Minor fixes

master
Mark 2024-01-14 11:50:19 -08:00
parent 1493a97f01
commit 5815bb9f9f
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
6 changed files with 54 additions and 63 deletions

View File

@ -38,13 +38,7 @@ pub enum ShipState {
}, },
/// This ship has been destroyed, and is playing its collapse sequence. /// This ship has been destroyed, and is playing its collapse sequence.
Collapsing { Collapsing,
/// Total collapse sequence length, in seconds
total: f32,
/// How many seconds of the collapse sequence we've played
elapsed: f32,
},
/// This ship is landed on a planet /// This ship is landed on a planet
Landed { Landed {
@ -84,18 +78,6 @@ impl ShipState {
_ => None, _ => None,
} }
} }
/// If this ship is collapsing, return total collapse time and remaining collapse time.
/// Otherwise, return None
pub fn collapse_state(&self) -> Option<(f32, f32)> {
match self {
Self::Collapsing {
total,
elapsed: remaining,
} => Some((*total, *remaining)),
_ => None,
}
}
} }
/// Represents all attributes of a single ship /// Represents all attributes of a single ship
@ -257,6 +239,18 @@ impl ShipData {
} }
}; };
} }
/// Called when collapse sequence is finished.
/// Will panic if we're not collapsing
pub fn finish_collapse(&mut self) {
match self.state {
ShipState::Collapsing => self.state = ShipState::Dead,
_ => {
unreachable!("Called `finish_collapse` on a ship that isn't collapsing!")
}
};
}
/// Add an outfit to this ship /// Add an outfit to this ship
pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult { pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
let r = self.outfits.add(o); let r = self.outfits.add(o);
@ -292,7 +286,7 @@ impl ShipData {
} }
/// Hit this ship with the given amount of damage /// Hit this ship with the given amount of damage
pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) { pub(crate) fn apply_damage(&mut self, mut d: f32) {
match self.state { match self.state {
ShipState::Flying { .. } => {} ShipState::Flying { .. } => {}
_ => { _ => {
@ -311,10 +305,7 @@ impl ShipData {
if self.hull <= 0.0 { if self.hull <= 0.0 {
// This ship has been destroyed, update state // This ship has been destroyed, update state
self.state = ShipState::Collapsing { self.state = ShipState::Collapsing
total: ct.get_ship(self.ct_handle).collapse.length,
elapsed: 0.0,
}
} }
} }
@ -360,17 +351,7 @@ impl ShipData {
} }
} }
ShipState::Collapsing { ShipState::Collapsing {} | ShipState::Dead => {}
ref mut elapsed,
total,
} => {
*elapsed += t;
if *elapsed >= total {
self.state = ShipState::Dead
}
}
ShipState::Dead => {}
} }
} }
} }

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@ -1,5 +1,6 @@
use galactica_content::Relationship; use galactica_content::Relationship;
use nalgebra::{Rotation2, Vector2}; use galactica_util::clockwise_angle;
use nalgebra::Vector2;
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle}; use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::collections::HashMap; use std::collections::HashMap;
@ -73,12 +74,14 @@ impl ShipControllerStruct for PointShipController {
} }
} }
let angle = (closest_enemy_position - my_position).angle(&Vector2::new(1.0, 0.0)); let angle = clockwise_angle(
let angle_delta = my_rotation.angle_to(&Rotation2::new(angle).into()); &(my_rotation * Vector2::new(1.0, 0.0)),
&(closest_enemy_position - my_position),
);
if angle_delta < 0.0 && my_angvel > -0.3 { if angle < 0.0 && my_angvel > -0.3 {
controls.right = true; controls.right = true;
} else if angle_delta > 0.0 && my_angvel < 0.3 { } else if angle > 0.0 && my_angvel < 0.3 {
controls.left = true; controls.left = true;
} }

