Reworked game data
parent
acb3315392
commit
9e0551ae12
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@ -1,3 +1,5 @@
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use std::ops::{Add, AddAssign, Sub, SubAssign};
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pub(crate) mod syntax {
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use serde::Deserialize;
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@ -9,6 +11,8 @@ pub(crate) mod syntax {
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}
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}
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// TODO: user-defined space values
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/// Represents outfit space, either that available in a ship
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/// or that used by an outfit.
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#[derive(Debug, Clone, Copy)]
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@ -25,7 +29,7 @@ pub struct OutfitSpace {
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}
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impl OutfitSpace {
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/// Make a new, zero OutfitSpace
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/// Make a new, zeroed OutfitSpace
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pub fn new() -> Self {
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Self {
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outfit: 0,
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@ -34,28 +38,54 @@ impl OutfitSpace {
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}
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}
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/// Does this outfit contain `smaller`?
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/// Can this outfit contain `smaller`?
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pub fn can_contain(&self, smaller: &Self) -> bool {
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self.outfit >= (smaller.outfit + smaller.weapon + smaller.engine)
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self.outfit >= smaller.outfit
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&& self.weapon >= smaller.weapon
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&& self.engine >= smaller.engine
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}
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/// Free outfit space
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pub fn free(&mut self, rhs: &Self) {
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self.outfit += rhs.outfit + rhs.weapon + rhs.engine;
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self.weapon += rhs.weapon;
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self.engine += rhs.engine;
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}
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/// Occupy outfit space
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pub fn occupy(&mut self, rhs: &Self) {
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self.outfit -= rhs.outfit + rhs.weapon + rhs.engine;
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impl Sub for OutfitSpace {
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type Output = Self;
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fn sub(self, rhs: Self) -> Self::Output {
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OutfitSpace {
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outfit: self.outfit - rhs.outfit,
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weapon: self.weapon - rhs.weapon,
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engine: self.engine - rhs.engine,
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}
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}
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}
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impl SubAssign for OutfitSpace {
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fn sub_assign(&mut self, rhs: Self) {
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self.outfit -= rhs.outfit;
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self.weapon -= rhs.weapon;
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self.engine -= rhs.engine;
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}
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}
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impl Add for OutfitSpace {
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type Output = Self;
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fn add(self, rhs: Self) -> Self::Output {
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OutfitSpace {
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outfit: self.outfit + rhs.outfit,
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weapon: self.weapon + rhs.weapon,
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engine: self.engine + rhs.engine,
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}
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}
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}
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impl AddAssign for OutfitSpace {
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fn add_assign(&mut self, rhs: Self) {
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self.outfit += rhs.outfit;
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self.weapon += rhs.weapon;
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self.engine += rhs.engine;
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}
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}
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impl From<syntax::OutfitSpace> for OutfitSpace {
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fn from(value: syntax::OutfitSpace) -> Self {
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Self {
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@ -1,4 +1,4 @@
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use std::collections::HashMap;
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use std::{collections::HashMap, hash::Hash};
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use anyhow::{bail, Context, Result};
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use cgmath::Point2;
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@ -160,11 +160,28 @@ pub struct EnginePoint {
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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 index in this ship
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pub idx: u32,
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/// This gun point's position, in game units,
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/// relative to the ship's center.
