Reworked guns and projectile spawning

master
Mark 2024-01-09 17:23:54 -08:00
parent 0095a23dd6
commit 07ec685c13
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
7 changed files with 237 additions and 155 deletions

View File

@ -1,7 +1,4 @@
use object::{
ship::{OutfitSet, ShipPersonality},
GameData, GameShipHandle,
};
use object::{ship::ShipPersonality, GameData, GameShipHandle};
use std::time::Instant;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
@ -12,7 +9,7 @@ use galactica_constants;
use galactica_content as content;
use galactica_gameobject as object;
use galactica_render::RenderState;
use galactica_world::{objects::ShipControls, ParticleBuilder, StepResources, World};
use galactica_world::{objects::ShipControls, util, ParticleBuilder, StepResources, World};
pub struct Game {
input: InputStatus,
@ -36,45 +33,35 @@ impl Game {
pub fn new(ct: content::Content) -> Self {
let mut gamedata = GameData::new(&ct);
let ss = ct.get_ship(content::ShipHandle { index: 0 });
let mut o1 = OutfitSet::new(ss.space, &[]);
o1.add(&ct.get_outfit(content::OutfitHandle { index: 0 }));
o1.add(&ct.get_outfit(content::OutfitHandle { index: 1 }));
//o1.add_gun(&ct, content::GunHandle { index: 0 });
//o1.add_gun(&ct, content::GunHandle { index: 0 });
//o1.add_gun(&ct, content::GunHandle { index: 0 });
let player = gamedata.create_ship(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 0 },
ShipPersonality::Player,
o1.clone(),
&content::SystemHandle { index: 0 },
);
let s = gamedata.get_ship_mut(player).unwrap();
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 0 }));
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 1 }));
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 2 }));
gamedata.create_ship(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 1 },
ShipPersonality::Dummy,
OutfitSet::new(ss.space, &[]),
&content::SystemHandle { index: 0 },
);
let mut o1 = OutfitSet::new(ss.space, &[]);
o1.add(&ct.get_outfit(content::OutfitHandle { index: 0 }));
//o1.add_gun(&ct, content::GunHandle { index: 0 });
gamedata.create_ship(
let a = gamedata.create_ship(
&ct,
content::ShipHandle { index: 0 },
content::FactionHandle { index: 1 },
ShipPersonality::Point,
o1,
&content::SystemHandle { index: 0 },
);
let s = gamedata.get_ship_mut(a).unwrap();
s.add_outfit(&ct.get_outfit(content::OutfitHandle { index: 0 }));
let physics = World::new(&ct, &gamedata, content::SystemHandle { index: 0 });
@ -127,7 +114,9 @@ impl Game {
pub fn update(&mut self) {
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
let world_output = self.world.step(StepResources {
self.gamedata.step(t);
self.world.step(StepResources {
player: self.player,
player_controls: ShipControls {
left: self.input.key_left,
@ -147,7 +136,12 @@ impl Game {
self.input.v_scroll = 0.0;
}
self.camera.pos = world_output.player_position;
self.camera.pos = {
let o = self.world.get_ship(self.player).unwrap();
let r = self.world.get_rigid_body(o.rigid_body).unwrap();
util::rigidbody_position(r)
};
self.last_update = Instant::now();
}

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@ -1,10 +1,6 @@
use std::collections::HashMap;
use crate::{
handles::GameShipHandle,
ship::Ship,
ship::{OutfitSet, ShipPersonality},
};
use crate::{handles::GameShipHandle, ship::Ship, ship::ShipPersonality};
use galactica_content as content;
/// Keeps track of all objects in the galaxy.
@ -44,7 +40,6 @@ impl GameData {
ship: content::ShipHandle,
faction: content::FactionHandle,
personality: ShipPersonality,
outfits: OutfitSet,
system: &content::SystemHandle,
) -> GameShipHandle {
let handle = GameShipHandle {
@ -53,15 +48,19 @@ impl GameData {
};
self.index += 1;
self.ships.insert(
handle,
Ship::new(ct, handle, ship, faction, personality, outfits),
);
self.ships
.insert(handle, Ship::new(ct, handle, ship, faction, personality));
self.system_ship_table.get_mut(system).unwrap().push(handle);
self.ship_system_table.insert(handle, *system);
return handle;
}
pub fn step(&mut self, t: f32) {
for (_, s) in &mut self.ships {
s.step(t);
}
}
}
// Public getters

