Reworked ship landing, added autopilot
parent
45e3513ed3
commit
a4222abdc5
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@ -85,7 +85,9 @@ fn main() -> Result<()> {
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.get_ship(&PhysSimShipHandle(player.ship.unwrap()));
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if let Some(o) = o {
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match o.data.get_state() {
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ShipState::Collapsing { .. } | ShipState::Flying => {
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ShipState::Landing { .. }
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| ShipState::Collapsing { .. }
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| ShipState::Flying { .. } => {
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let r =
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&game.get_state().systemsim.get_rigid_body(o.rigid_body);
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if let Some(r) = r {
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@ -99,11 +101,7 @@ fn main() -> Result<()> {
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o.data.get_state().unlanding_position(&content).unwrap();
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Some(Vector2::new(pos.x, pos.y))
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}
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ShipState::Landing { .. } => {
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let pos =
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o.data.get_state().landing_position(&content).unwrap();
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Some(Vector2::new(pos.x, pos.y))
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}
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ShipState::Landed { target } => {
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let b = content.get_system_object(*target);
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Some(Vector2::new(b.pos.x, b.pos.y))
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@ -3,7 +3,7 @@
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use bytemuck;
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use galactica_system::data::ShipState;
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use galactica_util::{constants::OBJECT_SPRITE_INSTANCE_LIMIT, to_radians};
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use nalgebra::{Point2, Point3, Vector2};
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use nalgebra::{Point2, Point3};
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use crate::{
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globaluniform::ObjectData,
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@ -27,7 +27,7 @@ impl GPUState {
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match ship.data.get_state() {
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ShipState::Dead | ShipState::Landed { .. } => continue,
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ShipState::Collapsing { .. } | ShipState::Flying => {
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ShipState::Collapsing { .. } | ShipState::Flying { .. } => {
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let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
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let pos = *r.translation();
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ship_pos = Point3::new(pos.x, pos.y, 1.0);
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@ -35,30 +35,20 @@ impl GPUState {
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ship_ang = ship_rot.angle();
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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ShipState::Landing {
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from_position,
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from_angle,
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target,
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total: _total,
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elapsed,
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} => {
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let target = state.ct.get_system_object(*target);
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let diff = Point2::new(target.pos.x, target.pos.y) - from_position;
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ship_pos = ship.data.get_state().landing_position(state.ct).unwrap();
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let target_angle = diff.angle(&Vector2::new(1.0, 0.0));
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ship_ang = from_angle + ((target_angle - from_angle) * 1f32.min(elapsed / 1.0));
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ShipState::Landing { current_z, .. } => {
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let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
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let pos = *r.translation();
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ship_pos = Point3::new(pos.x, pos.y, *current_z);
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let ship_rot = r.rotation();
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ship_ang = ship_rot.angle();
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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ShipState::UnLanding {
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to_angle, elapsed, ..
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} => {
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ShipState::UnLanding { .. } => {
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ship_pos = ship.data.get_state().unlanding_position(state.ct).unwrap();
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ship_ang = 0.0 + ((to_angle - 0.0) * 1f32.min(elapsed / 1.0));
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//ship_ang = 0.0 + ((to_angle - 0.0) * 1f32.min(elapsed / 1.0));
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ship_ang = 0.0;
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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}
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@ -122,7 +112,8 @@ impl GPUState {
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let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
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if {
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let is_flying = match ship.data.get_state() {
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ShipState::Flying => true,
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ShipState::Flying { .. } => true,
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ShipState::Landing { .. } => true,
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_ => false,
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};
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ship.get_controls().thrust && flare.is_some() && is_flying
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@ -41,15 +41,6 @@ impl Radar {
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match player_ship.data.get_state() {
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ShipState::Dead => {}
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ShipState::Landing { .. } => {
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let pos = player_ship
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.data
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.get_state()
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.landing_position(&input.ct)
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.unwrap();
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self.last_player_position = Point2::new(pos.x, pos.y)
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}
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ShipState::UnLanding { .. } => {
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let pos = player_ship
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.data
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@ -63,7 +54,8 @@ impl Radar {
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let landed_body = input.ct.get_system_object(*target);
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self.last_player_position = Point2::new(landed_body.pos.x, landed_body.pos.y);
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}
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ShipState::Flying | ShipState::Collapsing { .. } => {
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ShipState::Landing { .. } | ShipState::Flying { .. } | ShipState::Collapsing { .. } => {
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let player_body = input
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.systemsim
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.get_rigid_body(player_ship.rigid_body)
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@ -142,28 +134,35 @@ impl Radar {
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// Draw ships
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for (s, r) in input.systemsim.iter_ship_body() {
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// This will be None if this ship is dead.
