Replaced handles with Arcs, added display names

master
Mark 2024-02-05 18:29:05 -08:00
parent b64d9c12f6
commit e8c9622832
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
42 changed files with 913 additions and 1091 deletions

1
Cargo.lock generated
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@ -816,6 +816,7 @@ dependencies = [
"rapier2d",
"rhai",
"serde",
"smartstring",
"toml",
"walkdir",
]

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@ -75,3 +75,4 @@ clap = { version = "4.4.18", features = ["derive"] }
log = "0.4.20"
log4rs = { version = "1.2.0", features = ["console_appender"] }
rhai = { version = "1.17.1", features = ["f32_float", "no_custom_syntax"] }
smartstring = { version = "1.0.1" }

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@ -1,4 +1,5 @@
[outfit."plasma engines"]
name = "Plasma Engines"
thumbnail = "icon::engine"
space.engine = 20
@ -11,6 +12,7 @@ steering.power = 20
[outfit."shield generator"]
thumbnail = "icon::shield"
name = "Shield Generator"
space.outfit = 5
shield.generation = 10
@ -20,6 +22,7 @@ shield.delay = 2.0
[outfit."blaster"]
thumbnail = "icon::shield"
name = "Blaster"
space.weapon = 10

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@ -1,4 +1,5 @@
[ship."Gypsum"]
[ship."gypsum"]
name = "Gypsum"
sprite = "ship::gypsum"
thumbnail = "icon::gypsum"
size = 100
@ -65,7 +66,7 @@ collision = [
# Scripted explosion
[[ship."Gypsum".collapse.event]]
[[ship."gypsum".collapse.event]]
time = 4.9
effects = [
#[rustfmt:skip],
@ -76,7 +77,7 @@ effects = [
]
# Scripted explosion
[[ship."Gypsum".collapse.event]]
[[ship."gypsum".collapse.event]]
time = 0.0
effects = [
#[rustfmt:skip],

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@ -1,7 +1,7 @@
# TODO: big objects in one config
[system."12 Autumn Above"]
name = "12 Autumn Above"
object.star.sprite = "star::star"
object.star.position = [0.0, 0.0, 30.0]
object.star.size = 2000

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@ -131,7 +131,7 @@ fn step(state) {
// Ships
{
for s in state.ships() {
let uid = s.get_uid();
let uid = s.phys_uid();
let sprite_name = `radar.ship.${uid}`;
if (
@ -200,7 +200,8 @@ fn step(state) {
// System objects
{
for o in state.objects() {
let sprite_name = `radar.object.${o.get_label()}`;
let l = o.get_index();
let sprite_name = `radar.object.${l}`;
if !o.is_some() {
if sprite::exists(sprite_name) {

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@ -55,7 +55,7 @@ fn init(state) {
textbox::font_serif("title");
textbox::weight_bold("title");
if player.is_landed() {
textbox::set_text("title", player.landed_on().name());
textbox::set_text("title", player.landed_on().display_name());
}
textbox::add(

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@ -84,7 +84,7 @@ fn init(state) {
textbox::font_sans("ship_type");
textbox::align_center("ship_type");
if state.player_ship().is_some() {
textbox::set_text("ship_type", state.player_ship().name());
textbox::set_text("ship_type", state.player_ship().display_name());
}

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@ -30,3 +30,4 @@ rapier2d = { workspace = true }
lazy_static = { workspace = true }
log = { workspace = true }
rhai = { workspace = true }
smartstring = { workspace = true }

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@ -1,64 +0,0 @@
//! This module defines lightweight handles for every content type.
//! This isn't strictly necessary (we could refer to them using their string keys),
//! but this approach doesn't require frequent string cloning, and
//! gives each content type a distinct Rust type.
//!
//! We could also use raw references to content types, but that creates a mess of lifetimes
//! in our code. It's managable, but the approach here is simpler and easier to understand.
use std::{cmp::Eq, hash::Hash};
/// A lightweight representation of a sprite
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct SpriteHandle {
pub(crate) index: usize,
}
/// A lightweight representation of system body
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct SystemObjectHandle {
/// TODO: pub in crate
pub system_handle: SystemHandle,
/// The index of this object in system.objects
pub body_index: usize,
}
/// A lightweight representation of an outfit
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct OutfitHandle {
/// TODO: pub in crate, currently for debug (same with all other handles)
pub index: usize,
}
/// A lightweight representation of a gun
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct GunHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a ship
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct ShipHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a star system
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct SystemHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of a faction
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct FactionHandle {
/// TODO
pub index: usize,
}
/// A lightweight representation of an effect
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct EffectHandle {
pub(crate) index: usize,
}

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@ -1,9 +1,6 @@
#![warn(missing_docs)]
//! This subcrate is responsible for loading, parsing, validating game content,
//! which is usually stored in `./content`.
mod handle;
//! This subcrate is responsible for loading, parsing, validating game content.
mod part;
mod spriteautomaton;
mod util;
@ -11,18 +8,21 @@ mod util;
use anyhow::{bail, Context, Result};
use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
use log::warn;
use rhai::ImmutableString;
use serde::{Deserialize, Deserializer};
use smartstring::{LazyCompact, SmartString};
use std::{
//cell::OnceCell,
collections::HashMap,
fmt::Display,
fs::File,
io::Read,
num::NonZeroU32,
path::{Path, PathBuf},
sync::Arc,
};
use toml;
use walkdir::WalkDir;
pub use handle::*;
pub use part::*;
pub use spriteautomaton::*;
@ -123,11 +123,50 @@ trait Build {
Self: Sized;
}
/// The type we use to index content objects
/// These are only unique WITHIN each "type" of object!
#[derive(Debug, Clone, Hash, Eq, PartialEq)]
pub struct ContentIndex(Arc<SmartString<LazyCompact>>);
impl From<ImmutableString> for ContentIndex {
fn from(value: ImmutableString) -> Self {
Self::new(&value)
}
}
impl ContentIndex {
/// Make a new ContentIndex from a strign
pub fn new(s: &str) -> Self {
Self(SmartString::from(s).into())
}
/// Get a &str to this index's content
pub fn as_str(&self) -> &str {
self.0.as_str()
}
}
impl<'d> Deserialize<'d> for ContentIndex {
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where
D: Deserializer<'d>,
{
let s = String::deserialize(deserializer)?;
Ok(Self::new(&s))
}
}
impl Display for ContentIndex {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
std::fmt::Display::fmt(&self.0, f)
}
}
/// Stores temporary data while building context objects
#[derive(Debug)]
pub(crate) struct ContentBuildContext {
/// Map effect names to handles
pub effect_index: HashMap<String, EffectHandle>,
pub effect_index: HashMap<String, Arc<Effect>>,
}
impl ContentBuildContext {
@ -141,22 +180,29 @@ impl ContentBuildContext {
/// Represents static game content
#[derive(Debug)]
pub struct Content {
/// Sprites
pub sprites: Vec<Sprite>,
/// Map strings to texture names.
/// This is only necessary because we need to hard-code a few texture names for UI elements.
sprite_index: HashMap<String, SpriteHandle>,
/// Keeps track of which images are in which texture
sprite_atlas: SpriteAtlas,
outfits: Vec<Outfit>,
guns: Vec<Gun>, // TODO: merge with outfit
ships: Vec<Ship>,
systems: Vec<System>,
factions: Vec<Faction>,
effects: Vec<Effect>,
config: Config,
/// Sprites defined in this game
pub sprites: HashMap<ContentIndex, Arc<Sprite>>,
/// Outfits defined in this game
pub outfits: HashMap<ContentIndex, Arc<Outfit>>,
/// Ships defined in this game
pub ships: HashMap<ContentIndex, Arc<Ship>>,
/// Systems defined in this game
pub systems: HashMap<ContentIndex, Arc<System>>,
/// Factions defined in this game
pub factions: HashMap<ContentIndex, Arc<Faction>>,
/// Effects defined in this game
pub effects: HashMap<ContentIndex, Arc<Effect>>,
/// Game configuration
pub config: Config,
}
// Loading methods
@ -224,14 +270,12 @@ impl Content {
},
sprite_atlas: atlas,
systems: Vec::new(),
ships: Vec::new(),
guns: Vec::new(),
outfits: Vec::new(),
sprites: Vec::new(),
factions: Vec::new(),
effects: Vec::new(),
sprite_index: HashMap::new(),
systems: HashMap::new(),
ships: HashMap::new(),
outfits: HashMap::new(),
sprites: HashMap::new(),
factions: HashMap::new(),
effects: HashMap::new(),
};
// TODO: enforce sprite and image limits
@ -285,23 +329,6 @@ impl Content {
// Access methods
impl Content {
/// Iterate over all valid system handles
pub fn iter_systems(&self) -> impl Iterator<Item = SystemHandle> {
(0..self.systems.len()).map(|x| SystemHandle { index: x })
}
/// Get a handle from a sprite name
pub fn get_sprite_handle(&self, name: &str) -> Option<SpriteHandle> {
self.sprite_index.get(name).map(|x| *x)
}
/// Get a sprite from a handle
pub fn get_sprite(&self, h: SpriteHandle) -> &Sprite {
// In theory, this could fail if h has a bad index, but that shouldn't ever happen.
// The only handles that exist should be created by this crate.
return &self.sprites[h.index as usize];
}
/// Get the list of atlas files we may use
pub fn atlas_files(&self) -> &Vec<String> {
return &self.sprite_atlas.atlas_list;
@ -316,63 +343,4 @@ impl Content {
pub fn get_image(&self, idx: NonZeroU32) -> &SpriteAtlasImage {
&self.sprite_atlas.get_by_idx(idx)
}
/// Get an outfit from a handle
pub fn get_outfit(&self, h: OutfitHandle) -> &Outfit {
return &self.outfits[h.index];
}
/// Get a gun from a handle
pub fn get_gun(&self, h: GunHandle) -> &Gun {
return &self.guns[h.index];
}
/// Get a ship from a handle
pub fn get_ship(&self, h: ShipHandle) -> &Ship {
return &self.ships[h.index];
}
/// Get a system from a handle
pub fn get_system(&self, h: SystemHandle) -> &System {
return &self.systems[h.index];
}
/// Get a system object from a handle
pub fn get_system_object(&self, h: SystemObjectHandle) -> &SystemObject {
return &self.get_system(h.system_handle).objects[h.body_index];
}
/// Get a faction from a handle
pub fn get_faction(&self, h: FactionHandle) -> &Faction {
return &self.factions[h.index];
}
/// Get an effect from a handle
pub fn get_effect(&self, h: EffectHandle) -> &Effect {
return &self.effects[h.index];
}
/// Get content configuration
pub fn get_config(&self) -> &Config {
return &self.config;
}
}
/*
TODO: don't pass content around?
static mut CONTENT: OnceCell<Content> = OnceCell::new();
/// Initialize content::CONTENT with the given paths
pub fn init(content_dir: PathBuf, asset_dir: PathBuf, atlas_index: PathBuf) -> Result<()> {
let content = Content::load_dir(content_dir, asset_dir, atlas_index)?;
unsafe {
match CONTENT.set(content) {
Ok(()) => {}
Err(_) => {
bail!("cannot initialize content, already set.")
}
};
}
return Ok(());
}
*/

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@ -1,20 +1,22 @@
use anyhow::{Context, Result};
use std::collections::HashMap;
use std::{collections::HashMap, sync::Arc};
use crate::{handle::SpriteHandle, Content, ContentBuildContext, EffectHandle};
use crate::{Content, ContentBuildContext, Sprite};
pub(crate) mod syntax {
use std::sync::Arc;
use anyhow::{bail, Result};
use galactica_util::to_radians;
use serde::Deserialize;
use crate::{Content, ContentBuildContext, EffectHandle, StartEdge};
use crate::{Content, ContentBuildContext, ContentIndex, StartEdge};
// Raw serde syntax structs.
// These are never seen by code outside this crate.
#[derive(Debug, Deserialize)]
pub struct Effect {
pub sprite: String,
pub sprite: ContentIndex,
pub size: f32,
pub size_rng: Option<f32>,
pub lifetime: TextOrFloat,
@ -59,10 +61,11 @@ pub(crate) mod syntax {
self,
_build_context: &mut ContentBuildContext,
content: &mut Content,
) -> Result<EffectHandle> {
let sprite = match content.sprite_index.get(&self.sprite) {
name: &str,
) -> Result<Arc<super::Effect>> {
let sprite = match content.sprites.get(&self.sprite) {
None => bail!("sprite `{}` doesn't exist", self.sprite),
Some(t) => *t,
Some(t) => t.clone(),
};
let lifetime = match self.lifetime {
@ -70,12 +73,11 @@ pub(crate) mod syntax {
TextOrFloat::Text(s) => {
if s == "inherit" {
// Match lifetime of first section of sprite
let sprite = content.get_sprite(sprite);
let sec = match sprite.start_at {
StartEdge::Top { section } => sprite.get_section(section),
StartEdge::Bot { section } => sprite.get_section(section),
};
sec.frame_duration * sec.frames.len() as f32
match &sprite.start_at {
StartEdge::Top { section } | StartEdge::Bot { section } => {
section.frame_duration * section.frames.len() as f32
}
}
} else {
bail!("bad effect lifetime, must be float or \"inherit\"",)
}
@ -107,11 +109,8 @@ pub(crate) mod syntax {
}
};
let handle = EffectHandle {
index: content.effects.len(),
};
content.effects.push(super::Effect {
handle,
let e = Arc::new(super::Effect {
name: name.to_string(),
sprite,
velocity,
size: self.size,
@ -126,7 +125,11 @@ pub(crate) mod syntax {
fade_rng: self.fade_rng.unwrap_or(0.0),
});
return Ok(handle);
content
.effects
.insert(ContentIndex::new(&e.name), e.clone());
return Ok(e);
}
}
@ -144,13 +147,14 @@ pub(crate) mod syntax {
self,
build_context: &mut ContentBuildContext,
content: &mut Content,
) -> Result<EffectHandle> {
name: &str,
) -> Result<Arc<super::Effect>> {
// We do not insert anything into build_context here,
// since inline effects cannot be referenced by name.
Ok(match self {
Self::Effect(e) => e.add_to(build_context, content)?,
Self::Effect(e) => e.add_to(build_context, content, name)?,
Self::Label(l) => match build_context.effect_index.get(&l) {
Some(h) => *h,
Some(h) => h.clone(),
None => bail!("no effect named `{}`", l),
},
})
@ -161,11 +165,11 @@ pub(crate) mod syntax {
/// The effect a projectile will spawn when it hits something
#[derive(Debug, Clone)]
pub struct Effect {
/// This effect's handle
pub handle: EffectHandle,
/// The sprite to use for this effect.
pub sprite: SpriteHandle,
pub sprite: Arc<Sprite>,
/// This effect's name
pub name: String,
/// The height of this effect, in game units.
pub size: f32,
@ -240,7 +244,7 @@ impl crate::Build for Effect {
) -> Result<()> {
for (effect_name, effect) in effects {
let h = effect
.add_to(build_context, content)
.add_to(build_context, content, &effect_name)
.with_context(|| format!("while evaluating effect `{}`", effect_name))?;
build_context.effect_index.insert(effect_name, h);
}

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@ -1,13 +1,15 @@
use anyhow::{bail, Result};
use serde::Deserialize;
use std::collections::HashMap;
use std::{collections::HashMap, sync::Arc};
use crate::{handle::FactionHandle, Content, ContentBuildContext};
use crate::{Content, ContentBuildContext, ContentIndex};
pub(crate) mod syntax {
use std::collections::HashMap;
use serde::Deserialize;
use crate::ContentIndex;
// Raw serde syntax structs.
// These are never seen by code outside this crate.
@ -15,7 +17,7 @@ pub(crate) mod syntax {
pub struct Faction {
pub display_name: String,
pub color: [f32; 3],
pub relationship: HashMap<String, super::Relationship>,
pub relationship: HashMap<ContentIndex, super::Relationship>,
}
}
@ -44,18 +46,18 @@ pub enum Relationship {
#[derive(Debug, Clone)]
pub struct Faction {
/// The name of this faction
pub name: String,
pub index: ContentIndex,
/// The pretty name of this faction
pub display_name: String,
/// This faction's color.
/// Format is RGB, with each color between 0 and 1.
pub color: [f32; 3],
/// This faction's handle
pub handle: FactionHandle,
/// Relationships between this faction and other factions
/// This is guaranteed to contain an entry for ALL factions.
pub relationships: HashMap<FactionHandle, Relationship>,
pub relationships: HashMap<ContentIndex, Relationship>,
}
impl crate::Build for Faction {
@ -66,34 +68,21 @@ impl crate::Build for Faction {
_build_context: &mut ContentBuildContext,
content: &mut Content,
) -> Result<()> {
// Keeps track of position in faction array.
// This lets us build FactionHandles before finishing all factions.
let faction_names: Vec<String> = factions.keys().map(|x| x.to_owned()).collect();
// Indexing will break if this is false.
assert!(content.factions.len() == 0);
for f_idx in 0..faction_names.len() {
let faction_name = &faction_names[f_idx];
let faction = &factions[faction_name];
// Handle for this faction
let h = FactionHandle { index: f_idx };
for (faction_name, faction) in &factions {
// Compute relationships
let mut relationships = HashMap::new();
for i in 0..faction_names.len() {
let f_other = &faction_names[i];
let h_other = FactionHandle { index: i };
if let Some(r) = faction.relationship.get(f_other) {
relationships.insert(h_other, *r);
for (other_name, other_faction) in &factions {
if let Some(r) = faction.relationship.get(&ContentIndex::new(other_name)) {
relationships.insert(ContentIndex::new(other_name), *r);
} else {
// Default relationship, if not specified
// Look at reverse direction...
let other = factions[f_other].relationship.get(faction_name);
let other = other_faction
.relationship
.get(&ContentIndex::new(&faction_name));
relationships.insert(
h_other,
ContentIndex::new(other_name),
// ... and pick a relationship based on that.
match other {
Some(Relationship::Hostile) => Relationship::Hostile {},
@ -116,12 +105,15 @@ impl crate::Build for Faction {
);
}
content.factions.push(Self {
name: faction_name.to_owned(),
handle: h,
relationships,
color: faction.color,
});
content.factions.insert(
ContentIndex::new(faction_name),
Arc::new(Self {
index: ContentIndex::new(faction_name),
display_name: faction.display_name.to_owned(),
relationships,
color: faction.color,
}),
);
}
return Ok(());