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@ -14,6 +14,10 @@ pub enum OutfitAddResult {
/// outfits may need outfit AND weapon space. In these cases, this result
/// should name the "most specific" kind of space we lack.
NotEnoughSpace(String),
/// An outfit couldn't be added because there weren't enough points for it
/// (e.g, gun points, turret points, etc)
NotEnoughPoints(String),
}
/// Possible outcomes when removing an outfit
@ -37,6 +41,9 @@ pub(crate) struct ShieldGenerator {
}
/// This struct keeps track of a ship's outfit loadout.
/// This is a fairly static data structure: it does not keep track of cooldowns,
/// shield damage, etc. It only provides an interface for static stats which are
/// then used elsewhere.
#[derive(Debug, Clone)]
pub struct OutfitSet {
/// What outfits does this statsum contain?
@ -68,7 +75,7 @@ pub struct OutfitSet {
}
impl OutfitSet {
pub fn new(available_space: OutfitSpace, gun_points: &[GunPoint]) -> Self {
pub(super) fn new(available_space: OutfitSpace, gun_points: &[GunPoint]) -> Self {
Self {
outfits: HashMap::new(),
total_space: available_space,
@ -82,11 +89,26 @@ impl OutfitSet {
}
}
pub fn add(&mut self, o: &content::Outfit) -> OutfitAddResult {
pub(super) fn add(&mut self, o: &content::Outfit) -> OutfitAddResult {
if !(self.total_space - self.used_space).can_contain(&o.space) {
return OutfitAddResult::NotEnoughSpace("TODO".to_string());
}
// Check and return as fast as possible,
// BEFORE we make any changes.
if o.gun.is_some() {
let mut added = false;
for (_, outfit) in &mut self.gun_points {
if outfit.is_none() {
*outfit = Some(o.handle);
added = true;
}
}
if !added {
return OutfitAddResult::NotEnoughPoints("gun".to_string());
}
}
self.used_space += o.space;
self.engine_thrust += o.engine_thrust;
@ -107,7 +129,7 @@ impl OutfitSet {
return OutfitAddResult::Ok;
}
pub fn remove(&mut self, o: &content::Outfit) -> OutfitRemoveResult {
pub(super) fn remove(&mut self, o: &content::Outfit) -> OutfitRemoveResult {
if !self.outfits.contains_key(&o.handle) {
return OutfitRemoveResult::NotExist;
} else {
@ -177,6 +199,12 @@ impl OutfitSet {
self.shield_generators.iter().map(|x| x.generation).sum()
}
/// Get the outfit attached to the given gun point
/// Will panic if this gunpoint is not in this outfit set.
pub fn get_gun(&self, point: &GunPoint) -> Option<OutfitHandle> {
self.gun_points.get(point).unwrap().clone()
}
/// Total available outfit space
pub fn get_total_space(&self) -> &OutfitSpace {
&self.total_space

