Compare commits
No commits in common. "0de278cb03a7d38fbd7ffe54b567a9e04e95b7e4" and "ca3f289de5d4eef79a7d5c236230e934a105bff0" have entirely different histories.
0de278cb03
...
ca3f289de5
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@ -0,0 +1,4 @@
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[engine."plasma"]
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thrust = 100
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flare.sprite_texture = "flare::ion"
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@ -1,7 +1,5 @@
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[gun."blaster"]
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space.weapon = 10
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# Angle of fire cone
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# Smaller angle = more accurate
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spread = 2
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@ -1,7 +0,0 @@
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[outfit."plasma engines"]
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space.engine = 20
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engine.thrust = 100
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engine.flare_texture = "flare::ion"
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steering.power = 20
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@ -6,11 +6,6 @@ hull = 200
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linear_drag = 0.2
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angular_drag = 0.2
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space.outfit = 200
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space.engine = 50
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space.weapon = 50
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engines = [{ x = 0.0, y = -1.05, size = 50.0 }]
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guns = [{ x = 0.0, y = 1 }, { x = 0.1, y = 0.80 }, { x = -0.1, y = 0.80 }]
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@ -18,23 +18,21 @@ use toml;
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use walkdir::WalkDir;
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pub use handle::{FactionHandle, TextureHandle};
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pub use part::{
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EnginePoint, Faction, Gun, GunPoint, Outfit, OutfitSpace, Relationship, Ship, System, Texture,
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};
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pub use part::{Engine, EnginePoint, Faction, Gun, GunPoint, Relationship, Ship, System, Texture};
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mod syntax {
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use anyhow::{bail, Result};
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use serde::Deserialize;
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use std::collections::HashMap;
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use crate::part::{faction, gun, outfit, ship, system, texture};
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use crate::part::{engine, faction, gun, ship, system, texture};
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#[derive(Debug, Deserialize)]
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pub struct Root {
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pub gun: Option<HashMap<String, gun::syntax::Gun>>,
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pub ship: Option<HashMap<String, ship::syntax::Ship>>,
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pub system: Option<HashMap<String, system::syntax::System>>,
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pub outfit: Option<HashMap<String, outfit::syntax::Outfit>>,
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pub engine: Option<HashMap<String, engine::syntax::Engine>>,
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pub texture: Option<HashMap<String, texture::syntax::Texture>>,
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pub faction: Option<HashMap<String, faction::syntax::Faction>>,
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}
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@ -45,7 +43,7 @@ mod syntax {
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gun: None,
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ship: None,
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system: None,
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outfit: None,
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engine: None,
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texture: None,
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faction: None,
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}
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@ -99,11 +97,11 @@ mod syntax {
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}
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}
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if let Some(a) = other.outfit {
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if self.outfit.is_none() {
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self.outfit = Some(a);
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if let Some(a) = other.engine {
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if self.engine.is_none() {
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self.engine = Some(a);
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} else {
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let sg = self.outfit.as_mut().unwrap();
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let sg = self.engine.as_mut().unwrap();
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for (k, v) in a {
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if sg.contains_key(&k) {
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bail!("Repeated engine name {k}");
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@ -167,11 +165,11 @@ pub struct Content {
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/// Ship bodies
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pub ships: Vec<part::ship::Ship>,
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/// Ship guns
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/// Gun outfits
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pub guns: Vec<part::gun::Gun>,
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/// Outfits
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pub outfits: Vec<part::outfit::Outfit>,
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/// Engine outfits
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pub engines: Vec<part::engine::Engine>,
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/// Textures
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pub textures: Vec<part::texture::Texture>,
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@ -258,7 +256,7 @@ impl Content {
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systems: Vec::new(),
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ships: Vec::new(),
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guns: Vec::new(),
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outfits: Vec::new(),
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engines: Vec::new(),
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textures: Vec::new(),
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factions: Vec::new(),
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texture_index: HashMap::new(),
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@ -277,8 +275,8 @@ impl Content {
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if root.gun.is_some() {
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part::gun::Gun::build(root.gun.take().unwrap(), &mut content)?;
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}
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if root.outfit.is_some() {
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part::outfit::Outfit::build(root.outfit.take().unwrap(), &mut content)?;
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if root.engine.is_some() {
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part::engine::Engine::build(root.engine.take().unwrap(), &mut content)?;
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}
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if root.system.is_some() {
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part::system::System::build(root.system.take().unwrap(), &mut content)?;
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|
|
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@ -0,0 +1,62 @@
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use std::collections::HashMap;
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use anyhow::{bail, Result};
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use crate::{handle::TextureHandle, Content};
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pub(crate) mod syntax {
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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#[derive(Debug, Deserialize)]
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pub struct Engine {
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pub thrust: f32,
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pub flare: Flare,
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}
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#[derive(Debug, Deserialize)]
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pub struct Flare {
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pub sprite_texture: String,
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}
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}
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/// Represents an (foward) engine outfit that may be attached to a ship.
