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Rust
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use std::collections::HashMap;
use anyhow::{bail, Result};
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use cgmath::Point2;
use nalgebra::{point, Point};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, OutfitSpace};
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pub(crate) mod syntax {
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use crate::part::outfitspace;
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use serde::Deserialize;
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// Raw serde syntax structs.
// These are never seen by code outside this crate.
#[derive(Debug, Deserialize)]
pub struct Ship {
pub sprite: String,
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pub size: f32,
pub engines: Vec<Engine>,
pub guns: Vec<Gun>,
pub hull: f32,
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pub mass: f32,
pub collision: Collision,
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pub angular_drag: f32,
pub linear_drag: f32,
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pub space: outfitspace::syntax::OutfitSpace,
}
#[derive(Debug, Deserialize)]
pub struct Collision {
pub points: Vec<[f32; 2]>,
pub indices: Vec<[u32; 2]>,
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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
pub sprite: SpriteHandle,
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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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/// The mass of this ship
pub mass: 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,
/// Collision shape for this ship
pub collision: Collision,
/// Remove later
pub aspect: f32,
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/// Reduction in angular velocity over time
pub angular_drag: f32,
/// Reduction in velocity over time
pub linear_drag: f32,
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/// Outfit space in this ship
pub space: OutfitSpace,
}
/// Collision shape for this ship
#[derive(Debug, Clone)]
pub struct Collision {
pub points: Vec<Point<f32, 2>>,
pub indices: Vec<[u32; 2]>,
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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>,
}
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impl crate::Build for Ship {
type InputSyntaxType = HashMap<String, syntax::Ship>;
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fn build(
ship: Self::InputSyntaxType,
_build_context: &mut ContentBuildContext,
content: &mut Content,
) -> Result<()> {
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for (ship_name, ship) in ship {
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let handle = match content.sprite_index.get(&ship.sprite) {
None => bail!(
"In ship `{}`: sprite `{}` doesn't exist",
ship_name,
ship.sprite
),
Some(t) => *t,
};
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let size = ship.size;
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let aspect = content.get_sprite(handle).aspect;
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content.ships.push(Self {
aspect,
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name: ship_name,
sprite: handle,
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mass: ship.mass,
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space: OutfitSpace::from(ship.space),
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angular_drag: ship.angular_drag,
linear_drag: ship.linear_drag,
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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 * aspect / 2.0,
y: e.y * size / 2.0,
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},
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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 * aspect / 2.0,
y: e.y * size / 2.0,
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},
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})
.collect(),
collision: Collision {
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indices: ship.collision.indices,
points: ship
.collision
.points
.iter()
.map(|x| point![x[0] * (size / 2.0) * aspect, x[1] * size / 2.0])
.collect(),
},
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});
}
return Ok(());
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}
}