View File

@ -1,9 +1,11 @@
use std::time::Instant;
use std::{collections::HashMap, time::Instant};
use crate::GameShipHandle;
use super::{OutfitSet, ShipPersonality};
use content::GunPoint;
use galactica_content as content;
use rand::{rngs::ThreadRng, Rng};
#[derive(Debug)]
pub struct Ship {
@ -19,6 +21,8 @@ pub struct Ship {
// TODO: unified ship stats struct, like outfit space
hull: f32,
shields: f32,
gun_cooldowns: HashMap<GunPoint, f32>,
rng: ThreadRng,
// Utility values
/// The last time this ship was damaged
@ -32,29 +36,61 @@ impl Ship {
ct_handle: content::ShipHandle,
faction: content::FactionHandle,
personality: ShipPersonality,
outfits: OutfitSet,
) -> Self {
let s = ct.get_ship(ct_handle);
let shields = outfits.get_shield_strength();
Ship {
handle,
ct_handle,
faction,
outfits,
outfits: OutfitSet::new(s.space, &s.guns),
personality,
last_hit: Instant::now(),
rng: rand::thread_rng(),
// Initial stats
hull: s.hull,
shields,
shields: 0.0,
gun_cooldowns: s.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
}
}
/// Add an outfit to this ship
pub fn add_outfit(&mut self, o: &content::Outfit) -> super::OutfitAddResult {
self.outfits.add(o)
}
/// Remove an outfit from this ship
pub fn remove_outfit(&mut self, o: &content::Outfit) -> super::OutfitRemoveResult {
self.outfits.remove(o)
}
/// If this ship is dead, it will be removed from the game.
pub fn is_dead(&self) -> bool {
self.hull <= 0.0
}
/// 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.
pub fn fire_gun(&mut self, ct: &content::Content, which: &GunPoint) -> bool {
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;
}
}
/// Hit this ship with the given amount of damage
pub fn apply_damage(&mut self, mut d: f32) {
if self.is_dead() {
@ -72,6 +108,14 @@ impl Ship {
/// Update this ship's state by `t` seconds
pub fn step(&mut self, t: f32) {
// 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() {

View File

@ -298,10 +298,6 @@ impl ShipWorldObject {
rigid_body
.apply_torque_impulse(ship.get_outfits().get_steer_power() * 100.0 * res.t, true);
}
//for i in self.ship.outfits.iter_guns() {
// i.cooldown -= t;
//}
}
}

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@ -1,5 +1,4 @@
use crate::{objects::ShipControls, ParticleBuilder};
use cgmath::Point2;
use galactica_content::Content;
use galactica_gameobject::{GameData, GameShipHandle};
@ -24,10 +23,3 @@ pub struct StepResources<'a> {
/// The ship that the player controls
pub player: GameShipHandle,
}
/// Return values after computing time steps
#[derive(Debug)]
pub struct StepOutput {
/// The player's position in world coordinates
pub player_position: Point2<f32>,
}

