Minor edits
parent
f5c9540fb7
commit
a6bc1a021d
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@ -15,6 +15,7 @@ use log4rs::{
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Config,
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};
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use std::{
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cell::RefCell,
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fs,
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path::{Path, PathBuf},
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sync::Arc,
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@ -127,7 +128,7 @@ fn try_main() -> Result<()> {
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current_time: game.get_current_time(),
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ct: content.clone(),
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phys_img: PhysImage::new(),
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player: PlayerAgent::new(&content, p.0),
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player: RefCell::new(PlayerAgent::new(&content, p.0)),
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// TODO: this is a hack for testing.
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current_system: content.systems.values().next().unwrap().clone(),
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timing: game.get_timing().clone(),
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@ -184,13 +185,13 @@ fn try_main() -> Result<()> {
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},
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)
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.unwrap();
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game.apply_directive(directive, &input.player);
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game.apply_directive(directive, &mut input.player.borrow_mut());
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}
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WindowEvent::CursorMoved { position, .. } => {
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let directive = gpu
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.process_input(&input, InputEvent::MouseMove(position.cast()))
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.unwrap();
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game.apply_directive(directive, &input.player);
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game.apply_directive(directive, &mut input.player.borrow_mut());
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}
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WindowEvent::MouseInput { state, button, .. } => {
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let down = state == &ElementState::Pressed;
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@ -201,7 +202,7 @@ fn try_main() -> Result<()> {
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};
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if let Some(event) = event {
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let directive = gpu.process_input(&input, event).unwrap();
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game.apply_directive(directive, &input.player);
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game.apply_directive(directive, &mut input.player.borrow_mut());
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}
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}
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WindowEvent::MouseWheel { delta, .. } => {
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@ -214,7 +215,7 @@ fn try_main() -> Result<()> {
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}),
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)
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.unwrap();
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game.apply_directive(directive, &input.player);
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game.apply_directive(directive, &mut input.player.borrow_mut());
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}
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WindowEvent::Resized(_) => {
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gpu.resize(&content);
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@ -29,13 +29,17 @@ pub struct PlayerAgent {
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/// Which ship this player is controlling
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pub ship: Option<ColliderHandle>,
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/// What the player has selected
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/// What this player has selected
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pub selection: PlayerSelection,
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/// The amount of money this player has
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pub credits: u32,
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}
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impl PlayerAgent {
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pub fn new(ct: &Content, ship: ColliderHandle) -> Self {
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Self {
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credits: 1000,
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ship: Some(ship),
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selection: PlayerSelection::OrbitingBody(
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ct.systems
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@ -287,7 +287,7 @@ impl GPUState {
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/// Main render function. Draws sprites on a window.
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pub fn render(&mut self, input: &Arc<RenderInput>) -> Result<(), wgpu::SurfaceError> {
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if let Some(ship) = input.player.ship {
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if let Some(ship) = input.player.borrow().ship {
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let o = input.phys_img.get_ship(&PhysSimShipHandle(ship));
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if let Some(o) = o {
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match o.ship.get_data().get_state() {
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@ -1,4 +1,4 @@
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use std::sync::Arc;
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use std::{cell::RefCell, sync::Arc};
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use galactica_content::{Content, System};
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use galactica_playeragent::PlayerAgent;
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@ -9,7 +9,7 @@ use galactica_util::timing::Timing;
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#[derive(Debug)]
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pub struct RenderInput {
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/// Player ship data
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pub player: PlayerAgent,
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pub player: RefCell<PlayerAgent>,
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/// The system we're currently in
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pub current_system: Arc<System>,
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@ -301,7 +301,7 @@ impl UiScriptExecutor {
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// Send player state change events
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if {
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let player = input.player.ship;
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let player = input.player.borrow().ship;
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if let Some(player) = player {
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let ship = input.phys_img.get_ship(&PhysSimShipHandle(player)).unwrap();
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if self.last_player_state == 0
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@ -104,6 +104,7 @@ impl OutfitSet {
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if outfit.is_none() {
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*outfit = Some(o.clone());
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added = true;
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break;
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}
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}
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if !added {
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@ -112,14 +113,15 @@ impl OutfitSet {