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// Stays around while the physics system runs a collapse sequence
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let color = match s.data.get_state() {
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let ship = input.ct.get_ship(s.data.get_content());
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let (color, z_scale) = match s.data.get_state() {
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ShipState::Dead | ShipState::Landed { .. } => {
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continue;
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}
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// TODO: different color for landing?
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ShipState::UnLanding { .. }
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| ShipState::Landing { .. }
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| ShipState::Collapsing { .. } => {
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// TODO: scale blip for ship z-position
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ShipState::Landing { .. } => ([0.2, 0.2, 0.2, 1.0], 1.0),
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ShipState::UnLanding { .. } => ([0.2, 0.2, 0.2, 1.0], 1.0),
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ShipState::Collapsing { .. } => {
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// TODO: configurable
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[0.2, 0.2, 0.2, 1.0]
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([0.2, 0.2, 0.2, 1.0], 1.0)
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}
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ShipState::Flying => {
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ShipState::Flying { .. } => {
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let c = input.ct.get_faction(s.data.get_faction()).color;
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[c[0], c[1], c[2], 1.0]
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([c[0], c[1], c[2], 1.0], 1.0)
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}
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};
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let size = (ship.size * ship.sprite.aspect) * ship_scale * z_scale;
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let p: Point2<f32> = {
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if s.collider == input.player.ship.unwrap() {
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self.last_player_position
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} else {
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(*r.translation()).into()
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}
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};
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let ship = input.ct.get_ship(s.data.get_content());
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let size = (ship.size * ship.sprite.aspect) * ship_scale;
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let p: Point2<f32> = (*r.translation()).into();
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let d = (p - self.last_player_position) / radar_range;
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let m = d.magnitude() + (size / (2.0 * radar_size));
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if m < hide_range {
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@ -47,7 +47,7 @@ impl Status {
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| ShipState::Landing { .. }
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| ShipState::Landed { .. }
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| ShipState::Collapsing { .. }
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| ShipState::Flying => {
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| ShipState::Flying { .. } => {
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current_shields = player_ship.data.get_shields();
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current_hull = player_ship.data.get_hull();
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max_shields = player_ship.data.get_outfits().get_shield_strength();
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@ -1,10 +1,26 @@
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use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
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use nalgebra::{Point2, Point3};
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use rand::{rngs::ThreadRng, Rng};
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use rapier2d::math::Isometry;
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use std::{collections::HashMap, time::Instant};
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use super::{OutfitSet, ShipPersonality};
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/// A ship autopilot.
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/// An autopilot is a lightweight ShipController that
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/// temporarily has control over a ship.
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#[derive(Debug, Clone)]
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pub enum ShipAutoPilot {
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/// No autopilot, use usual behavior.
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None,
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/// Automatically arrange for landing on the given object
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Landing {
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/// The body we want to land on
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target: SystemObjectHandle,
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},
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}
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/// Ship state machine.
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/// Any ship we keep track of is in one of these states.
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/// Dead ships don't exist---they removed once their collapse
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@ -15,7 +31,11 @@ pub enum ShipState {
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Dead,
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/// This ship is alive and well in open space
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Flying, // TODO: system, position (also in collapse)?
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Flying {
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/// The autopilot we're using.
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/// Overrides ship controller.
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autopilot: ShipAutoPilot,
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},
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/// This ship has been destroyed, and is playing its collapse sequence.
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Collapsing {
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@ -35,30 +55,18 @@ pub enum ShipState {
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/// This ship is landing on a planet
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/// (playing the animation)
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Landing {
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/// The point, in world coordinates, where we started
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from_position: Point2<f32>,
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/// The ship's angle when we started landing, in radians
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from_angle: f32,
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/// The planet we're landing on
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target: SystemObjectHandle,
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/// The total amount of time, in seconds, we will spend landing
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total: f32,
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/// The amount of time we've already spent playing this landing sequence
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elapsed: f32,
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/// Our current z-coordinate
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current_z: f32,
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},
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/// This ship is taking off from a planet
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/// (playing the animation)
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UnLanding {
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/// The point, in world coordinates, to which we're going
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to_position: Point2<f32>,
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/// The angle we'll be at when we arrive, in radians
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to_angle: f32,
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to_position: Isometry<f32>,
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/// The planet we're taking off from
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from: SystemObjectHandle,
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@ -92,41 +100,6 @@ impl ShipState {
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}
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}
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/// Compute position of this ship's sprite during its landing sequence
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pub fn landing_position(&self, ct: &Content) -> Option<Point3<f32>> {
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match self {
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Self::Landing {
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from_position,
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target,
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total,
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elapsed,
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..