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@ -1,14 +1,18 @@
use anyhow::{anyhow, Context, Result};
use serde::Deserialize;
use std::collections::HashMap;
use std::{collections::HashMap, sync::Arc};
use crate::{
handle::SpriteHandle, resolve_edge_as_edge, Content, ContentBuildContext, EffectHandle,
OutfitHandle, OutfitSpace, SectionEdge,
resolve_edge_as_edge, Content, ContentBuildContext, ContentIndex, Effect, OutfitSpace,
SectionEdge, Sprite,
};
pub(crate) mod syntax {
use crate::{effect, part::outfitspace, sprite::syntax::SectionEdge, ContentBuildContext};
use std::sync::Arc;
use crate::{
effect, part::outfitspace, sprite::syntax::SectionEdge, ContentBuildContext, ContentIndex,
};
use anyhow::{bail, Result};
use galactica_util::to_radians;
use serde::Deserialize;
@ -17,7 +21,8 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
pub struct Outfit {
pub thumbnail: String,
pub thumbnail: ContentIndex,
pub name: String,
pub engine: Option<Engine>,
pub steering: Option<Steering>,
pub space: outfitspace::syntax::OutfitSpace,
@ -41,7 +46,7 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
pub struct EngineFlare {
pub sprite: String,
pub sprite: ContentIndex,
pub on_start: Option<SectionEdge>,
pub on_stop: Option<SectionEdge>,
}
@ -64,30 +69,33 @@ pub(crate) mod syntax {
build_context: &mut ContentBuildContext,
content: &mut crate::Content,
) -> Result<super::Gun> {
let projectile_sprite_handle = match content.sprite_index.get(&self.projectile.sprite) {
let projectile_sprite = match content
.sprites
.get(&ContentIndex::new(&self.projectile.sprite))
{
None => bail!(
"projectile sprite `{}` doesn't exist",
self.projectile.sprite,
),
Some(t) => *t,
Some(t) => t.clone(),
};
let impact_effect = match self.projectile.impact_effect {
Some(e) => Some(e.to_handle(build_context, content)?),
Some(e) => Some(e.to_handle(build_context, content, "")?),
None => None,
};
let expire_effect = match self.projectile.expire_effect {
Some(e) => Some(e.to_handle(build_context, content)?),
Some(e) => Some(e.to_handle(build_context, content, "")?),
None => None,
};
return Ok(super::Gun {
rate: self.rate,
rate_rng: self.rate_rng.unwrap_or(0.0),
projectile: super::Projectile {
projectile: Arc::new(super::Projectile {
force: self.projectile.force,
sprite: projectile_sprite_handle,
sprite: projectile_sprite,
size: self.projectile.size,
size_rng: self.projectile.size_rng,
speed: self.projectile.speed,
@ -102,7 +110,7 @@ pub(crate) mod syntax {
impact_effect,
expire_effect,
collider: self.projectile.collider,
},
}),
});
}
}
@ -129,17 +137,17 @@ pub(crate) mod syntax {
#[derive(Debug, Clone)]
pub struct Outfit {
/// This outfit's thumbnail
pub thumbnail: SpriteHandle,
pub thumbnail: Arc<Sprite>,
/// How much space this outfit requires
pub space: OutfitSpace,
/// This outfit's handle
pub handle: OutfitHandle,
/// The name of this outfit
pub name: String,
/// Thie outfit's index
pub index: ContentIndex,
/// How much engine thrust this outfit produces
pub engine_thrust: f32,
@ -149,7 +157,7 @@ pub struct Outfit {
/// The engine flare sprite this outfit creates.
/// Its location and size is determined by a ship's
/// engine points.
pub engine_flare_sprite: Option<SpriteHandle>,
pub engine_flare_sprite: Option<Arc<Sprite>>,
/// Jump to this edge when engines turn on
pub engine_flare_on_start: Option<SectionEdge>,
@ -191,7 +199,7 @@ pub struct BallCollider {
#[derive(Debug, Clone)]
pub struct Gun {
/// The projectile this gun produces
pub projectile: Projectile,
pub projectile: Arc<Projectile>,
/// Average delay between projectiles, in seconds.
pub rate: f32,
@ -205,7 +213,7 @@ pub struct Gun {
#[derive(Debug, Clone)]
pub struct Projectile {
/// The projectile sprite
pub sprite: SpriteHandle,
pub sprite: Arc<Sprite>,
/// The average size of this projectile
/// (height in game units)
@ -234,10 +242,10 @@ pub struct Projectile {
pub angle_rng: f32,
/// The effect this projectile will spawn when it hits something
pub impact_effect: Option<EffectHandle>,
pub impact_effect: Option<Arc<Effect>>,
/// The effect this projectile will spawn when it expires
pub expire_effect: Option<EffectHandle>,
pub expire_effect: Option<Arc<Effect>>,
/// Collider parameters for this projectile
pub collider: ProjectileCollider,
@ -252,10 +260,6 @@ impl crate::Build for Outfit {
content: &mut Content,
) -> Result<()> {
for (outfit_name, outfit) in outfits {
let handle = OutfitHandle {
index: content.outfits.len(),
};
let gun = match outfit.gun {
None => None,
Some(g) => Some(
@ -264,7 +268,7 @@ impl crate::Build for Outfit {
),
};
let thumb_handle = match content.sprite_index.get(&outfit.thumbnail) {
let thumbnail = match content.sprites.get(&outfit.thumbnail) {
None => {
return Err(anyhow!(
"thumbnail sprite `{}` doesn't exist",
@ -272,14 +276,14 @@ impl crate::Build for Outfit {
))
.with_context(|| format!("in outfit `{}`", outfit_name));
}
Some(t) => *t,
Some(t) => t.clone(),
};
let mut o = Self {
thumbnail: thumb_handle,
index: ContentIndex::new(&outfit_name),
name: outfit.name,
thumbnail,
gun,
handle,
name: outfit_name.clone(),
engine_thrust: 0.0,
steer_power: 0.0,
engine_flare_sprite: None,
@ -293,7 +297,7 @@ impl crate::Build for Outfit {
// Engine stats
if let Some(engine) = outfit.engine {
let sprite_handle = match content.sprite_index.get(&engine.flare.sprite) {
let sprite = match content.sprites.get(&engine.flare.sprite) {
None => {
return Err(anyhow!(
"flare sprite `{}` doesn't exist",
@ -301,11 +305,10 @@ impl crate::Build for Outfit {
))
.with_context(|| format!("in outfit `{}`", outfit_name));
}
Some(t) => *t,
Some(t) => t.clone(),
};
o.engine_thrust = engine.thrust;
o.engine_flare_sprite = Some(sprite_handle);
let sprite = content.get_sprite(sprite_handle);
o.engine_flare_sprite = Some(sprite.clone());
// Flare animation will traverse this edge when the player presses the thrust key
// This leads from the idle animation to the transition animation
@ -315,11 +318,9 @@ impl crate::Build for Outfit {
None
} else {
let x = x.unwrap();
let mut e = resolve_edge_as_edge(&x.val, 0.0, |x| {
sprite.get_section_handle_by_name(x)
})
.with_context(|| format!("in outfit `{}`", outfit_name))?;
match e {
let mut e = resolve_edge_as_edge(&sprite.sections, &x.val, 0.0)
.with_context(|| format!("in outfit `{}`", outfit_name))?;
match &mut e {
// Inherit duration from transition sequence
SectionEdge::Top {
section,
@ -329,7 +330,7 @@ impl crate::Build for Outfit {
section,
ref mut duration,
} => {
*duration = sprite.get_section(section).frame_duration;
*duration = section.frame_duration;
}
_ => {
return Err(anyhow!(
@ -351,11 +352,9 @@ impl crate::Build for Outfit {
None
} else {
let x = x.unwrap();
let mut e = resolve_edge_as_edge(&x.val, 0.0, |x| {
sprite.get_section_handle_by_name(x)
})
.with_context(|| format!("in outfit `{}`", outfit_name))?;
match e {
let mut e = resolve_edge_as_edge(&sprite.sections, &x.val, 0.0)
.with_context(|| format!("in outfit `{}`", outfit_name))?;
match &mut e {
// Inherit duration from transition sequence
SectionEdge::Top {
section,
@ -365,7 +364,7 @@ impl crate::Build for Outfit {
section,
ref mut duration,
} => {
*duration = sprite.get_section(section).frame_duration;
*duration = section.frame_duration;
}
_ => {
return Err(anyhow!(
@ -392,7 +391,7 @@ impl crate::Build for Outfit {
o.shield_strength = shield.strength.unwrap_or(0.0);
}
content.outfits.push(o);
content.outfits.insert(o.index.clone(), Arc::new(o));
}
return Ok(());

View File

@ -2,12 +2,15 @@ use anyhow::{bail, Context, Result};
use galactica_util::to_radians;
use nalgebra::{Point2, Rotation2, Vector2};
use rapier2d::geometry::{Collider, ColliderBuilder};
use std::{collections::HashMap, fmt::Debug, hash::Hash};
use std::{collections::HashMap, fmt::Debug, hash::Hash, sync::Arc};
use crate::{handle::SpriteHandle, Content, ContentBuildContext, EffectHandle, OutfitSpace};
use crate::{Content, ContentBuildContext, ContentIndex, Effect, OutfitSpace, Sprite};
pub(crate) mod syntax {
use crate::part::{effect::syntax::EffectReference, outfitspace};
use crate::{
part::{effect::syntax::EffectReference, outfitspace},
ContentIndex,
};
use serde::Deserialize;
// Raw serde syntax structs.
@ -15,8 +18,9 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
pub struct Ship {
pub sprite: String,
pub thumbnail: String,
pub name: String,
pub sprite: ContentIndex,
pub thumbnail: ContentIndex,
pub size: f32,
pub engines: Vec<Engine>,
pub guns: Vec<Gun>,
@ -91,14 +95,17 @@ pub(crate) mod syntax {
/// Represents a ship chassis.
#[derive(Debug, Clone)]
pub struct Ship {
/// This ship's name
pub name: String,
/// This ship's display name
pub display_name: String,
/// This object's index
pub index: ContentIndex,
/// This ship's sprite
pub sprite: SpriteHandle,
pub sprite: Arc<Sprite>,
/// This ship's thumbnail
pub thumbnail: SpriteHandle,
pub thumbnail: Arc<Sprite>,
/// The size of this ship.
/// Measured as unrotated height,
@ -122,9 +129,6 @@ pub struct Ship {
/// Collision shape for this ship
pub collider: CollisionDebugWrapper,
/// Remove later
pub aspect: f32,
/// Reduction in angular velocity over time
pub angular_drag: f32,
@ -217,7 +221,7 @@ pub struct ShipDamage {
#[derive(Debug, Clone)]
pub struct DamageEffectSpawner {
/// The effect to create
pub effect: EffectHandle,
pub effect: Arc<Effect>,
/// How often to create this effect
pub frequency: f32,
@ -231,7 +235,7 @@ pub struct DamageEffectSpawner {
#[derive(Debug, Clone)]
pub struct CollapseEffectSpawner {
/// The effect to create
pub effect: EffectHandle,
pub effect: Arc<Effect>,
/// How many effects to create
pub count: f32,
@ -267,26 +271,25 @@ impl crate::Build for Ship {
ct: &mut Content,
) -> Result<()> {
for (ship_name, ship) in ship {
let sprite = match ct.sprite_index.get(&ship.sprite) {
let sprite = match ct.sprites.get(&ship.sprite) {
None => bail!(
"In ship `{}`: sprite `{}` doesn't exist",
ship_name,
ship.sprite
),
Some(t) => *t,
Some(t) => t.clone(),
};
let thumbnail = match ct.sprite_index.get(&ship.thumbnail) {
let thumbnail = match ct.sprites.get(&ship.thumbnail) {
None => bail!(
"In ship `{}`: thumbnail sprite `{}` doesn't exist",
ship_name,
ship.thumbnail
),
Some(t) => *t,
Some(t) => t.clone(),
};
let size = ship.size;
let aspect = ct.get_sprite(sprite).aspect;
let collapse = {
if let Some(c) = ship.collapse {
@ -295,11 +298,11 @@ impl crate::Build for Ship {
effects.push(CollapseEffectSpawner {
effect: e
.effect
.to_handle(build_context, ct)
.to_handle(build_context, ct, "")
.with_context(|| format!("while loading ship `{}`", ship_name))?,
count: e.count,
pos: e.pos.map(|p| {
Point2::new(p[0] * (size / 2.0) * aspect, p[1] * size / 2.0)
Point2::new(p[0] * (size / 2.0) * sprite.aspect, p[1] * size / 2.0)
}),
});
}
@ -313,14 +316,14 @@ impl crate::Build for Ship {
effects.push(CollapseEffectSpawner {
effect: g
.effect
.to_handle(build_context, ct)
.to_handle(build_context, ct, "")
.with_context(|| {
format!("while loading ship `{}`", ship_name)
})?,
count: g.count,
pos: g.pos.map(|p| {
Point2::new(
p[0] * (size / 2.0) * aspect,
p[0] * (size / 2.0) * sprite.aspect,
p[1] * size / 2.0,
)
}),
@ -357,11 +360,11 @@ impl crate::Build for Ship {
effects.push(DamageEffectSpawner {
effect: e
.effect
.to_handle(build_context, ct)
.to_handle(build_context, ct, "")
.with_context(|| format!("while loading ship `{}`", ship_name))?,
frequency: e.frequency,
pos: e.pos.map(|p| {
Point2::new(p[0] * (size / 2.0) * aspect, p[1] * size / 2.0)
Point2::new(p[0] * (size / 2.0) * sprite.aspect, p[1] * size / 2.0)
}),
});
}
@ -388,7 +391,7 @@ impl crate::Build for Ship {
// Angle adjustment, since sprites point north
// and 0 degrees is east in the game
pos: Rotation2::new(to_radians(-90.0))
* Vector2::new(g.x * size * aspect / 2.0, g.y * size / 2.0),
* Vector2::new(g.x * size * sprite.aspect / 2.0, g.y * size / 2.0),
})
}
@ -418,7 +421,7 @@ impl crate::Build for Ship {
// If we don't, rapier2 will compute local points pre-rotation,
// which will break effect placement on top of ships (i.e, collapse effects)
Rotation2::new(to_radians(-90.0))
* Point2::new(x[0] * (size / 2.0) * aspect, x[1] * size / 2.0)
* Point2::new(x[0] * (size / 2.0) * sprite.aspect, x[1] * size / 2.0)
})
.collect();
@ -427,33 +430,36 @@ impl crate::Build for Ship {
.build()
};
ct.ships.push(Self {
sprite,
thumbnail,
aspect,
collapse,
damage,
name: ship_name,
mass: ship.mass,
space: OutfitSpace::from(ship.space),
angular_drag: ship.angular_drag,
linear_drag: ship.linear_drag,
size,
hull: ship.hull,
ct.ships.insert(
ContentIndex::new(&ship_name),
Arc::new(Self {
sprite: sprite.clone(),
thumbnail,
collapse,
damage,
index: ContentIndex::new(&ship_name),
display_name: ship.name,
mass: ship.mass,
space: OutfitSpace::from(ship.space),
angular_drag: ship.angular_drag,
linear_drag: ship.linear_drag,
size,
hull: ship.hull,
engines: ship
.engines
.iter()
.map(|e| EnginePoint {
pos: Vector2::new(e.x * size * aspect / 2.0, e.y * size / 2.0),
size: e.size,
})
.collect(),
engines: ship
.engines
.iter()
.map(|e| EnginePoint {
pos: Vector2::new(e.x * size * sprite.aspect / 2.0, e.y * size / 2.0),
size: e.size,
})
.collect(),
guns,
guns,
collider: CollisionDebugWrapper(collider),
});
collider: CollisionDebugWrapper(collider),
}),
);
}
return Ok(());

