventory_t* inventory, sid_t sid,
                                int* nmissing);
int inventory_skill_acquire(skill_tree_t* tree, skill_inventory_t* inventory,
                            skill_t* skill);

Version 2.0

Much of the high-level design philosophy remains the same as from the previous version, which can be seen below. However, there have been a few structural changes, as well as some function-renamings, that justify incrementing the version number, as well as updating documentation regarding the design of this module.

This documentation is accurate and reflective of the skilltrees/skill_tree developmental branch, which will hold all updates in code. Headers are found in include/skilltrees, and include the following files:

  • stdst.h
  • skill.h
  • inventory.h
  • skilltree.h

The implementations will be found in the corresponding source files *.c located in src/.

Individual Skill Tree

The following structs will be used to store skils associated with individual players:

typedef char* (*skill_effect_t)(char*);

typedef struct skill {
    // The skill ID that uniquely identifies the skill
    sid_t sid;

    // The skill type
    skill_type_t type;

    // The name of the skill
    char* name;

    // The description of the skill
    char* desc;

    // The player's current level of the skill
    unsigned int level;

    // The player's current experience points associated with the skill
    unsigned int xp;

    // The pointer to the function that will execute the skill effect
    skill_effect_t effect;

} skill_t;

typedef struct inventory {
    // An array of active skills belonging to a player
    skill_t** active;

    // The number of active skills belonging to a player
    unsigned int nactive;

    // The maximum number of active skills a player can possess
    // (This field helps to enforce skill tree balancing)
    unsigned int max_active;

    // An array of passive skills belonging to a player
    skill_t** passive;

    // The number of passive skills belonging to a player
    unsigned int npassive;

    // The maximum number of passive skills a player can possess
    // (This field helps to enforce skill tree balancing)
    unsigned int max_passive;

} inventory_t;

Each skill will have a corresponding skill_t struct corresponding to it which holds all of the critical information, and all of these skills will be held in a inventory_t struct, of which, each player will have exactly one of.

sid_t sid and skill_type_t type are enum-types that will be defined when the global skill tree is created. skill_effect_t effect is a function pointer that points to a corresponding function, which could have additional parameters, that reflects the effects of using the skill.

To interact with the basic skill structs, the following functions are used:

skill_t* skill_new(sid_t sid, skill_type_t type, char* name, char* desc,
                   skill_effect_t effect);
int skill_init(skill_t* skill, sid_t sid, skill_type_t type, char* name,
               char* desc, unsigned int level, unsigned int xp,
               skill_effect_t effect);
int skill_free(skill_t* skill);
char* skill_execute(skill_t* skill, char* args);

More details on these functions can be found in include/skill.h.

To interact with the inventory structs, the following functions are used:

inventory_t* inventory_new(unsigned int max_active, unsigned int max_passive);
int inventory_free(inventory_t* inventory);
int inventory_skill_add(inventory_t* inventory, skill_t* skill);
int inventory_has_skill(inventory_t* inventory, sid_t sid, skill_type_t type);
int inventory_skill_remove(inventory_t* inventory, skill_t* skill);

More details on these functions can be found in include/inventory.h.

Global Skill Tree

The global skill tree will be stored in the following structs:

typedef enum sid {
    // Example 1
    UNLOCK_DOOR,

    // Example 2
    DEFUSE_BOMB,

    // Example 3
    CHOP_TREE,

    // Example 4
    INNER_PEACE,

} sid_t;

typedef enum skill_type {
    // Denotes active skill
    ACTIVE,

    // Denotes passive skill
    PASSIVE,

} skill_type_t;

typedef struct branch {
    // The skill ID that uniquely identifies the skill
    sid_t sid;

    // The list of prerequisite skills to acquire skill `sid`
    skill_t** prereqs;

    // The number of prerequisite skills
    unsigned int nprereqs;

    // The maximum level to which the skill can be upgraded
    unsigned int max_level;

    // The number of experience points needed to level up
    unsigned int min_xp;

} branch_t;

typedef enum tid {
    // Example 1
    HEALTH,

    // Example 2
    COMBAT,

    // Example 3
    CHARMS,

    // Example 4
    POTIONS,

} tid_t;

typedef struct tree {
    // The tree ID that uniquely identifies the tree
    tid_t tid;

    // The list of tree branches
    branch_t** branches;

    // The number of tree branches
    unsigned int nbranches;

} tree_t;

Each skill will have one branch_t struct associated with it to hold the critical information. These branches will be stored in a tree_t, each of which has a unique tid_t, which is an enum-type corresponding to a different distinct skill-tree that the player has access to. In each game, there is a potential to have multiple tree_t's, all of which are mapped in the tid_t enum-type.

To interact with theses structs, use the following functions:

branch_t* branch_new(sid_t sid, unsigned int nprereqs, unsigned int max_level,
                      unsigned int min_xp);
int branch_free(branch_t* branch);
int branch_prereq_add(branch_t* branch, skill_t* prereq);
int branch_prereq_remove(branch_t* branch, skill_t* prereq);
tree_t* tree_new(tid_t tid, unsigned int nbranches);
int tree_free(tree_t* tree);
int tree_branch_add(tree_t* tree, branch_t* branch);
int tree_has_branch(tree_t* tree, sid_t sid);
int tree_branch_remove(tree_t* tree, branch_t* branch);

More details on these functions can be found in the include/skilltree.h file.

