Reorganized system simulation

master
Mark 2024-01-11 22:10:36 -08:00
parent 5015040226
commit e60670c189
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
24 changed files with 335 additions and 491 deletions

1
Cargo.lock generated
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@ -699,6 +699,7 @@ dependencies = [
"galactica-galaxy",
"galactica-util",
"pollster",
"rapier2d",
"wgpu",
"winit",
]

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@ -207,7 +207,7 @@ impl crate::Build for System {
});
}
objects.sort_by(|a, b| a.pos.z.total_cmp(&b.pos.z));
objects.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
content.systems.push(Self {
name: system_name,
objects,

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@ -1,15 +1,14 @@
use cgmath::Point2;
use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
use galactica_galaxy::{ship::ShipPersonality, Galaxy, GxShipHandle};
use galactica_galaxy::ship::ShipPersonality;
use galactica_playeragent::PlayerAgent;
use galactica_systemsim::{ParticleBuilder, StepResources, SystemSim, Wrapper};
use galactica_systemsim::{ParticleBuilder, StepResources, SySimShipHandle, SystemSim, Wrapper};
use galactica_util::timing::Timing;
use rand::seq::SliceRandom;
use std::time::Instant;
#[derive(Clone)]
pub struct GameState {
pub gx: Galaxy,
pub systemsim: SystemSim,
pub timing: Timing,
pub start_instant: Instant,
@ -37,57 +36,56 @@ pub struct Game {
unsafe impl<'a> Send for Game {}
impl<'a> Game {
pub fn make_player(&mut self) -> GxShipHandle {
let player = self.state.gx.create_ship(
pub fn make_player(&mut self) -> SySimShipHandle {
let player = self.state.systemsim.add_ship(
&self.ct,
ShipHandle { index: 0 },
FactionHandle { index: 0 },
ShipPersonality::Player,
&SystemHandle { index: 0 },
Point2 { x: 0.0, y: 0.0 },
);
let s = self.state.gx.get_ship_mut(player).unwrap();
s.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 0 }));
s.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 1 }));
s.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 2 }));
self.state
.systemsim
.add_ship(&self.ct, &s, Point2 { x: 0.0, y: 0.0 });
let s = self.state.systemsim.get_ship_mut(&player).unwrap();
s.data
.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 0 }));
s.data
.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 1 }));
s.data
.add_outfit(&self.ct.get_outfit(OutfitHandle { index: 2 }));
return player;
}
pub fn new(ct: Content) -> Self {
let mut gx = Galaxy::new(&ct);
let mut systemsim = SystemSim::new(&ct, SystemHandle { index: 0 });
let a = gx.create_ship(
let a = systemsim.add_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 1 },
ShipPersonality::Dummy,
&SystemHandle { index: 0 },
ShipPersonality::Point,
Point2 { x: 100.0, y: 0.0 },
);
let s = gx.get_ship_mut(a).unwrap();
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let a = gx.create_ship(
let s = systemsim.get_ship_mut(&a).unwrap();
s.data.add_outfit(ct.get_outfit(OutfitHandle { index: 0 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let a = systemsim.add_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 0 },
ShipPersonality::Point,
&SystemHandle { index: 0 },
Point2 { x: 0.0, y: 120.0 },
);
let s = gx.get_ship_mut(a).unwrap();
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 0 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let systemsim = SystemSim::new(&ct, &gx, SystemHandle { index: 0 });
let s = systemsim.get_ship_mut(&a).unwrap();
s.data.add_outfit(ct.get_outfit(OutfitHandle { index: 0 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 1 }));
s.data.add_outfit(&ct.get_outfit(OutfitHandle { index: 2 }));
let state = GameState {
gx,
systemsim,
timing: Timing::new(),
start_instant: Instant::now(),
@ -121,13 +119,8 @@ impl<'a> Game {
let t: f32 = self.last_update.elapsed().as_secs_f32() * self.time_scale;
self.new_particles.clear();
self.state.timing.start_galaxy();
self.state.gx.step(t);
self.state.timing.mark_galaxy();
self.state.systemsim.step(StepResources {
ct: &self.ct,
gx: &mut self.state.gx,
particles: &mut self.new_particles,
timing: &mut self.state.timing,
wrapper: &mut self.wrapper,

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@ -4,7 +4,7 @@ use anyhow::{bail, Result};
use galactica_content::{Content, SystemHandle};
use galactica_playeragent::{PlayerAgent, PlayerStatus};
use galactica_render::RenderInput;
use galactica_systemsim::util;
use galactica_systemsim::{util, SySimShipHandle};
use galactica_util::constants::ASSET_CACHE;
use std::{
fs,
@ -41,7 +41,7 @@ fn main() -> Result<()> {
let mut game = game::Game::new(content.clone());
let p = game.make_player();
let mut player = PlayerAgent::new(p);
let mut player = PlayerAgent::new(p.0);
player.set_camera_aspect(
gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
);
@ -56,8 +56,7 @@ fn main() -> Result<()> {
ct: &content,
systemsim: &game.get_state().systemsim,
particles: game.get_particles(),
player_data: player.ship.unwrap(),
gx: &game.get_state().gx,
player_ship: SySimShipHandle(player.ship.unwrap()),
current_system: SystemHandle { index: 0 },
timing: game.get_state().timing.clone(),
};
@ -77,7 +76,10 @@ fn main() -> Result<()> {
let player_status = {
let pos = {
let o = &game.get_state().systemsim.get_ship(player.ship.unwrap());
let o = &game
.get_state()
.systemsim
.get_ship(&SySimShipHandle(player.ship.unwrap()));
if let Some(o) = o {
let r = &game.get_state().systemsim.get_rigid_body(o.rigid_body);
if let Some(r) = r {

