2024-01-03 13:19:10 -08:00
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use anyhow::{bail, Context, Result};
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use cgmath::Deg;
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use serde::Deserialize;
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use std::collections::HashMap;
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use crate::{handle::SpriteHandle, Content};
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use crate::{ContentBuildContext, EffectHandle, OutfitSpace};
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pub(crate) mod syntax {
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use crate::part::effect;
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use crate::part::outfitspace;
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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#[derive(Debug, Deserialize)]
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pub struct Gun {
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pub projectile: Projectile,
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pub rate: f32,
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pub rate_rng: f32,
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pub space: outfitspace::syntax::OutfitSpace,
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}
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#[derive(Debug, Deserialize)]
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pub struct Projectile {
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pub sprite: String,
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pub size: f32,
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pub size_rng: f32,
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pub speed: f32,
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pub speed_rng: f32,
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pub lifetime: f32,
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pub lifetime_rng: f32,
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pub damage: f32,
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pub angle_rng: f32,
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pub impact_effect: Option<effect::syntax::EffectReference>,
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pub expire_effect: Option<effect::syntax::EffectReference>,
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pub collider: super::ProjectileCollider,
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pub force: f32,
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}
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}
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/// Defines a projectile's collider
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#[derive(Debug, Deserialize, Clone)]
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pub enum ProjectileCollider {
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/// A ball collider
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#[serde(rename = "ball")]
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Ball(BallCollider),
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}
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/// A simple ball-shaped collider, centered at the object's position
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#[derive(Debug, Deserialize, Clone)]
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pub struct BallCollider {
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/// The radius of this ball
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pub radius: f32,
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}
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/// Represents a gun outfit.
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#[derive(Debug, Clone)]
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pub struct Gun {
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/// The name of this gun
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pub name: String,
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/// The projectile this gun produces
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pub projectile: Projectile,
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/// Average delay between projectiles, in seconds.
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pub rate: f32,
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/// Random variation of projectile delay, in seconds.
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/// Each shot waits (rate += rate_rng).
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pub rate_rng: f32,
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/// How much space this gun uses
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pub space: OutfitSpace,
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}
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/// Represents a projectile that a [`Gun`] produces.
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#[derive(Debug, Clone)]
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pub struct Projectile {
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/// The projectile sprite
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pub sprite: SpriteHandle,
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/// The average size of this projectile
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/// (height in game units)
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pub size: f32,
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/// Random size variation
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pub size_rng: f32,
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/// The speed of this projectile, in game units / second
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pub speed: f32,
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/// Random speed variation
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pub speed_rng: f32,
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/// The lifespan of this projectile.
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/// It will vanish if it lives this long without hitting anything.
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pub lifetime: f32,
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/// Random lifetime variation
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pub lifetime_rng: f32,
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/// The damage this projectile does
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pub damage: f32,
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/// The force this projectile applies
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pub force: f32,
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/// The angle variation of this projectile.
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/// Projectiles can be off center up to
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/// `spread / 2` degrees in both directions.
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///
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/// (Forming a "fire cone" of `spread` degrees)
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pub angle_rng: Deg<f32>,
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/// The particle this projectile will spawn when it hits something
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pub impact_effect: Option<EffectHandle>,
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/// The particle this projectile will spawn when it expires
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pub expire_effect: Option<EffectHandle>,
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/// Collider parameters for this projectile
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pub collider: ProjectileCollider,
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}
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impl crate::Build for Gun {
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type InputSyntaxType = HashMap<String, syntax::Gun>;
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fn build(
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gun: Self::InputSyntaxType,
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build_context: &mut ContentBuildContext,
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content: &mut Content,
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) -> Result<()> {
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for (gun_name, gun) in gun {
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let projectile_sprite_handle = match content.sprite_index.get(&gun.projectile.sprite) {
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None => bail!(
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"projectile sprite `{}` doesn't exist in gun `{}`",
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gun.projectile.sprite,
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gun_name,
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),
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Some(t) => *t,
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};
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let impact_effect = match gun.projectile.impact_effect {
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Some(e) => Some(
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e.to_handle(build_context, content)
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.with_context(|| format!("while loading gun `{}`", gun_name))?,
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),
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None => None,
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};
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let expire_effect = match gun.projectile.expire_effect {
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Some(e) => Some(
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e.to_handle(build_context, content)
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.with_context(|| format!("while loading gun `{}`", gun_name))?,
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),
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None => None,
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};
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content.guns.push(Self {
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name: gun_name,
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space: gun.space.into(),
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rate: gun.rate,
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rate_rng: gun.rate_rng,
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projectile: Projectile {
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force: gun.projectile.force,
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sprite: projectile_sprite_handle,
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size: gun.projectile.size,
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size_rng: gun.projectile.size_rng,
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speed: gun.projectile.speed,
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speed_rng: gun.projectile.speed_rng,
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lifetime: gun.projectile.lifetime,
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lifetime_rng: gun.projectile.lifetime_rng,
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damage: gun.projectile.damage,
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angle_rng: Deg(gun.projectile.angle_rng),
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impact_effect,
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expire_effect,
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collider: gun.projectile.collider,
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},
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});
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}
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return Ok(());
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}
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}
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