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} => Some({
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let target = ct.get_system_object(*target);
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let diff = Point2::new(target.pos.x, target.pos.y) - from_position;
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let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
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// TODO: improve animation
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// TODO: fade
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// TODO: atmosphere burn
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// TODO: land at random point
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// TODO: don't jump camera
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// TODO: time by distance
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// TODO: keep momentum
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let pos = from_position + (diff * (elapsed / total));
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Point3::new(
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pos.x,
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pos.y,
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1.0 + ((target.pos.z - 1.0) * (elapsed / total)),
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)
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}),
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_ => None,
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}
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}
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/// Compute position of this ship's sprite during its unlanding sequence
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pub fn unlanding_position(&self, ct: &Content) -> Option<Point3<f32>> {
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match self {
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@ -139,7 +112,8 @@ impl ShipState {
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} => Some({
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let from = ct.get_system_object(*from);
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let diff = to_position - Point2::new(from.pos.x, from.pos.y);
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let t = Point2::new(to_position.translation.x, to_position.translation.y);
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let diff = t - Point2::new(from.pos.x, from.pos.y);
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//let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
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// TODO: improve animation
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@ -207,7 +181,9 @@ impl ShipData {
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rng: rand::thread_rng(),
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// TODO: ships must always start landed on planets
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state: ShipState::Flying,
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state: ShipState::Flying {
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autopilot: ShipAutoPilot::None,
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},
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// Initial stats
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hull: s.hull,
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@ -216,40 +192,72 @@ impl ShipData {
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}
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}
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// TODO: position in data?
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/// Land this ship on `target`
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pub fn land_on(
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&mut self,
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target: SystemObjectHandle,
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from_position: Point2<f32>,
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from_angle: f32,
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) -> bool {
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/// Set this ship's autopilot.
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/// Panics if we're not flying.
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pub fn set_autopilot(&mut self, autopilot: ShipAutoPilot) {
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match self.state {
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ShipState::Flying => {
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self.state = ShipState::Landing {
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elapsed: 0.0,
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total: 5.0,
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target,
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from_position,
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from_angle,
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};
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return true;
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ShipState::Flying {
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autopilot: ref mut pilot,
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} => {
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*pilot = autopilot;
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}
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_ => {
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unreachable!("Called `land_on` on a ship that isn't flying!")
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unreachable!("Called `set_autopilot` on a ship that isn't flying!")
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}
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};
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}
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/// Land this ship on `target`
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/// This does NO checks (speed, range, etc).
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/// That is the simulation's responsiblity.
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///
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/// Will panic if we're not flying.
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pub fn start_land_on(&mut self, target_handle: SystemObjectHandle) {
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match self.state {
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ShipState::Flying { .. } => {
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self.state = ShipState::Landing {
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target: target_handle,
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current_z: 1.0,
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};
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}
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_ => {
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unreachable!("Called `start_land_on` on a ship that isn't flying!")
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}
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};
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}
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/// When landing, update z position.
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/// Will panic if we're not landing
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pub fn set_landing_z(&mut self, z: f32) {
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match &mut self.state {
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ShipState::Landing {
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ref mut current_z, ..
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} => *current_z = z,
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_ => unreachable!("Called `set_landing_z` on a ship that isn't landing!"),
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}
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}
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/// Finish landing sequence
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/// Will panic if we're not landing
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pub fn finish_land_on(&mut self) {
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match self.state {
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ShipState::Landing { target, .. } => {
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self.state = ShipState::Landed { target };
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}
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_ => {
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unreachable!("Called `finish_land_on` on a ship that isn't flying!")