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@ -1,98 +0,0 @@
use std::collections::HashMap;
use crate::{handles::GxShipHandle, ship::GxShip, ship::ShipPersonality};
use galactica_content::{Content, FactionHandle, ShipHandle, SystemHandle};
/// Keeps track of all objects in the galaxy.
/// This struct does NO physics, it keeps track of data exclusively.
#[derive(Debug, Clone)]
pub struct Galaxy {
/// Universal counter.
/// Used to create unique handles for game objects.
index: u64,
/// All ships in the galaxy
ships: HashMap<GxShipHandle, GxShip>,
/// Ships indexed by the system they're in.
/// A ship must always be in exactly one system.
system_ship_table: HashMap<SystemHandle, Vec<GxShipHandle>>,
/// Systems indexed by which ships they contain.
/// A ship must always be in exactly one system.
ship_system_table: HashMap<GxShipHandle, SystemHandle>,
}
impl Galaxy {
pub fn new(ct: &Content) -> Self {
Self {
system_ship_table: ct.iter_systems().map(|s| (s, Vec::new())).collect(),
ship_system_table: HashMap::new(),
index: 0,
ships: HashMap::new(),
}
}
/// Spawn a ship
pub fn create_ship(
&mut self,
ct: &Content,
ship: ShipHandle,
faction: FactionHandle,
personality: ShipPersonality,
system: &SystemHandle,
) -> GxShipHandle {
let handle = GxShipHandle {
index: self.index,
content: ship,
};
self.index += 1;
self.ships
.insert(handle, GxShip::new(ct, handle, ship, faction, personality));
self.system_ship_table.get_mut(system).unwrap().push(handle);
self.ship_system_table.insert(handle, *system);
return handle;
}
pub fn step(&mut self, t: f32) {
// TODO: don't allocate on step, need a better
// way to satisfy the borrow checker.
// Same needs to be done in the `systemsim` crate.
let mut to_remove = Vec::new();
for (_, s) in &mut self.ships {
s.step(t);
if s.is_dead() {
to_remove.push(s.get_handle());
}
}
// Remove dead ships
// No fancy animation here, that's handled by the physics system.
for i in to_remove {
let system = self.ship_system_table.remove(&i).unwrap();
self.system_ship_table
.get_mut(&system)
.unwrap()
.retain(|x| *x != i);
self.ships.remove(&i);
}
}
}
// Public getters
impl Galaxy {
pub fn get_ship(&self, handle: GxShipHandle) -> Option<&GxShip> {
self.ships.get(&handle)
}
pub fn get_ship_mut(&mut self, handle: GxShipHandle) -> Option<&mut GxShip> {
self.ships.get_mut(&handle)
}
pub fn iter_ships(&self) -> impl Iterator<Item = &GxShip> {
self.ships.values()
}
}

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@ -1,33 +0,0 @@
use std::hash::Hash;
use galactica_content::ShipHandle;
/// A lightweight representation of a ship in the galaxy
#[derive(Debug, Clone, Copy)]
pub struct GxShipHandle {
/// This ship's unique index
pub(crate) index: u64,
/// This ship's content handle
/// (technically redundant, but this greatly simplifies code)
pub(crate) content: ShipHandle,
}
impl GxShipHandle {
pub fn content_handle(&self) -> ShipHandle {
self.content
}
}
impl Hash for GxShipHandle {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.index.hash(state)
}
}
impl Eq for GxShipHandle {}
impl PartialEq for GxShipHandle {
fn eq(&self, other: &Self) -> bool {
self.index.eq(&other.index)
}
}

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@ -1,11 +1 @@
//! This module keeps track of the galaxy state.
//! It is also responsible for ship stats, outfits, etc.
//!
//! `galaxy` does not provide any simulation logic---that is done in seperate crates.
mod galaxy;
mod handles;
pub mod ship;
pub use galaxy::*;
pub use handles::*;

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@ -1,21 +1,75 @@
use std::{collections::HashMap, time::Instant};
use crate::GxShipHandle;
use super::{OutfitSet, ShipPersonality};
use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle};
use rand::{rngs::ThreadRng, Rng};
/// Ship state machine.
/// Any ship we keep track of is in one of these states.
/// Dead ships don't exist---they removed once their collapse
/// sequence fully plays out.
#[derive(Debug, Clone)]
pub enum ShipState {
/// This ship is alive and well in open space
Flying, // TODO: system, position (also in collapse)?
/// This ship has been destroyed, and is playing its collapse sequence.
/// Parameters are total collapse sequence length and remaining sequence length, in seconds.
Collapsing { total: f32, elapsed: f32 },
}
impl ShipState {
/// True if this ship has been destroyed and has finished it's collapse sequence.
/// Ships are deleted once this is true.
pub fn should_be_removed(&self) -> bool {
match self {
Self::Collapsing { elapsed, total } => elapsed >= total,
_ => false,
}
}
/// Is this ship playing its collapse sequence?
pub fn is_collapsing(&self) -> bool {
match self {
Self::Collapsing { .. } => true,
_ => false,
}
}
/// If this ship is collapsing, return total collapse time and remaining collapse time.
/// Otherwise, return None
pub fn collapse_state(&self) -> Option<(f32, f32)> {
match self {
Self::Collapsing {
total,
elapsed: remaining,
} => Some((*total, *remaining)),
_ => None,
}
}
/// Is this ship flying in open space?
pub fn is_flying(&self) -> bool {
match self {
Self::Flying => true,
_ => false,
}
}
}
#[derive(Debug, Clone)]
pub struct GxShip {
// Metadata values
handle: GxShipHandle,
ct_handle: ShipHandle,
faction: FactionHandle,
outfits: OutfitSet,
personality: ShipPersonality,
/// Ship state machine. Keeps track of all possible ship state.
/// TODO: document this, draw a graph
state: ShipState,
// State values
// TODO: unified ship stats struct, like outfit space
hull: f32,
@ -29,16 +83,14 @@ pub struct GxShip {
}
impl GxShip {
pub(crate) fn new(
pub fn new(
ct: &Content,
handle: GxShipHandle,
ct_handle: ShipHandle,
faction: FactionHandle,
personality: ShipPersonality,
) -> Self {
let s = ct.get_ship(ct_handle);
GxShip {
handle,
ct_handle,
faction,
outfits: OutfitSet::new(s.space, &s.guns),
@ -46,6 +98,9 @@ impl GxShip {
last_hit: Instant::now(),
rng: rand::thread_rng(),
// TODO: ships must always start landed on planets
state: ShipState::Flying,
// Initial stats
hull: s.hull,
shields: 0.0,
@ -65,11 +120,6 @@ impl GxShip {
self.outfits.remove(o)
}
/// If this ship is dead, it will be removed from the game.
pub fn is_dead(&self) -> bool {
self.hull <= 0.0
}
/// Try to fire a gun.
/// Will panic if `which` isn't a point on this ship.
/// Returns `true` if this gun was fired,
@ -93,8 +143,8 @@ impl GxShip {
}
/// Hit this ship with the given amount of damage
pub fn apply_damage(&mut self, mut d: f32) {
if self.is_dead() {
pub fn apply_damage(&mut self, ct: &Content, mut d: f32) {
if self.state.is_collapsing() {
return;
}
if self.shields >= d {
@ -105,10 +155,26 @@ impl GxShip {
self.hull = 0f32.max(self.hull - d);
}
self.last_hit = Instant::now();
if self.hull <= 0.0 {
// This ship has been destroyed, update state
self.state = ShipState::Collapsing {
total: ct.get_ship(self.ct_handle).collapse.length,
elapsed: 0.0,
}
}
}
/// Update this ship's state by `t` seconds
pub fn step(&mut self, t: f32) {
match self.state {
ShipState::Collapsing {
ref mut elapsed, ..
} => {
*elapsed += t;
}
ShipState::Flying => {
// Cooldown guns
for (_, c) in &mut self.gun_cooldowns {
if *c > 0.0 {
@ -130,13 +196,15 @@ impl GxShip {
}
}
}
}
}
}
// Misc getters, so internal state is untouchable
impl GxShip {
/// Get a handle to this ship game object
pub fn get_handle(&self) -> GxShipHandle {
self.handle
/// Get this ship's state
pub fn get_state(&self) -> &ShipState {
&self.state
}
/// Get a handle to this ship's content