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pub pos: Point2<f32>,
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}
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impl Eq for GunPoint {}
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impl PartialEq for GunPoint {
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fn eq(&self, other: &Self) -> bool {
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self.idx == other.idx
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}
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}
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// We use a hashmap of these in OutfitSet
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impl Hash for GunPoint {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.idx.hash(state);
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}
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}
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/// Parameters for a ship's collapse sequence
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#[derive(Debug, Clone)]
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pub struct ShipCollapse {
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@ -345,6 +362,18 @@ impl crate::Build for Ship {
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}
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};
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// TODO: document this
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let mut guns = Vec::new();
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for g in ship.guns {
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guns.push(GunPoint {
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idx: guns.len() as u32,
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pos: Point2 {
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x: g.x * size * aspect / 2.0,
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y: g.y * size / 2.0,
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},
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})
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}
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ct.ships.push(Self {
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aspect,
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collapse,
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@ -370,16 +399,7 @@ impl crate::Build for Ship {
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})
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.collect(),
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guns: ship
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.guns
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.iter()
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.map(|e| GunPoint {
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pos: Point2 {
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x: e.x * size * aspect / 2.0,
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y: e.y * size / 2.0,
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},
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})
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.collect(),
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guns,
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collision: Collision {
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indices: (0..ship.collision.len())
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@ -4,14 +4,10 @@
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//! of every ship in the game, but it has no understanding of physics.
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//! That is done in `galactica_world`.
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mod outfits;
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mod projectile;
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mod ship;
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mod system;
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mod systemobject;
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pub use outfits::{OutfitSet, OutfitStatSum, ShipGun};
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pub use projectile::Projectile;
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pub use ship::Ship;
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pub use system::System;
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pub use systemobject::SystemObject;
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pub use system::{System, SystemObject};
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@ -1,203 +0,0 @@
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use content::{EnginePoint, OutfitHandle, SpriteHandle};
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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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#[derive(Debug)]
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pub struct ShipGun {
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/// The kind of gun this is
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pub kind: content::Gun,
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/// How many seconds we must wait before this gun can fire
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pub cooldown: f32,
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/// Index of the gunpoint this gun is attached to
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pub point: usize,
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}
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impl ShipGun {
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/// Make a new shipgun
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pub fn new(kind: &content::Gun, point: usize) -> Self {
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Self {
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kind: kind.clone(),
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point,
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cooldown: 0.0,
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}
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}
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}
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/// This struct keeps track of the combined stats of a set of outfits.
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/// It does NOT check for sanity (e.g, removing an outfit that was never added)
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/// That is handled by ShipOutfits.
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#[derive(Debug)]
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pub struct OutfitStatSum {
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pub engine_thrust: 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 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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impl OutfitStatSum {
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pub fn new() -> Self {
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Self {
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engine_thrust: 0.0,
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steer_power: 0.0,
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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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pub fn add(&mut self, o: &content::Outfit) {
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self.engine_thrust += o.engine_thrust;
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if let Some(t) = o.engine_flare_sprite {
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self.engine_flare_sprites.push(t);
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};
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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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pub fn remove(&mut self, o: &content::Outfit) {
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self.engine_thrust -= o.engine_thrust;
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if let Some(t) = o.engine_flare_sprite {
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self.engine_flare_sprites.remove(
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self.engine_flare_sprites
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.iter()
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.position(|x| *x == t)
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.unwrap(),
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);
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}
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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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/// Represents a set of outfits attached to a ship.
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/// Keeps track of the sum of their stats, so it mustn't be re-computed every frame.
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#[derive(Debug)]
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pub struct OutfitSet {
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/// The total sum of the stats this set of outfits provides
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stats: OutfitStatSum,
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//pub total_space: content::OutfitSpace,
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available_space: content::OutfitSpace,
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outfits: Vec<content::OutfitHandle>,
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guns: Vec<ShipGun>,
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enginepoints: Vec<content::EnginePoint>,
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gunpoints: Vec<content::GunPoint>,
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}
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impl<'a> OutfitSet {
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/// Make a new outfit array
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pub fn new(content: &content::Ship) -> Self {
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Self {
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stats: OutfitStatSum::new(),
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outfits: Vec::new(),
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guns: Vec::new(),
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available_space: content.space.clone(),
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//total_space: content.space.clone(),
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enginepoints: content.engines.clone(),
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gunpoints: content.guns.clone(),
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}
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}
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/// Does this outfit set contain the specified outfit?