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}
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};
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}
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/// Take off from `target`
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pub fn unland(&mut self, to_position: Point2<f32>) {
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pub fn unland(&mut self, to_position: Isometry<f32>) {
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match self.state {
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ShipState::Landed { target } => {
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self.state = ShipState::UnLanding {
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to_position,
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to_angle: 1.0,
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from: target,
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total: 5.0,
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total: 2.0,
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elapsed: 0.0,
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};
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}
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@ -296,7 +304,7 @@ impl ShipData {
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/// Hit this ship with the given amount of damage
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pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) {
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match self.state {
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ShipState::Flying => {}
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ShipState::Flying { .. } => {}
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_ => {
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unreachable!("Cannot apply damage to a ship that is not flying!")
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}
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@ -323,17 +331,7 @@ impl ShipData {
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/// Update this ship's state by `t` seconds
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pub(crate) fn step(&mut self, t: f32) {
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match self.state {
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ShipState::Landing {
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ref mut elapsed,
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total,
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target,
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..
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} => {
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*elapsed += t;
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if *elapsed >= total {
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self.state = ShipState::Landed { target };
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}
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}
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ShipState::Landing { .. } => {}
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ShipState::UnLanding {
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ref mut elapsed,
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@ -342,7 +340,9 @@ impl ShipData {
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} => {
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*elapsed += t;
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if *elapsed >= total {
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self.state = ShipState::Flying;
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self.state = ShipState::Flying {
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autopilot: ShipAutoPilot::None,
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};
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}
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}
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@ -360,7 +360,7 @@ impl ShipData {
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}
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}
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ShipState::Flying => {
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ShipState::Flying { .. } => {
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// Cooldown guns
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for (_, c) in &mut self.gun_cooldowns {
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if *c > 0.0 {
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@ -0,0 +1,49 @@
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use std::collections::HashMap;
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use galactica_content::SystemObjectHandle;
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use galactica_util::to_radians;
|
||||
use nalgebra::Vector2;
|
||||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
|
||||
use crate::phys::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
PhysStepResources,
|
||||
};
|
||||
|
||||
// TODO: no wobble
|
||||
// TODO: slow down when near planet
|
||||
// TODO: avoid obstacles
|
||||
|
||||
/// Land this ship on the given object
|
||||
pub fn auto_landing(
|
||||
res: &PhysStepResources,
|
||||
rigid_bodies: &RigidBodySet,
|
||||
ships: &HashMap<ColliderHandle, PhysSimShip>,
|
||||
this_ship: ColliderHandle,
|
||||
target_handle: SystemObjectHandle,
|
||||
) -> Option<ShipControls> {
|
||||
let rigid_body_handle = ships.get(&this_ship).unwrap().rigid_body;
|
||||
let rigid_body = rigid_bodies.get(rigid_body_handle).unwrap();
|
||||
let target_obj = res.ct.get_system_object(target_handle);
|
||||
let target_pos = Vector2::new(target_obj.pos.x, target_obj.pos.y);
|
||||
let my_pos = *rigid_body.translation();
|
||||
let my_rot = rigid_body.rotation() * Vector2::new(1.0, 0.0);
|
||||
let my_vel = rigid_body.linvel();
|
||||
let my_angvel = rigid_body.angvel();
|
||||
let v_t = target_pos - my_pos; // Vector to target
|
||||
let v_d = v_t - my_vel; // Desired thrust vector
|
||||
let angle_delta = (my_rot.x * v_d.y - v_d.x * my_rot.y).atan2(my_rot.dot(&v_d));
|
||||
let mut controls = ShipControls::new();
|
||||
|
||||
if angle_delta < 0.0 && my_angvel > -0.3 {
|
||||
controls.right = true;
|
||||
} else if angle_delta > 0.0 && my_angvel < 0.3 {
|
||||
controls.left = true;
|
||||
}
|
||||
|
||||
if my_rot.angle(&v_d) <= to_radians(15.0) {
|
||||
controls.thrust = true;
|
||||
}
|
||||
|
||||
return Some(controls);
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
mod landing;
|
||||
|
||||
pub use landing::*;
|
|
@ -1,5 +1,6 @@
|
|||
//! Various implementations of [`crate::ShipBehavior`]
|
||||
|
||||
pub(crate) mod autopilot;
|
||||
mod null;
|
||||
mod point;
|
||||
|
||||
|
@ -50,9 +51,7 @@ impl ShipController {
|
|||
}
|
||||
}
|
||||
|
||||
/// Ship controller trait. Any struct that implements this
|
||||
/// may be used to control a ship.