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@ -26,3 +26,4 @@ wgpu = { workspace = true }
pollster = { workspace = true }
anyhow = { workspace = true }
cgmath = { workspace = true }
rapier2d = { workspace = true }

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@ -1,12 +1,12 @@
use galactica_content::Content;
use galactica_galaxy::GxShipHandle;
use rapier2d::geometry::ColliderHandle;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use crate::{camera::Camera, inputstatus::InputStatus, PlayerStatus};
pub struct PlayerAgent {
/// Which ship this player is controlling
pub ship: Option<GxShipHandle>,
pub ship: Option<ColliderHandle>,
/// This player's camera
pub camera: Camera,
@ -19,7 +19,7 @@ pub struct PlayerAgent {
}
impl PlayerAgent {
pub fn new(ship: GxShipHandle) -> Self {
pub fn new(ship: ColliderHandle) -> Self {
Self {
input: InputStatus::new(),
camera: Camera::new(),

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@ -1,7 +1,6 @@
use cgmath::Point2;
use galactica_content::{Content, SystemHandle};
use galactica_galaxy::{Galaxy, GxShipHandle};
use galactica_systemsim::{ParticleBuilder, SystemSim};
use galactica_systemsim::{ParticleBuilder, SySimShipHandle, SystemSim};
use galactica_util::timing::Timing;
use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
use std::rc::Rc;
@ -16,7 +15,7 @@ pub struct RenderInput<'a> {
pub camera_pos: Point2<f32>,
/// Player ship data
pub player_data: GxShipHandle,
pub player_ship: SySimShipHandle,
/// The system we're currently in
pub current_system: SystemHandle,
@ -34,9 +33,6 @@ pub struct RenderInput<'a> {
/// Game content
pub ct: &'a Content,
/// Game data
pub gx: &'a Galaxy,
/// Particles to spawn during this frame
pub particles: &'a Vec<ParticleBuilder>,

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@ -18,12 +18,12 @@ impl GPUState {
// NE and SW corners of screen
screen_clip: (Point2<f32>, Point2<f32>),
) {
for s in state.systemsim.iter_ships() {
let r = state.systemsim.get_rigid_body(s.rigid_body).unwrap();
for ship in state.systemsim.iter_ships() {
let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
let ship_pos = util::rigidbody_position(&r);
let ship_rot = util::rigidbody_rotation(r);
let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
let ship_cnt = state.ct.get_ship(s.data_handle.content_handle());
let ship_cnt = state.ct.get_ship(ship.data.get_content());
// Position adjusted for parallax
// TODO: adjust parallax for zoom?
@ -80,16 +80,8 @@ impl GPUState {
);
self.state.vertex_buffers.object_counter += 1;
// This will be None if this ship is dead.
// (physics object stays around to complete the death animation)
// If that is the case, we're done, no flares to draw anyway!
let ship = match state.gx.get_ship(s.data_handle) {
None => continue,
Some(s) => s,
};
let flare = ship.get_outfits().get_flare_sprite(state.ct);
if s.get_controls().thrust && flare.is_some() {
let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
if ship.get_controls().thrust && flare.is_some() && ship.data.get_state().is_flying() {
for engine_point in &ship_cnt.engines {
self.state.queue.write_buffer(
&self.state.global_uniform.object_buffer,