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pub fn contains_outfit(&self, o: content::OutfitHandle) -> bool {
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match self.outfits.iter().position(|x| *x == o) {
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Some(_) => true,
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None => false,
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}
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}
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pub fn stat_sum(&self) -> &OutfitStatSum {
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&self.stats
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}
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/// Add an outfit to this ship.
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/// Returns true on success, and false on failure
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/// TODO: failure reason enum
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pub fn add(&mut self, ct: &content::Content, o: content::OutfitHandle) -> bool {
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let outfit = ct.get_outfit(o);
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if !self.available_space.can_contain(&outfit.space) {
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return false;
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}
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self.available_space.occupy(&outfit.space);
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self.stats.add(&outfit);
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self.outfits.push(o);
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return true;
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}
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/// Remove an outfit from this set
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pub fn remove(&mut self, ct: &content::Content, o: content::OutfitHandle) {
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let outfit = ct.get_outfit(o);
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let i = match self.outfits.iter().position(|x| *x == o) {
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Some(i) => i,
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None => panic!("removed non-existing outfit"),
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};
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self.available_space.free(&outfit.space);
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self.outfits.remove(i);
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}
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/// Add a gun to this outfit set.
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/// This automatically attaches the gun to the first available gunpoint,
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/// and returns false (applying no changes) if no points are available.
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pub fn add_gun(&mut self, ct: &content::Content, g: content::GunHandle) -> bool {
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// Find first unused point
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let mut p = None;
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'outer: for i in 0..self.gunpoints.len() {
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for g in &self.guns {
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if g.point == i {
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continue 'outer;
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}
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}
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p = Some(i);
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break;
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}
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let gun = ct.get_gun(g);
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// All points are taken
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if p.is_none() {
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return false;
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}
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let sg = ShipGun::new(gun, p.unwrap());
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self.guns.push(sg);
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return true;
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}
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/// Iterate over all guns in this outfitset
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pub fn iter_guns(&mut self) -> impl Iterator<Item = &mut ShipGun> {
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self.guns.iter_mut()
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}
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/// Iterate over all guns and the gunpoints they're attached to
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pub fn iter_guns_points(&mut self) -> impl Iterator<Item = (&mut ShipGun, &content::GunPoint)> {
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self.guns
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.iter_mut()
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.map(|x| (&self.gunpoints[x.point], x))
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.map(|(a, b)| (b, a))
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}
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// TODO: move to ship
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/// Iterate over all ships in this physics system
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pub fn iter_enginepoints(&self) -> impl Iterator<Item = &EnginePoint> + '_ {
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self.enginepoints.iter()
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}
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pub fn get_flare_sprite(&self) -> Option<SpriteHandle> {
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self.stats.engine_flare_sprites.iter().next().map(|x| *x)
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}
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}
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@ -1,112 +0,0 @@
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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 galactica_content as content;
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#[derive(Debug)]
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pub struct Ship {
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pub handle: content::ShipHandle,
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pub faction: content::FactionHandle,
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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 outfit stats struct: check
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pub hull: f32,
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pub shields: f32,
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}
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impl Ship {
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pub fn new(
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ct: &content::Content,
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handle: content::ShipHandle,
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faction: content::FactionHandle,
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outfits: OutfitSet,
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) -> Self {
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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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handle: handle,
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faction,
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outfits,
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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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pub fn is_dead(&self) -> bool {
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self.hull <= 0.0
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}
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/// Called whenever a projectile hits this ship.
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/// Returns true if that projectile should be destroyed and false otherwise.
