Added shields & indicator
parent
861c1ce8e6
commit
10682db347
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@ -5,3 +5,12 @@ space.engine = 20
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engine.thrust = 100
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engine.thrust = 100
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engine.flare_sprite = "flare::ion"
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engine.flare_sprite = "flare::ion"
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steering.power = 20
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steering.power = 20
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[outfit."shield generator"]
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space.outfit = 5
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shield.generation = 10
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shield.strength = 500
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shield.delay = 2.0
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@ -2,7 +2,7 @@ use std::collections::HashMap;
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use anyhow::{bail, Result};
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use anyhow::{bail, Result};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, OutfitSpace};
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use crate::{handle::SpriteHandle, Content, ContentBuildContext, OutfitHandle, OutfitSpace};
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pub(crate) mod syntax {
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pub(crate) mod syntax {
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use crate::part::outfitspace;
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use crate::part::outfitspace;
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@ -15,6 +15,15 @@ pub(crate) mod syntax {
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pub engine: Option<Engine>,
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pub engine: Option<Engine>,
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pub steering: Option<Steering>,
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pub steering: Option<Steering>,
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pub space: outfitspace::syntax::OutfitSpace,
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pub space: outfitspace::syntax::OutfitSpace,
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pub shield: Option<Shield>,
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}
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#[derive(Debug, Deserialize)]
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pub struct Shield {
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pub strength: Option<f32>,
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pub generation: Option<f32>,
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pub delay: Option<f32>,
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// more stats: permiability, shield armor, ramp, etc
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}
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}
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#[derive(Debug, Deserialize)]
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#[derive(Debug, Deserialize)]
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@ -32,6 +41,12 @@ pub(crate) mod syntax {
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/// Represents an outfit that may be attached to a ship.
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/// Represents an outfit that may be attached to a ship.
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub struct Outfit {
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pub struct Outfit {
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/// How much space this outfit requires
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pub space: OutfitSpace,
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/// This outfit's handle
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pub handle: OutfitHandle,
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/// The name of this outfit
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/// The name of this outfit
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pub name: String,
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pub name: String,
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@ -46,8 +61,14 @@ pub struct Outfit {
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/// engine points.
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/// engine points.
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pub engine_flare_sprite: Option<SpriteHandle>,
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pub engine_flare_sprite: Option<SpriteHandle>,
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/// How much space this outfit requires
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/// Shield hit points
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pub space: OutfitSpace,
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pub shield_strength: f32,
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/// Shield regeneration rate, per second
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pub shield_generation: f32,
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/// Wait this many seconds after taking damage before regenerating shields
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pub shield_delay: f32,
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}
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}
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impl crate::Build for Outfit {
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impl crate::Build for Outfit {
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@ -59,12 +80,20 @@ impl crate::Build for Outfit {
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content: &mut Content,
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content: &mut Content,
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) -> Result<()> {
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) -> Result<()> {
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for (outfit_name, outfit) in outfits {
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for (outfit_name, outfit) in outfits {
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let handle = OutfitHandle {
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index: content.outfits.len(),
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};
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let mut o = Self {
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let mut o = Self {
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handle,
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name: outfit_name.clone(),
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name: outfit_name.clone(),
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engine_thrust: 0.0,
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engine_thrust: 0.0,
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steer_power: 0.0,
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steer_power: 0.0,
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engine_flare_sprite: None,
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engine_flare_sprite: None,
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space: OutfitSpace::from(outfit.space),
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space: OutfitSpace::from(outfit.space),
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shield_delay: 0.0,
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shield_generation: 0.0,
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shield_strength: 0.0,
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};
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};
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// Engine stats
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// Engine stats
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@ -86,6 +115,13 @@ impl crate::Build for Outfit {
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o.steer_power = steer.power;
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o.steer_power = steer.power;
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}
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}
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// Shield stats
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if let Some(shield) = outfit.shield {
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o.shield_delay = shield.delay.unwrap_or(0.0);
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o.shield_generation = shield.generation.unwrap_or(0.0);
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o.shield_strength = shield.strength.unwrap_or(0.0);