|
||||
pub trait ShipControllerStruct
|
||||
trait ShipControllerStruct
|
||||
where
|
||||
Self: Debug + Clone,
|
||||
{
|
||||
|
|
|
@ -49,7 +49,7 @@ impl ShipControllerStruct for PointShipController {
|
|||
// Target only flying ships we're hostile towards
|
||||
|s| match my_faction.relationships.get(&s.data.get_faction()).unwrap() {
|
||||
Relationship::Hostile => match s.data.get_state() {
|
||||
ShipState::Flying => true,
|
||||
ShipState::Flying { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
|
|
|
@ -95,18 +95,54 @@ impl PhysSimShip {
|
|||
seq.step(res, &self.data, rigid_body, collider);
|
||||
self.collapse_sequence = Some(seq);
|
||||
}
|
||||
ShipState::Flying => {
|
||||
return self.step_live(res, rigid_body, collider);
|
||||
ShipState::Flying { .. } => {
|
||||
self.step_physics(res, rigid_body, collider);
|
||||
self.step_effects(res, rigid_body, collider);
|
||||
}
|
||||
ShipState::UnLanding { .. }
|
||||
| ShipState::Dead
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. } => {}
|
||||
|
||||
ShipState::Landing { .. } => {
|
||||
self.step_physics(res, rigid_body, collider);
|
||||
}
|
||||
|
||||
ShipState::UnLanding { .. } | ShipState::Dead | ShipState::Landed { .. } => {}
|
||||
}
|
||||
}
|
||||
|
||||
/// Step this ship's state by t seconds (called when alive)
|
||||
fn step_live(
|
||||
/// Update this frame's physics
|
||||
fn step_physics(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
rigid_body: &mut RigidBody,
|
||||
_collider: &mut Collider,
|
||||
) {
|
||||
let ship_rot = rigid_body.rotation();
|
||||
let engine_force = ship_rot * (Vector2::new(1.0, 0.0) * res.t);
|
||||
|
||||
if self.controls.thrust {
|
||||
rigid_body.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y]
|
||||
* self.data.get_outfits().get_engine_thrust(),
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
rigid_body.apply_torque_impulse(
|
||||
self.data.get_outfits().get_steer_power() * -100.0 * res.t,
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
rigid_body.apply_torque_impulse(
|
||||
self.data.get_outfits().get_steer_power() * 100.0 * res.t,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Spawn this frame's particles
|
||||
fn step_effects(
|
||||
&mut self,
|
||||
res: &mut PhysStepResources,
|
||||
rigid_body: &mut RigidBody,
|
||||
|
@ -153,30 +189,6 @@ impl PhysSimShip {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
let engine_force = ship_rot * (Vector2::new(1.0, 0.0) * res.t);
|
||||
|
||||
if self.controls.thrust {
|
||||
rigid_body.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y]
|
||||
* self.data.get_outfits().get_engine_thrust(),
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
rigid_body.apply_torque_impulse(
|
||||
self.data.get_outfits().get_steer_power() * -100.0 * res.t,
|
||||
true,
|
||||
);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
rigid_body.apply_torque_impulse(
|
||||
self.data.get_outfits().get_steer_power() * 100.0 * res.t,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ use galactica_content::{
|
|||
SystemHandle, SystemObjectHandle,
|
||||
};
|
||||
use galactica_playeragent::PlayerAgent;
|
||||
use nalgebra::{point, vector, Point2, Rotation2, Vector2};
|
||||
use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
|
||||
use rand::Rng;
|
||||
use rapier2d::{
|
||||
dynamics::{RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet},
|
||||
|
@ -12,10 +12,10 @@ use rapier2d::{
|
|||
};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::data::{ShipPersonality, ShipState};
|
||||
use crate::data::{ShipAutoPilot, ShipPersonality, ShipState};
|
||||
|
||||
use super::{
|
||||
controller::ShipController,
|
||||
controller::{autopilot, ShipController},
|
||||
objects::{PhysProjectile, PhysSimShip},
|
||||
ParticleBuilder, PhysStepResources,
|
||||
};
|
||||
|
@ -66,22 +66,55 @@ impl<'a> PhysSim {
|
|||
return Some((r, p));
|
||||
}
|
||||
|
||||
fn land_ship(&mut self, collider: ColliderHandle, target: SystemObjectHandle) {
|
||||
/// Try to land the given ship on the given planet.
|
||||
/// State changes on success, and nothing happens on failure.
|
||||
/// returns `true` if landing was successful.