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pub fn handle_projectile_collision(&mut self, ct: &content::Content, p: &Projectile) -> bool {
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let f = ct.get_faction(self.faction);
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let r = f.relationships.get(&p.faction).unwrap();
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match r {
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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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return true;
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}
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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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}
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_ => return false,
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}
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}
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pub fn fire_guns(&mut self) -> Vec<(Projectile, content::GunPoint)> {
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if self.is_dead() {
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return vec![];
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}
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self.outfits
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.iter_guns_points()
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.filter(|(g, _)| g.cooldown <= 0.0)
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.map(|(g, p)| {
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let mut rng = rand::thread_rng();
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g.cooldown = g.kind.rate + &rng.gen_range(-g.kind.rate_rng..=g.kind.rate_rng);
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let lifetime = g.kind.projectile.lifetime
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+ rng.gen_range(
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-g.kind.projectile.lifetime_rng..=g.kind.projectile.lifetime_rng,
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);
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(
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Projectile {
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content: g.kind.projectile.clone(),
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lifetime: 0f32.max(lifetime),
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faction: self.faction,
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},
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p.clone(),
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)
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})
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.collect()
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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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@ -0,0 +1,5 @@
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mod outfitset;
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mod ship;
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pub use outfitset::*;
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pub use ship::*;
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@ -0,0 +1,187 @@
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use std::collections::HashMap;
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use content::{GunPoint, OutfitHandle, OutfitSpace};
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use galactica_content as content;
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/// Possible outcomes when adding an outfit
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pub enum OutfitAddResult {
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/// An outfit was successfully added
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Ok,
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/// An outfit could not be added because we don't have enough free space.
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/// The string tells us what kind of space we need:
|
||||
/// `outfit,` `weapon,` `engine,` etc. Note that these sometimes overlap:
|
||||
/// outfits may need outfit AND weapon space. In these cases, this result
|
||||
/// should name the "most specific" kind of space we lack.
|
||||
NotEnoughSpace(String),
|
||||
}
|
||||
|
||||
/// Possible outcomes when removing an outfit
|
||||
pub enum OutfitRemoveResult {
|
||||
/// This outfit was successfully removed
|
||||
Ok,
|
||||
|
||||
/// This outfit isn't in this set
|
||||
NotExist,
|
||||
// TODO:
|
||||
// This is where we'll add non-removable outfits,
|
||||
// outfits that provide space, etc
|
||||
}
|
||||
|
||||
/// A simple data class, used to keep track of delayed shield generators
|
||||
#[derive(Debug)]
|
||||
pub(crate) struct ShieldGenerator {
|
||||
pub outfit: OutfitHandle,
|
||||
pub delay: f32,
|
||||
pub generation: f32,
|
||||
}
|
||||
|
||||
/// This struct keeps track of a ship's outfit loadout.
|
||||
#[derive(Debug)]
|
||||
pub struct OutfitSet {
|
||||
/// What outfits does this statsum contain?
|
||||
outfits: HashMap<OutfitHandle, u32>,
|
||||
|
||||
/// Space available in this outfitset.
|
||||
/// set at creation and never changes.
|
||||
total_space: OutfitSpace,
|
||||
|
||||
/// Space used by the outfits in this set.
|
||||
/// This may be negative if certain outfits provide space!
|
||||
used_space: OutfitSpace,
|
||||
|
||||
/// The gun points available in this ship.
|
||||
/// If value is None, this point is free.
|
||||
/// if value is Some, this point is taken.
|
||||
gun_points: HashMap<GunPoint, Option<OutfitHandle>>,
|
||||
|
||||
// Outfit values
|
||||
// This isn't strictly necessary, but we don't want to
|
||||
// re-compute this on each frame.