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@ -36,9 +36,9 @@ impl FpsIndicator {
self.buffer.set_text(
&mut state.text_font_system,
&format!(
"Frame: {:#?} ({:05.00})\nGame: {:05.02}%\nShips: {:05.02}%\nPhys: {:05.02}%\n",
input.timing.frame, 1.0 /input.timing.frame.as_secs_f32(),
100.0 * (input.timing.galaxy.as_secs_f32() / input.timing.frame.as_secs_f32()),
"Frame: {:#?} ({:05.00})\nShips: {:05.02}%\nPhys: {:05.02}%\n",
input.timing.frame,
1.0 / input.timing.frame.as_secs_f32(),
100.0 * (input.timing.physics_sim.as_secs_f32() / input.timing.frame.as_secs_f32()),
100.0
* (input.timing.physics_ship.as_secs_f32() / input.timing.frame.as_secs_f32()),

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@ -1,4 +1,5 @@
use cgmath::{Deg, InnerSpace, Point2, Rad, Vector2};
use galactica_galaxy::ship::ShipState;
use galactica_systemsim::util;
use galactica_util::constants::UI_SPRITE_INSTANCE_LIMIT;
@ -31,13 +32,17 @@ impl Radar {
// TODO: maybe a cleaner solution for last posititon?
// This is necessary because the player may be dead or landed
if let Some(player_world_object) = input.systemsim.get_ship(input.player_data) {
let player_ship = input.systemsim.get_ship(&input.player_ship).unwrap();
match player_ship.data.get_state() {
ShipState::Flying | ShipState::Collapsing { .. } => {
let player_body = input
.systemsim
.get_rigid_body(player_world_object.rigid_body)
.get_rigid_body(player_ship.rigid_body)
.unwrap();
self.last_player_position = util::rigidbody_position(player_body)
}
};
let planet_sprite = input.ct.get_sprite_handle("ui::planetblip");
@ -115,17 +120,17 @@ impl Radar {
for (s, r) in input.systemsim.iter_ship_body() {
// This will be None if this ship is dead.
// Stays around while the physics system runs a collapse sequence
let color = match input.gx.get_ship(s.data_handle) {
None => {
let color = match s.data.get_state() {
ShipState::Collapsing { .. } => {
// TODO: configurable
[0.2, 0.2, 0.2, 1.0]
}
Some(data) => {
let c = input.ct.get_faction(data.get_faction()).color;
ShipState::Flying => {
let c = input.ct.get_faction(s.data.get_faction()).color;
[c[0], c[1], c[2], 1.0]
}
};
let ship = input.ct.get_ship(s.data_handle.content_handle());
let ship = input.ct.get_ship(s.data.get_content());
let size = (ship.size * ship.sprite.aspect) * ship_scale;
let p = util::rigidbody_position(r);
let d = (p - self.last_player_position) / radar_range;

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@ -29,19 +29,17 @@ impl Status {
let current_shields;
let current_hull;
let max_hull;
if let Some(player_world_object) = input.systemsim.get_ship(input.player_data) {
let data = input.gx.get_ship(player_world_object.data_handle).unwrap();
max_shields = data.get_outfits().get_shield_strength();
current_shields = data.get_shields();
current_hull = data.get_hull();
max_hull = input.ct.get_ship(data.get_content()).hull;
} else {
// Sensible defaults if ship doesn't exist (landed or dead)
max_shields = 1.0;
current_shields = 0.0;
current_hull = 0.0;
max_hull = 1.0;
};
let player_ship = input.systemsim.get_ship(&input.player_ship).unwrap();
match player_ship.data.get_state() {
galactica_galaxy::ship::ShipState::Collapsing { .. }
| galactica_galaxy::ship::ShipState::Flying => {
max_shields = player_ship.data.get_outfits().get_shield_strength();
current_shields = player_ship.data.get_shields();
current_hull = player_ship.data.get_hull();
max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
}
}
state.queue.write_buffer(
&state.vertex_buffers.ui.instances,

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@ -6,8 +6,7 @@ mod point;
use null::*;
use point::PointShipController;
use galactica_galaxy::GxShipHandle;
use rapier2d::dynamics::{RigidBodyHandle, RigidBodySet};
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::{collections::HashMap, fmt::Debug};
use crate::{
@ -41,13 +40,12 @@ impl ShipController {
&mut self,
res: &StepResources,
rigid_bodies: &RigidBodySet,
ships: &HashMap<GxShipHandle, SySimShip>,
this_ship: RigidBodyHandle,
this_data: GxShipHandle,
ships: &HashMap<ColliderHandle, SySimShip>,
this_ship: ColliderHandle,
) -> Option<ShipControls> {
match self {
Self::Null(n) => n.update_controls(res, rigid_bodies, ships, this_ship, this_data),
Self::Point(p) => p.update_controls(res, rigid_bodies, ships, this_ship, this_data),
Self::Null(n) => n.update_controls(res, rigid_bodies, ships, this_ship),
Self::Point(p) => p.update_controls(res, rigid_bodies, ships, this_ship),
}
}
}
@ -65,8 +63,7 @@ where
&mut self,
res: &StepResources,
rigid_bodies: &RigidBodySet,
ships: &HashMap<GxShipHandle, SySimShip>,
this_ship: RigidBodyHandle,
this_data: GxShipHandle,
ships: &HashMap<ColliderHandle, SySimShip>,
this_ship: ColliderHandle,
) -> Option<ShipControls>;
}

View File

@ -1,5 +1,4 @@
use galactica_galaxy::GxShipHandle;
use rapier2d::dynamics::{RigidBodyHandle, RigidBodySet};
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::collections::HashMap;
use super::ShipControllerStruct;
@ -25,9 +24,8 @@ impl ShipControllerStruct for NullShipController {
&mut self,
_res: &StepResources,
_rigid_bodies: &RigidBodySet,
_ships: &HashMap<GxShipHandle, SySimShip>,
_this_ship: RigidBodyHandle,
_this_data: GxShipHandle,
_ships: &HashMap<ColliderHandle, SySimShip>,
_this_ship: ColliderHandle,
) -> Option<ShipControls> {
None
}