|
||||
fn try_land_ship(
|
||||
&mut self,
|
||||
ct: &Content,
|
||||
collider: ColliderHandle,
|
||||
target_handle: SystemObjectHandle,
|
||||
) -> bool {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
|
||||
let r = self.rigid_body_set.get(ship.rigid_body).unwrap();
|
||||
ship.data
|
||||
.land_on(target, (*r.translation()).into(), r.rotation().angle());
|
||||
|
||||
let target = ct.get_system_object(target_handle);
|
||||
let t_pos = Vector2::new(target.pos.x, target.pos.y);
|
||||
let s_pos = Vector2::new(r.position().translation.x, r.position().translation.y);
|
||||
|
||||
// TODO: deactivate collider when landing.
|
||||
// Can't just set_active(false), since we still need that collider's mass.
|
||||
|
||||
// We're in land range...
|
||||
if (t_pos - s_pos).magnitude() > target.size / 2.0 {
|
||||
return false;
|
||||
}
|
||||
|
||||
// And we'll stay in land range long enough.
|
||||
if (t_pos - (s_pos + r.velocity_at_point(r.center_of_mass()) * 2.0)).magnitude()
|
||||
> target.size / 2.0
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ship.data.start_land_on(target_handle);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// Finish landing this ship on a planet.
|
||||
/// Called after the landing animation finishes.
|
||||
fn finish_land_ship(
|
||||
&mut self,
|
||||
_ct: &Content,
|
||||
collider: ColliderHandle,
|
||||
_target: SystemObjectHandle,
|
||||
) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
ship.data.finish_land_on();
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(false);
|
||||
r.set_angvel(0.0, false);
|
||||
r.set_linvel(nalgebra::Vector2::new(0.0, 0.0), false);
|
||||
|
||||
self.collider_set
|
||||
.get_mut(ship.collider)
|
||||
.unwrap()
|
||||
.set_enabled(false);
|
||||
}
|
||||
|
||||
fn unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
|
||||
|
@ -89,19 +122,13 @@ impl<'a> PhysSim {
|
|||
let obj = ship.data.get_state().landed_on().unwrap();
|
||||
let obj = ct.get_system_object(obj);
|
||||
|
||||
let target_pos = Point2::new(obj.pos.x + 100.0, obj.pos.y + 100.0);
|
||||
let target_pos = Isometry2::new(Vector2::new(obj.pos.x + 100.0, obj.pos.y + 100.0), 1.0);
|
||||
|
||||
ship.data.unland(target_pos);
|
||||
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(true);
|
||||
|
||||
r.set_position(
|
||||
nalgebra::Vector2::new(target_pos.x, target_pos.y).into(),
|
||||
true,
|
||||
);
|
||||
|
||||
r.set_rotation(nalgebra::Rotation2::new(1.0).into(), false);
|
||||
r.set_position(target_pos, true);
|
||||
|
||||
self.collider_set
|
||||
.get_mut(ship.collider)
|
||||
|
@ -145,7 +172,7 @@ impl<'a> PhysSim {
|
|||
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
|
||||
let destory_projectile = match r {
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying => {
|
||||
ShipState::Flying { .. } => {
|
||||
ship.data.apply_damage(res.ct, projectile.content.damage);
|
||||
true
|
||||
}
|
||||
|
@ -163,7 +190,7 @@ impl<'a> PhysSim {
|
|||
let _ = pr;
|
||||
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.apply_impulse_at_point(vector![v.x, v.y], point![pos.x, pos.y], true);
|
||||
r.apply_impulse_at_point(Vector2::new(v.x, v.y), Point2::new(pos.x, pos.y), true);
|
||||
|
||||
// Borrow again, we can only have one at a time
|
||||
let pr = self.rigid_body_set.get(projectile.rigid_body).unwrap();
|
||||
|
@ -225,7 +252,7 @@ impl PhysSim {
|
|||
let rb = RigidBodyBuilder::dynamic()
|
||||
.angular_damping(ship_content.angular_drag)
|
||||
.linear_damping(ship_content.linear_drag)
|
||||
.translation(vector![position.x, position.y])
|
||||
.translation(Vector2::new(position.x, position.y))
|
||||
.can_sleep(false);
|
||||
|
||||
let ridid_body = self.rigid_body_set.insert(rb.build());
|
||||
|
@ -256,25 +283,44 @@ impl PhysSim {
|
|||
}
|
||||
let ship_object = self.ships.get_mut(&player.ship.unwrap());