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#[derive(Debug, Clone)]
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pub struct Engine {
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/// The name of this outfit
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pub name: String,
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/// How much thrust this engine produces
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pub thrust: f32,
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/// The flare sprite this engine creates.
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/// Its location and size is determined by a ship's
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/// engine points.
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pub flare_sprite_texture: TextureHandle,
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}
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impl crate::Build for Engine {
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type InputSyntax = HashMap<String, syntax::Engine>;
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fn build(engine: Self::InputSyntax, ct: &mut Content) -> Result<()> {
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for (engine_name, engine) in engine {
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let th = match ct.texture_index.get(&engine.flare.sprite_texture) {
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None => bail!(
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"In engine `{}`: texture `{}` doesn't exist",
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engine_name,
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engine.flare.sprite_texture
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),
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Some(t) => *t,
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};
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ct.engines.push(Self {
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name: engine_name,
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thrust: engine.thrust,
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flare_sprite_texture: th,
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});
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}
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return Ok(());
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}
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}
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@ -5,10 +5,7 @@ use cgmath::Deg;
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use crate::{handle::TextureHandle, Content};
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use super::OutfitSpace;
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pub(crate) mod syntax {
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use super::super::shared;
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use serde::Deserialize;
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// Raw serde syntax structs.
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// These are never seen by code outside this crate.
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@ -19,7 +16,6 @@ pub(crate) mod syntax {
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pub spread: f32,
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pub rate: f32,
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pub rate_rng: f32,
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pub space: shared::syntax::OutfitSpace,
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}
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#[derive(Debug, Deserialize)]
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@ -57,9 +53,6 @@ pub struct Gun {
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/// Random variation of projectile delay, in seconds.
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/// Each shot waits (rate += rate_rng).
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pub rate_rng: f32,
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/// How much space this gun uses
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pub space: OutfitSpace,
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}
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/// Represents a projectile that a [`Gun`] produces.
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@ -105,7 +98,6 @@ impl crate::Build for Gun {
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ct.guns.push(Self {
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name: gun_name,
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space: gun.space.into(),
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spread: Deg(gun.spread),
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rate: gun.rate,
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rate_rng: gun.rate_rng,
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|
|
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@ -1,17 +1,15 @@
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//! Content parts
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pub mod engine;
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pub mod faction;
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pub mod gun;
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pub mod outfit;
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mod shared;
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pub mod ship;
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pub mod system;
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pub mod texture;
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pub use engine::Engine;
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pub use faction::{Faction, Relationship};
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pub use gun::{Gun, Projectile};
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pub use outfit::Outfit;
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pub use shared::OutfitSpace;
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pub use ship::{EnginePoint, GunPoint, Ship};
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pub use system::{Object, System};
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pub use texture::Texture;
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|
|
|
@ -1,92 +0,0 @@
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use std::collections::HashMap;
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use anyhow::{bail, Result};
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use crate::{handle::TextureHandle, Content};
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use super::OutfitSpace;
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pub(crate) mod syntax {
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use super::super::shared;
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use serde::Deserialize;
|
||||
// Raw serde syntax structs.