View File

@ -1,7 +1,6 @@
use cgmath::{Deg, InnerSpace};
use galactica_content::Relationship;
use galactica_galaxy::GxShipHandle;
use rapier2d::dynamics::{RigidBodyHandle, RigidBodySet};
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
use std::collections::HashMap;
use super::ShipControllerStruct;
@ -27,35 +26,28 @@ impl ShipControllerStruct for PointShipController {
&mut self,
res: &StepResources,
rigid_bodies: &RigidBodySet,
ships: &HashMap<GxShipHandle, SySimShip>,
this_ship: RigidBodyHandle,
this_data: GxShipHandle,
ships: &HashMap<ColliderHandle, SySimShip>,
this_ship: ColliderHandle,
) -> Option<ShipControls> {
let mut controls = ShipControls::new();
let this_rigidbody = rigid_bodies.get(this_ship).unwrap();
let my_data = res.gx.get_ship(this_data).unwrap();
let my_ship = ships.get(&this_ship).unwrap();
let this_rigidbody = rigid_bodies.get(my_ship.rigid_body).unwrap();
let my_position = util::rigidbody_position(this_rigidbody);
let my_rotation = util::rigidbody_rotation(this_rigidbody);
let my_angvel = this_rigidbody.angvel();
let my_faction = res.ct.get_faction(my_data.get_faction());
let my_faction = res.ct.get_faction(my_ship.data.get_faction());
// Iterate all possible targets
let mut hostile_ships = ships
.values()
.filter(|s| {
let data = res.gx.get_ship(s.data_handle);
if let Some(data) = data {
match my_faction.relationships.get(&data.get_faction()).unwrap() {
Relationship::Hostile => true,
.filter(
// Target only flying ships we're hostile towards
|s| match my_faction.relationships.get(&s.data.get_faction()).unwrap() {
Relationship::Hostile => s.data.get_state().is_flying(),
_ => false,
}
} else {
// This check is necessary---we don't want to target (or panic on)
// ships that don't have data (and are thus playing their collapse animation)
false
}
})
},
)
.map(|s| rigid_bodies.get(s.rigid_body).unwrap());
// Find the closest target

View File

@ -12,5 +12,5 @@ mod wrapper;
pub use particlebuilder::*;
pub use stepresources::*;
pub use systemsim::SystemSim;
pub use systemsim::{SySimShipHandle, SystemSim};
pub use wrapper::Wrapper;

View File

@ -1,5 +1,6 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2, Zero};
use galactica_content::{CollapseEvent, Ship, ShipHandle};
use galactica_content::{CollapseEvent, Ship};
use galactica_galaxy::ship::GxShip;
use nalgebra::point;
use rand::{rngs::ThreadRng, Rng};
use rapier2d::{dynamics::RigidBody, geometry::Collider};
@ -8,34 +9,29 @@ use crate::{util, ParticleBuilder, StepResources};
#[derive(Debug, Clone)]
pub(super) struct ShipCollapseSequence {
total_length: f32,
time_elapsed: f32,
rng: ThreadRng,
/// The elapsed collapse duration when step()
/// was last called
last_call: f32,
}
impl ShipCollapseSequence {
pub(super) fn new(total_length: f32) -> Self {
pub(super) fn new() -> Self {
Self {
total_length,
time_elapsed: 0.0,
rng: rand::thread_rng(),
last_call: 0.0,
}
}
/// Has this sequence been fully played out?
pub(super) fn is_done(&self) -> bool {
self.time_elapsed >= self.total_length
}
/// Pick a random points inside a ship's collider
fn random_in_ship(&mut self, ship_content: &Ship, collider: &Collider) -> Vector2<f32> {
fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> {
let mut y = 0.0;
let mut x = 0.0;
let mut a = false;
while !a {
y = self.rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
x = self.rng.gen_range(-1.0..=1.0) * ship_content.size * ship_content.sprite.aspect
/ 2.0;
y = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
x = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
a = collider.shape().contains_local_point(&point![x, y]);
}
Vector2 { x, y }
@ -45,24 +41,29 @@ impl ShipCollapseSequence {
pub(super) fn step(
&mut self,
res: &mut StepResources,
ship_handle: ShipHandle,
ship_data: &GxShip,
rigid_body: &mut RigidBody,
collider: &mut Collider,
) {
let ship_content = res.ct.get_ship(ship_handle);
let ship_content = res.ct.get_ship(ship_data.get_content());
let ship_pos = util::rigidbody_position(rigid_body);
let ship_rot = util::rigidbody_rotation(rigid_body);
let ship_ang = ship_rot.angle(Vector2 { x: 1.0, y: 0.0 });
let (total, elapsed) = ship_data.get_state().collapse_state().unwrap();
// How much time has passed since step() was last called
let delta = elapsed - self.last_call;
// The fraction of this collapse sequence that has been played
let frac_done = self.time_elapsed / self.total_length;
let frac_done = elapsed / total;
// Trigger collapse events
for event in &ship_content.collapse.events {
match event {
CollapseEvent::Effect(event) => {
if (event.time > self.time_elapsed && event.time <= self.time_elapsed + res.t)
|| (event.time == 0.0 && self.time_elapsed == 0.0)
if (event.time > self.last_call && event.time <= elapsed)
|| (event.time == 0.0 && self.last_call == 0.0)
// ^^ Don't miss events scheduled at the very start of the sequence!
{
for spawner in &event.effects {
let effect = res.ct.get_effect(spawner.effect);
@ -112,7 +113,9 @@ impl ShipCollapseSequence {
return y;
};
let p_add = (res.t / self.total_length) * pdf(frac_done) * spawner.count;
// Notice that we don't use res.t here, since ship state is updated earlier
// ( through self.data.step() )
let p_add = (delta / total) * pdf(frac_done) * spawner.count;
if self.rng.gen_range(0.0..=1.0) <= p_add {
let pos = if let Some(pos) = spawner.pos {
@ -138,6 +141,6 @@ impl ShipCollapseSequence {
}
}
self.time_elapsed += res.t;
self.last_call = elapsed;
}
}