|
||||
if let Some(ship_object) = ship_object {
|
||||
match ship_object.data.get_state() {
|
||||
ShipState::Landing { .. }
|
||||
| ShipState::UnLanding { .. }
|
||||
| ShipState::Collapsing { .. }
|
||||
| ShipState::Dead => {}
|
||||
|
||||
ShipState::Flying {
|
||||
autopilot: ShipAutoPilot::None,
|
||||
} => {
|
||||
ship_object.controls.guns = player.input.pressed_guns();
|
||||
ship_object.controls.left = player.input.pressed_left();
|
||||
ship_object.controls.right = player.input.pressed_right();
|
||||
ship_object.controls.thrust = player.input.pressed_thrust();
|
||||
|
||||
if player.input.pressed_land() {
|
||||
match ship_object.data.get_state() {
|
||||
ShipState::Flying => {
|
||||
self.land_ship(
|
||||
player.ship.unwrap(),
|
||||
player.selection.get_planet().unwrap(),
|
||||
);
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
|
||||
target: player.selection.get_planet().unwrap(),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Flying { .. } => {
|
||||
// Any input automatically releases autopilot
|
||||
if player.input.pressed_left()
|
||||
|| player.input.pressed_right()
|
||||
|| player.input.pressed_thrust()
|
||||
|| player.input.pressed_guns()
|
||||
{
|
||||
ship_object.data.set_autopilot(ShipAutoPilot::None);
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
if player.input.pressed_land() {
|
||||
self.unland_ship(ct, player.ship.unwrap());
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -300,7 +346,6 @@ impl PhysSim {
|
|||
}
|
||||
|
||||
ShipState::UnLanding { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. }
|
||||
| ShipState::Collapsing { .. } => {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
|
@ -311,13 +356,67 @@ impl PhysSim {
|
|||
);
|
||||
}
|
||||
|
||||
ShipState::Flying => {
|
||||
ShipState::Landing { target, current_z } => {
|
||||
let target_obj = res.ct.get_system_object(*target);
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
*target,
|
||||
);
|
||||
|
||||
let current_z = *current_z;
|
||||
let target = *target;
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
let r = &mut self.rigid_body_set[ship.rigid_body];
|
||||
let zdist = target_obj.pos.z - 1.0;
|
||||
|
||||
if current_z >= target_obj.pos.z {
|
||||
self.finish_land_ship(res.ct, collider, target);
|
||||
} else {
|
||||
ship.data.set_landing_z(current_z + zdist * res.t / 2.0);
|
||||
|
||||
if let Some(controls) = controls {
|
||||
ship.controls = controls;
|
||||
}
|
||||
ship.step(res, r, &mut self.collider_set[ship.collider])
|
||||
};
|
||||
}
|
||||
|
||||
ShipState::Flying { autopilot } => {
|
||||
// Compute new controls
|
||||
// This is why we borrow immutably first
|
||||
let controls;
|
||||
let controls = match autopilot {
|
||||
ShipAutoPilot::Landing {
|
||||
target: target_handle,
|
||||
} => {
|
||||
let controls = autopilot::auto_landing(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
*target_handle,
|
||||
);
|
||||
|
||||
let landed = self.try_land_ship(res.ct, collider, *target_handle);
|
||||
if landed {
|
||||
None
|
||||
} else {
|
||||
controls
|
||||
}
|
||||
}
|
||||
|
||||
ShipAutoPilot::None => {
|
||||
let b = self.ship_behaviors.get_mut(&collider).unwrap();
|
||||
controls =
|
||||
b.update_controls(&res, &self.rigid_body_set, &self.ships, ship.collider);
|
||||
b.update_controls(
|
||||
&res,
|
||||
&self.rigid_body_set,
|
||||
&self.ships,
|
||||
ship.collider,
|
||||
)
|
||||
}
|
||||
};
|
||||
|
||||
// Re-borrow mutably to apply changes
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
|
@ -385,7 +484,7 @@ impl PhysSim {
|
|||
));
|
||||
|
||||
let rigid_body = RigidBodyBuilder::kinematic_velocity_based()
|
||||
.translation(vector![pos.x, pos.y])
|
||||
.translation(pos)
|
||||
.rotation(ship_ang)
|
||||
.linvel(vel)
|
||||
.build();
|
||||
|
|
Loading…
Reference in New Issue