View File

@ -1,14 +1,14 @@
use anyhow::{anyhow, bail, Context, Result};
use lazy_static::lazy_static;
use std::collections::HashMap;
use std::{collections::HashMap, sync::Arc};
use crate::{handle::SpriteHandle, Content, ContentBuildContext};
use crate::{Content, ContentBuildContext, ContentIndex};
pub(crate) mod syntax {
use crate::{AnimSectionHandle, Content};
use crate::{Content, ContentIndex};
use anyhow::{bail, Ok, Result};
use serde::Deserialize;
use std::{collections::HashMap, path::PathBuf};
use std::{collections::HashMap, path::PathBuf, sync::Arc};
// Raw serde syntax structs.
// These are never seen by code outside this crate.
@ -49,7 +49,7 @@ pub(crate) mod syntax {
/// The proper, full sprite definition
#[derive(Debug, Deserialize)]
pub struct CompleteSprite {
pub section: HashMap<String, SpriteSection>,
pub section: HashMap<ContentIndex, SpriteSection>,
pub start_at: SectionEdge,
}
@ -63,14 +63,28 @@ pub(crate) mod syntax {
}
impl SpriteSection {
pub fn add_to<F>(
pub fn resolve_edges(
&self,
ct: &mut Content,
get_handle: F,
) -> Result<((u32, u32), super::SpriteSection)>
where
F: Fn(&str) -> Option<AnimSectionHandle>,
{
sections: &HashMap<ContentIndex, Arc<super::SpriteSection>>,
sec: &mut super::SpriteSection,
) -> Result<()> {
let edge_top = match &self.top {
Some(x) => super::resolve_edge_as_edge(sections, &x.val, sec.frame_duration)?,
None => super::SectionEdge::Stop,
};
let edge_bot = match &self.bot {
Some(x) => super::resolve_edge_as_edge(sections, &x.val, sec.frame_duration)?,
None => super::SectionEdge::Stop,
};
sec.edge_bot = edge_bot;
sec.edge_top = edge_top;
return Ok(());
}
pub fn add_to(&self, ct: &mut Content) -> Result<((u32, u32), super::SpriteSection)> {
// Make sure all frames have the same size and add them
// to the frame vector
let mut dim = None;
@ -111,23 +125,14 @@ pub(crate) mod syntax {
bail!("frame duration must be positive (and therefore nonzero).")
}
let edge_top = match &self.top {
Some(x) => super::resolve_edge_as_edge(&x.val, frame_duration, &get_handle)?,
None => super::SectionEdge::Stop,
};
let edge_bot = match &self.bot {
Some(x) => super::resolve_edge_as_edge(&x.val, frame_duration, &get_handle)?,
None => super::SectionEdge::Stop,
};
return Ok((
dim,
super::SpriteSection {
frames,
frame_duration,
edge_top,
edge_bot,
// These are changed later, after all sections are built
edge_top: super::SectionEdge::Stop,
edge_bot: super::SectionEdge::Stop,
},
));
}
@ -141,27 +146,8 @@ pub(crate) mod syntax {
}
}
/// A handle for an animation section inside a sprite
#[derive(Debug, Copy, Clone)]
pub enum AnimSectionHandle {
/// The hidden section
Hidden,
/// An index into this sprite's section array
Idx(usize),
}
impl AnimSectionHandle {
fn get_idx(&self) -> Option<usize> {
match self {
Self::Hidden => None,
Self::Idx(idx) => Some(*idx),
}
}
}
/// An edge between two animation sections
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub enum SectionEdge {
/// Stop at the last frame of this section
Stop,
@ -169,7 +155,7 @@ pub enum SectionEdge {
/// Play the given section from the bottm
Bot {
/// The section to play
section: AnimSectionHandle,
section: Arc<SpriteSection>,
/// The length of this edge, in seconds
duration: f32,
@ -178,7 +164,7 @@ pub enum SectionEdge {
/// Play the given section from the top
Top {
/// The section to play
section: AnimSectionHandle,
section: Arc<SpriteSection>,
/// The length of this edge, in seconds
duration: f32,
@ -198,18 +184,18 @@ pub enum SectionEdge {
}
/// Where to start an animation
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub enum StartEdge {
/// Play the given section from the bottm
Bot {
/// The section to play
section: AnimSectionHandle,
section: Arc<SpriteSection>,
},
/// Play the given section from the top
Top {
/// The section to play
section: AnimSectionHandle,
section: Arc<SpriteSection>,
},
}
@ -231,80 +217,50 @@ impl Into<SectionEdge> for StartEdge {
/// Represents a sprite that may be used in the game.
#[derive(Debug, Clone)]
pub struct Sprite {
/// The name of this sprite
pub name: String,
/// This sprite's handle
pub handle: SpriteHandle,
/// This object's index
pub index: ContentIndex,
/// Where this sprite starts playing
pub start_at: StartEdge,
/// This sprite's animation sections
sections: Vec<SpriteSection>,
/// Allows us to get sprite sections by name
sections_by_name: HashMap<String, AnimSectionHandle>,
pub sections: HashMap<ContentIndex, Arc<SpriteSection>>,
/// Aspect ratio of this sprite (width / height)
pub aspect: f32,
}
lazy_static! {
static ref HIDDEN_SECTION: SpriteSection = SpriteSection {
/// The universal "hidden" sprite section, available in all sprites.
/// A SpriteAutomaton in this section will not be drawn.
pub static ref HIDDEN_SPRITE_SECTION: Arc<SpriteSection> = Arc::new(SpriteSection {
frames: vec![0],
frame_duration: 0.0,
edge_bot: SectionEdge::Stop,
edge_top: SectionEdge::Stop,
};
});
}
impl Sprite {
/// Get an animation section from a handle
pub fn get_section(&self, section: AnimSectionHandle) -> &SpriteSection {
match section {
AnimSectionHandle::Hidden => &HIDDEN_SECTION,
AnimSectionHandle::Idx(idx) => &self.sections[idx],
}
}
/// Get an animation section by name.
/// Returns None for invalid names
pub fn get_section_by_name(&self, name: &str) -> Option<&SpriteSection> {
match self.sections_by_name.get(name) {
None => return None,
Some(h) => Some(self.get_section(*h)),
}
}
/// Get an animation section's handle by name.
/// Returns None for invalid names
pub fn get_section_handle_by_name(&self, name: &str) -> Option<AnimSectionHandle> {
match self.sections_by_name.get(name) {
None => return None,
Some(h) => Some(*h),
}
}
/// Get the index of the texture of this sprite's first frame
pub fn get_first_frame(&self) -> u32 {
match self.start_at {
StartEdge::Bot { section } => *self.get_section(section).frames.last().unwrap(),
StartEdge::Top { section } => *self.get_section(section).frames.first().unwrap(),
match &self.start_at {
StartEdge::Bot { section } => *section.frames.last().unwrap(),
StartEdge::Top { section } => *section.frames.first().unwrap(),
}
}
/// Get this sprite's starting section
pub fn get_start_section(&self) -> AnimSectionHandle {
match self.start_at {
StartEdge::Bot { section } => section,
StartEdge::Top { section } => section,
pub fn get_start_section(&self) -> Arc<SpriteSection> {
match &self.start_at {
StartEdge::Bot { section } => section.clone(),
StartEdge::Top { section } => section.clone(),
}
}
/// Iterate this sprite's sections
pub fn iter_sections(&self) -> impl Iterator<Item = &SpriteSection> {
self.sections.iter()
pub fn iter_sections(&self) -> impl Iterator<Item = &Arc<SpriteSection>> {
self.sections.values()
}
}
@ -327,66 +283,73 @@ pub struct SpriteSection {
}
/// Resolve an edge specification string as a StartEdge
pub fn resolve_edge_as_start<F>(s: &str, get_handle: F) -> Result<super::StartEdge>
where
F: Fn(&str) -> Option<AnimSectionHandle>,
{
let e = resolve_edge_as_edge(s, 0.0, get_handle)
pub fn resolve_edge_as_start(
sections: &HashMap<ContentIndex, Arc<SpriteSection>>,
edge_string: &str,
) -> Result<super::StartEdge> {
let e = resolve_edge_as_edge(sections, edge_string, 0.0)
.with_context(|| format!("while resolving start edge"))?;
match e {
super::SectionEdge::Bot { section, .. } => Ok(super::StartEdge::Bot { section }),
super::SectionEdge::Top { section, .. } => Ok(super::StartEdge::Top { section }),
_ => {
bail!("bad section start specification `{}`", s);
bail!("bad section start specification `{}`", edge_string);
}
}
}
/// Resolve an edge specifiation string as a SectionEdge
pub fn resolve_edge_as_edge<F>(s: &str, duration: f32, get_handle: F) -> Result<super::SectionEdge>
where
F: Fn(&str) -> Option<AnimSectionHandle>,
{
if s == "hidden" {
pub fn resolve_edge_as_edge(
sections: &HashMap<ContentIndex, Arc<SpriteSection>>,
edge_string: &str,
duration: f32,
) -> Result<super::SectionEdge> {
if edge_string == "hidden" {
return Ok(super::SectionEdge::Top {
section: crate::AnimSectionHandle::Hidden,
section: crate::HIDDEN_SPRITE_SECTION.clone(),
duration,
});
}
if s == "stop" {
if edge_string == "stop" {
return Ok(super::SectionEdge::Stop);
}
if s == "reverse" {
if edge_string == "reverse" {
return Ok(super::SectionEdge::Reverse { duration });
}
if s == "repeat" {
if edge_string == "repeat" {
return Ok(super::SectionEdge::Repeat { duration });
}
let (s, p) = match s.split_once(":") {
let (section_name, start_point) = match edge_string.split_once(":") {
Some(x) => x,
None => {
bail!("bad section edge specification `{}`", s);
bail!("bad section edge specification `{}`", edge_string);
}
};
let section = match get_handle(s) {
let section = match sections.get(&ContentIndex::new(section_name)) {
Some(s) => s,
None => {
return Err(anyhow!("bad section edge specification `{}`", s))
.with_context(|| format!("section `{}` doesn't exist", s));
return Err(anyhow!("bad section edge specification `{}`", section_name))
.with_context(|| format!("section `{}` doesn't exist", section_name));
}
};
match p {
"top" => Ok(super::SectionEdge::Top { section, duration }),
"bot" => Ok(super::SectionEdge::Bot { section, duration }),
match start_point {
"top" => Ok(super::SectionEdge::Top {
section: section.clone(),
duration,
}),
"bot" => Ok(super::SectionEdge::Bot {
section: section.clone(),
duration,
}),
_ => {
return Err(anyhow!("bad section edge specification `{}`", s))
.with_context(|| format!("invalid target `{}`", p));
return Err(anyhow!("bad section edge specification `{}`", section_name))
.with_context(|| format!("invalid target `{}`", start_point));
}
}
}
@ -419,93 +382,60 @@ impl crate::Build for Sprite {
let img = &ct.sprite_atlas.get_by_idx(idx);
let aspect = img.w / img.h;
let h = SpriteHandle {
index: ct.sprites.len(),
};
let section = Arc::new(SpriteSection {
frames: vec![img.idx.into()],
// We implement unanimated sprites with a very fast framerate
// and STOP endpoints.
frame_duration: 0.01,
edge_top: SectionEdge::Stop,
edge_bot: SectionEdge::Stop,
});
ct.sprite_index.insert(sprite_name.clone(), h);
ct.sprites.push(Self {
name: sprite_name,
let sprite = Arc::new(Self {
index: ContentIndex::new(&sprite_name),
start_at: StartEdge::Top {
section: AnimSectionHandle::Idx(0),
section: section.clone(),
},
sections: {
let mut h = HashMap::new();
h.insert(ContentIndex::new("anim"), section);
h
},
sections: vec![SpriteSection {
frames: vec![img.idx.into()],
// We implement unanimated sprites with a very fast framerate
// and STOP endpoints.
frame_duration: 0.01,
edge_top: SectionEdge::Stop,
edge_bot: SectionEdge::Stop,
}],
sections_by_name: HashMap::new(),
handle: h,
aspect,
});
ct.sprites.insert(sprite.index.clone(), sprite);
}
syntax::Sprite::OneSection(s) => {
let sprite_handle = SpriteHandle {
index: ct.sprites.len(),
};
ct.sprite_index.insert(sprite_name.clone(), sprite_handle);
let (dim, section) = s
.add_to(ct, |s| {
if s == "anim" {
Some(AnimSectionHandle::Idx(0))
} else {
None
}
})
.add_to(ct)
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
let aspect = dim.0 as f32 / dim.1 as f32;
let mut sections = Vec::new();
sections.push(section);
let section = Arc::new(section);
ct.sprites.push(Self {
name: sprite_name,
sections,
let sprite = Arc::new(Self {
index: ContentIndex::new(&sprite_name),
start_at: StartEdge::Top {
section: AnimSectionHandle::Idx(0),
section: section.clone(),
},
sections_by_name: {
sections: {
let mut h = HashMap::new();
h.insert("anim".to_string(), AnimSectionHandle::Idx(0));
h.insert(ContentIndex::new("anim"), section.clone());
h
},
handle: sprite_handle,
aspect,
});
ct.sprites.insert(sprite.index.clone(), sprite);
}
syntax::Sprite::Complete(s) => {
let mut section_names = HashMap::new();
for (name, _) in &s.section {
section_names
.insert(name.to_owned(), AnimSectionHandle::Idx(section_names.len()));
}
let mut sections = HashMap::new();
let sprite_handle = SpriteHandle {
index: ct.sprites.len(),
};
ct.sprite_index.insert(sprite_name.clone(), sprite_handle);
let start_at =
resolve_edge_as_start(&s.start_at.val, |x| section_names.get(x).copied())
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
let mut sections = Vec::with_capacity(section_names.len());
let mut dim = None;
// Make sure we add sections in order
let mut names = section_names.iter().collect::<Vec<_>>();
names.sort_by(|a, b| (a.1).get_idx().unwrap().cmp(&(b.1).get_idx().unwrap()));
for (k, _) in names {
let v = s.section.get(k).unwrap();
let (d, s) = v
.add_to(ct, |x| section_names.get(x).copied())
.with_context(|| format!("while parsing section `{}`", k))
for (name, sec) in &s.section {
let (d, s) = sec
.add_to(ct)
.with_context(|| format!("while parsing section `{}`", name))
.with_context(|| format!("while parsing sprite `{}`", sprite_name))?;
// Make sure all dimensions are the same
@ -515,23 +445,35 @@ impl crate::Build for Sprite {
bail!(
"could not load sprite `{}`, image sizes in section `{}` are different",
sprite_name,
k
name
);
}
sections.push(s);
sections.insert(name.clone(), Arc::new(s));
}
// We need to clone this here, thanks to self-reference.
let tmp_sections = sections.clone();
for (name, sec) in &s.section {
let parsed_sec = sections.get_mut(name).unwrap();
let parsed_sec = Arc::make_mut(parsed_sec);
sec.resolve_edges(&tmp_sections, parsed_sec)?;
}
let dim = dim.unwrap();
let aspect = dim.0 as f32 / dim.1 as f32;
ct.sprites.push(Self {
name: sprite_name,
sections,
let start_at = resolve_edge_as_start(&sections, &s.start_at.val)
.with_context(|| format!("while loading sprite `{}`", sprite_name))?;
let sprite = Arc::new(Self {
index: ContentIndex::new(&sprite_name),
start_at,
handle: sprite_handle,
sections_by_name: section_names,
sections,
aspect,
});
ct.sprites.insert(sprite.index.clone(), sprite);
}
}
}

