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Rust
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use anyhow::Result;
use cgmath::Point2;
pub(super) mod syntax {
use serde::Deserialize;
// Raw serde syntax structs.
// These are never seen by code outside this crate.
#[derive(Debug, Deserialize)]
pub struct Ship {
pub sprite: String,
pub size: f32,
pub engines: Vec<Engine>,
pub guns: Vec<Gun>,
pub hull: f32,
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}
#[derive(Debug, Deserialize)]
pub struct Engine {
pub x: f32,
pub y: f32,
pub size: f32,
}
#[derive(Debug, Deserialize)]
pub struct Gun {
pub x: f32,
pub y: f32,
}
}
// Processed data structs.
// These are exported.
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/// Represents a ship chassis.
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#[derive(Debug, Clone)]
pub struct Ship {
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/// This ship's name
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pub name: String,
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/// This ship's sprite
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pub sprite: String,
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/// The size of this ship.
/// Measured as unrotated height,
/// in terms of game units.
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pub size: f32,
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/// Engine points on this ship.
/// This is where engine flares are drawn.
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pub engines: Vec<EnginePoint>,
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/// Gun points on this ship.
/// A gun outfit can be mounted on each.
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pub guns: Vec<GunPoint>,
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/// This ship's hull strength
pub hull: f32,
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}
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/// An engine point on a ship.
/// This is where flares are drawn.
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#[derive(Debug, Clone)]
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pub struct EnginePoint {
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/// This engine point's position, in game units,
/// relative to the ship's center.
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pub pos: Point2<f32>,
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/// The size of the flare that should be drawn
/// at this point, measured as height in game units.
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pub size: f32,
}
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/// A gun point on a ship.
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#[derive(Debug, Clone)]
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pub struct GunPoint {
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/// This gun point's position, in game units,
/// relative to the ship's center.
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pub pos: Point2<f32>,
}
impl super::Build for Ship {
fn build(root: &super::syntax::Root) -> Result<Vec<Self>> {
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let ship = if let Some(ship) = &root.ship {
ship
} else {
return Ok(vec![]);
};
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let mut out = Vec::new();
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for (ship_name, ship) in ship {
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let size = ship.size;
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out.push(Self {
name: ship_name.to_owned(),
sprite: ship.sprite.to_owned(),
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size,
hull: ship.hull,
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engines: ship
.engines
.iter()
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.map(|e| EnginePoint {
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pos: Point2 {
x: e.x * size,
y: e.y * size,
},
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size: e.size,
})
.collect(),
guns: ship
.guns
.iter()
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.map(|e| GunPoint {
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pos: Point2 {
x: e.x * size,
y: e.y * size,
},
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})
.collect(),
});
}
return Ok(out);
}
}