View File

@ -1,6 +1,6 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Rad, Vector2, Zero};
use galactica_content::{Content, FactionHandle};
use galactica_galaxy::GxShipHandle;
use galactica_content::{Content, FactionHandle, ShipHandle};
use galactica_galaxy::ship::{GxShip, ShipPersonality, ShipState};
use nalgebra::{point, vector};
use rand::Rng;
use rapier2d::{
@ -50,46 +50,34 @@ pub struct SySimShip {
pub collider: ColliderHandle,
/// This ship's game data
pub data_handle: GxShipHandle,
pub data: GxShip,
/// This ship's controls
pub(crate) controls: ShipControls,
/// This ship's collapse sequence
collapse_sequence: ShipCollapseSequence,
/// This ship's faction.
/// This is technically redundant, faction is also stored in
/// game data, but that's destroyed once the ship dies.
/// We need the faction for the collapse sequence!
faction: FactionHandle,
collapse_sequence: Option<ShipCollapseSequence>,
}
impl SySimShip {
/// Make a new ship
pub(crate) fn new(
ct: &Content,
data_handle: GxShipHandle,
handle: ShipHandle,
personality: ShipPersonality,
faction: FactionHandle,
rigid_body: RigidBodyHandle,
collider: ColliderHandle,
) -> Self {
let ship_content = ct.get_ship(data_handle.content_handle());
SySimShip {
rigid_body,
collider,
data_handle,
data: GxShip::new(ct, handle, faction, personality),
controls: ShipControls::new(),
faction,
collapse_sequence: ShipCollapseSequence::new(ship_content.collapse.length),
collapse_sequence: Some(ShipCollapseSequence::new()),
}
}
/// If this is true, remove this ship from the physics system.
pub fn should_be_removed(&self) -> bool {
self.collapse_sequence.is_done()
}
/// Step this ship's state by t seconds
pub fn step(
&mut self,
@ -97,20 +85,20 @@ impl SySimShip {
rigid_body: &mut RigidBody,
collider: &mut Collider,
) {
let ship_data = res.gx.get_ship(self.data_handle);
if ship_data.is_none() {
// If ship data is none, it has been removed because the ship has been destroyed.
// play collapse sequence.
self.collapse_sequence.step(
res,
self.data_handle.content_handle(),
rigid_body,
collider,
);
} else {
self.data.step(res.t);
match self.data.get_state() {
ShipState::Collapsing { .. } => {
// Borrow checker hack, so we may pass self.data
// to the collapse sequence
let mut seq = self.collapse_sequence.take().unwrap();
seq.step(res, &self.data, rigid_body, collider);
self.collapse_sequence = Some(seq);
}
ShipState::Flying => {
return self.step_live(res, rigid_body, collider);
}
}
}
/// Step this ship's state by t seconds (called when alive)
fn step_live(
@ -119,14 +107,13 @@ impl SySimShip {
rigid_body: &mut RigidBody,
collider: &mut Collider,
) {
let ship = res.gx.get_ship(self.data_handle).unwrap();
let ship_content = res.ct.get_ship(self.data_handle.content_handle());
let ship_content = res.ct.get_ship(self.data.get_content());
let ship_pos = util::rigidbody_position(&rigid_body);
let ship_rot = util::rigidbody_rotation(rigid_body);
let ship_ang = ship_rot.angle(Vector2 { x: 1.0, y: 0.0 });
let mut rng = rand::thread_rng();
if ship.get_hull() <= ship_content.damage.hull {
if self.data.get_hull() <= ship_content.damage.hull {
for e in &ship_content.damage.effects {
if rng.gen_range(0.0..=1.0) <= res.t / e.frequency {
let effect = res.ct.get_effect(e.effect);
@ -171,19 +158,24 @@ impl SySimShip {
if self.controls.thrust {
rigid_body.apply_impulse(
vector![engine_force.x, engine_force.y] * ship.get_outfits().get_engine_thrust(),
vector![engine_force.x, engine_force.y]
* self.data.get_outfits().get_engine_thrust(),
true,
);
}
if self.controls.right {
rigid_body
.apply_torque_impulse(ship.get_outfits().get_steer_power() * -100.0 * res.t, true);
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(ship.get_outfits().get_steer_power() * 100.0 * res.t, true);
rigid_body.apply_torque_impulse(
self.data.get_outfits().get_steer_power() * 100.0 * res.t,
true,
);
}
}
}
@ -193,9 +185,4 @@ impl SySimShip {
pub fn get_controls(&self) -> &ShipControls {
&self.controls
}
/// Get this ship's faction
pub fn get_faction(&self) -> FactionHandle {
self.faction
}
}

View File

@ -1,6 +1,5 @@
use crate::{wrapper::Wrapper, ParticleBuilder};
use galactica_content::Content;
use galactica_galaxy::Galaxy;
use galactica_util::timing::Timing;
/// External resources we need to compute time steps
@ -8,9 +7,6 @@ pub struct StepResources<'a> {
/// Game content
pub ct: &'a Content,
/// Game data
pub gx: &'a mut Galaxy,
/// Length of time step
pub t: f32,