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@ -10,27 +10,35 @@ use crate::data::ShipData;
pub(super) struct ShipCollapseSequence { pub(super) struct ShipCollapseSequence {
rng: ThreadRng, rng: ThreadRng,
/// The elapsed collapse duration when step() /// The total length of this collapse sequence
/// was last called total_length: f32,
last_call: f32,
/// How many seconds we've spent playing this sequence
elapsed: f32,
} }
impl ShipCollapseSequence { impl ShipCollapseSequence {
pub(super) fn new() -> Self { pub(super) fn new(total_length: f32) -> Self {
Self { Self {
rng: rand::thread_rng(), rng: rand::thread_rng(),
last_call: 0.0, total_length,
elapsed: 0.0,
} }
} }
/// Has this collapse sequence fully played out?
pub fn is_done(&self) -> bool {
self.elapsed >= self.total_length
}
/// Pick a random points inside a ship's collider /// Pick a random points inside a ship's collider
fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> { fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> {
let mut y = 0.0; let mut y = 0.0;
let mut x = 0.0; let mut x = 0.0;
let mut a = false; let mut a = false;
while !a { while !a {
y = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0; x = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
x = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0; y = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
a = collider.shape().contains_local_point(&Point2::new(x, y)); a = collider.shape().contains_local_point(&Point2::new(x, y));
} }
Vector2::new(x, y) Vector2::new(x, y)
@ -48,12 +56,8 @@ impl ShipCollapseSequence {
let ship_pos = rigid_body.translation(); let ship_pos = rigid_body.translation();
let ship_rot = rigid_body.rotation(); let ship_rot = rigid_body.rotation();
let (total, elapsed) = ship_data.get_state().collapse_state().unwrap();
// How much time has passed since step() was last called
let delta = elapsed - self.last_call;
// The fraction of this collapse sequence that has been played // The fraction of this collapse sequence that has been played
let frac_done = elapsed / total; let frac_done = self.elapsed / self.total_length;
// TODO: slight random offset for event particles // TODO: slight random offset for event particles
@ -61,8 +65,8 @@ impl ShipCollapseSequence {
for event in &ship_content.collapse.events { for event in &ship_content.collapse.events {
match event { match event {
CollapseEvent::Effect(event) => { CollapseEvent::Effect(event) => {
if (event.time > self.last_call && event.time <= elapsed) if (event.time > self.elapsed && event.time <= self.elapsed + res.t)
|| (event.time == 0.0 && self.last_call == 0.0) || (event.time == 0.0 && self.elapsed == 0.0)
// ^^ Don't miss events scheduled at the very start of the sequence! // ^^ Don't miss events scheduled at the very start of the sequence!
{ {
for spawner in &event.effects { for spawner in &event.effects {
@ -110,9 +114,7 @@ impl ShipCollapseSequence {
return y; return y;
}; };
// Notice that we don't use res.t here, since ship state is updated earlier let p_add = (res.t / self.total_length) * pdf(frac_done) * spawner.count;
// ( through self.data.step() )
let p_add = (delta / total) * pdf(frac_done) * spawner.count;
if self.rng.gen_range(0.0..=1.0) <= p_add { if self.rng.gen_range(0.0..=1.0) <= p_add {
let pos = if let Some(pos) = spawner.pos { let pos = if let Some(pos) = spawner.pos {
@ -138,6 +140,6 @@ impl ShipCollapseSequence {
} }
} }
self.last_call = elapsed; self.elapsed += res.t;
} }
} }

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@ -70,12 +70,13 @@ impl PhysSimShip {
rigid_body: RigidBodyHandle, rigid_body: RigidBodyHandle,
collider: ColliderHandle, collider: ColliderHandle,
) -> Self { ) -> Self {
let ship_ct = ct.get_ship(handle);
PhysSimShip { PhysSimShip {
rigid_body, rigid_body,
collider, collider,
data: ShipData::new(ct, handle, faction, personality), data: ShipData::new(ct, handle, faction, personality),
controls: ShipControls::new(), controls: ShipControls::new(),
collapse_sequence: Some(ShipCollapseSequence::new()), collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
} }
} }
@ -94,6 +95,10 @@ impl PhysSimShip {
let mut seq = self.collapse_sequence.take().unwrap(); let mut seq = self.collapse_sequence.take().unwrap();
seq.step(res, &self.data, rigid_body, collider); seq.step(res, &self.data, rigid_body, collider);
self.collapse_sequence = Some(seq); self.collapse_sequence = Some(seq);
if self.collapse_sequence.as_ref().unwrap().is_done() {
self.data.finish_collapse();
}
} }
ShipState::Flying { .. } => { ShipState::Flying { .. } => {
self.step_physics(res, rigid_body, collider); self.step_physics(res, rigid_body, collider);
@ -167,8 +172,8 @@ impl PhysSimShip {
let mut x = 0.0; let mut x = 0.0;
let mut a = false; let mut a = false;
while !a { while !a {
y = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0; x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
x = rng.gen_range(-1.0..=1.0) y = rng.gen_range(-1.0..=1.0)
* ship_content.size * ship_content.sprite.aspect * ship_content.size * ship_content.sprite.aspect
/ 2.0; / 2.0;
a = collider.shape().contains_local_point(&point![x, y]); a = collider.shape().contains_local_point(&point![x, y]);

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@ -162,7 +162,7 @@ impl PhysSim {
let destory_projectile = match r { let destory_projectile = match r {
Relationship::Hostile => match ship.data.get_state() { Relationship::Hostile => match ship.data.get_state() {
ShipState::Flying { .. } => { ShipState::Flying { .. } => {
ship.data.apply_damage(res.ct, projectile.content.damage); ship.data.apply_damage(projectile.content.damage);
true true
} }
ShipState::Collapsing { .. } => true, ShipState::Collapsing { .. } => true,

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@ -13,7 +13,7 @@ pub fn to_radians(degrees: f32) -> f32 {
} }
/// Compute the clockwise angle between two vectors /// Compute the clockwise angle between two vectors
/// Returns a value in [0, 2pi] /// Returns a value in [-pi, pi]
pub fn clockwise_angle(a: &Vector2<f32>, b: &Vector2<f32>) -> f32 { pub fn clockwise_angle(a: &Vector2<f32>, b: &Vector2<f32>) -> f32 {
(a.x * b.y - b.x * a.y).atan2(a.dot(&b)) (a.x * b.y - b.x * a.y).atan2(a.dot(&b))
} }