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||||
// These are never seen by code outside this crate.
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#[derive(Debug, Deserialize)]
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pub struct Outfit {
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pub engine: Option<Engine>,
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pub steering: Option<Steering>,
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pub space: shared::syntax::OutfitSpace,
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}
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#[derive(Debug, Deserialize)]
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pub struct Engine {
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pub thrust: f32,
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pub flare_texture: String,
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}
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#[derive(Debug, Deserialize)]
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pub struct Steering {
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pub power: f32,
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}
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}
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/// Represents an outfit that may be attached to a ship.
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#[derive(Debug, Clone)]
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pub struct Outfit {
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/// The name of this outfit
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pub name: String,
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/// How much engine thrust this outfit produces
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pub engine_thrust: f32,
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/// How much steering power this outfit provids
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pub steer_power: f32,
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/// The engine flare sprite this outfit creates.
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/// Its location and size is determined by a ship's
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/// engine points.
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pub engine_flare_texture: Option<TextureHandle>,
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/// How much space this outfit requires
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pub space: OutfitSpace,
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}
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impl crate::Build for Outfit {
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type InputSyntax = HashMap<String, syntax::Outfit>;
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fn build(outfits: Self::InputSyntax, ct: &mut Content) -> Result<()> {
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for (outfit_name, outfit) in outfits {
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let mut o = Self {
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name: outfit_name.clone(),
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engine_thrust: 0.0,
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steer_power: 0.0,
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engine_flare_texture: None,
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space: OutfitSpace::from(outfit.space),
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};
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|
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// Engine stats
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if let Some(engine) = outfit.engine {
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let th = match ct.texture_index.get(&engine.flare_texture) {
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None => bail!(
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||||
"In outfit `{}`: texture `{}` doesn't exist",
|
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outfit_name,
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engine.flare_texture
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||||
),
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Some(t) => *t,
|
||||
};
|
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o.engine_thrust = engine.thrust;
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o.engine_flare_texture = Some(th);
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||||
}
|
||||
|
||||
// Steering stats
|
||||
if let Some(steer) = outfit.steering {
|
||||
o.steer_power = steer.power;
|
||||
}
|
||||
|
||||
ct.outfits.push(o);
|
||||
}
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
}
|
|
@ -1,67 +0,0 @@
|
|||
pub(crate) mod syntax {
|
||||
use serde::Deserialize;
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
pub struct OutfitSpace {
|
||||
pub outfit: Option<u32>,
|
||||
pub weapon: Option<u32>,
|
||||
pub engine: Option<u32>,
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents outfit space, either that available in a ship
|
||||
/// or that used by an outfit.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub struct OutfitSpace {
|
||||
/// Total available outfit space.
|
||||
/// This should be greater than weapon and engine.
|
||||
pub outfit: u32,
|
||||
|
||||
/// Space for weapons
|
||||
pub weapon: u32,
|
||||
|
||||
/// Space for engine
|
||||
pub engine: u32,
|
||||
}
|
||||
|
||||
impl OutfitSpace {
|
||||
/// Make a new, zero OutfitSpace
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
outfit: 0,
|
||||
weapon: 0,
|
||||
engine: 0,
|
||||
}
|
||||
}
|
||||
|
||||
/// Does this outfit contain `smaller`?