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}
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content.outfits.push(o);
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content.outfits.push(o);
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}
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}
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@ -38,6 +38,7 @@ impl Game {
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let mut o1 = object::OutfitSet::new(ss);
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let mut o1 = object::OutfitSet::new(ss);
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o1.add(&ct, content::OutfitHandle { index: 0 });
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o1.add(&ct, content::OutfitHandle { index: 0 });
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o1.add(&ct, content::OutfitHandle { index: 1 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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@ -64,7 +65,7 @@ impl Game {
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let mut o1 = object::OutfitSet::new(ss);
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let mut o1 = object::OutfitSet::new(ss);
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o1.add(&ct, content::OutfitHandle { index: 0 });
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o1.add(&ct, content::OutfitHandle { index: 0 });
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//o1.add_gun(&ct, content::GunHandle { index: 0 });
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o1.add_gun(&ct, content::GunHandle { index: 0 });
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let s = object::Ship::new(
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let s = object::Ship::new(
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&ct,
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&ct,
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@ -1,4 +1,4 @@
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use content::{EnginePoint, SpriteHandle};
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use content::{EnginePoint, OutfitHandle, SpriteHandle};
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use galactica_content as content;
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use galactica_content as content;
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/// Represents a gun attached to a specific ship at a certain gunpoint.
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/// Represents a gun attached to a specific ship at a certain gunpoint.
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@ -33,6 +33,10 @@ pub struct OutfitStatSum {
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pub engine_thrust: f32,
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pub engine_thrust: f32,
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pub steer_power: f32,
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pub steer_power: f32,
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pub engine_flare_sprites: Vec<content::SpriteHandle>,
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pub engine_flare_sprites: Vec<content::SpriteHandle>,
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pub shield_strength: f32,
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// Delay, generation
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pub shield_generators: Vec<(OutfitHandle, f32, f32)>,
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}
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}
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impl OutfitStatSum {
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impl OutfitStatSum {
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@ -41,6 +45,8 @@ impl OutfitStatSum {
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engine_thrust: 0.0,
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engine_thrust: 0.0,
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steer_power: 0.0,
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steer_power: 0.0,
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engine_flare_sprites: Vec::new(),
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engine_flare_sprites: Vec::new(),
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shield_strength: 0.0,
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shield_generators: Vec::new(),
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}
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}
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}
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}
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@ -50,6 +56,9 @@ impl OutfitStatSum {
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self.engine_flare_sprites.push(t);
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self.engine_flare_sprites.push(t);
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};
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};
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self.steer_power += o.steer_power;
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self.steer_power += o.steer_power;
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self.shield_strength += o.shield_strength;
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self.shield_generators
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.push((o.handle, o.shield_delay, o.shield_generation));
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}
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}
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pub fn remove(&mut self, o: &content::Outfit) {
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pub fn remove(&mut self, o: &content::Outfit) {
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@ -63,6 +72,16 @@ impl OutfitStatSum {
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);
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);
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}
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}
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self.steer_power -= o.steer_power;
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self.steer_power -= o.steer_power;
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self.shield_strength -= o.shield_strength;
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{
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// Assume such an index exists
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let index = self
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.shield_generators
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.iter()
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.position(|(h, _, _)| *h == o.handle)
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.unwrap();
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self.shield_generators.remove(index);
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}
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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use rand::Rng;
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use rand::Rng;
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use std::time::Instant;
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use crate::{OutfitSet, Projectile};
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use crate::{OutfitSet, Projectile};
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use galactica_content as content;
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use galactica_content as content;
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@ -8,10 +9,12 @@ pub struct Ship {
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pub handle: content::ShipHandle,
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pub handle: content::ShipHandle,
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pub faction: content::FactionHandle,
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pub faction: content::FactionHandle,
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pub outfits: OutfitSet,
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pub outfits: OutfitSet,
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pub last_hit: Instant,
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// TODO: unified ship stats struct, like space
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// TODO: unified ship stats struct, like space
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// TODO: unified outfit stats struct: check
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// TODO: unified outfit stats struct: check
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pub hull: f32,
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pub hull: f32,