View File

@ -1,27 +1,30 @@
use anyhow::{anyhow, bail, Context, Result};
use galactica_util::to_radians;
use nalgebra::{Point2, Point3};
use std::collections::{HashMap, HashSet};
use crate::{
handle::SpriteHandle, util::Polar, Content, ContentBuildContext, SystemHandle,
SystemObjectHandle,
use std::{
collections::{HashMap, HashSet},
sync::Arc,
};
use crate::{util::Polar, Content, ContentBuildContext, ContentIndex, Sprite};
pub(crate) mod syntax {
use serde::Deserialize;
use std::collections::HashMap;
use crate::ContentIndex;
// Raw serde syntax structs.
// These are never seen by code outside this crate.
#[derive(Debug, Deserialize)]
pub struct System {
pub object: HashMap<String, Object>,
pub name: String,
pub object: HashMap<ContentIndex, Object>,
}
#[derive(Debug, Deserialize)]
pub struct Object {
pub sprite: String,
pub sprite: ContentIndex,
pub position: Position,
pub size: f32,
@ -31,7 +34,7 @@ pub(crate) mod syntax {
pub landable: Option<bool>,
pub name: Option<String>,
pub desc: Option<String>,
pub image: Option<String>,
pub image: Option<ContentIndex>,
}
#[derive(Debug, Deserialize)]
@ -52,14 +55,14 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
#[serde(untagged)]
pub enum CoordinatesTwo {
Label(String),
Label(ContentIndex),
Coords([f32; 2]),
}
impl ToString for CoordinatesTwo {
fn to_string(&self) -> String {
match self {
Self::Label(s) => s.to_owned(),
Self::Label(s) => s.to_string(),
Self::Coords(v) => format!("{:?}", v),
}
}
@ -68,14 +71,14 @@ pub(crate) mod syntax {
#[derive(Debug, Deserialize)]
#[serde(untagged)]
pub enum CoordinatesThree {
Label(String),
Label(ContentIndex),
Coords([f32; 3]),
}
impl ToString for CoordinatesThree {
fn to_string(&self) -> String {
match self {
Self::Label(s) => s.to_owned(),
Self::Label(s) => s.to_string(),
Self::Coords(v) => format!("{:?}", v),
}
}
@ -88,14 +91,14 @@ pub(crate) mod syntax {
/// Represents a star system
#[derive(Debug, Clone)]
pub struct System {
/// This star system's name
pub name: String,
/// This object's name
pub display_name: String,
/// This star system's handle
pub handle: SystemHandle,
/// This object's index
pub index: ContentIndex,
/// Objects in this system
pub objects: Vec<SystemObject>,
pub objects: HashMap<ContentIndex, Arc<SystemObject>>,
}
/// Represents an orbiting body in a star system
@ -104,11 +107,14 @@ pub struct System {
/// System objects to not interact with the physics engine.
#[derive(Debug, Clone)]
pub struct SystemObject {
/// This object's sprite
pub sprite: SpriteHandle,
/// This object's name
pub display_name: Option<String>,
/// This object's handle
pub handle: SystemObjectHandle,
/// This object's index
pub index: ContentIndex,
/// This object's sprite
pub sprite: Arc<Sprite>,
/// This object's size.
/// Measured as height in game units.
@ -126,24 +132,18 @@ pub struct SystemObject {
/// If true, ships may land on this object
pub landable: bool,
/// The pretty display name of this object
pub name: Option<String>,
/// The system-unique label of this object
pub label: String,
/// The description of this object (shown on landed ui)
pub desc: Option<String>,
/// This object's image (shown on landed ui)
pub image: Option<SpriteHandle>,
pub image: Option<Arc<Sprite>>,
}
/// Helper function for resolve_position, never called on its own.
fn resolve_coordinates(
objects: &HashMap<String, syntax::Object>,
objects: &HashMap<ContentIndex, syntax::Object>,
cor: &syntax::CoordinatesThree,
mut cycle_detector: HashSet<String>,
mut cycle_detector: HashSet<ContentIndex>,
) -> Result<Point3<f32>> {
match cor {
syntax::CoordinatesThree::Coords(c) => Ok((*c).into()),
@ -160,7 +160,7 @@ fn resolve_coordinates(
})
);
}
cycle_detector.insert(l.to_owned());
cycle_detector.insert(l.clone());
let p = match objects.get(l) {
Some(p) => p,
@ -174,9 +174,9 @@ fn resolve_coordinates(
/// Given an object, resolve its position as a Point3.
fn resolve_position(
objects: &HashMap<String, syntax::Object>,
objects: &HashMap<ContentIndex, syntax::Object>,
obj: &syntax::Object,
cycle_detector: HashSet<String>,
cycle_detector: HashSet<ContentIndex>,
) -> Result<Point3<f32>> {
match &obj.position {
syntax::Position::Cartesian(c) => Ok(resolve_coordinates(objects, &c, cycle_detector)?),
@ -208,33 +208,29 @@ impl crate::Build for System {
content: &mut Content,
) -> Result<()> {
for (system_name, system) in system {
let mut objects = Vec::new();
let mut objects = HashMap::new();
let system_handle = SystemHandle {
index: content.systems.len(),
};
for (label, obj) in &system.object {
for (index, obj) in &system.object {
let mut cycle_detector = HashSet::new();
cycle_detector.insert(label.clone());
cycle_detector.insert(index.clone());
let sprite_handle = match content.sprite_index.get(&obj.sprite) {
let sprite = match content.sprites.get(&obj.sprite) {
None => bail!(
"In system `{}`: sprite `{}` doesn't exist",
system_name,
obj.sprite
),
Some(t) => *t,
Some(t) => t.clone(),
};
let image_handle = match &obj.image {
Some(x) => match content.sprite_index.get(x) {
let image = match &obj.image {
Some(x) => match content.sprites.get(x) {
None => bail!(
"In system `{}`: sprite `{}` doesn't exist",
system_name,
obj.sprite
),
Some(t) => Some(*t),
Some(t) => Some(t.clone()),
},
None => None,
};
@ -242,7 +238,7 @@ impl crate::Build for System {
if obj.landable.unwrap_or(false) {
if obj.name.is_none() {
return Err(anyhow!("if an object is landable, it must have a name"))
.with_context(|| format!("in object labeled `{}`", label))
.with_context(|| format!("in object labeled `{}`", index))
.with_context(|| format!("in system `{}`", system_name));
}
@ -250,57 +246,47 @@ impl crate::Build for System {
return Err(anyhow!(
"if an object is landable, it must have a description"
))
.with_context(|| format!("in object labeled `{}`", label))
.with_context(|| format!("in object labeled `{}`", index))
.with_context(|| format!("in system `{}`", system_name));
}
if obj.image.is_none() {
return Err(anyhow!("if an object is landable, it must have an image"))
.with_context(|| format!("in object labeled `{}`", label))
.with_context(|| format!("in object labeled `{}`", index))
.with_context(|| format!("in system `{}`", system_name));
}
}
objects.push(SystemObject {
label: label.clone(),
sprite: sprite_handle,
image: image_handle,
pos: resolve_position(&system.object, &obj, cycle_detector)
.with_context(|| format!("in object {:#?}", label))?,
size: obj.size,
angle: to_radians(obj.angle.unwrap_or(0.0)),
handle: SystemObjectHandle {
system_handle,
body_index: 0,
},
landable: obj.landable.unwrap_or(false),
name: obj.name.as_ref().map(|x| x.clone()),
// TODO: better linebreaks, handle double spaces
// Tabs
desc: obj
.desc
.as_ref()
.map(|x| x.replace("\n", " ").replace("<br>", "\n")),
});
objects.insert(
index.clone(),
Arc::new(SystemObject {
index: index.clone(),
sprite,
image,
pos: resolve_position(&system.object, &obj, cycle_detector)
.with_context(|| format!("in object {:#?}", index))?,
size: obj.size,
angle: to_radians(obj.angle.unwrap_or(0.0)),
landable: obj.landable.unwrap_or(false),
display_name: obj.name.as_ref().map(|x| x.clone()),
// TODO: better linebreaks, handle double spaces
// Tabs
desc: obj
.desc
.as_ref()
.map(|x| x.replace("\n", " ").replace("<br>", "\n")),
}),
);
}
// Sort by z-distance. This is important, since these are
// rendered in this order. We need far objects to be behind
// near objects!
objects.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
// Update object handles
let mut i = 0;
for o in &mut objects {
o.handle.body_index = i;
i += 1;
}
content.systems.push(Self {
handle: system_handle,
name: system_name,
objects,
});
content.systems.insert(
ContentIndex::new(&system_name),
Arc::new(Self {
index: ContentIndex::new(&system_name),
display_name: system.name,
objects,
}),
);
}
return Ok(());

View File

@ -1,4 +1,5 @@
use crate::{AnimSectionHandle, Content, SectionEdge, SpriteHandle, StartEdge};
use crate::{SectionEdge, Sprite, SpriteSection, StartEdge};
use std::sync::Arc;
/// A single frame's state
#[derive(Debug, Clone)]
@ -43,11 +44,11 @@ enum AnimDirection {
#[derive(Debug, Clone)]
pub struct SpriteAutomaton {
/// The sprite we're animating
sprite: SpriteHandle,
sprite: Arc<Sprite>,
/// Which animation section we're on
/// This MUST be a section from this Automaton's sprite
current_section: AnimSectionHandle,
current_section: Arc<SpriteSection>,
/// Which frame we're on
current_frame: usize,
@ -75,39 +76,35 @@ pub struct SpriteAutomaton {
impl SpriteAutomaton {
/// Create a new AnimAutomaton
pub fn new(ct: &Content, sprite_handle: SpriteHandle) -> Self {
let sprite = ct.get_sprite(sprite_handle);
let (current_section, texture, current_direction) = match sprite.start_at {
StartEdge::Top { section } => (
section,
*sprite.get_section(section).frames.first().unwrap(),
AnimDirection::Down,
),
StartEdge::Bot { section } => (
section,
*sprite.get_section(section).frames.last().unwrap(),
AnimDirection::Up,
),
pub fn new(sprite: Arc<Sprite>) -> Self {
let (current_section, texture, current_direction) = {
match &sprite.start_at {
StartEdge::Top { section } => (
section,
*section.frames.first().unwrap(),
AnimDirection::Down,
),
StartEdge::Bot { section } => {
(section, *section.frames.last().unwrap(), AnimDirection::Up)
}
}
};
let sec = sprite.get_section(current_section);
Self {
sprite: sprite.handle,
sprite: sprite.clone(),
current_frame: 0,
current_edge_progress: match current_direction {
AnimDirection::Down => 0.0,
AnimDirection::Up => sec.frame_duration,
AnimDirection::Up => current_section.frame_duration,
AnimDirection::Stop => unreachable!("how'd you get here?"),
},
current_edge_duration: sec.frame_duration,
current_edge_duration: current_section.frame_duration,
next_edge_override: None,
current_direction,
current_section,
current_section: current_section.clone(),
last_texture: texture,
next_texture: texture,
}
@ -119,14 +116,11 @@ impl SpriteAutomaton {
}
/// Force a transition to the given section right now
pub fn jump_to(&mut self, ct: &Content, start: SectionEdge) {
self.take_edge(ct, start);
pub fn jump_to(&mut self, start: &SectionEdge) {
self.take_edge(start);
}
fn take_edge(&mut self, ct: &Content, e: SectionEdge) {
let sprite = ct.get_sprite(self.sprite);
let current_section = sprite.get_section(self.current_section);
fn take_edge(&mut self, e: &SectionEdge) {
let last = match self.current_direction {
AnimDirection::Stop => self.next_texture,
AnimDirection::Down => self.next_texture,
@ -141,7 +135,7 @@ impl SpriteAutomaton {
self.current_frame = 0;
}
AnimDirection::Down => {
self.current_frame = current_section.frames.len() - 1;
self.current_frame = self.current_section.frames.len() - 1;
}
}
@ -149,29 +143,28 @@ impl SpriteAutomaton {
self.current_direction = AnimDirection::Stop;
}
SectionEdge::Top { section, duration } => {
self.current_section = section;
self.current_edge_duration = duration;
self.current_section = section.clone();
self.current_edge_duration = *duration;
self.current_frame = 0;
self.current_direction = AnimDirection::Down;
}
SectionEdge::Bot { section, duration } => {
let s = sprite.get_section(section);
self.current_section = section;
self.current_frame = s.frames.len() - 1;
self.current_edge_duration = duration;
self.current_section = section.clone();
self.current_frame = section.frames.len() - 1;
self.current_edge_duration = *duration;
self.current_direction = AnimDirection::Up;
}
SectionEdge::Repeat { duration } => {
match self.current_direction {
AnimDirection::Stop => {}
AnimDirection::Up => {
self.current_frame = current_section.frames.len() - 1;
self.current_frame = self.current_section.frames.len() - 1;
}
AnimDirection::Down => {
self.current_frame = 0;
}
}
self.current_edge_duration = duration;
self.current_edge_duration = *duration;
}
SectionEdge::Reverse { duration } => {
match self.current_direction {
@ -180,7 +173,7 @@ impl SpriteAutomaton {
// Jump to SECOND frame, since we've already shown the
// first during the fade transition
self.current_frame = {
if current_section.frames.len() == 1 {
if self.current_section.frames.len() == 1 {
0
} else {
1
@ -190,45 +183,39 @@ impl SpriteAutomaton {
}
AnimDirection::Down => {
self.current_frame = {
if current_section.frames.len() == 1 {
if self.current_section.frames.len() == 1 {
0
} else {
current_section.frames.len() - 2
self.current_section.frames.len() - 2
}
};
self.current_direction = AnimDirection::Up;
}
}
self.current_edge_duration = duration;
self.current_edge_duration = *duration;
}
}
match self.current_direction {
AnimDirection::Stop => {
let current_section = sprite.get_section(self.current_section);
self.next_texture = current_section.frames[self.current_frame];
self.last_texture = current_section.frames[self.current_frame];
self.next_texture = self.current_section.frames[self.current_frame];
self.last_texture = self.current_section.frames[self.current_frame];
}
AnimDirection::Down => {
let current_section = sprite.get_section(self.current_section);
self.last_texture = last;
self.next_texture = current_section.frames[self.current_frame];
self.next_texture = self.current_section.frames[self.current_frame];
self.current_edge_progress = 0.0;
}
AnimDirection::Up => {
let current_section = sprite.get_section(self.current_section);
self.next_texture = last;
self.last_texture = current_section.frames[self.current_frame];
self.last_texture = self.current_section.frames[self.current_frame];
self.current_edge_progress = self.current_edge_duration;
}
}
}
/// Step this animation by `t` seconds
pub fn step(&mut self, ct: &Content, t: f32) {
let sprite = ct.get_sprite(self.sprite);
let current_section = sprite.get_section(self.current_section);
pub fn step(&mut self, t: f32) {
// Current_fade and current_frame keep track of where we are in the current section.
// current_frame indexes this section frames. When it exceeds the number of frames
// or falls below zero (when moving in reverse), we switch to the next section.
@ -240,7 +227,7 @@ impl SpriteAutomaton {
// Note that frame_duration may be zero!
// This is only possible in the hidden texture, since
// user-provided sections are always checked to be positive.
assert!(current_section.frame_duration >= 0.0);
assert!(self.current_section.frame_duration >= 0.0);
match self.current_direction {
AnimDirection::Stop => {
@ -248,7 +235,7 @@ impl SpriteAutomaton {
// we should transition right away.
if let Some(e) = self.next_edge_override.take() {
self.take_edge(ct, e);
self.take_edge(&e);
}
return;
@ -259,21 +246,21 @@ impl SpriteAutomaton {
// We're stepping foward and finished this frame
if self.current_edge_progress > self.current_edge_duration {
if self.current_frame < current_section.frames.len() - 1 {
if self.current_frame < self.current_section.frames.len() - 1 {
self.current_frame += 1;
self.last_texture = self.next_texture;
self.next_texture = current_section.frames[self.current_frame];
self.next_texture = self.current_section.frames[self.current_frame];
self.current_edge_progress = 0.0;
self.current_edge_duration = current_section.frame_duration;
self.current_edge_duration = self.current_section.frame_duration;
} else {
let e = {
if self.next_edge_override.is_some() {
self.next_edge_override.take().unwrap()
} else {
current_section.edge_bot.clone()
self.current_section.edge_bot.clone()
}
};
self.take_edge(ct, e);
self.take_edge(&e);
}
}
}
@ -286,18 +273,18 @@ impl SpriteAutomaton {
if self.current_frame > 0 {
self.current_frame -= 1;
self.next_texture = self.last_texture;
self.last_texture = current_section.frames[self.current_frame];
self.current_edge_progress = current_section.frame_duration;
self.current_edge_duration = current_section.frame_duration;
self.last_texture = self.current_section.frames[self.current_frame];
self.current_edge_progress = self.current_section.frame_duration;
self.current_edge_duration = self.current_section.frame_duration;
} else {
let e = {
if self.next_edge_override.is_some() {
self.next_edge_override.take().unwrap()
} else {
current_section.edge_top.clone()
self.current_section.edge_top.clone()
}
};
self.take_edge(ct, e);
self.take_edge(&e);
}
}
}
@ -314,7 +301,7 @@ impl SpriteAutomaton {
}
/// Get the sprite this automaton is using
pub fn get_sprite(&self) -> SpriteHandle {
self.sprite
pub fn get_sprite(&self) -> Arc<Sprite> {
self.sprite.clone()
}
}