|
||||
pub fn can_contain(&self, smaller: Self) -> bool {
|
||||
self.outfit >= (smaller.outfit + smaller.weapon + smaller.engine)
|
||||
&& self.weapon >= smaller.weapon
|
||||
&& self.engine >= smaller.engine
|
||||
}
|
||||
|
||||
/// Free outfit space
|
||||
pub fn free(&mut self, rhs: &Self) {
|
||||
self.outfit += rhs.outfit + rhs.weapon + rhs.engine;
|
||||
self.weapon += rhs.weapon;
|
||||
self.engine += rhs.engine;
|
||||
}
|
||||
|
||||
/// Occupy outfit space
|
||||
pub fn occupy(&mut self, rhs: &Self) {
|
||||
self.outfit -= rhs.outfit + rhs.weapon + rhs.engine;
|
||||
self.weapon -= rhs.weapon;
|
||||
self.engine -= rhs.engine;
|
||||
}
|
||||
}
|
||||
|
||||
impl From<syntax::OutfitSpace> for OutfitSpace {
|
||||
fn from(value: syntax::OutfitSpace) -> Self {
|
||||
Self {
|
||||
outfit: value.outfit.unwrap_or(0),
|
||||
engine: value.engine.unwrap_or(0),
|
||||
weapon: value.weapon.unwrap_or(0),
|
||||
}
|
||||
}
|
||||
}
|
|
@ -6,12 +6,8 @@ use nalgebra::{point, Point};
|
|||
|
||||
use crate::{handle::TextureHandle, Content};
|
||||
|
||||
use super::OutfitSpace;
|
||||
|
||||
pub(crate) mod syntax {
|
||||
use super::super::shared;
|
||||
use serde::Deserialize;
|
||||
|
||||
// Raw serde syntax structs.
|
||||
// These are never seen by code outside this crate.
|
||||
|
||||
|
@ -26,7 +22,6 @@ pub(crate) mod syntax {
|
|||
pub collision: Collision,
|
||||
pub angular_drag: f32,
|
||||
pub linear_drag: f32,
|
||||
pub space: shared::syntax::OutfitSpace,
|
||||
}
|
||||
|
||||
#[derive(Debug, Deserialize)]
|
||||
|
@ -91,9 +86,6 @@ pub struct Ship {
|
|||
|
||||
/// Reduction in velocity over time
|
||||
pub linear_drag: f32,
|
||||
|
||||
/// Outfit space in this ship
|
||||
pub space: OutfitSpace,
|
||||
}
|
||||
|
||||
/// Collision shape for this ship
|
||||
|
@ -146,7 +138,6 @@ impl crate::Build for Ship {
|
|||
name: ship_name,
|
||||
sprite_texture: th,
|
||||
mass: ship.mass,
|
||||
space: OutfitSpace::from(ship.space),
|
||||
angular_drag: ship.angular_drag,
|
||||
linear_drag: ship.linear_drag,
|
||||
size,
|
||||
|
|
|
@ -31,31 +31,29 @@ impl Game {
|
|||
pub fn new(ct: Content) -> Self {
|
||||
let mut physics = Physics::new();
|
||||
|
||||
let mut o1 = outfits::ShipOutfits::new(&ct.ships[0]);
|
||||
o1.add(ct.outfits[0].clone());
|
||||
o1.add_gun(ct.guns[0].clone());
|
||||
o1.add_gun(ct.guns[0].clone());
|
||||
|
||||
let h1 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
o1,
|
||||
vec![
|
||||
outfits::ShipOutfit::Gun(outfits::ShipGun::new(&ct.guns[0], 1)),
|
||||
outfits::ShipOutfit::Gun(outfits::ShipGun::new(&ct.guns[0], 2)),
|
||||
outfits::ShipOutfit::Engine(ct.engines[0].clone()),
|
||||
],
|
||||
Point2 { x: 0.0, y: 0.0 },
|
||||
FactionHandle { index: 0 },
|
||||
);
|
||||
|
||||
let h2 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
outfits::ShipOutfits::new(&ct.ships[0]),
|
||||
vec![],
|
||||
Point2 { x: 300.0, y: 300.0 },
|
||||
FactionHandle { index: 0 },
|
||||
);
|
||||
|
||||
let mut o2 = outfits::ShipOutfits::new(&ct.ships[0]);
|
||||
o2.add(ct.outfits[0].clone());
|
||||
o2.add_gun(ct.guns[0].clone());
|
||||
let h3 = physics.add_ship(
|
||||
&ct.ships[0],
|
||||
o2,
|
||||
vec![outfits::ShipOutfit::Gun(outfits::ShipGun::new(
|
||||
&ct.guns[0],
|
||||
0,
|
||||
))],
|
||||
Point2 {
|
||||
x: -300.0,
|
||||
y: 300.0,
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
use cgmath::{Deg, Point3};
|
||||
use content::{OutfitSpace, TextureHandle};
|
||||
|
||||
use crate::{content, render::SubSprite};
|
||||
|
||||
/// Represents a gun attached to a specific ship at a certain gunpoint.