View File

@ -1,11 +1,9 @@
use cgmath::{Deg, EuclideanSpace, InnerSpace, Matrix2, Point2, Rad, Vector2, Zero};
use galactica_content::{
Content, GunPoint, OutfitHandle, ProjectileCollider, Relationship, SystemHandle,
};
use galactica_galaxy::{
ship::{GxShip, ShipPersonality},
Galaxy, GxShipHandle,
Content, FactionHandle, GunPoint, OutfitHandle, ProjectileCollider, Relationship, ShipHandle,
SystemHandle,
};
use galactica_galaxy::ship::ShipPersonality;
use galactica_playeragent::PlayerAgent;
use nalgebra::{point, vector};
use rand::Rng;
@ -22,6 +20,12 @@ use crate::{
util, ParticleBuilder, StepResources,
};
// TODO: replace with a more generic handle
/// A handle for a ship in this simulation
/// This lets other crates reference ships
/// without including `rapier2d`.
pub struct SySimShipHandle(pub ColliderHandle);
/// Manages the physics state of one system
#[derive(Clone)]
pub struct SystemSim {
@ -32,11 +36,8 @@ pub struct SystemSim {
collider_set: ColliderSet,
projectiles: HashMap<ColliderHandle, SySimProjectile>,
ships: HashMap<GxShipHandle, SySimShip>,
// TODO: these don't need to be cloned each frame
ship_behaviors: HashMap<GxShipHandle, ShipController>,
collider_ship_table: HashMap<ColliderHandle, GxShipHandle>,
ships: HashMap<ColliderHandle, SySimShip>,
ship_behaviors: HashMap<ColliderHandle, ShipController>,
}
// Private methods
@ -65,26 +66,22 @@ impl<'a> SystemSim {
return Some((r, p));
}
fn remove_ship(&mut self, res: &mut StepResources, s: ColliderHandle) {
let s = match self.collider_ship_table.get(&s) {
None => return,
Some(s) => match self.ships.get(s) {
fn remove_ship(&mut self, res: &mut StepResources, colliderhandle: ColliderHandle) {
let ship = match self.ships.get(&colliderhandle) {
None => return,
Some(s) => s,
},
};
self.rigid_body_set.remove(
s.rigid_body,
ship.rigid_body,
&mut res.wrapper.im,
&mut self.collider_set,
&mut res.wrapper.ij,
&mut res.wrapper.mj,
true,
);
let h = self.collider_ship_table.remove(&s.collider).unwrap();
self.ship_behaviors.remove(&h);
self.ships.remove(&h);
self.ships.remove(&colliderhandle).unwrap();
self.ship_behaviors.remove(&colliderhandle);
}
fn collide_projectile_ship(
@ -94,9 +91,7 @@ impl<'a> SystemSim {
ship_h: ColliderHandle,
) {
let projectile = self.projectiles.get(&projectile_h);
let ship = self
.ships
.get_mut(self.collider_ship_table.get(&ship_h).unwrap());
let ship = self.ships.get_mut(&ship_h);
if projectile.is_none() || ship.is_none() {
return;
}
@ -104,13 +99,10 @@ impl<'a> SystemSim {
let ship = ship.unwrap();
let f = res.ct.get_faction(projectile.faction);
let r = f.relationships.get(&ship.get_faction()).unwrap();
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
let destory_projectile = match r {
Relationship::Hostile => {
// We only apply damage if the target ship is alive
if let Some(ship_d) = res.gx.get_ship_mut(ship.data_handle) {
ship_d.apply_damage(projectile.content.damage);
}
ship.data.apply_damage(res.ct, projectile.content.damage);
true
}
_ => false,
@ -161,38 +153,27 @@ impl<'a> SystemSim {
// Public methods
impl SystemSim {
/// Create a new physics system
pub fn new(ct: &Content, gx: &Galaxy, system: SystemHandle) -> Self {
let mut w = Self {
pub fn new(_ct: &Content, system: SystemHandle) -> Self {
Self {
_system: system,
rigid_body_set: RigidBodySet::new(),
collider_set: ColliderSet::new(),
projectiles: HashMap::new(),
ships: HashMap::new(),
ship_behaviors: HashMap::new(),
collider_ship_table: HashMap::new(),
};
// TODO: guarantee not touching
// TODO: add, remove ships each tick
// Maybe store position in galaxy crate?
let mut rng = rand::thread_rng();
for s in gx.iter_ships() {
w.add_ship(
ct,
s,
Point2 {
x: rng.gen_range(-500.0..=500.0),
y: rng.gen_range(-500.0..=500.0),
},
);
}
return w;
}
/// Add a ship to this physics system
pub fn add_ship(&mut self, ct: &Content, ship: &GxShip, position: Point2<f32>) {
let ship_content = ct.get_ship(ship.get_content());
pub fn add_ship(
&mut self,
ct: &Content,
handle: ShipHandle,
faction: FactionHandle,
personality: ShipPersonality,
position: Point2<f32>,
) -> SySimShipHandle {
let ship_content = ct.get_ship(handle);
let cl = ColliderBuilder::convex_decomposition(
&ship_content.collision.points[..],
&ship_content.collision.indices[..],
@ -209,25 +190,25 @@ impl SystemSim {
.translation(vector![position.x, position.y])
.can_sleep(false);
let r = self.rigid_body_set.insert(rb.build());
let c = self
.collider_set
.insert_with_parent(cl.build(), r, &mut self.rigid_body_set);
self.collider_ship_table.insert(c, ship.get_handle());
let ridid_body = self.rigid_body_set.insert(rb.build());
let collider =
self.collider_set
.insert_with_parent(cl.build(), ridid_body, &mut self.rigid_body_set);
self.ship_behaviors.insert(
ship.get_handle(),
match ship.get_personality() {
collider,
match personality {
ShipPersonality::Dummy | ShipPersonality::Player => ShipController::new_null(),
ShipPersonality::Point => ShipController::new_point(),
},
);
self.ships.insert(
ship.get_handle(),
SySimShip::new(ct, ship.get_handle(), ship.get_faction(), r, c),
collider,
SySimShip::new(ct, handle, personality, faction, ridid_body, collider),
);
return SySimShipHandle(collider);
}
/// Update a player ship's controls
@ -254,69 +235,59 @@ impl SystemSim {
// TODO: don't allocate!
let mut projectiles = Vec::new();
let mut to_remove = Vec::new();
for (_, handle) in &self.collider_ship_table {
// Again, borrow checker hack. TODO: fix
let keys: Vec<_> = self.ships.keys().map(|c| *c).collect();
for collider in keys {
// Borrow immutably for now...
// (required to compute controls)
let ship_object = self.ships.get(handle).unwrap();
if ship_object.should_be_removed() {
to_remove.push(ship_object.collider);
let ship = self.ships.get(&collider).unwrap();
if ship.data.get_state().should_be_removed() {
to_remove.push(collider);
continue;
}
// Short-circuit continue if this ship isn't in game data
// (which means it's playing a collapse sequence)
if res.gx.get_ship(*handle).is_none() {
let ship_object = self.ships.get_mut(handle).unwrap();
ship_object.step(
// This ship is playing a collapse sequence
// and needs no additional logic
if ship.data.get_state().is_collapsing() {
let ship = self.ships.get_mut(&collider).unwrap();
ship.step(
res,
&mut self.rigid_body_set[ship_object.rigid_body],
&mut self.collider_set[ship_object.collider],
&mut self.rigid_body_set[ship.rigid_body],
&mut self.collider_set[ship.collider],
);
continue;
}
// Compute new controls
let controls;
let b = self.ship_behaviors.get_mut(handle).unwrap();
controls = b.update_controls(
&res,
&self.rigid_body_set,
&self.ships,
ship_object.rigid_body,
*handle,
);
let b = self.ship_behaviors.get_mut(&collider).unwrap();
controls = b.update_controls(&res, &self.rigid_body_set, &self.ships, ship.collider);
let ship = self.ships.get_mut(&collider).unwrap();
// Now re-borrow mutably to apply changes
let ship_object = self.ships.get_mut(handle).unwrap();
if let Some(controls) = controls {
ship_object.controls = controls;
ship.controls = controls;
}
ship_object.step(
ship.step(
res,
&mut self.rigid_body_set[ship_object.rigid_body],
&mut self.collider_set[ship_object.collider],
&mut self.rigid_body_set[ship.rigid_body],
&mut self.collider_set[ship.collider],
);
// If we're firing, try to fire each gun
if ship_object.controls.guns {
let ship_data = res.gx.get_ship_mut(ship_object.data_handle).unwrap();
if ship.controls.guns {
// TODO: don't allocate here. This is a hack to satisfy the borrow checker,
// convert this to a refcell or do the replace dance.
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = ship_data
let pairs: Vec<(GunPoint, Option<OutfitHandle>)> = ship
.data
.get_outfits()
.iter_gun_points()
.map(|(p, o)| (p.clone(), o.clone()))
.collect();
for (gun, outfit) in pairs {
if ship_data.fire_gun(res.ct, &gun) {
projectiles.push((
ship_object.data_handle,
ship_object.rigid_body,
gun.clone(),
outfit.unwrap(),
));
if ship.data.fire_gun(res.ct, &gun) {
projectiles.push((ship.collider, gun.clone(), outfit.unwrap()));
}
}
}
@ -328,11 +299,11 @@ impl SystemSim {
}
// Create projectiles
for (ship_dat, rigid_body, gun_point, outfit) in projectiles {
for (collider, gun_point, outfit) in projectiles {
let mut rng = rand::thread_rng();
let rigid_body = self.get_rigid_body(rigid_body).unwrap();
let ship_dat = res.gx.get_ship(ship_dat).unwrap();
let ship = self.ships.get(&collider).unwrap();
let rigid_body = self.get_rigid_body(ship.rigid_body).unwrap();
let ship_pos = util::rigidbody_position(rigid_body);
let ship_rot = util::rigidbody_rotation(rigid_body);
let ship_vel = util::rigidbody_velocity(rigid_body);
@ -382,7 +353,7 @@ impl SystemSim {
SySimProjectile::new(
outfit.projectile.clone(),
rigid_body,
ship_dat.get_faction(),
ship.data.get_faction(),
collider,
),
);
@ -416,11 +387,7 @@ impl SystemSim {
};
let p = self.projectiles.get(&a);
let s = self.ships.get_mut(match self.collider_ship_table.get(&b) {
// If none, this ship is dead.
Some(x) => x,
None => continue,
});
let s = self.ships.get_mut(&b);
if p.is_none() || s.is_none() {
continue;
}
@ -476,8 +443,13 @@ impl SystemSim {
// Public getters
impl SystemSim {
/// Get a ship physics object
pub fn get_ship(&self, ship: GxShipHandle) -> Option<&SySimShip> {
self.ships.get(&ship)
pub fn get_ship(&self, ship: &SySimShipHandle) -> Option<&SySimShip> {
self.ships.get(&ship.0)
}
/// Get a ship physics object
pub fn get_ship_mut(&mut self, ship: &SySimShipHandle) -> Option<&mut SySimShip> {
self.ships.get_mut(&ship.0)
}
/// Get a rigid body from a handle