View File

@ -1,4 +1,4 @@
use galactica_content::{Content, FactionHandle, OutfitHandle, ShipHandle, SystemHandle};
use galactica_content::{Content, ContentIndex};
use galactica_playeragent::PlayerAgent;
use galactica_system::data::ShipPersonality;
use galactica_system::phys::{PhysImage, PhysSim, PhysSimShipHandle, PhysStepResources};
@ -24,82 +24,101 @@ unsafe impl<'a> Send for Game {}
impl<'a> Game {
pub fn make_player(&mut self) -> PhysSimShipHandle {
let player = self.phys_sim.add_ship(
&self.ct,
ShipHandle { index: 0 },
FactionHandle { index: 0 },
self.ct
.ships
.get(&ContentIndex::new("gypsum"))
.unwrap()
.clone(),
self.ct
.factions
.get(&ContentIndex::new("player"))
.unwrap()
.clone(),
ShipPersonality::Player,
Point2::new(0.0, 4000.0),
);
let s = self.phys_sim.get_ship_mut(&player).unwrap();
s.add_outfits(
&self.ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
s.add_outfits([
self.ct
.outfits
.get(&ContentIndex::new("plasma engines"))
.unwrap()
.clone(),
self.ct
.outfits
.get(&ContentIndex::new("shield generator"))
.unwrap()
.clone(),
self.ct
.outfits
.get(&ContentIndex::new("blaster"))
.unwrap()
.clone(),
self.ct
.outfits
.get(&ContentIndex::new("blaster"))
.unwrap()
.clone(),
]);
return player;
}
pub fn new(ct: Arc<Content>) -> Self {
let mut phys_sim = PhysSim::new(&ct, SystemHandle { index: 0 });
let mut phys_sim = PhysSim::new();
let a = phys_sim.add_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 1 },
ShipPersonality::Point,
Point2::new(1000.0, 0.0),
);
let s = phys_sim.get_ship_mut(&a).unwrap();
s.add_outfits(
&ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
let a = phys_sim.add_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 1 },
ct.ships.get(&ContentIndex::new("gypsum")).unwrap().clone(),
ct.factions
.get(&ContentIndex::new("enemy"))
.unwrap()
.clone(),
ShipPersonality::Point,
Point2::new(1000.0, 4000.0),
);
let s = phys_sim.get_ship_mut(&a).unwrap();
s.add_outfits(
&ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
s.add_outfits([
ct.outfits
.get(&ContentIndex::new("plasma engines"))
.unwrap()
.clone(),
ct.outfits
.get(&ContentIndex::new("shield generator"))
.unwrap()
.clone(),
ct.outfits
.get(&ContentIndex::new("blaster"))
.unwrap()
.clone(),
]);
let a = phys_sim.add_ship(
&ct,
ShipHandle { index: 0 },
FactionHandle { index: 0 },
ct.ships.get(&ContentIndex::new("gypsum")).unwrap().clone(),
ct.factions
.get(&ContentIndex::new("player"))
.unwrap()
.clone(),
ShipPersonality::Dummy,
Point2::new(200.0, 2000.0),
);
let s = phys_sim.get_ship_mut(&a).unwrap();
s.add_outfits(
&ct,
[
OutfitHandle { index: 0 },
OutfitHandle { index: 1 },
OutfitHandle { index: 2 },
],
);
s.add_outfits([
ct.outfits
.get(&ContentIndex::new("plasma engines"))
.unwrap()
.clone(),
ct.outfits
.get(&ContentIndex::new("shield generator"))
.unwrap()
.clone(),
ct.outfits
.get(&ContentIndex::new("blaster"))
.unwrap()
.clone(),
]);
Game {
ct,
@ -112,7 +131,7 @@ impl<'a> Game {
}
pub fn update_player_controls(&mut self, player: &mut PlayerAgent) {
self.phys_sim.update_player_controls(&self.ct, player)
self.phys_sim.update_player_controls(player)
}
pub fn step(&mut self, phys_img: &PhysImage) {

View File

@ -2,7 +2,7 @@ mod game;
use anyhow::{bail, Result};
use clap::Parser;
use galactica_content::{Content, SystemHandle};
use galactica_content::Content;
use galactica_playeragent::{PlayerAgent, PlayerStatus};
use galactica_render::RenderInput;
use galactica_system::{
@ -128,7 +128,7 @@ fn try_main() -> Result<()> {
let mut game = game::Game::new(content.clone());
let p = game.make_player();
let mut player = Arc::new(PlayerAgent::new(p.0));
let mut player = Arc::new(PlayerAgent::new(&content, p.0));
Arc::get_mut(&mut player).unwrap().set_camera_aspect(
gpu.window().inner_size().width as f32 / gpu.window().inner_size().height as f32,
);
@ -147,7 +147,8 @@ fn try_main() -> Result<()> {
phys_img: phys_img.clone(),
player: player.clone(),
time_since_last_run: last_run.elapsed().as_secs_f32(),
current_system: SystemHandle { index: 0 },
// TODO: this is a hack for testing.
current_system: content.systems.values().next().unwrap().clone(),
timing: game.get_timing().clone(),
};
last_run = Instant::now();
@ -178,8 +179,7 @@ fn try_main() -> Result<()> {
| ShipState::Flying { .. } => Some(*o.rigidbody.translation()),
ShipState::Landed { target } => {
let b = content.get_system_object(*target);
Some(Vector2::new(b.pos.x, b.pos.y))
Some(Vector2::new(target.pos.x, target.pos.y))
}
ShipState::Dead => None,

View File

@ -1,25 +1,27 @@
use galactica_content::{Content, SystemHandle, SystemObjectHandle};
use std::sync::Arc;
use galactica_content::{Content, ContentIndex, SystemObject};
use rapier2d::geometry::ColliderHandle;
use crate::{camera::Camera, inputstatus::InputStatus, PlayerStatus};
/// What the player has selected
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone)]
pub enum PlayerSelection {
/// We have nothing selected
None,
/// We have a system body selected
OrbitingBody(SystemObjectHandle),
OrbitingBody(Arc<SystemObject>),
/// We have a ship selected
Ship(ColliderHandle),
}
impl PlayerSelection {
pub fn get_planet(&self) -> Option<SystemObjectHandle> {
pub fn get_planet(&self) -> Option<&Arc<SystemObject>> {
match self {
Self::OrbitingBody(h) => Some(*h),
Self::OrbitingBody(h) => Some(h),
_ => None,
}
}
@ -41,15 +43,21 @@ pub struct PlayerAgent {
}
impl PlayerAgent {
pub fn new(ship: ColliderHandle) -> Self {
pub fn new(ct: &Content, ship: ColliderHandle) -> Self {
Self {
input: InputStatus::new(),
camera: Camera::new(),
ship: Some(ship),
selection: PlayerSelection::OrbitingBody(SystemObjectHandle {
system_handle: SystemHandle { index: 0 },
body_index: 1,
}),
selection: PlayerSelection::OrbitingBody(
ct.systems
.values()
.next()
.unwrap()
.objects
.get(&ContentIndex::new("earth"))
.unwrap()
.clone(),
),
}
}
@ -60,7 +68,7 @@ impl PlayerAgent {
pub fn step(&mut self, ct: &Content, status: PlayerStatus) {
if self.input.get_v_scroll() != 0.0 {
self.camera.zoom = (self.camera.zoom + self.input.get_v_scroll())
.clamp(ct.get_config().zoom_min, ct.get_config().zoom_max);
.clamp(ct.config.zoom_min, ct.config.zoom_max);
}
if status.pos.is_some() {

View File

@ -120,21 +120,20 @@ impl GPUState {
glyphon::fontdb::Database::new(),
);
let conf = ct.get_config();
for font in &conf.font_files {
for font in &ct.config.font_files {
text_font_system.db_mut().load_font_file(font)?;
}
// TODO: nice error if no family with this name is found
text_font_system
.db_mut()
.set_sans_serif_family(conf.font_sans.clone());
.set_sans_serif_family(ct.config.font_sans.clone());
text_font_system
.db_mut()
.set_serif_family(conf.font_serif.clone());
.set_serif_family(ct.config.font_serif.clone());
text_font_system
.db_mut()
.set_monospace_family(conf.font_mono.clone());
.set_monospace_family(ct.config.font_mono.clone());
//text_font_system
// .db_mut()
// .set_cursive_family(conf.font_cursive.clone());
@ -287,16 +286,16 @@ impl GPUState {
camera_position_x: input.camera_pos.x,
camera_position_y: input.camera_pos.y,
camera_zoom: input.camera_zoom,
camera_zoom_min: input.ct.get_config().zoom_min,
camera_zoom_max: input.ct.get_config().zoom_max,
camera_zoom_min: input.ct.config.zoom_min,
camera_zoom_max: input.ct.config.zoom_max,
window_size_w: self.state.window_size.width as f32,
window_size_h: self.state.window_size.height as f32,
window_scale: self.state.window.scale_factor() as f32,
window_aspect: self.state.window_aspect,
starfield_sprite: input.ct.get_config().starfield_texture.into(),
starfield_tile_size: input.ct.get_config().starfield_size,
starfield_size_min: input.ct.get_config().starfield_min_size,
starfield_size_max: input.ct.get_config().starfield_max_size,
starfield_sprite: input.ct.config.starfield_texture.into(),
starfield_tile_size: input.ct.config.starfield_size,
starfield_size_min: input.ct.config.starfield_min_size,
starfield_size_max: input.ct.config.starfield_max_size,
}]),
);
@ -468,7 +467,7 @@ impl GPUState {
ship_pos = Point3::new(pos.x, pos.y, 1.0);
let ship_rot = r.rotation();
ship_ang = ship_rot.angle();
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
ship_cnt = s.ship.get_data().get_content();
}
ShipState::UnLanding { current_z, .. } | ShipState::Landing { current_z, .. } => {
@ -477,7 +476,7 @@ impl GPUState {
ship_pos = Point3::new(pos.x, pos.y, *current_z);
let ship_rot = r.rotation();
ship_ang = ship_rot.angle();
ship_cnt = input.ct.get_ship(s.ship.get_data().get_content());
ship_cnt = s.ship.get_data().get_content();
}
}
@ -492,8 +491,7 @@ impl GPUState {
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m =
(ship_cnt.size / ship_pos.z) * input.ct.get_sprite(ship_cnt.sprite).aspect.max(1.0);
let m = (ship_cnt.size / ship_pos.z) * ship_cnt.sprite.aspect.max(1.0);
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
@ -597,7 +595,7 @@ impl GPUState {
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (proj_cnt.size / 1.0) * input.ct.get_sprite(proj_cnt.sprite).aspect.max(1.0);
let m = (proj_cnt.size / 1.0) * proj_cnt.sprite.aspect.max(1.0);
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
@ -641,9 +639,15 @@ impl GPUState {
// NE and SW corners of screen
screen_clip: (Point2<f32>, Point2<f32>),
) {
let system = input.ct.get_system(input.current_system);
// TODO: sort once, give objects state
for o in &system.objects {
// Sort by z-distance. This is important, since these are
// rendered in this order. We need far objects to be behind
// near objects!
let mut v: Vec<_> = input.current_system.objects.values().collect();
v.sort_by(|a, b| b.pos.z.total_cmp(&a.pos.z));
for o in v {
// Position adjusted for parallax
let pos: Point2<f32> = (Point2::new(o.pos.x, o.pos.y) - input.camera_pos) / o.pos.z;
@ -652,7 +656,7 @@ impl GPUState {
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (o.size / o.pos.z) * input.ct.get_sprite(o.sprite).aspect.max(1.0);
let m = (o.size / o.pos.z) * o.sprite.aspect.max(1.0);
// Don't draw sprites that are off the screen
if pos.x < screen_clip.0.x - m
@ -680,8 +684,7 @@ impl GPUState {
}]),
);
let sprite = input.ct.get_sprite(o.sprite);
let texture_a = sprite.get_first_frame(); // ANIMATE
let texture_a = o.sprite.get_first_frame(); // ANIMATE
// Push this object's instance
self.state.push_object_buffer(ObjectInstance {
@ -715,12 +718,7 @@ impl GPUState {
// This is in game units.
//
// We take the maximum to account for rotated sprites.
let m = (p.effect.size / 1.0)
* input
.ct
.get_sprite(p.effect.anim.get_sprite())
.aspect
.max(1.0);
let m = (p.effect.size / 1.0) * p.effect.anim.get_sprite().aspect.max(1.0);
// Don't draw sprites that are off the screen
if adjusted_pos.x < screen_clip.0.x - m

View File

@ -1,6 +1,6 @@
use std::sync::Arc;
use galactica_content::{Content, SystemHandle};
use galactica_content::{Content, System};
use galactica_playeragent::PlayerAgent;
use galactica_system::phys::PhysImage;
use galactica_util::timing::Timing;
@ -16,7 +16,7 @@ pub struct RenderInput {
pub player: Arc<PlayerAgent>,
/// The system we're currently in
pub current_system: SystemHandle,
pub current_system: Arc<System>,
/// Height of screen, in world units
pub camera_zoom: f32,

View File

@ -39,7 +39,7 @@ impl<'a> VertexBuffers {
ui_counter: 0,
radialbar_counter: 0,
starfield_counter: 0,
starfield_limit: ct.get_config().starfield_instance_limit,
starfield_limit: ct.config.starfield_instance_limit,
object: VertexBuffer::new::<TexturedVertex, ObjectInstance>(
"object",
@ -54,7 +54,7 @@ impl<'a> VertexBuffers {
&device,
Some(SPRITE_VERTICES),
Some(SPRITE_INDICES),
ct.get_config().starfield_instance_limit,
ct.config.starfield_instance_limit,
),
ui: VertexBuffer::new::<TexturedVertex, UiInstance>(

View File

@ -30,36 +30,32 @@ impl Starfield {
pub fn regenerate(&mut self, ct: &Content) {
// TODO: save seed in system, regenerate on jump
let mut rng = rand::thread_rng();
let sz = ct.get_config().starfield_size as f32 / 2.0;
self.stars = (0..ct.get_config().starfield_count)
let sz = ct.config.starfield_size as f32 / 2.0;
self.stars = (0..ct.config.starfield_count)
.map(|_| StarfieldStar {
pos: Point3::new(
rng.gen_range(-sz..=sz),
rng.gen_range(-sz..=sz),
rng.gen_range(
ct.get_config().starfield_min_dist..=ct.get_config().starfield_max_dist,
),
),
size: rng.gen_range(
ct.get_config().starfield_min_size..ct.get_config().starfield_max_size,
rng.gen_range(ct.config.starfield_min_dist..=ct.config.starfield_max_dist),
),
size: rng.gen_range(ct.config.starfield_min_size..ct.config.starfield_max_size),
tint: Vector2::new(rng.gen_range(0.0..=1.0), rng.gen_range(0.0..=1.0)),
})
.collect();
}
pub fn update_buffer(&mut self, ct: &Content, state: &mut RenderState) {
let sz = ct.get_config().starfield_size as f32;
let sz = ct.config.starfield_size as f32;
// Compute window size in starfield tiles
let mut nw_tile = {
// Game coordinates (relative to camera) of nw corner of screen.
let clip_nw = Point2::new(state.window_aspect, 1.0) * ct.get_config().zoom_max;
let clip_nw = Point2::new(state.window_aspect, 1.0) * ct.config.zoom_max;
// Parallax correction.
// Also, adjust v for mod to work properly
// (v is centered at 0)
let v: Point2<f32> = clip_nw * ct.get_config().starfield_min_dist;
let v: Point2<f32> = clip_nw * ct.config.starfield_min_dist;
let v_adj = Point2::new(v.x + (sz / 2.0), v.y + (sz / 2.0));
#[rustfmt::skip]
@ -83,8 +79,8 @@ impl Starfield {
// Truncate tile grid to buffer size
// (The window won't be full of stars if our instance limit is too small)
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * ct.get_config().starfield_count as i32)
> ct.get_config().starfield_instance_limit as i32
while ((nw_tile.x * 2 + 1) * (nw_tile.y * 2 + 1) * ct.config.starfield_count as i32)
> ct.config.starfield_instance_limit as i32
{
nw_tile -= Vector2::new(1, 1);
}

View File

@ -3,7 +3,7 @@ use log::error;
use rhai::{FnNamespace, FuncRegistration, ImmutableString, Module};
use std::{cell::RefCell, rc::Rc, sync::Arc};
use crate::ui::{elements::Sprite, UiElement, UiState};
use crate::ui::{elements::UiSprite, UiElement, UiState};
use super::super::{Color, Rect};
@ -20,7 +20,7 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
move |name: ImmutableString, sprite: ImmutableString, rect: Rect| {
let mut ui_state = state.borrow_mut();
let sprite_handle = ct.get_sprite_handle(sprite.as_str());
let sprite_handle = ct.sprites.get(&sprite.clone().into());
if sprite_handle.is_none() {
error!("made a sprite using an invalid source `{sprite}`");
return;
@ -34,7 +34,11 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
ui_state.names.push(name.clone());
ui_state.elements.insert(
name.clone(),
UiElement::Sprite(Sprite::new(&ct, name.clone(), sprite_handle.unwrap(), rect)),
UiElement::Sprite(UiSprite::new(
name.clone(),
sprite_handle.unwrap().clone(),
rect,
)),
);
},
);
@ -74,12 +78,12 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
match ui_state.get_mut_by_name(&name) {
Some(UiElement::Sprite(x)) => {
let m = ct.get_sprite_handle(mask.as_str());
let m = ct.sprites.get(&mask.clone().into()).clone();
if m.is_none() {
error!("called `set_sprite_mask` with an invalid mask `{mask}`");
return;
}
x.set_mask(m)
x.set_mask(m.cloned())
}
_ => {
@ -90,7 +94,6 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
);
let state = state_src.clone();
let ct = ct_src.clone();
let _ = FuncRegistration::new("take_edge")
.with_namespace(FnNamespace::Internal)
.set_into_module(
@ -100,24 +103,22 @@ pub fn build_sprite_module(ct_src: Arc<Content>, state_src: Rc<RefCell<UiState>>
match ui_state.get_mut_by_name(&name) {
Some(UiElement::Sprite(x)) => {
let sprite_handle = x.anim.get_sprite();
let sprite = &ct.get_sprite(sprite_handle);
let sprite = x.anim.get_sprite();
let edge = resolve_edge_as_edge(edge_name.as_str(), duration, |x| {
sprite.get_section_handle_by_name(x)
});
let edge =
resolve_edge_as_edge(&sprite.sections, edge_name.as_str(), duration);
let edge = match edge {
Err(_) => {
error!(
"called `sprite::take_edge` on an invalid edge `{}` on sprite `{}`",
edge_name, sprite.name
edge_name, sprite.index
);
return;
}
Ok(s) => s,
};
x.anim.jump_to(&ct, edge);
x.anim.jump_to(&edge);
}
_ => {
error!("called `sprite::take_edge` on an invalid name `{name}`")