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pub shields: f32,
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}
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}
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impl Ship {
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impl Ship {
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@ -22,11 +25,14 @@ impl Ship {
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outfits: OutfitSet,
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outfits: OutfitSet,
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) -> Self {
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) -> Self {
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let s = ct.get_ship(handle);
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let s = ct.get_ship(handle);
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let shields = outfits.stat_sum().shield_strength;
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Ship {
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Ship {
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handle: handle,
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handle: handle,
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faction,
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faction,
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outfits,
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outfits,
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hull: s.hull,
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hull: s.hull,
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shields,
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last_hit: Instant::now(),
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}
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}
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}
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}
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@ -41,10 +47,19 @@ impl Ship {
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let r = f.relationships.get(&p.faction).unwrap();
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let r = f.relationships.get(&p.faction).unwrap();
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match r {
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match r {
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content::Relationship::Hostile => {
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content::Relationship::Hostile => {
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let mut d = p.content.damage;
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if self.is_dead() {
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if self.is_dead() {
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return true;
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return true;
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}
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}
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self.hull -= p.content.damage;
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if self.shields >= d {
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self.shields -= d
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} else {
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d -= self.shields;
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self.shields = 0.0;
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self.hull -= d;
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}
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self.last_hit = Instant::now();
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return true;
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return true;
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}
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}
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_ => return false,
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_ => return false,
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@ -79,4 +94,19 @@ impl Ship {
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})
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})
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.collect()
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.collect()
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}
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}
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pub fn step(&mut self, t: f32) {
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let time_since = self.last_hit.elapsed().as_secs_f32();
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if self.shields != self.outfits.stat_sum().shield_strength {
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for (_, d, g) in &self.outfits.stat_sum().shield_generators {
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if time_since >= *d {
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self.shields += g * t;
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if self.shields > self.outfits.stat_sum().shield_strength {
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self.shields = self.outfits.stat_sum().shield_strength;
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break;
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}
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}
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}
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}
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}
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}
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}
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@ -65,12 +65,12 @@ fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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global_data.window_scale.x
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global_data.window_scale.x
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) - in.center;
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) - in.center;
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let bar_width = in.stroke; // Width of filled bar
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let bar_width = in.stroke; // Width of filled bar
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let bar_radius = in.diameter / 2.0 - bar_width / 2.0; // Middle radius of the bar
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let bar_radius = in.diameter / 2.0 - bar_width / 2.0; // Middle radius of the bar
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let angle = in.angle - floor(in.angle / 6.283) * 6.28318; // Sanely handle large angles (fmod(angle, 2pi))
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let angle = clamp(0.001, 6.28318 + 0.001, in.angle); // Sanely handle extreme angles
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let zero_vector = vec2(0.0, 1.0); // Draw bar clockwise from this vector
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let zero_vector = vec2(0.0, 1.0); // Draw bar clockwise from this vector
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let frag_radius = distance(vec2(0.0, 0.0), p); // Radius of this fragment
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let frag_radius = distance(vec2(0.0, 0.0), p); // Radius of this fragment
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let feather = 2.0; // Size of feather, in logical pixels
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let feather = 2.0; // Size of feather, in logical pixels
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// Clockwise angle between zero_vector and fragment location
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// Clockwise angle between zero_vector and fragment location
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let frag_angle = atan2(
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let frag_angle = atan2(
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@ -1,5 +1,7 @@
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//! GPUState routines for drawing HUD elements
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//! GPUState routines for drawing HUD elements
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use std::f32::consts::TAU;
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use cgmath::{Deg, InnerSpace, Point2, Rad, Vector2};
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use cgmath::{Deg, InnerSpace, Point2, Rad, Vector2};
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use galactica_world::util;
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use galactica_world::util;
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@ -264,6 +266,12 @@ impl GPUState {
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panic!("UI limit exceeded!")