Interactions between Both Here are a few higher level functions that interact at the intersection of the individual player skill tree and the global skill tree:
skill_t** prereqs_all(tree_t* tree, sid_t sid, unsigned int* nprereqs);
skill_t** prereqs_acquired(tree_t* tree, inventory_t* inventory, sid_t sid,
                           unsigned int* nacquired);
skill_t** prereqs_missing(tree_t* tree, inventory_t* inventory, sid_t sid,
                          unsigned int* nmissing);
void levels_update(tree_t* tree, inventory_t* inventory);
int inventory_skill_acquire(tree_t* tree, inventory_t* inventory, sid_t sid);

More details on these functions can be found in the include/skilltree.h file.

On a general note, this section is where most additional features will be added to support higher level interactions and interfacing with the module.

Version 1.0

Our design is based around two main objects:

  • A static, global skill tree
  • Dynamic, individual skill trees for each character

The goal of this dual-object approach is to front-load most of the heavy work at the launch of the game to minimize the work required to interact with skills later on. This approach will also provide a very clear interface for potential integration with other features.

Below we will describe further how these two objects will be structured, as well as provide documentation for interfacing.

Global Skill Tree Implementation

The global skill tree will serve as a master-list of all of the skills available to the player. It will be loaded into memory at the launch of every play-through, and will not be changed much later on through the play-through.

The implementation will look something like as follows

    typedef struct g_skill_node{
        const char *name;
        const char *description;
        int id;
        int *dependencies;
        int max_level;
        void *effect; 
        # potential future fields
    } g_skill_node_t;

    typedef struct g_skill_tree{
        int size;
        g_skill_node_t* skills[];
    } g_skill_tree_t;

Each skill will have a node that stores all of the relevant information, and the tree will hold all of these nodes together. One key feature of this design is that each skill will have an integer ID attached to it. This will greatly reduce the friction with interactions between multiple skill nodes in the future. Another key feature here is that the tree is not actually a tree, nor a graph, but rather just a table, mapping ID values to the nodes associated with them. This will greatly simplify the individual skill trees for the players later on.

One benefit of this implementation is that in the future, should there be a need to add more data fields to skills, it can be done by just adding fields to the node struct, without having to change much preexisting code.

One detail that is still unclear is how we will store the effects of the skills. This part will be updated later on when the interactions with other features becomes more clear.

Global Skill Tree Interface

At startup, the game will initialize the global skill tree. This will be done via an init function.

    g_skill_tree_t *init_g_skill_tree(int size, const char *names, 
        const char *descriptions, int **dependencies, int *max_levels,
        void **effects);

This function will take in some parsed parameters from WDL to initialize a skill tree containing all of the skills.

This function will use some internal helper functions to initialize each individual node. These include

    g_skill_node_t *init_g_skill_node(const char *name, const char *description
        int id, int *dependencies, int max_level, void *effect);

To free the tree when the game is closed, there will be some free function:

    int free_g_skill_tree(g_skill_tree_t *tree);

which will call the corresponding internal helper function:

    int free_g_skill_node(g_skill_node_t *node);

Interactions with the global skill tree will be (mostly) read-only. Therefore, interfacing will be done with the following functions:

    const char *get_skill_name(g_skill_tree_t *tree, int id);
    const char *get_skill_description(g_skill_tree_t *tree, int id);
    int **get_skill_dependencies(g_skill_tree_t *tree, int id);
    int *get_skill_max_level(g_skill_tree_t *tree, int id);
    void *get_skill_effect(g_skill_tree_t *tree, int id);

All of these accessing functions will be reliant on the ID values associated with the skill. Alternatively, there will also be a set of functions that can take in the skill name instead of the ID:

    int get_skill_id_n(g_skill_tree_t  *tree, const char *name);
    const char *get_skill_description_n(g_skill_tree_t *tree, const char *name);
    int **get_skill_dependencies_n(g_skill_tree_t *tree, const char *name);
    int *get_skill_max_level_n(g_skill_tree_t *tree, const char *name);
    void *get_skill_effect_n(g_skill_tree_t *tree, const char *name);

These functions should be the only way that other features or the user interacts with the global skill tree.

Individual Skill Tree Implementation

Because this design front-loads the work of setting up the skill tree, each individual skill tree will have a much simpler implementation.

    typedef struct i_skill_tree{
        int size;
        int *skills;
    } i_skill_tree_t;

Each player instance will contain one of these structs, which contains only a table that maps each skill ID to its level. The benefit of having this implementation is that it saves space in storing player data, and avoids cluttering with having too many skill struct nodes.

Individual Skill Tree Interface Individual skill trees will be initialized and freed with the following functions:
    i_skill_tree_t *init_i_skill_tree(int size, int *skills);
    int free_i_skill_tree(i_skill_tree_t *tree);

The initialization will involve passing in starting values for the skill level of all of the skills.

Interactions with individual skill trees will be done through the following functions:

    int get_skill_level(i_skill_tree_t *tree, int id);
    int get_skill_level_n(i_skill_tree_t *tree, const char *name);
    bool can_level_skill(i_skill_tree_t *tree, int id, int level);
    bool can_level_skill_n(i_skill_tree_t *tree, const char *name, int level);
    int level_skill(i_skill_tree_t *tree, int id, int level);
    int level_skill_n(i_skill_tree_t *tree, const char *name, int level);

Because the individual skill tree is very minimal, interactions will involve more with interfacing with the global skill tree.

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