View File

@ -1,4 +1,4 @@
use galactica_content::{Ship, SystemObject, SystemObjectHandle};
use galactica_content::{Ship, SystemObject};
use galactica_system::{
data::{self},
phys::{objects::PhysShip, PhysSimShipHandle},
@ -26,7 +26,7 @@ impl ShipState {
.get_ship(self.ship.as_ref().unwrap())
.unwrap();
let handle = ship.ship.get_data().get_content();
self.input.ct.get_ship(handle)
handle
}
fn get_ship(&mut self) -> &PhysShip {
@ -48,20 +48,13 @@ impl ShipState {
}
fn landed_on(&mut self) -> SystemObjectState {
let input = self.input.clone();
match self.get_ship().get_data().get_state() {
data::ShipState::Landed { target } => {
return SystemObjectState {
input,
object: Some(*target),
}
}
_ => {
return SystemObjectState {
input,
object: None,
object: Some(target.clone()),
}
}
_ => return SystemObjectState { object: None },
};
}
}
@ -89,8 +82,15 @@ impl CustomType for ShipState {
.with_fn("is_collapsing", |s: &mut Self| {
s.get_ship().get_data().get_state().is_collapsing()
})
.with_fn("name", |s: &mut Self| s.get_content().name.clone())
.with_fn("thumbnail", |s: &mut Self| s.get_content().thumbnail)
.with_fn("display_name", |s: &mut Self| {
s.get_content().display_name.clone()
})
.with_fn("content_index", |s: &mut Self| {
s.get_content().display_name.clone()
})
.with_fn("thumbnail", |s: &mut Self| {
s.get_content().thumbnail.clone()
})
.with_fn("landed_on", |s: &mut Self| s.landed_on())
.with_fn("get_shields", |s: &mut Self| {
s.get_ship().get_data().get_shields()
@ -103,14 +103,14 @@ impl CustomType for ShipState {
s.get_ship().get_data().get_hull()
})
.with_fn("get_size", |s: &mut Self| s.get_content().size)
.with_fn("get_uid", |s: &mut Self| format!("{}", s.get_ship().uid))
.with_fn("phys_uid", |s: &mut Self| format!("{}", s.get_ship().uid))
.with_fn("get_pos", |s: &mut Self| {
let t = s.get_body().translation();
UiVector::new(t.x, t.y)
})
.with_fn("get_faction_color", |s: &mut Self| {
let h = s.get_ship().get_data().get_faction();
let c = s.input.ct.get_faction(h).color;
let c = h.color;
Color::new(c[0], c[1], c[2], 1.0)
});
}
@ -118,15 +118,10 @@ impl CustomType for ShipState {
#[derive(Debug, Clone)]
pub struct SystemObjectState {
object: Option<SystemObjectHandle>,
input: Arc<RenderInput>,
object: Option<Arc<SystemObject>>,
}
impl SystemObjectState {
fn get_content(&mut self) -> &SystemObject {
self.input.ct.get_system_object(self.object.unwrap())
}
}
impl SystemObjectState {}
impl CustomType for SystemObjectState {
fn build(mut builder: TypeBuilder<Self>) {
@ -134,9 +129,11 @@ impl CustomType for SystemObjectState {
.with_name("SystemObjectState")
//
// Get landable name
.with_fn("name", |s: &mut Self| {
s.get_content()
.name
.with_fn("display_name", |s: &mut Self| {
s.object
.as_ref()
.unwrap()
.display_name
.as_ref()
.map(|x| x.to_string())
.unwrap_or_else(|| {
@ -147,7 +144,9 @@ impl CustomType for SystemObjectState {
//
// Get landable description
.with_fn("desc", |s: &mut Self| {
s.get_content()
s.object
.as_ref()
.unwrap()
.desc
.as_ref()
.map(|x| x.to_string())
@ -159,31 +158,31 @@ impl CustomType for SystemObjectState {
//
// Get landable landscape image
.with_fn("image", |s: &mut Self| {
let handle = s.get_content().image;
if let Some(handle) = handle {
s.input.ct.get_sprite(handle).name.clone()
if let Some(sprite) = &s.object.as_ref().unwrap().image {
sprite.index.to_string()
} else {
error!("UI called `image()` on a system object which doesn't provide one");
"".to_string()
}
})
.with_fn("is_some", |s: &mut Self| s.object.is_some())
.with_fn("==", |a: &mut Self, b: Self| a.object == b.object)
.with_fn("get_size", |s: &mut Self| s.get_content().size)
.with_fn("get_label", |s: &mut Self| {
ImmutableString::from(&s.get_content().label)
.with_fn("==", |a: &mut Self, b: Self| match (&a.object, &b.object) {
(None, _) => false,
(_, None) => false,
(Some(a), Some(b)) => a.index == b.index,
})
.with_fn("get_size", |s: &mut Self| s.object.as_ref().unwrap().size)
.with_fn("get_index", |s: &mut Self| {
ImmutableString::from(s.object.as_ref().unwrap().index.as_str())
})
.with_fn("get_angle", |s: &mut Self| {
to_degrees(s.get_content().angle)
to_degrees(s.object.as_ref().unwrap().angle)
})
.with_fn("get_pos", |s: &mut Self| {
let t = s.get_content().pos;
let t = s.object.as_ref().unwrap().pos;
UiVector::new(t.x, t.y)
})
.with_fn("get_pos_z", |s: &mut Self| {
let t = s.get_content().pos;
t.z
});
.with_fn("get_pos_z", |s: &mut Self| s.object.as_ref().unwrap().pos.z);
}
}
@ -225,11 +224,9 @@ impl State {
pub fn objects(&mut self) -> Array {
let mut a = Array::new();
let s = self.input.current_system;
for o in &self.input.ct.get_system(s).objects {
for (_, o) in &self.input.current_system.objects {
a.push(Dynamic::from(SystemObjectState {
input: self.input.clone(),
object: Some(o.handle),
object: Some(o.clone()),
}));
}
return a;

View File

@ -51,7 +51,7 @@ impl<'a, 'b: 'a> FpsIndicator {
buffer: &self.buffer,
left: 10.0,
top: 400.0,
scale: input.ct.get_config().ui_scale,
scale: input.ct.config.ui_scale,
bounds: TextBounds {
left: 10,
top: 400,

View File

@ -38,12 +38,12 @@ impl RadialBar {
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
let rect = self
.rect
.to_centered(&state.window, input.ct.get_config().ui_scale);
.to_centered(&state.window, input.ct.config.ui_scale);
state.push_radialbar_buffer(RadialBarInstance {
position: [rect.pos.x, rect.pos.y],
diameter: rect.dim.x.min(rect.dim.y),
stroke: self.stroke * input.ct.get_config().ui_scale,
stroke: self.stroke * input.ct.config.ui_scale,
color: self.color.as_array(),
angle: self.progress * TAU,
});

View File

@ -1,15 +1,17 @@
use std::sync::Arc;
use super::super::api::Rect;
use crate::{
ui::{api::Color, event::Event},
vertexbuffer::types::UiInstance,
RenderInput, RenderState,
};
use galactica_content::{Content, SpriteAutomaton, SpriteHandle};
use galactica_content::{Sprite, SpriteAutomaton};
use galactica_util::to_radians;
use rhai::ImmutableString;
#[derive(Debug, Clone)]
pub struct Sprite {
pub struct UiSprite {
pub anim: SpriteAutomaton,
pub name: ImmutableString,
@ -21,7 +23,7 @@ pub struct Sprite {
preserve_aspect: bool,
rect: Rect,
mask: Option<SpriteHandle>,
mask: Option<Arc<Sprite>>,
color: Color,
/// If true, ignore mouse events until click is released
@ -30,11 +32,11 @@ pub struct Sprite {
has_click: bool,
}
impl Sprite {
pub fn new(ct: &Content, name: ImmutableString, sprite: SpriteHandle, rect: Rect) -> Self {
impl UiSprite {
pub fn new(name: ImmutableString, sprite: Arc<Sprite>, rect: Rect) -> Self {
Self {
name,
anim: SpriteAutomaton::new(&ct, sprite),
anim: SpriteAutomaton::new(sprite),
rect,
angle: 0.0,
color: Color::new(1.0, 1.0, 1.0, 1.0),
@ -46,7 +48,7 @@ impl Sprite {
}
}
pub fn set_mask(&mut self, mask: Option<SpriteHandle>) {
pub fn set_mask(&mut self, mask: Option<Arc<Sprite>>) {
self.mask = mask;
}
@ -69,11 +71,11 @@ impl Sprite {
pub fn push_to_buffer(&self, input: &RenderInput, state: &mut RenderState) {
let mut rect = self
.rect
.to_centered(&state.window, input.ct.get_config().ui_scale);
.to_centered(&state.window, input.ct.config.ui_scale);
if self.preserve_aspect {
let rect_aspect = rect.dim.x / rect.dim.y;
let sprite_aspect = input.ct.get_sprite(self.anim.get_sprite()).aspect;
let sprite_aspect = self.anim.get_sprite().aspect;
// "wide rect" case => match height, reduce width
if rect_aspect > sprite_aspect {
@ -97,9 +99,9 @@ impl Sprite {
texture_fade: anim_state.fade,
mask_index: self
.mask
.as_ref()
.map(|x| {
let sprite = input.ct.get_sprite(x);
let texture_b = sprite.get_first_frame(); // TODO: animate?
let texture_b = x.get_first_frame(); // TODO: animate?
[1, texture_b]
})
.unwrap_or([0, 0]),
@ -109,7 +111,7 @@ impl Sprite {
pub fn check_events(&mut self, input: &RenderInput, state: &mut RenderState) -> Event {
let r = self
.rect
.to_centered(&state.window, input.ct.get_config().ui_scale);
.to_centered(&state.window, input.ct.config.ui_scale);
if self.waiting_for_release && self.has_mouse && !input.player.input.pressed_leftclick() {
self.waiting_for_release = false;
@ -155,6 +157,6 @@ impl Sprite {
}
pub fn step(&mut self, input: &RenderInput, _state: &mut RenderState) {
self.anim.step(&input.ct, input.time_since_last_run);
self.anim.step(input.time_since_last_run);
}
}

View File

@ -86,9 +86,7 @@ impl TextBox {
impl<'a, 'b: 'a> TextBox {
pub fn get_textarea(&'b self, input: &RenderInput, window: &Window) -> TextArea<'a> {
let rect = self
.rect
.to_centered(window, input.ct.get_config().ui_scale);
let rect = self.rect.to_centered(window, input.ct.config.ui_scale);
// Glypon works with physical pixels, so we must do some conversion
let fac = window.scale_factor() as f32;
@ -103,7 +101,7 @@ impl<'a, 'b: 'a> TextBox {
buffer: &self.buffer,
top: corner_ne.y,
left: corner_ne.x,
scale: input.ct.get_config().ui_scale,
scale: input.ct.config.ui_scale,
bounds: TextBounds {
top: (corner_ne.y) as i32,
bottom: (corner_sw.y) as i32,

View File

@ -92,7 +92,7 @@ impl UiScriptExecutor {
rhai_error_to_anyhow(
self.engine.call_fn(
&mut self.scope,
ct.get_config()
ct.config
.ui_scenes
.get(current_scene.as_ref().unwrap().as_str())
.unwrap(),
@ -114,7 +114,7 @@ impl UiScriptExecutor {
if (*self.state).borrow().get_scene().is_none() {
(*self.state)
.borrow_mut()
.set_scene(ImmutableString::from(&ct.get_config().start_ui_scene));
.set_scene(ImmutableString::from(&ct.config.start_ui_scene));
}
self.set_scene(state, input.clone())?;
let current_scene = (*self.state).borrow().get_scene().clone();
@ -124,7 +124,7 @@ impl UiScriptExecutor {
// Run step() (if it is defined)
let ast = ct
.get_config()
.config
.ui_scenes
.get(current_scene.as_ref().unwrap().as_str())
.unwrap();
@ -161,7 +161,7 @@ impl UiScriptExecutor {
rhai_error_to_anyhow(
self.engine.call_fn(
&mut self.scope,
ct.get_config()
ct.config
.ui_scenes
.get(current_scene.as_ref().unwrap().as_str())
.unwrap(),
@ -221,7 +221,7 @@ impl UiScriptExecutor {
rhai_error_to_anyhow(
self.engine.call_fn(
&mut self.scope,
ct.get_config()
ct.config
.ui_scenes
.get(current_scene.as_ref().unwrap().as_str())
.unwrap(),

View File

@ -6,12 +6,12 @@ use std::collections::HashMap;
use std::sync::Arc;
use winit::window::Window;
use super::elements::{FpsIndicator, RadialBar, Sprite, TextBox};
use super::elements::{FpsIndicator, RadialBar, TextBox, UiSprite};
use crate::{RenderInput, RenderState};
#[derive(Debug)]
pub enum UiElement {
Sprite(Sprite),
Sprite(UiSprite),
RadialBar(RadialBar),
Text(TextBox),
}
@ -95,7 +95,7 @@ impl UiState {
}
pub fn set_scene(&mut self, scene: ImmutableString) {
if !self.ct.get_config().ui_scenes.contains_key(scene.as_str()) {
if !self.ct.config.ui_scenes.contains_key(scene.as_str()) {
error!("tried to switch to ui scene `{scene}`, which doesn't exist");
return;
}

View File

@ -1,6 +1,6 @@
use std::collections::HashMap;
use std::{collections::HashMap, sync::Arc};
use galactica_content::{GunPoint, Outfit, OutfitHandle, OutfitSpace};
use galactica_content::{ContentIndex, GunPoint, Outfit, OutfitSpace};
/// Possible outcomes when adding an outfit
pub enum OutfitAddResult {
@ -34,7 +34,7 @@ pub enum OutfitRemoveResult {
/// A simple data class, used to keep track of delayed shield generators
#[derive(Debug, Clone)]
pub(crate) struct ShieldGenerator {
pub outfit: OutfitHandle,
pub outfit: Arc<Outfit>,
pub delay: f32,
pub generation: f32,
}
@ -46,7 +46,7 @@ pub(crate) struct ShieldGenerator {
#[derive(Debug, Clone)]
pub struct OutfitSet {
/// What outfits does this statsum contain?
outfits: HashMap<OutfitHandle, u32>,
outfits: HashMap<ContentIndex, (Arc<Outfit>, u32)>,
/// Space available in this outfitset.
/// set at creation and never changes.
@ -59,7 +59,7 @@ pub struct OutfitSet {
/// The gun points available in this ship.
/// If value is None, this point is free.
/// if value is Some, this point is taken.
gun_points: HashMap<GunPoint, Option<OutfitHandle>>,
gun_points: HashMap<GunPoint, Option<Arc<Outfit>>>,
/// Outfit values
/// This isn't strictly necessary, but we don't want to
@ -89,7 +89,7 @@ impl OutfitSet {
}
}
pub(super) fn add(&mut self, o: &Outfit) -> OutfitAddResult {
pub(super) fn add(&mut self, o: &Arc<Outfit>) -> OutfitAddResult {
if !(self.total_space - self.used_space).can_contain(&o.space) {
return OutfitAddResult::NotEnoughSpace("TODO".to_string());
}
@ -100,7 +100,7 @@ impl OutfitSet {
let mut added = false;
for (_, outfit) in &mut self.gun_points {
if outfit.is_none() {
*outfit = Some(o.handle);
*outfit = Some(o.clone());
added = true;
}
}
@ -115,29 +115,29 @@ impl OutfitSet {
self.steer_power += o.steer_power;
self.shield_strength += o.shield_strength;
self.shield_generators.push(ShieldGenerator {
outfit: o.handle,
outfit: o.clone(),
delay: o.shield_delay,
generation: o.shield_generation,
});
if self.outfits.contains_key(&o.handle) {
*self.outfits.get_mut(&o.handle).unwrap() += 1;
if self.outfits.contains_key(&o.index) {
self.outfits.get_mut(&o.index).unwrap().1 += 1;
} else {
self.outfits.insert(o.handle, 1);
self.outfits.insert(o.index.clone(), (o.clone(), 1));
}
return OutfitAddResult::Ok;
}
pub(super) fn remove(&mut self, o: &Outfit) -> OutfitRemoveResult {
if !self.outfits.contains_key(&o.handle) {
pub(super) fn remove(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
if !self.outfits.contains_key(&o.index) {
return OutfitRemoveResult::NotExist;
} else {
let n = *self.outfits.get(&o.handle).unwrap();
if n == 1u32 {
self.outfits.remove(&o.handle);
let n = self.outfits.get_mut(&o.index).unwrap();
if n.1 == 1u32 {
self.outfits.remove(&o.index);
} else {
*self.outfits.get_mut(&o.handle).unwrap() -= 1;
self.outfits.get_mut(&o.index).unwrap().1 -= 1;
}
}
@ -152,7 +152,7 @@ impl OutfitSet {
let index = self
.shield_generators
.iter()
.position(|g| g.outfit == o.handle)
.position(|g| g.outfit.index == o.index)
.unwrap();
self.shield_generators.remove(index);
}
@ -165,16 +165,16 @@ impl OutfitSet {
impl OutfitSet {
/// The number of outfits in this set
pub fn len(&self) -> u32 {
self.outfits.iter().map(|(_, x)| x).sum()
self.outfits.iter().map(|(_, (_, x))| x).sum()
}
/// Iterate over all outfits
pub fn iter_outfits(&self) -> impl Iterator<Item = (&OutfitHandle, &u32)> {
self.outfits.iter()
pub fn iter_outfits(&self) -> impl Iterator<Item = &(Arc<Outfit>, u32)> {
self.outfits.values()
}
/// Iterate over all gun points
pub fn iter_gun_points(&self) -> impl Iterator<Item = (&GunPoint, &Option<OutfitHandle>)> {
pub fn iter_gun_points(&self) -> impl Iterator<Item = (&GunPoint, &Option<Arc<Outfit>>)> {
self.gun_points.iter()
}
@ -190,7 +190,7 @@ impl OutfitSet {
/// Get the outfit attached to the given gun point
/// Will panic if this gunpoint is not in this outfit set.
pub fn get_gun(&self, point: &GunPoint) -> Option<OutfitHandle> {
pub fn get_gun(&self, point: &GunPoint) -> Option<Arc<Outfit>> {
self.gun_points.get(point).unwrap().clone()
}