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panic!("UI limit exceeded!")
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}
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}
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let (s, _) = state.world.get_ship_body(*state.player).unwrap();
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let max_shields = s.ship.outfits.stat_sum().shield_strength;
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let current_shields = s.ship.shields;
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let current_hull = s.ship.hull;
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let max_hull = state.content.get_ship(s.ship.handle).hull;
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self.queue.write_buffer(
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self.queue.write_buffer(
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&self.vertex_buffers.ui.instances,
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&self.vertex_buffers.ui.instances,
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UiInstance::SIZE * self.vertex_buffers.ui_counter,
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UiInstance::SIZE * self.vertex_buffers.ui_counter,
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@ -286,7 +294,6 @@ impl GPUState {
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panic!("Radialbar limit exceeded!")
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panic!("Radialbar limit exceeded!")
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}
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}
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// TODO: counters for each buffer, remove arrays
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self.queue.write_buffer(
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self.queue.write_buffer(
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&self.vertex_buffers.radialbar.instances,
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&self.vertex_buffers.radialbar.instances,
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RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
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RadialBarInstance::SIZE * self.vertex_buffers.radialbar_counter,
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@ -296,7 +303,7 @@ impl GPUState {
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diameter: 182.0,
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diameter: 182.0,
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stroke: 5.0,
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stroke: 5.0,
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color: [0.3, 0.6, 0.8, 1.0],
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color: [0.3, 0.6, 0.8, 1.0],
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angle: -state.current_time / 2.0,
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angle: (current_shields / max_shields) * TAU,
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}]),
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}]),
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);
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);
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self.vertex_buffers.radialbar_counter += 1;
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self.vertex_buffers.radialbar_counter += 1;
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diameter: 166.0,
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diameter: 166.0,
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stroke: 5.0,
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stroke: 5.0,
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color: [0.8, 0.7, 0.5, 1.0],
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color: [0.8, 0.7, 0.5, 1.0],
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angle: state.current_time / 5.0,
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angle: (current_hull / max_hull) * TAU,
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}]),
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}]),
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);
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);
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self.vertex_buffers.radialbar_counter += 1;
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self.vertex_buffers.radialbar_counter += 1;
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@ -85,7 +85,7 @@ impl GPUState {
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self.vertex_buffers.object_counter += 1;
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self.vertex_buffers.object_counter += 1;
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// Draw engine flares if necessary
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// Draw engine flares if necessary
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if s.controls.thrust {
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if s.controls.thrust && !s.ship.is_dead() {
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for f in s.ship.outfits.iter_enginepoints() {
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for f in s.ship.outfits.iter_enginepoints() {
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let flare = match s.ship.outfits.get_flare_sprite() {
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let flare = match s.ship.outfits.get_flare_sprite() {
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None => continue,
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None => continue,
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@ -216,6 +216,8 @@ impl ShipWorldObject {
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.step(&self.ship, ct, particles, rigid_body, collider, t);
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.step(&self.ship, ct, particles, rigid_body, collider, t);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
self.ship.step(t);
|
||||||
|
|
||||||
let ship_content = ct.get_ship(self.ship.handle);
|
let ship_content = ct.get_ship(self.ship.handle);
|
||||||
let ship_pos = util::rigidbody_position(&rigid_body);
|
let ship_pos = util::rigidbody_position(&rigid_body);
|
||||||
let ship_rot = util::rigidbody_rotation(rigid_body);
|
let ship_rot = util::rigidbody_rotation(rigid_body);
|
||||||
|
|
Loading…
Reference in New Issue