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Rust
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use std::{collections::HashMap, time::Instant};
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use super::{OutfitSet, ShipPersonality};
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use cgmath::{InnerSpace, Point2, Point3, Rad};
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use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
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use rand::{rngs::ThreadRng, Rng};
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/// Ship state machine.
/// Any ship we keep track of is in one of these states.
/// Dead ships don't exist---they removed once their collapse
/// sequence fully plays out.
#[derive(Debug, Clone)]
pub enum ShipState {
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/// This ship is dead, and should be removed from the game.
Dead,
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/// This ship is alive and well in open space
Flying, // TODO: system, position (also in collapse)?
/// This ship has been destroyed, and is playing its collapse sequence.
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Collapsing {
/// Total collapse sequence length, in seconds
total: f32,
/// How many seconds of the collapse sequence we've played
elapsed: f32,
},
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/// This ship is landed on a planet
Landed {
/// The planet this ship is landed on
target: SystemObjectHandle,
},
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/// This ship is landing on a planet
/// (playing the animation)
Landing {
/// The point, in world coordinates, where we started
from_position: Point2<f32>,
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/// The ship's angle when we started landing
from_angle: Rad<f32>,
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/// The planet we're landing on
target: SystemObjectHandle,
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/// The total amount of time, in seconds, we will spend landing
total: f32,
/// The amount of time we've already spent playing the landing sequence
elapsed: f32,
},
}
impl ShipState {
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/// What planet is this ship landed on?
pub fn landed_on(&self) -> Option<SystemObjectHandle> {
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match self {
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Self::Landed { target } => Some(*target),
_ => None,
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}
}
/// If this ship is collapsing, return total collapse time and remaining collapse time.
/// Otherwise, return None
pub fn collapse_state(&self) -> Option<(f32, f32)> {
match self {
Self::Collapsing {
total,
elapsed: remaining,
} => Some((*total, *remaining)),
_ => None,
}
}
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/// Compute position of this ship's sprite during its landing sequence
pub fn landing_position(&self, ct: &Content) -> Option<Point3<f32>> {
match self {
Self::Landing {
from_position,
target,
total,
elapsed,
..
} => Some({
let target = ct.get_system_object(*target);
let diff = Point2 {
x: target.pos.x,
y: target.pos.y,
} - from_position;
let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
// TODO: improve animation
// TODO: fade
// TODO: atmosphere burn
// TODO: land at random point
// TODO: don't jump camera
let pos = from_position + (diff * (elapsed / total));
Point3 {
x: pos.x,
y: pos.y,
z: 1.0 + ((target.pos.z - 1.0) * (elapsed / total)),
}
}),
_ => None,
}
}
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}
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/// Represents all attributes of a single ship
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#[derive(Debug, Clone)]
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pub struct ShipData {
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// Metadata values
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ct_handle: ShipHandle,
faction: FactionHandle,
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outfits: OutfitSet,
personality: ShipPersonality,
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/// Ship state machine. Keeps track of all possible ship state.
/// TODO: document this, draw a graph
state: ShipState,
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// State values
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// TODO: unified ship stats struct, like outfit space
hull: f32,
shields: f32,
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gun_cooldowns: HashMap<GunPoint, f32>,
rng: ThreadRng,
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// Utility values
/// The last time this ship was damaged
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last_hit: Instant,
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}
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impl ShipData {
/// Create a new ShipData
pub(crate) fn new(
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ct: &Content,
ct_handle: ShipHandle,
faction: FactionHandle,
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personality: ShipPersonality,
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) -> Self {
let s = ct.get_ship(ct_handle);
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ShipData {
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ct_handle,
faction,
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outfits: OutfitSet::new(s.space, &s.guns),
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personality,
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last_hit: Instant::now(),
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rng: rand::thread_rng(),
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// TODO: ships must always start landed on planets
state: ShipState::Flying,
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// Initial stats
hull: s.hull,
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shields: 0.0,
gun_cooldowns: s.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
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}
}
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// TODO: position in data?
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/// Land this ship on `target`
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pub fn land_on(
&mut self,
target: SystemObjectHandle,
from_position: Point2<f32>,
from_angle: Rad<f32>,
) -> bool {
match self.state {
ShipState::Flying => {
self.state = ShipState::Landing {
elapsed: 0.0,
total: 5.0,
target,
from_position,
from_angle,
};
return true;
}
_ => {
unreachable!("Called `land_on` on a ship that isn't flying!")