View File

@ -1,7 +1,7 @@
use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
use galactica_content::{Faction, GunPoint, Outfit, Ship, SystemObject};
use nalgebra::Isometry2;
use rand::{rngs::ThreadRng, Rng};
use std::{collections::HashMap, time::Instant};
use std::{collections::HashMap, sync::Arc, time::Instant};
use super::{OutfitSet, ShipAutoPilot, ShipPersonality, ShipState};
@ -9,8 +9,8 @@ use super::{OutfitSet, ShipAutoPilot, ShipPersonality, ShipState};
#[derive(Debug, Clone)]
pub struct ShipData {
// Metadata values
ct_handle: ShipHandle,
faction: FactionHandle,
ship: Arc<Ship>,
faction: Arc<Faction>,
outfits: OutfitSet,
personality: ShipPersonality,
@ -34,16 +34,14 @@ pub struct ShipData {
impl ShipData {
/// Create a new ShipData
pub(crate) fn new(
ct: &Content,
ct_handle: ShipHandle,
faction: FactionHandle,
ship: Arc<Ship>,
faction: Arc<Faction>,
personality: ShipPersonality,
) -> Self {
let s = ct.get_ship(ct_handle);
ShipData {
ct_handle,
ship: ship.clone(),
faction,
outfits: OutfitSet::new(s.space, &s.guns),
outfits: OutfitSet::new(ship.space, &ship.guns),
personality,
last_hit: Instant::now(),
rng: rand::thread_rng(),
@ -54,9 +52,9 @@ impl ShipData {
},
// Initial stats
hull: s.hull,
hull: ship.hull,
shields: 0.0,
gun_cooldowns: s.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
gun_cooldowns: ship.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
}
}
@ -80,7 +78,7 @@ impl ShipData {
/// That is the simulation's responsiblity.
///
/// Will panic if we're not flying.
pub fn start_land_on(&mut self, target_handle: SystemObjectHandle) {
pub fn start_land_on(&mut self, target_handle: Arc<SystemObject>) {
match self.state {
ShipState::Flying { .. } => {
self.state = ShipState::Landing {
@ -108,9 +106,11 @@ impl ShipData {
/// Finish landing sequence
/// Will panic if we're not landing
pub fn finish_land_on(&mut self) {
match self.state {
match &self.state {
ShipState::Landing { target, .. } => {
self.state = ShipState::Landed { target };
self.state = ShipState::Landed {
target: target.clone(),
};
}
_ => {
unreachable!("Called `finish_land_on` on a ship that isn't landing!")
@ -123,14 +123,13 @@ impl ShipData {
/// That is the simulation's responsiblity.
///
/// Will panic if we're not flying.
pub fn start_unland_to(&mut self, ct: &Content, to_position: Isometry2<f32>) {
match self.state {
pub fn start_unland_to(&mut self, to_position: Isometry2<f32>) {
match &self.state {
ShipState::Landed { target } => {
let obj = ct.get_system_object(target);
self.state = ShipState::UnLanding {
to_position,
from: target,
current_z: obj.pos.z,
from: target.clone(),
current_z: target.pos.z,
};
}
_ => {
@ -177,14 +176,14 @@ impl ShipData {
}
/// Add an outfit to this ship
pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
pub fn add_outfit(&mut self, o: &Arc<Outfit>) -> super::OutfitAddResult {
let r = self.outfits.add(o);
self.shields = self.outfits.get_total_shields();
return r;
}
/// Remove an outfit from this ship
pub fn remove_outfit(&mut self, o: &Outfit) -> super::OutfitRemoveResult {
pub fn remove_outfit(&mut self, o: &Arc<Outfit>) -> super::OutfitRemoveResult {
self.outfits.remove(o)
}
@ -192,16 +191,14 @@ impl ShipData {
/// Will panic if `which` isn't a point on this ship.
/// Returns `true` if this gun was fired,
/// and `false` if it is on cooldown or empty.
pub(crate) fn fire_gun(&mut self, ct: &Content, which: &GunPoint) -> bool {
pub(crate) fn fire_gun(&mut self, which: &GunPoint) -> bool {
let c = self.gun_cooldowns.get_mut(which).unwrap();
if *c > 0.0 {
return false;
}
let g = self.outfits.get_gun(which);
if g.is_some() {
let g = ct.get_outfit(g.unwrap());
if let Some(g) = self.outfits.get_gun(which) {
let gun = g.gun.as_ref().unwrap();
*c = 0f32.max(gun.rate + self.rng.gen_range(-gun.rate_rng..=gun.rate_rng));
return true;
@ -289,8 +286,8 @@ impl ShipData {
}
/// Get a handle to this ship's content
pub fn get_content(&self) -> ShipHandle {
self.ct_handle
pub fn get_content(&self) -> &Arc<Ship> {
&self.ship
}
/// Get this ship's current hull.
@ -316,12 +313,12 @@ impl ShipData {
}
/// Get this ship's faction
pub fn get_faction(&self) -> FactionHandle {
self.faction
pub fn get_faction(&self) -> &Arc<Faction> {
&self.faction
}
/// Get this ship's content handle
pub fn get_ship(&self) -> ShipHandle {
self.ct_handle
pub fn get_ship(&self) -> &Arc<Ship> {
&self.ship
}
}

View File

@ -1,7 +1,6 @@
use std::num::NonZeroU32;
use galactica_content::SystemObjectHandle;
use galactica_content::SystemObject;
use rapier2d::math::Isometry;
use std::{num::NonZeroU32, sync::Arc};
/// A ship autopilot.
/// An autopilot is a lightweight ShipController that
@ -14,7 +13,7 @@ pub enum ShipAutoPilot {
/// Automatically arrange for landing on the given object
Landing {
/// The body we want to land on
target: SystemObjectHandle,
target: Arc<SystemObject>,
},
}
@ -40,14 +39,14 @@ pub enum ShipState {
/// This ship is landed on a planet
Landed {
/// The planet this ship is landed on
target: SystemObjectHandle,
target: Arc<SystemObject>,
},
/// This ship is landing on a planet
/// (playing the animation)
Landing {
/// The planet we're landing on
target: SystemObjectHandle,
target: Arc<SystemObject>,
/// Our current z-coordinate
current_z: f32,
@ -60,7 +59,7 @@ pub enum ShipState {
to_position: Isometry<f32>,
/// The planet we're taking off from
from: SystemObjectHandle,
from: Arc<SystemObject>,
/// Our current z-coordinate
current_z: f32,
@ -69,9 +68,9 @@ pub enum ShipState {
impl ShipState {
/// What planet is this ship landed on?
pub fn landed_on(&self) -> Option<SystemObjectHandle> {
pub fn landed_on(&self) -> Option<Arc<SystemObject>> {
match self {
Self::Landed { target } => Some(*target),
Self::Landed { target } => Some(target.clone()),
_ => None,
}
}

View File

@ -1,7 +1,8 @@
use galactica_content::{Content, EffectHandle, EffectVelocity, SpriteAutomaton};
use galactica_content::{Effect, EffectVelocity, SpriteAutomaton};
use nalgebra::{Point2, Rotation2, Vector2};
use rand::Rng;
use rapier2d::dynamics::{RevoluteJointBuilder, RigidBodyBuilder, RigidBodyHandle, RigidBodyType};
use std::sync::Arc;
use crate::phys::{PhysStepResources, PhysWrapper};
@ -32,16 +33,13 @@ pub struct PhysEffect {
impl PhysEffect {
/// Create a new effect inside `Wrapper`
pub fn new(
ct: &Content,
wrapper: &mut PhysWrapper,
effect: EffectHandle,
effect: Arc<Effect>,
// Where to spawn the particle, in world space.
pos: Vector2<f32>,
parent: RigidBodyHandle,
target: Option<RigidBodyHandle>,
) -> Self {
let effect = ct.get_effect(effect);
let mut rng = rand::thread_rng();
let parent_body = wrapper.get_rigid_body(parent).unwrap();
let parent_angle = parent_body.rotation().angle();
@ -113,7 +111,7 @@ impl PhysEffect {
};
PhysEffect {
anim: SpriteAutomaton::new(ct, effect.sprite),
anim: SpriteAutomaton::new(effect.sprite.clone()),
rigid_body,
lifetime: 0f32.max(
effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng),
@ -153,7 +151,7 @@ impl PhysEffect {
);
PhysEffect {
anim: SpriteAutomaton::new(ct, effect.sprite),
anim: SpriteAutomaton::new(effect.sprite.clone()),
rigid_body,
lifetime: 0f32.max(
effect.lifetime + rng.gen_range(-effect.lifetime_rng..=effect.lifetime_rng),
@ -174,7 +172,7 @@ impl PhysEffect {
return;
}
self.anim.step(&res.ct, res.t);
self.anim.step(res.t);
self.lifetime -= res.t;
if self.lifetime <= 0.0 {

View File

@ -1,4 +1,6 @@
use galactica_content::{AnimationState, Content, FactionHandle, Projectile, SpriteAutomaton};
use std::sync::Arc;
use galactica_content::{AnimationState, Faction, Projectile, SpriteAutomaton};
use rand::Rng;
use rapier2d::{dynamics::RigidBodyHandle, geometry::ColliderHandle};
@ -10,7 +12,7 @@ use super::PhysEffect;
#[derive(Debug, Clone)]
pub struct PhysProjectile {
/// This projectile's game data
pub content: Projectile,
pub content: Arc<Projectile>,
/// This projectile's sprite animation state
anim: SpriteAutomaton,
@ -19,7 +21,7 @@ pub struct PhysProjectile {
lifetime: f32,
/// The faction this projectile belongs to
pub faction: FactionHandle,
pub faction: Arc<Faction>,
/// This projectile's rigidbody
pub rigid_body: RigidBodyHandle,
@ -38,17 +40,16 @@ pub struct PhysProjectile {
impl PhysProjectile {
/// Create a new projectile
pub fn new(
ct: &Content,
content: Projectile, // TODO: use a handle?
content: Arc<Projectile>,
rigid_body: RigidBodyHandle,
faction: FactionHandle,
faction: Arc<Faction>,
collider: ColliderHandle,
) -> Self {
let mut rng = rand::thread_rng();
let size_rng = content.size_rng;
let lifetime = content.lifetime;
PhysProjectile {
anim: SpriteAutomaton::new(ct, content.sprite),
anim: SpriteAutomaton::new(content.sprite.clone()),
rigid_body,
collider,
content,
@ -67,31 +68,24 @@ impl PhysProjectile {
wrapper: &mut PhysWrapper,
) {
self.lifetime -= res.t;
self.anim.step(&res.ct, res.t);
self.anim.step(res.t);
if self.lifetime <= 0.0 {
self.destroy(res, new, wrapper, true);
self.destroy(new, wrapper, true);
}
}
/// Destroy this projectile without creating an expire effect
pub(in crate::phys) fn destroy_silent(
&mut self,
res: &PhysStepResources,
new: &mut NewObjects,
wrapper: &mut PhysWrapper,
) {
self.destroy(res, new, wrapper, false);
self.destroy(new, wrapper, false);
}
/// Destroy this projectile
fn destroy(
&mut self,
res: &PhysStepResources,
new: &mut NewObjects,
wrapper: &mut PhysWrapper,
expire: bool,
) {
fn destroy(&mut self, new: &mut NewObjects, wrapper: &mut PhysWrapper, expire: bool) {
if self.is_destroyed {
return;
}
@ -100,11 +94,10 @@ impl PhysProjectile {
if expire {
match &self.content.expire_effect {
None => {}
Some(handle) => {
Some(effect) => {
new.effects.push(PhysEffect::new(
&res.ct,
wrapper,
*handle,
effect.clone(),
*rb.translation(),
self.rigid_body,
None,

View File

@ -1,4 +1,4 @@
use galactica_content::{CollapseEvent, Content, Ship};
use galactica_content::{CollapseEvent, Ship};
use nalgebra::{Point2, Vector2};
use rand::{rngs::ThreadRng, Rng};
use rapier2d::{
@ -37,14 +37,13 @@ impl ShipCollapseSequence {
}
/// Pick a random points inside a ship's collider
fn random_in_ship(&mut self, ct: &Content, ship: &Ship, collider: &Collider) -> Vector2<f32> {
fn random_in_ship(&mut self, ship: &Ship, collider: &Collider) -> Vector2<f32> {
let mut y = 0.0;
let mut x = 0.0;
let mut a = false;
while !a {
x = self.rng.gen_range(-1.0..=1.0) * ship.size / 2.0;
y = self.rng.gen_range(-1.0..=1.0) * ship.size * ct.get_sprite(ship.sprite).aspect
/ 2.0;
y = self.rng.gen_range(-1.0..=1.0) * ship.size * ship.sprite.aspect / 2.0;
a = collider.shape().contains_local_point(&Point2::new(x, y));
}
Vector2::new(x, y)
@ -62,7 +61,7 @@ impl ShipCollapseSequence {
) {
let rigid_body = wrapper.get_rigid_body(rigid_body_handle).unwrap().clone();
let collider = wrapper.get_collider(collider_handle).unwrap().clone();
let ship_content = res.ct.get_ship(ship_data.get_content());
let ship_content = ship_data.get_content();
let ship_pos = rigid_body.translation();
let ship_rot = rigid_body.rotation();
@ -84,14 +83,13 @@ impl ShipCollapseSequence {
let pos: Vector2<f32> = if let Some(pos) = spawner.pos {
Vector2::new(pos.x, pos.y)
} else {
self.random_in_ship(&res.ct, ship_content, &collider)
self.random_in_ship(&ship_content, &collider)
};
let pos = ship_pos + (ship_rot * pos);
new.effects.push(PhysEffect::new(
&res.ct,
wrapper,
spawner.effect,
spawner.effect.clone(),
pos,
rigid_body_handle,
None,
@ -124,15 +122,14 @@ impl ShipCollapseSequence {
let pos = if let Some(pos) = spawner.pos {
Vector2::new(pos.x, pos.y)
} else {
self.random_in_ship(&res.ct, ship_content, &collider)
self.random_in_ship(&ship_content, &collider)
};
// Position, adjusted for ship rotation
let pos = ship_pos + (ship_rot * pos);
new.effects.push(PhysEffect::new(
&res.ct,
wrapper,
spawner.effect,
spawner.effect.clone(),
pos,
rigid_body_handle,
None,

View File

@ -25,7 +25,7 @@ impl PointShipController {
impl ShipControllerStruct for PointShipController {
fn update_controls(
&mut self,
res: &PhysStepResources,
_res: &PhysStepResources,
img: &PhysImage,
this_ship: PhysSimShipHandle,
) -> Option<ShipControls> {
@ -40,14 +40,14 @@ impl ShipControllerStruct for PointShipController {
let my_position = this_rigidbody.translation();
let my_rotation = this_rigidbody.rotation();
let my_angvel = this_rigidbody.angvel();
let my_faction = res.ct.get_faction(my_ship.ship.data.get_faction());
let my_faction = my_ship.ship.data.get_faction();
// Iterate all possible targets
let mut hostile_ships = img.iter_ships().filter(
// Target only flying ships we're hostile towards
|s| match my_faction
.relationships
.get(&s.ship.data.get_faction())
.get(&s.ship.data.get_faction().index)
.unwrap()
{
Relationship::Hostile => match s.ship.data.get_state() {