View File

@ -9,10 +9,6 @@ pub struct Timing {
pub frame: Duration,
frame_timer: Instant,
/// The time we spent simulating game state
pub galaxy: Duration,
galaxy_timer: Instant,
/// The time we spent simulating physics
pub physics_sim: Duration,
physics_sim_timer: Instant,
@ -29,10 +25,8 @@ impl Timing {
pub fn new() -> Self {
Self {
frame: Duration::ZERO,
galaxy: Duration::ZERO,
physics_sim: Duration::ZERO,
physics_ship: Duration::ZERO,
galaxy_timer: Instant::now(),
physics_sim_timer: Instant::now(),
physics_ship_timer: Instant::now(),
frame_timer: Instant::now(),
@ -44,11 +38,6 @@ impl Timing {
self.frame_timer = Instant::now();
}
/// Start galaxy timer
pub fn start_galaxy(&mut self) {
self.galaxy_timer = Instant::now();
}
/// Start physics sim timer
pub fn start_physics_sim(&mut self) {
self.physics_sim_timer = Instant::now();
@ -64,11 +53,6 @@ impl Timing {
self.frame = self.frame_timer.elapsed();
}
/// Record galaxy simulation time.
pub fn mark_galaxy(&mut self) {
self.galaxy = self.galaxy_timer.elapsed();
}
/// Record physics simulation time
pub fn mark_physics_sim(&mut self) {
self.physics_sim = self.physics_sim_timer.elapsed();