|
||||
#[derive(Debug)]
|
||||
pub struct ShipGun {
|
||||
pub kind: content::Gun,
|
||||
pub cooldown: f32,
|
||||
|
@ -12,66 +10,39 @@ pub struct ShipGun {
|
|||
}
|
||||
|
||||
impl ShipGun {
|
||||
pub fn new(kind: content::Gun, point: usize) -> Self {
|
||||
pub fn new(kind: &content::Gun, point: usize) -> Self {
|
||||
Self {
|
||||
kind: kind,
|
||||
kind: kind.clone(),
|
||||
point,
|
||||
cooldown: 0.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// This struct keeps track of the combined stats of a set of outfits.
|
||||
/// It does NOT check for sanity (e.g, removing an outfit that was never added)
|
||||
/// That is handled by ShipOutfits.
|
||||
#[derive(Debug)]
|
||||
pub struct OutfitStatSum {
|
||||
pub engine_thrust: f32,
|
||||
pub steer_power: f32,
|
||||
pub engine_flare_textures: Vec<TextureHandle>,
|
||||
/// Represents a specific outfit attached to a specific ship
|
||||
pub enum ShipOutfit {
|
||||
Gun(ShipGun),
|
||||
Engine(content::Engine),
|
||||
}
|
||||
|
||||
impl OutfitStatSum {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
engine_thrust: 0.0,
|
||||
steer_power: 0.0,
|
||||
engine_flare_textures: Vec::new(),
|
||||
impl ShipOutfit {
|
||||
pub fn gun(&mut self) -> Option<&mut ShipGun> {
|
||||
match self {
|
||||
Self::Gun(g) => Some(g),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add(&mut self, o: &content::Outfit) {
|
||||
self.engine_thrust += o.engine_thrust;
|
||||
if let Some(t) = o.engine_flare_texture {
|
||||
self.engine_flare_textures.push(t);
|
||||
};
|
||||
self.steer_power += o.steer_power;
|
||||
pub fn engine(&self) -> Option<&content::Engine> {
|
||||
match self {
|
||||
Self::Engine(e) => Some(e),
|
||||
_ => None,
|
||||
}
|
||||
|
||||
pub fn remove(&mut self, o: &content::Outfit) {
|
||||
self.engine_thrust -= o.engine_thrust;
|
||||
if let Some(t) = o.engine_flare_texture {
|
||||
self.engine_flare_textures.remove(
|
||||
self.engine_flare_textures
|
||||
.iter()
|
||||
.position(|x| *x == t)
|
||||
.unwrap(),
|
||||
);
|
||||
}
|
||||
self.steer_power -= o.steer_power;
|
||||
}
|
||||
}
|
||||
|
||||
/// Represents all the outfits attached to a ship.
|
||||
/// Keeps track of the sum of their stats, so it mustn't be re-computed every frame.