View File

@ -1,6 +1,8 @@
use std::sync::Arc;
use galactica_content::{
AnimationState, Content, EnginePoint, FactionHandle, GunPoint, OutfitHandle,
ProjectileCollider, ShipHandle, SpriteAutomaton,
AnimationState, EnginePoint, Faction, GunPoint, Outfit, ProjectileCollider, Ship,
SpriteAutomaton,
};
use nalgebra::{vector, Point2, Rotation2, Vector2};
use rand::Rng;
@ -66,24 +68,22 @@ pub struct PhysShip {
impl PhysShip {
/// Make a new ship
pub(crate) fn new(
ct: &Content,
handle: ShipHandle,
ship: Arc<Ship>,
personality: ShipPersonality,
faction: FactionHandle,
faction: Arc<Faction>,
rigid_body: RigidBodyHandle,
collider: ColliderHandle,
) -> Self {
let ship_ct = ct.get_ship(handle);
PhysShip {
uid: get_phys_id(),
anim: SpriteAutomaton::new(ct, ship_ct.sprite),
anim: SpriteAutomaton::new(ship.sprite.clone()),
rigid_body,
collider,
data: ShipData::new(ct, handle, faction, personality),
data: ShipData::new(ship.clone(), faction, personality),
engine_anim: Vec::new(),
controls: ShipControls::new(),
last_controls: ShipControls::new(),
collapse_sequence: Some(ShipCollapseSequence::new(ship_ct.collapse.length)),
collapse_sequence: Some(ShipCollapseSequence::new(ship.collapse.length)),
is_destroyed: false,
controller: match personality {
ShipPersonality::Dummy | ShipPersonality::Player => ShipController::new_null(),
@ -105,32 +105,28 @@ impl PhysShip {
}
self.data.step(res.t);
self.anim.step(&res.ct, res.t);
self.anim.step(res.t);
for (_, e) in &mut self.engine_anim {
e.step(&res.ct, res.t);
e.step(res.t);
}
// Flare animations
if !self.controls.thrust && self.last_controls.thrust {
let flare = self.get_flare(&res.ct);
if flare.is_some() {
let flare_outfit = flare.unwrap();
let flare = res.ct.get_outfit(flare_outfit);
let flare = self.get_flare();
if let Some(flare) = flare {
if flare.engine_flare_on_stop.is_some() {
for (_, e) in &mut self.engine_anim {
e.jump_to(&res.ct, flare.engine_flare_on_stop.unwrap());
e.jump_to(flare.engine_flare_on_stop.as_ref().unwrap());
}
}
};
} else if self.controls.thrust && !self.last_controls.thrust {
let flare = self.get_flare(&res.ct);
if flare.is_some() {
let flare_outfit = flare.unwrap();
let flare = res.ct.get_outfit(flare_outfit);
let flare = self.get_flare();
if let Some(flare) = flare {
if flare.engine_flare_on_start.is_some() {
for (_, e) in &mut self.engine_anim {
e.jump_to(&res.ct, flare.engine_flare_on_start.unwrap());
e.jump_to(flare.engine_flare_on_start.as_ref().unwrap());
}
}
};
@ -162,12 +158,11 @@ impl PhysShip {
// Compute new controls
let controls = match autopilot {
ShipAutoPilot::Landing { target } => {
let target_obj = res.ct.get_system_object(*target);
let controls = autopilot::auto_landing(
res,
img,
PhysSimShipHandle(self.collider),
Vector2::new(target_obj.pos.x, target_obj.pos.y),
Vector2::new(target.pos.x, target.pos.y),
);
// Try to land the ship.
@ -176,7 +171,7 @@ impl PhysShip {
let landed = 'landed: {
let r = wrapper.get_rigid_body(self.rigid_body).unwrap();
let t_pos = Vector2::new(target_obj.pos.x, target_obj.pos.y);
let t_pos = Vector2::new(target.pos.x, target.pos.y);
let s_pos = Vector2::new(
r.position().translation.x,
r.position().translation.y,
@ -186,13 +181,13 @@ impl PhysShip {
// 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_obj.size / 2.0 {
if (t_pos - s_pos).magnitude() > target.size / 2.0 {
break 'landed 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_obj.size / 2.0
.magnitude() > target.size / 2.0
{
break 'landed false;
}
@ -202,7 +197,7 @@ impl PhysShip {
Group::GROUP_1,
Group::empty(),
));
self.data.start_land_on(*target);
self.data.start_land_on(target.clone());
break 'landed true;
};
@ -229,7 +224,7 @@ impl PhysShip {
if self.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>)> = self
let pairs: Vec<(GunPoint, Option<Arc<Outfit>>)> = self
.data
.get_outfits()
.iter_gun_points()
@ -237,7 +232,7 @@ impl PhysShip {
.collect();
for (gun_point, outfit) in pairs {
if self.data.fire_gun(&res.ct, &gun_point) {
if self.data.fire_gun(&gun_point) {
let outfit = outfit.unwrap();
let mut rng = rand::thread_rng();
@ -250,20 +245,17 @@ impl PhysShip {
rigid_body.velocity_at_point(rigid_body.center_of_mass());
let pos = ship_pos + (ship_rot * gun_point.pos);
let gun = outfit.gun.as_ref().unwrap();
let outfit = res.ct.get_outfit(outfit);
let outfit = outfit.gun.as_ref().unwrap();
let spread = rng.gen_range(
-outfit.projectile.angle_rng..=outfit.projectile.angle_rng,
);
let spread =
rng.gen_range(-gun.projectile.angle_rng..=gun.projectile.angle_rng);
let vel = ship_vel
+ (Rotation2::new(ship_ang + spread)
* Vector2::new(
outfit.projectile.speed
gun.projectile.speed
+ rng.gen_range(
-outfit.projectile.speed_rng
..=outfit.projectile.speed_rng,
-gun.projectile.speed_rng
..=gun.projectile.speed_rng,
),
0.0,
));
@ -274,7 +266,7 @@ impl PhysShip {
.linvel(vel)
.build();
let mut collider = match &outfit.projectile.collider {
let mut collider = match &gun.projectile.collider {
ProjectileCollider::Ball(b) => ColliderBuilder::ball(b.radius)
.sensor(true)
.active_events(ActiveEvents::COLLISION_EVENTS)
@ -290,10 +282,9 @@ impl PhysShip {
let collider = wrapper.insert_collider(collider, rigid_body);
new.projectiles.push(PhysProjectile::new(
&res.ct,
outfit.projectile.clone(),
gun.projectile.clone(),
rigid_body,
self.data.get_faction(),
self.data.get_faction().clone(),
collider,
));
}
@ -306,8 +297,6 @@ impl PhysShip {
current_z,
from,
} => {
let from_obj = res.ct.get_system_object(*from);
let controls = autopilot::auto_landing(
&res,
img,
@ -315,7 +304,7 @@ impl PhysShip {
Vector2::new(to_position.translation.x, to_position.translation.y),
);
let r = wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
let max_d = (Vector2::new(from_obj.pos.x, from_obj.pos.y)
let max_d = (Vector2::new(from.pos.x, from.pos.y)
- Vector2::new(to_position.translation.x, to_position.translation.y))
.magnitude();
let now_d = (r.translation()
@ -324,7 +313,7 @@ impl PhysShip {
let f = now_d / max_d;
let current_z = *current_z;
let zdist = 1.0 - from_obj.pos.z;
let zdist = 1.0 - from.pos.z;
if current_z <= 1.0 {
// Finish unlanding ship
@ -351,18 +340,17 @@ impl PhysShip {
}
ShipState::Landing { target, current_z } => {
let target_obj = res.ct.get_system_object(*target);
let controls = autopilot::auto_landing(
&res,
img,
PhysSimShipHandle(self.collider),
Vector2::new(target_obj.pos.x, target_obj.pos.y),
Vector2::new(target.pos.x, target.pos.y),
);
let current_z = *current_z;
let zdist = target_obj.pos.z - 1.0;
let zdist = target.pos.z - 1.0;
if current_z >= target_obj.pos.z {
if current_z >= target.pos.z {
// Finish landing ship
self.data.finish_land_on();
let r = wrapper.get_rigid_body_mut(self.rigid_body).unwrap();
@ -432,7 +420,7 @@ impl PhysShip {
let rigid_body = wrapper.get_rigid_body(self.rigid_body).unwrap().clone();
let collider = wrapper.get_collider(self.collider).unwrap().clone();
let ship_content = res.ct.get_ship(self.data.get_content());
let ship_content = self.data.get_content();
let ship_pos = rigid_body.translation();
let ship_rot = rigid_body.rotation();
let ship_ang = ship_rot.angle();
@ -451,7 +439,7 @@ impl PhysShip {
while !a {
x = rng.gen_range(-1.0..=1.0) * ship_content.size / 2.0;
y = rng.gen_range(-1.0..=1.0)
* ship_content.size * res.ct.get_sprite(ship_content.sprite).aspect
* ship_content.size * ship_content.sprite.aspect
/ 2.0;
a = collider.shape().contains_local_point(&Point2::new(x, y));
}
@ -461,9 +449,8 @@ impl PhysShip {
let pos = ship_pos + (Rotation2::new(ship_ang) * pos);
new.effects.push(PhysEffect::new(
&res.ct,
wrapper,
e.effect,
e.effect.clone(),
pos,
self.rigid_body,
None,
@ -476,12 +463,11 @@ impl PhysShip {
/// Public mutable
impl PhysShip {
fn get_flare(&mut self, ct: &Content) -> Option<OutfitHandle> {
fn get_flare(&mut self) -> Option<Arc<Outfit>> {
// TODO: better way to pick flare sprite
for (h, _) in self.data.get_outfits().iter_outfits() {
let c = ct.get_outfit(*h);
if c.engine_flare_sprite.is_some() {
return Some(*h);
if h.engine_flare_sprite.is_some() {
return Some(h.clone());
}
}
return None;
@ -489,37 +475,47 @@ impl PhysShip {
/// Re-create this ship's engine flare animations
/// Should be called whenever we change outfits
fn update_flares(&mut self, ct: &Content) {
let flare_outfit = self.get_flare(ct);
if flare_outfit.is_none() {
fn update_flares(&mut self) {
let flare = self.get_flare();
if flare.is_none() {
self.engine_anim = Vec::new();
return;
}
let flare = ct
.get_outfit(flare_outfit.unwrap())
.engine_flare_sprite
.unwrap();
self.engine_anim = ct
.get_ship(self.data.get_content())
self.engine_anim = self
.data
.get_content()
.engines
.iter()
.map(|e| (e.clone(), SpriteAutomaton::new(ct, flare)))
.map(|e| {
(
e.clone(),
SpriteAutomaton::new(
flare
.as_ref()
.unwrap()
.engine_flare_sprite
.as_ref()
.unwrap()
.clone(),
),
)
})
.collect();
}
/// Add one outfit to this ship
pub fn add_outfit(&mut self, ct: &Content, o: OutfitHandle) {
self.data.add_outfit(ct.get_outfit(o));
self.update_flares(ct);
pub fn add_outfit(&mut self, o: Arc<Outfit>) {
self.data.add_outfit(&o);
self.update_flares();
}
/// Add many outfits to this ship
pub fn add_outfits(&mut self, ct: &Content, outfits: impl IntoIterator<Item = OutfitHandle>) {
pub fn add_outfits(&mut self, outfits: impl IntoIterator<Item = Arc<Outfit>>) {
for o in outfits {
self.data.add_outfit(ct.get_outfit(o));
self.data.add_outfit(&o);
}
self.update_flares(ct);
self.update_flares();
}
}

View File

@ -1,5 +1,6 @@
use galactica_content::Faction;
use galactica_content::Relationship;
use galactica_content::{Content, FactionHandle, ShipHandle, SystemHandle};
use galactica_content::Ship;
use galactica_playeragent::PlayerAgent;
use nalgebra::{Isometry2, Point2, Rotation2, Vector2};
use rand::Rng;
@ -8,6 +9,7 @@ use rapier2d::{
geometry::{ColliderHandle, Group, InteractionGroups},
};
use std::collections::HashMap;
use std::sync::Arc;
use super::PhysEffectImage;
use super::{
@ -49,13 +51,8 @@ impl NewObjects {
/// Manages the physics state of one system
pub struct PhysSim {
/// The system this sim is attached to
_system: SystemHandle,
wrapper: PhysWrapper,
new: NewObjects,
effects: Vec<PhysEffect>,
projectiles: HashMap<ColliderHandle, PhysProjectile>,
ships: HashMap<ColliderHandle, PhysShip>,
@ -63,10 +60,9 @@ pub struct PhysSim {
// Private methods
impl PhysSim {
pub(super) fn start_unland_ship(&mut self, ct: &Content, collider: ColliderHandle) {
pub(super) fn start_unland_ship(&mut self, collider: ColliderHandle) {
let ship = self.ships.get_mut(&collider).unwrap();
let obj = ship.data.get_state().landed_on().unwrap();
let obj = ct.get_system_object(obj);
let mut rng = rand::thread_rng();
let radius = rng.gen_range(500.0..=1500.0);
@ -75,7 +71,7 @@ impl PhysSim {
let target_trans = Vector2::new(obj.pos.x, obj.pos.y) + target_offset;
let target_pos = Isometry2::new(target_trans, angle);
ship.data.start_unland_to(ct, target_pos);
ship.data.start_unland_to(target_pos);
let r = self.wrapper.get_rigid_body_mut(ship.rigid_body).unwrap();
r.set_enabled(true);
@ -87,7 +83,6 @@ impl PhysSim {
pub(super) fn collide_projectile_ship(
&mut self,
res: &mut PhysStepResources,
projectile_h: ColliderHandle,
ship_h: ColliderHandle,
) {
@ -99,8 +94,11 @@ impl PhysSim {
let projectile = projectile.unwrap();
let ship = ship.unwrap();
let f = res.ct.get_faction(projectile.faction);
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
let r = projectile
.faction
.relationships
.get(&ship.data.get_faction().index)
.unwrap();
let destory_projectile = match r {
Relationship::Hostile => match ship.data.get_state() {
ShipState::Flying { .. } => {
@ -131,9 +129,8 @@ impl PhysSim {
None => {}
Some(x) => {
self.effects.push(PhysEffect::new(
&res.ct,
&mut self.wrapper,
*x,
x.clone(),
pos,
projectile.rigid_body,
Some(ship.rigid_body),
@ -141,7 +138,7 @@ impl PhysSim {
}
};
projectile.destroy_silent(res, &mut self.new, &mut self.wrapper);
projectile.destroy_silent(&mut self.new, &mut self.wrapper);
}
}
}
@ -149,11 +146,9 @@ impl PhysSim {
// Public methods
impl PhysSim {
/// Create a new physics system
pub fn new(_ct: &Content, system: SystemHandle) -> Self {
pub fn new() -> Self {
Self {
_system: system,
wrapper: PhysWrapper::new(),
new: NewObjects::new(),
effects: Vec::new(),
projectiles: HashMap::new(),
@ -164,19 +159,17 @@ impl PhysSim {
/// Add a ship to this physics system
pub fn add_ship(
&mut self,
ct: &Content,
handle: ShipHandle,
faction: FactionHandle,
ship: Arc<Ship>,
faction: Arc<Faction>,
personality: ShipPersonality,
position: Point2<f32>,
) -> PhysSimShipHandle {
let ship_content = ct.get_ship(handle);
let mut cl = ship_content.collider.0.clone();
let mut cl = ship.collider.0.clone();
// TODO: additonal ship mass from outfits and cargo
let rb = RigidBodyBuilder::dynamic()
.angular_damping(ship_content.angular_drag)
.linear_damping(ship_content.linear_drag)
.angular_damping(ship.angular_drag)
.linear_damping(ship.linear_drag)
.translation(Vector2::new(position.x, position.y))
.can_sleep(false);
@ -190,14 +183,14 @@ impl PhysSim {
self.ships.insert(
collider,
PhysShip::new(ct, handle, personality, faction, ridid_body, collider),
PhysShip::new(ship, personality, faction, ridid_body, collider),
);
return PhysSimShipHandle(collider);
}
/// Update a player ship's controls
pub fn update_player_controls(&mut self, ct: &Content, player: &PlayerAgent) {
pub fn update_player_controls(&mut self, player: &PlayerAgent) {
if player.ship.is_none() {
return;
}
@ -218,9 +211,11 @@ impl PhysSim {
ship_object.controls.thrust = player.input.pressed_thrust();
if player.input.pressed_land() {
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
target: player.selection.get_planet().unwrap(),
})
if let Some(target) = player.selection.get_planet() {
ship_object.data.set_autopilot(ShipAutoPilot::Landing {
target: target.clone(),
})
}
}
}
@ -237,7 +232,7 @@ impl PhysSim {
ShipState::Landed { .. } => {
if player.input.pressed_land() {
self.start_unland_ship(ct, player.ship.unwrap());
self.start_unland_ship(player.ship.unwrap());
}
}
};
@ -271,7 +266,7 @@ impl PhysSim {
if p.is_none() || s.is_none() {
continue;
}
self.collide_projectile_ship(&mut res, a, b);
self.collide_projectile_ship(a, b);
}
}
res.timing.mark_physics_step();