}
};
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}
/// Take off from `target`
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pub fn unland(&mut self) {
match self.state {
ShipState::Landed { .. } => {
self.state = ShipState::Flying;
}
_ => {
unreachable!("Called `unland` on a ship that isn't landed!")
}
};
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}
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/// Add an outfit to this ship
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pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
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let r = self.outfits.add(o);
self.shields = self.outfits.get_shield_strength();
return r;
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}
/// Remove an outfit from this ship
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pub fn remove_outfit(&mut self, o: &Outfit) -> super::OutfitRemoveResult {
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self.outfits.remove(o)
}
/// Try to fire a gun.
/// Will panic if `which` isn't a point on this ship.
/// Returns `true` if this gun was fired,
/// and `false` if it is on cooldown or empty.
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pub(crate) fn fire_gun(&mut self, ct: &Content, which: &GunPoint) -> bool {
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let c = self.gun_cooldowns.get_mut(which).unwrap();
if *c > 0.0 {
return false;
}
let g = self.outfits.get_gun(which);
if g.is_some() {
let g = ct.get_outfit(g.unwrap());
let gun = g.gun.as_ref().unwrap();
*c = 0f32.max(gun.rate + self.rng.gen_range(-gun.rate_rng..=gun.rate_rng));
return true;
} else {
return false;
}
}
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/// Hit this ship with the given amount of damage
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pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) {
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match self.state {
ShipState::Flying => {}
_ => {
unreachable!("Cannot apply damage to a ship that is not flying!")
}
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}
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if self.shields >= d {
self.shields -= d
} else {
d -= self.shields;
self.shields = 0.0;
self.hull = 0f32.max(self.hull - d);
}
self.last_hit = Instant::now();
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if self.hull <= 0.0 {
// This ship has been destroyed, update state
self.state = ShipState::Collapsing {
total: ct.get_ship(self.ct_handle).collapse.length,
elapsed: 0.0,
}
}
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}
/// Update this ship's state by `t` seconds
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pub(crate) fn step(&mut self, t: f32) {
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match self.state {
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ShipState::Landing {
ref mut elapsed,
total,
target,
..
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} => {
*elapsed += t;
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if *elapsed >= total {
self.state = ShipState::Landed { target };
}
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}
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ShipState::Landed { .. } => {
// Cooldown guns
for (_, c) in &mut self.gun_cooldowns {
if *c > 0.0 {
*c = 0.0;
}
}
// Regenerate shields
if self.shields != self.outfits.get_shield_strength() {
self.shields = self.outfits.get_shield_strength();
}
}
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ShipState::Flying => {
// Cooldown guns
for (_, c) in &mut self.gun_cooldowns {
if *c > 0.0 {
*c -= t;
}
}
// Regenerate shields
let time_since = self.last_hit.elapsed().as_secs_f32();
if self.shields != self.outfits.get_shield_strength() {
for g in self.outfits.iter_shield_generators() {
if time_since >= g.delay {
self.shields += g.generation * t;
if self.shields > self.outfits.get_shield_strength() {
self.shields = self.outfits.get_shield_strength();
break;
}
}
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}
}
}
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ShipState::Collapsing {
ref mut elapsed,
total,
} => {
*elapsed += t;
if *elapsed >= total {
self.state = ShipState::Dead
}
}
ShipState::Dead => {}
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}
}
}
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// Misc getters, so internal state is untouchable
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impl ShipData {
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/// Get this ship's state
pub fn get_state(&self) -> &ShipState {
&self.state
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}
/// Get a handle to this ship's content
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pub fn get_content(&self) -> ShipHandle {
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self.ct_handle
}
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/// Get this ship's current hull.
/// Use content handle to get maximum hull
pub fn get_hull(&self) -> f32 {
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self.hull
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}
/// Get this ship's current shields.
/// Use get_outfits() for maximum shields
pub fn get_shields(&self) -> f32 {
self.shields
}
/// Get all outfits on this ship
pub fn get_outfits(&self) -> &OutfitSet {
&self.outfits
}
/// Get this ship's personality
pub fn get_personality(&self) -> ShipPersonality {
self.personality
}
/// Get this ship's faction
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pub fn get_faction(&self) -> FactionHandle {
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self.faction
}
/// Get this ship's content handle
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pub fn get_ship(&self) -> ShipHandle {
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self.ct_handle
}
}