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@ -1,4 +1,5 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2, Zero};
use content::{GunPoint, OutfitHandle};
use crossbeam::channel::Receiver;
use nalgebra::{point, vector};
use object::{ship::Ship, GameData, GameShipHandle};
@ -15,7 +16,7 @@ use crate::{
objects::{ProjectileWorldObject, ShipWorldObject},
util,
wrapper::Wrapper,
ParticleBuilder, StepOutput, StepResources,
ParticleBuilder, StepResources,
};
use galactica_content as content;
use galactica_gameobject as object;
@ -23,7 +24,7 @@ use galactica_gameobject as object;
/// Manages the physics state of one system
pub struct World {
/// The system this world is attached to
system: content::SystemHandle,
_system: content::SystemHandle,
wrapper: Wrapper,
projectiles: HashMap<ColliderHandle, objects::ProjectileWorldObject>,
@ -73,67 +74,6 @@ impl<'a> World {
self.ships.remove(&h);
}
/*
/// Add a projectile fired from a ship
fn add_projectiles(
&mut self,
s: ShipPhysicsHandle,
p: Vec<(ProjectileWorldObject, content::GunPoint)>,
) {
let mut rng = rand::thread_rng();
for (projectile, point) in p {
let r = self.get_ship_body(s).unwrap().1;
let ship_pos = util::rigidbody_position(r);
let ship_rot = util::rigidbody_rotation(r);
let ship_vel = util::rigidbody_velocity(r);
let ship_ang = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 });
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * point.pos.to_vec());
let spread: Rad<f32> = Deg(
rng.gen_range(-projectile.content.angle_rng.0..=projectile.content.angle_rng.0)
)
.into();
let vel = ship_vel
+ (Matrix2::from_angle(-ship_ang + spread)
* Vector2 {
x: 0.0,
y: projectile.content.speed
+ rng.gen_range(
-projectile.content.speed_rng..=projectile.content.speed_rng,
),
});
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
.translation(vector![pos.x, pos.y])
.rotation(-ship_ang.0)
.linvel(vector![vel.x, vel.y])
.build();
let collider = match &projectile.content.collider {
content::ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
.build(),
};
let rigid_body = self.wrapper.rigid_body_set.insert(rigid_body);
let collider = self.wrapper.collider_set.insert_with_parent(
collider,
rigid_body,
&mut self.wrapper.rigid_body_set,
);
self.projectiles.insert(
collider.clone(),
ProjectileWorldObject::new(projectile, rigid_body, collider),
);
}
}
*/
fn collide_projectile_ship(
&mut self,
res: &mut StepResources,
@ -152,10 +92,17 @@ impl<'a> World {
let ship_d = res.dt.get_ship_mut(ship.data_handle).unwrap();
// TODO: check faction
ship_d.apply_damage(projectile.content.damage);
let f = res.ct.get_faction(projectile.faction);
let r = f.relationships.get(&ship_d.get_faction()).unwrap();
let destory_projectile = match r {
content::Relationship::Hostile => {
ship_d.apply_damage(projectile.content.damage);
true
}
_ => false,
};
if true {
if destory_projectile {
let pr = self
.wrapper
.rigid_body_set
@ -210,14 +157,14 @@ impl<'a> World {
}
// Public methods
impl<'a> World {
impl World {
/// Create a new physics system
pub fn new(ct: &content::Content, dt: &GameData, system: content::SystemHandle) -> Self {
let (collision_send, collision_queue) = crossbeam::channel::unbounded();
let (contact_force_send, _) = crossbeam::channel::unbounded();
let mut w = Self {
system,
_system: system,
wrapper: Wrapper::new(),
projectiles: HashMap::new(),
ships: HashMap::new(),
@ -283,45 +230,125 @@ impl<'a> World {
);
}
/// Step this physics system by `t` seconds
pub fn step(&mut self, mut res: StepResources) -> StepOutput {
let mut output = StepOutput {
player_position: Point2 { x: 0.0, y: 0.0 },
};
// Run ship updates
// TODO: maybe reorganize projectile creation?
//let mut projectiles = Vec::new();
/// Run ship updates:
/// - updates ship controls (runs behaviors)
/// - applies ship controls
/// - creates projectiles
fn step_ships(&mut self, res: &mut StepResources) {
let mut projectiles = Vec::new();
let mut to_remove = Vec::new();
for (_, s) in &mut self.ships {
let r = &mut self.wrapper.rigid_body_set[s.rigid_body];