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}
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self.used_space += o.space;
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self.stats.add(&o.stats);
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if o.stats.shield_generation != 0.0 {
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self.shield_generators.push(ShieldGenerator {
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outfit: o.clone(),
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delay: o.stats.shield_delay,
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generation: o.stats.shield_generation,
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});
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}
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if self.outfits.contains_key(&o.index) {
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self.outfits.get_mut(&o.index).unwrap().1 += 1;
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@ -133,26 +135,32 @@ impl OutfitSet {
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pub(super) fn remove(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
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if !self.outfits.contains_key(&o.index) {
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return OutfitRemoveResult::NotExist;
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} else {
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}
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let n = self.outfits.get_mut(&o.index).unwrap();
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if n.1 == 1u32 {
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self.outfits.remove(&o.index);
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} else {
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self.outfits.get_mut(&o.index).unwrap().1 -= 1;
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}
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if o.gun.is_some() {
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let (_, x) = self
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.gun_points
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.iter_mut()
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.find(|(_, x)| x.is_some() && x.as_ref().unwrap().index == o.index)
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.unwrap();
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*x = None;
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}
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self.used_space -= o.space;
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self.stats.subtract(&o.stats);
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{
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// This index will exist, since we checked the hashmap
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let index = self
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.shield_generators
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.iter()
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.position(|g| g.outfit.index == o.index)
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.unwrap();
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.position(|g| g.outfit.index == o.index);
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if let Some(index) = index {
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self.shield_generators.remove(index);
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}
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@ -198,6 +206,29 @@ impl OutfitSet {
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&self.used_space
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}
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/// Number of available (used & free) gun points
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pub fn total_gun_points(&self) -> usize {
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self.gun_points.len()
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}
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/// Number of free gun points
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pub fn free_gun_points(&self) -> usize {
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self.iter_gun_points().filter(|(_, o)| o.is_none()).count()
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}
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/// Does this set contain `count` of `outfit`?
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pub fn has_outfit(&self, outfit: &Arc<Outfit>, mut count: u32) -> bool {
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for i in self.iter_outfits() {
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if count <= 0 {
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return true;
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}
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if i.0.index == outfit.index {
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count -= 1;
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}
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}
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return count <= 0;
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}
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/// Get the combined stats of all outfits in this set.
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/// There are two things to note here:
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/// First, shield_delay is always zero. That is handled
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@ -14,7 +14,7 @@ use rapier2d::{
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use super::{autopilot, collapse::ShipCollapseSequence, controller::ShipController, ShipControls};
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use crate::{
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data::{ShipAutoPilot, ShipData, ShipPersonality, ShipState},
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data::{OutfitRemoveResult, ShipAutoPilot, ShipData, ShipPersonality, ShipState},
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phys::{
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get_phys_id,
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objects::{PhysEffect, PhysProjectile},
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@ -505,8 +505,8 @@ impl PhysShip {
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}
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/// Add one outfit to this ship
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pub fn add_outfit(&mut self, o: Arc<Outfit>) {
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self.data.add_outfit(&o);
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pub fn add_outfit(&mut self, o: &Arc<Outfit>) {
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self.data.add_outfit(o);
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self.update_flares();
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}
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@ -517,6 +517,13 @@ impl PhysShip {
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}
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self.update_flares();
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}
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/// Remove one outfit from this ship
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pub fn remove_outfit(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
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let r = self.data.remove_outfit(o);
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self.update_flares();
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return r;
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}
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}
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/// Public immutable
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@ -192,7 +192,7 @@ impl PhysSim {
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}
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/// Update a player ship's controls
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pub fn apply_directive(&mut self, directive: PlayerDirective, player: &PlayerAgent) {
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pub fn apply_directive(&mut self, directive: PlayerDirective, player: &mut PlayerAgent) {
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if player.ship.is_none() {
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return;
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}
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