|
||||
engine_thrust: f32,
|
||||
steer_power: f32,
|
||||
shield_strength: f32,
|
||||
|
||||
// Delay, generation
|
||||
// TODO: struct
|
||||
shield_generators: Vec<ShieldGenerator>,
|
||||
}
|
||||
|
||||
impl OutfitSet {
|
||||
pub fn new(available_space: OutfitSpace, gun_points: &[GunPoint]) -> Self {
|
||||
Self {
|
||||
outfits: HashMap::new(),
|
||||
total_space: available_space,
|
||||
used_space: OutfitSpace::new(),
|
||||
gun_points: gun_points.iter().map(|x| (x.clone(), None)).collect(),
|
||||
|
||||
engine_thrust: 0.0,
|
||||
steer_power: 0.0,
|
||||
shield_strength: 0.0,
|
||||
shield_generators: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub 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());
|
||||
}
|
||||
|
||||
self.used_space += o.space;
|
||||
|
||||
self.engine_thrust += o.engine_thrust;
|
||||
self.steer_power += o.steer_power;
|
||||
self.shield_strength += o.shield_strength;
|
||||
self.shield_generators.push(ShieldGenerator {
|
||||
outfit: o.handle,
|
||||
delay: o.shield_delay,
|
||||
generation: o.shield_generation,
|
||||
});
|
||||
|
||||
return OutfitAddResult::Ok;
|
||||
}
|
||||
|
||||
pub fn remove(&mut self, o: &content::Outfit) -> OutfitRemoveResult {
|
||||
if !self.outfits.contains_key(&o.handle) {
|
||||
return OutfitRemoveResult::NotExist;
|
||||
} else {
|
||||
let n = *self.outfits.get(&o.handle).unwrap();
|
||||
if n == 1u32 {
|
||||
self.outfits.remove(&o.handle);
|
||||
} else {
|
||||
*self.outfits.get_mut(&o.handle).unwrap() -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
self.used_space -= o.space;
|
||||
|
||||
self.engine_thrust -= o.engine_thrust;
|
||||
self.steer_power -= o.steer_power;
|
||||
self.shield_strength -= o.shield_strength;
|
||||
|
||||
{
|
||||
// This index will exist, since we checked the hashmap
|
||||
let index = self
|
||||
.shield_generators
|
||||
.iter()
|
||||
.position(|g| g.outfit == o.handle)
|
||||
.unwrap();
|
||||
self.shield_generators.remove(index);
|
||||
}
|
||||
|
||||
return OutfitRemoveResult::Ok;
|
||||
}
|
||||
}
|
||||
|
||||
// Simple getters to make sure nobody meddles with our internal state
|
||||
impl OutfitSet {
|
||||
/// The number of outfits in this set
|
||||
pub fn len(&self) -> u32 {
|
||||
self.outfits.iter().map(|(_, x)| x).sum()
|
||||
}
|
||||
|
||||
/// Iterate over all outfits
|
||||
pub fn iter_outfits(&self) -> impl Iterator<Item = (&OutfitHandle, &u32)> {
|
||||
self.outfits.iter()
|
||||
}
|
||||
|
||||
/// Iterate over all gun points
|
||||
pub fn iter_gun_points(&self) -> impl Iterator<Item = (&GunPoint, &Option<OutfitHandle>)> {
|
||||
self.gun_points.iter()
|
||||
}
|
||||
|
||||
/// Iterate over all shield generators
|
||||
pub(crate) fn iter_shield_generators(&self) -> impl Iterator<Item = &ShieldGenerator> {
|
||||
self.shield_generators.iter()
|
||||
}
|
||||
|
||||
/// Get maximum possible shield regen
|
||||
pub fn get_max_shield_regen(&self) -> f32 {
|
||||
self.shield_generators.iter().map(|x| x.generation).sum()
|
||||
}
|
||||
|
||||
/// Total available outfit space
|
||||
pub fn get_total_space(&self) -> &OutfitSpace {
|
||||
&self.total_space
|
||||
}
|
||||
|
||||
/// Used outfit space
|
||||
pub fn get_used_space(&self) -> &OutfitSpace {
|
||||
&self.used_space
|
||||
}
|
||||
|
||||