let c = &mut self.wrapper.collider_set[s.collider];
if s.data_handle == res.player {
s.controls = res.player_controls.clone();
output.player_position = util::rigidbody_position(r);
} else {
s.update_controls(&res);
}
// TODO: unified step info struct
s.step(&mut res, r, c);
//if s.controls.guns {
// projectiles.push((s.physics_handle, s.ship.fire_guns()));
//}
for (_, ship_object) in &mut self.ships {
//if s.remove_from_world() {
// to_remove.push(s.physics_handle);
// continue;
//}
let rigid_body = &mut self.wrapper.rigid_body_set[ship_object.rigid_body];
let collider = &mut self.wrapper.collider_set[ship_object.collider];
if ship_object.data_handle == res.player {
ship_object.controls = res.player_controls.clone();
} else {
ship_object.update_controls(&res);
}
// TODO: unified step info struct
ship_object.step(res, rigid_body, collider);
if ship_object.controls.guns {
let ship_data = res.dt.get_ship_mut(ship_object.data_handle).unwrap();
// TODO: don't allocate here. This is a hack to satisfy the borrow checker,
// convert this to a refcell or do the replace dance.
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = ship_data
.get_outfits()
.iter_gun_points()
.map(|(p, o)| (p.clone(), o.clone()))
.collect();
for (gun, outfit) in pairs {
if ship_data.fire_gun(res.ct, &gun) {
projectiles.push((
ship_object.data_handle,
ship_object.rigid_body,
gun.clone(),
outfit.unwrap(),
));
}
}
}
}
//for (s, p) in projectiles {
// self.add_projectiles(s, p);
//}
// Remove ships that don't exist
for s in to_remove {
self.remove_ship(s);
}
// Create projectiles
for (ship_dat, rigid_body, gun_point, outfit) in projectiles {
let mut rng = rand::thread_rng();
let rigid_body = self.get_rigid_body(rigid_body).unwrap();
let ship_dat = res.dt.get_ship(ship_dat).unwrap();
let ship_pos = util::rigidbody_position(rigid_body);
let ship_rot = util::rigidbody_rotation(rigid_body);
let ship_vel = util::rigidbody_velocity(rigid_body);
let ship_ang = ship_rot.angle(Vector2 { x: 0.0, y: 1.0 });
let pos = ship_pos + (Matrix2::from_angle(-ship_ang) * gun_point.pos.to_vec());
let outfit = res.ct.get_outfit(outfit);
let outfit = outfit.gun.as_ref().unwrap();
let spread: Rad<f32> =
Deg(rng.gen_range(-outfit.projectile.angle_rng.0..=outfit.projectile.angle_rng.0))
.into();
let vel = ship_vel
+ (Matrix2::from_angle(-ship_ang + spread)
* Vector2 {
x: 0.0,
y: outfit.projectile.speed
+ rng.gen_range(
-outfit.projectile.speed_rng..=outfit.projectile.speed_rng,
),
});
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
.translation(vector![pos.x, pos.y])
.rotation(-ship_ang.0)
.linvel(vector![vel.x, vel.y])
.build();
let collider = match &outfit.projectile.collider {
content::ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
.build(),
};
let rigid_body = self.wrapper.rigid_body_set.insert(rigid_body);
let collider = self.wrapper.collider_set.insert_with_parent(
collider,
rigid_body,
&mut self.wrapper.rigid_body_set,
);
self.projectiles.insert(
collider.clone(),
ProjectileWorldObject::new(
outfit.projectile.clone(),
rigid_body,
ship_dat.get_faction(),
collider,
),
);
}
}
/// Step this physics system by `t` seconds
pub fn step(&mut self, mut res: StepResources) {
self.step_ships(&mut res);
// Update physics
self.wrapper.step(res.t, &self.collision_handler);
@ -390,10 +417,12 @@ impl<'a> World {
}
};
}
return output;
}
}
// Public getters
impl World {
/// Get a ship physics object
pub fn get_ship(&self, ship: GameShipHandle) -> Option<&ShipWorldObject> {
self.ships.get(&ship)
}
@ -418,12 +447,12 @@ impl<'a> World {
}
/// Iterate over all ships in this physics system
pub fn iter_ships(&'a self) -> impl Iterator<Item = &ShipWorldObject> + '_ {
pub fn iter_ships(&self) -> impl Iterator<Item = &ShipWorldObject> + '_ {
self.ships.values()
}
/// Iterate over all ships in this physics system
pub fn iter_projectiles(&'a self) -> impl Iterator<Item = &ProjectileWorldObject> + '_ {
pub fn iter_projectiles(&self) -> impl Iterator<Item = &ProjectileWorldObject> + '_ {
self.projectiles.values()
}
}