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Rust
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use std::collections::HashMap;
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use anyhow::{bail, Context, Result};
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use cgmath::Point2;
use nalgebra::{point, Point};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitSpace};
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pub(crate) mod syntax {
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use crate::part::{effect::syntax::EffectReference, 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,
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pub collision: Vec<[f32; 2]>,
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pub angular_drag: f32,
pub linear_drag: f32,
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pub space: outfitspace::syntax::OutfitSpace,
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pub collapse: Option<Collapse>,
pub damage: Option<Damage>,
}
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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,
}
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#[derive(Debug, Deserialize)]
pub struct Damage {
pub hull: f32,
pub effects: Vec<DamageEffectSpawner>,
}
#[derive(Debug, Deserialize)]
pub struct DamageEffectSpawner {
pub effect: EffectReference,
pub frequency: f32,
pub pos: Option<[f32; 2]>,
}
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// TODO:
// plural or not? document!
#[derive(Debug, Deserialize)]
pub struct Collapse {
pub length: f32,
pub effects: Vec<CollapseEffectSpawner>,
pub event: Vec<CollapseEvent>,
}
#[derive(Debug, Deserialize)]
pub struct CollapseEffectSpawner {
pub effect: EffectReference,
pub count: f32,
pub pos: Option<[f32; 2]>,
}
#[derive(Debug, Deserialize)]
#[serde(untagged)]
pub enum CollapseEvent {
Effect(EffectCollapseEvent),
}
#[derive(Debug, Deserialize)]
pub struct EffectCollapseEvent {
pub time: f32,
pub effects: Vec<CollapseEffectSpawner>,
}
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}
// 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,
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/// Ship collapse sequence
pub collapse: ShipCollapse,
/// Damaged ship effects
pub damage: ShipDamage,
}
/// 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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/// Parameters for a ship's collapse sequence
#[derive(Debug, Clone)]
pub struct ShipCollapse {
/// Collapse sequence length, in seconds
pub length: f32,
/// Effects to create during collapse
pub effects: Vec<CollapseEffectSpawner>,
/// Scripted events during ship collapse
pub events: Vec<CollapseEvent>,
}
/// Parameters for damaged ship effects
#[derive(Debug, Clone)]
pub struct ShipDamage {
/// Show damaged ship effects if hull is below this value
pub hull: f32,
/// Effects to create during collapse
pub effects: Vec<DamageEffectSpawner>,
}
/// An effect shown when a ship is damaged
#[derive(Debug, Clone)]
pub struct DamageEffectSpawner {
/// The effect to create
pub effect: EffectHandle,
/// How often to create this effect
pub frequency: f32,
/// Where to create is effect.
/// Position is random if None.
pub pos: Option<Point2<f32>>,
}
/// An effect shown during a ship collapse sequence
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#[derive(Debug, Clone)]
pub struct CollapseEffectSpawner {
/// The effect to create
pub effect: EffectHandle,
/// How many effects to create
pub count: f32,
/// Where to create this effect.
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/// Position is random if None.
pub pos: Option<Point2<f32>>,
}
/// A scripted event during a ship collapse sequence
#[derive(Debug, Clone)]
pub enum CollapseEvent {
/// A scripted effect during a ship collapse sequence
Effect(EffectCollapseEvent),
}
/// A scripted effect during a ship collapse sequence
#[derive(Debug, Clone)]
pub struct EffectCollapseEvent {
/// When to trigger this event
pub time: f32,
/// The effect to create
pub effects: Vec<CollapseEffectSpawner>,
}
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impl crate::Build for Ship {
type InputSyntaxType = HashMap<String, syntax::Ship>;
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fn build(
ship: Self::InputSyntaxType,
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build_context: &mut ContentBuildContext,
ct: &mut Content,
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) -> Result<()> {
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for (ship_name, ship) in ship {
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let handle = match ct.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 = ct.get_sprite(handle).aspect;
let collapse = {
if let Some(c) = ship.collapse {
let mut effects = Vec::new();
for e in c.effects {
effects.push(CollapseEffectSpawner {
effect: e
.effect
.to_handle(build_context, ct)
.with_context(|| format!("while loading ship `{}`", ship_name))?,
count: e.count,
pos: e.pos.map(|p| Point2 {
x: p[0] * (size / 2.0) * aspect,
y: p[1] * size / 2.0,
}),
});
}
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let mut events = Vec::new();
for e in c.event {
match e {
syntax::CollapseEvent::Effect(e) => {
let mut effects = Vec::new();
for g in e.effects {
effects.push(CollapseEffectSpawner {
effect: g
.effect
.to_handle(build_context, ct)
.with_context(|| {
format!("while loading ship `{}`", ship_name)
})?,
count: g.count,
pos: g.pos.map(|p| Point2 {
x: p[0] * (size / 2.0) * aspect,
y: p[1] * size / 2.0,
}),
})
}
events.push(CollapseEvent::Effect(EffectCollapseEvent {
time: e.time,
effects,
}))
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}
}
}
ShipCollapse {
length: c.length,
effects,
events,
}
} else {
// Default collapse sequence
ShipCollapse {
length: 0.0,
effects: vec![],
events: vec![],
}
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}
};
let damage = {
if let Some(c) = ship.damage {
let mut effects = Vec::new();
for e in c.effects {
effects.push(DamageEffectSpawner {
effect: e
.effect
.to_handle(build_context, ct)
.with_context(|| format!("while loading ship `{}`", ship_name))?,
frequency: e.frequency,
pos: e.pos.map(|p| Point2 {
x: p[0] * (size / 2.0) * aspect,
y: p[1] * size / 2.0,
}),
});
}
ShipDamage {
hull: c.hull,
effects: effects,
}
} else {
// Default damage effects
ShipDamage {
hull: 0.0,
effects: vec![],
}
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}
};
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ct.ships.push(Self {
aspect,
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collapse,
damage,
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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(),
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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(),
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collision: Collision {
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indices: (0..ship.collision.len())
.map(|x| {
// Auto-generate mesh lines:
// [ [0, 1], [1, 2], ..., [n, 0] ]
let next = if x == ship.collision.len() - 1 {
0
} else {
x + 1
};
[x as u32, next as u32]
})
.collect(),
points: ship
.collision
.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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}
}