/// Total foward thrust
|
||||
pub fn get_engine_thrust(&self) -> f32 {
|
||||
self.engine_thrust
|
||||
}
|
||||
|
||||
/// Total steer power
|
||||
pub fn get_steer_power(&self) -> f32 {
|
||||
self.steer_power
|
||||
}
|
||||
|
||||
/// Total shield strength
|
||||
pub fn get_shield_strength(&self) -> f32 {
|
||||
self.shield_strength
|
||||
}
|
||||
}
|
|
@ -0,0 +1,79 @@
|
|||
use std::time::Instant;
|
||||
|
||||
use super::OutfitSet;
|
||||
use galactica_content as content;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Ship {
|
||||
// Metadata values
|
||||
pub ct_handle: content::ShipHandle,
|
||||
pub faction: content::FactionHandle,
|
||||
pub outfits: OutfitSet,
|
||||
|
||||
// State values
|
||||
// TODO: unified ship stats struct, like space
|
||||
pub hull: f32,
|
||||
pub shields: f32,
|
||||
|
||||
// Utility values
|
||||
/// The last time this ship was damaged
|
||||
pub last_hit: Instant,
|
||||
}
|
||||
|
||||
impl Ship {
|
||||
pub fn new(
|
||||
ct: &content::Content,
|
||||
ct_handle: content::ShipHandle,
|
||||
faction: content::FactionHandle,
|
||||
outfits: OutfitSet,
|
||||
) -> Self {
|
||||
let s = ct.get_ship(ct_handle);
|
||||
let shields = outfits.get_shield_strength();
|
||||
Ship {
|
||||
ct_handle,
|
||||
faction,
|
||||
outfits,
|
||||
last_hit: Instant::now(),
|
||||
|
||||
// Initial stats
|
||||
hull: s.hull,
|
||||
shields,
|
||||
}
|
||||
}
|
||||
|
||||
/// If this ship is dead, it will be removed from the game.
|
||||
pub fn is_dead(&self) -> bool {
|
||||
self.hull <= 0.0
|
||||
}
|
||||
|
||||
/// Hit this ship with the given amount of damage
|
||||
pub fn apply_damage(&mut self, mut d: f32) {
|
||||
if self.is_dead() {
|
||||
return;
|
||||
}
|
||||
if self.shields >= d {
|
||||
self.shields -= d
|
||||
} else {
|
||||
d -= self.shields;
|
||||
self.shields = 0.0;
|
||||
self.hull = 0f32.max(self.hull - d);
|
||||
}
|
||||
self.last_hit = Instant::now();
|
||||
}
|
||||
|
||||
/// Update this ship's state by `t` seconds
|
||||
pub fn step(&mut self, t: f32) {
|
||||
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() {
|
||||
if time_since >= g.delay {
|
||||
self.shields += g.generation * t;
|
||||
if self.shields > self.outfits.get_shield_strength() {
|
||||
self.shields = self.outfits.get_shield_strength();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,6 +1,8 @@
|
|||
use crate::SystemObject;
|
||||
use cgmath::{Point3, Rad};
|
||||
use galactica_content as content;
|
||||
|
||||
// TODO: rework
|
||||
|
||||
pub struct System {
|
||||
pub name: String,
|
||||
pub bodies: Vec<SystemObject>,
|
||||
|
@ -25,8 +27,11 @@ impl System {
|
|||
|
||||
return s;
|
||||
}
|
||||
|
||||
//pub fn get_sprites(&self) -> Vec<ObjectSprite> {
|
||||
// return self.bodies.iter().map(|x| x.get_sprite()).collect();
|
||||
//}
|
||||
}
|
||||
|
||||
pub struct SystemObject {
|
||||
pub sprite: content::SpriteHandle,
|
||||
pub pos: Point3<f32>,
|
||||
pub size: f32,
|
||||
pub angle: Rad<f32>,
|
||||
}
|
||||
|
|
|
@ -1,10 +0,0 @@
|
|||
use cgmath::{Point3, Rad};
|
||||
|
||||
use galactica_content as content;
|
||||
|
||||
pub struct SystemObject {
|
||||
pub sprite: content::SpriteHandle,
|
||||
pub pos: Point3<f32>,
|
||||
pub size: f32,
|
||||
pub angle: Rad<f32>,
|
||||
}
|
Loading…
Reference in New Issue