|
||||
#[derive(Debug)]
|
||||
pub struct ShipOutfits {
|
||||
pub stats: OutfitStatSum,
|
||||
pub total_space: OutfitSpace,
|
||||
|
||||
available_space: OutfitSpace,
|
||||
outfits: Vec<content::Outfit>,
|
||||
guns: Vec<ShipGun>,
|
||||
outfits: Vec<ShipOutfit>,
|
||||
enginepoints: Vec<content::EnginePoint>,
|
||||
gunpoints: Vec<content::GunPoint>,
|
||||
|
||||
|
@ -83,107 +54,66 @@ pub struct ShipOutfits {
|
|||
impl<'a> ShipOutfits {
|
||||
pub fn new(content: &content::Ship) -> Self {
|
||||
Self {
|
||||
stats: OutfitStatSum::new(),
|
||||
outfits: Vec::new(),
|
||||
guns: Vec::new(),
|
||||
available_space: content.space.clone(),
|
||||
total_space: content.space.clone(),
|
||||
enginepoints: content.engines.clone(),
|
||||
gunpoints: content.guns.clone(),
|
||||
engine_flare_sprites: vec![],
|
||||
}
|
||||
}
|
||||
|
||||
/// Does this outfit set contain the specified outfit?
|
||||
pub fn contains_outfit(&self, o: &content::Outfit) -> bool {
|
||||
match self.outfits.iter().position(|x| x.name == o.name) {
|
||||
Some(_) => true,
|
||||
None => false,
|
||||
}
|
||||
}
|
||||
|
||||
/// Add an outfit to this ship.
|
||||
/// Returns true on success, and false on failure
|
||||
/// TODO: failure reason enum
|
||||
pub fn add(&mut self, o: content::Outfit) -> bool {
|
||||
if !self.available_space.can_contain(o.space) {
|
||||
return false;
|
||||
}
|
||||
self.available_space.occupy(&o.space);
|
||||
self.stats.add(&o);
|
||||
pub fn add(&mut self, o: ShipOutfit) {
|
||||
self.outfits.push(o);
|
||||
self.update_engine_flares();
|
||||
return true;
|
||||
}
|
||||
|
||||
/// TODO: is outfit in set?
|
||||
pub fn remove(&mut self, o: content::Outfit) {
|
||||
let i = match self.outfits.iter().position(|x| x.name == o.name) {
|
||||
Some(i) => i,
|
||||
None => panic!("Removed non-existing outfit"),
|
||||
};
|
||||
self.available_space.free(&o.space);
|
||||
self.outfits.remove(i);
|
||||
self.stats.remove(&o);
|
||||
self.update_engine_flares();
|
||||
}
|
||||
|
||||
/// Add a gun to this outfit set.
|
||||
/// This automatically attaches the gun to the first available gunpoint,
|
||||
/// and returns false (applying no changes) if no points are available.
|
||||
pub fn add_gun(&mut self, gun: content::Gun) -> bool {
|
||||
// Find first unused point
|
||||
let mut p = None;
|
||||
'outer: for i in 0..self.gunpoints.len() {
|
||||
for g in &self.guns {
|
||||
if g.point == i {
|
||||
continue 'outer;
|
||||
}
|
||||
}
|
||||
p = Some(i);
|
||||
break;
|
||||
}
|
||||
|
||||
// All points are taken
|
||||
if p.is_none() {
|
||||
return false;
|
||||
}
|
||||
|
||||
let sg = ShipGun::new(gun, p.unwrap());
|
||||
self.guns.push(sg);
|
||||
return true;
|
||||
}
|
||||
|
||||
pub fn iter_guns(&mut self) -> impl Iterator<Item = &mut ShipGun> {
|
||||
self.guns.iter_mut()
|
||||
self.outfits
|
||||
.iter_mut()
|
||||
.map(|x| x.gun())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap())
|
||||
}
|
||||
|
||||
pub fn iter_guns_points(&mut self) -> impl Iterator<Item = (&mut ShipGun, &content::GunPoint)> {
|
||||
self.guns
|
||||
self.outfits
|
||||
.iter_mut()
|
||||
.map(|x| x.gun())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap())
|
||||
.map(|x| (&self.gunpoints[x.point], x))
|
||||
.map(|(a, b)| (b, a))
|
||||
}
|
||||
|
||||
pub fn iter_engines(&self) -> impl Iterator<Item = &content::Engine> {
|
||||
self.outfits
|
||||
.iter()
|
||||
.map(|x| x.engine())
|
||||
.filter(|x| x.is_some())
|
||||
.map(|x| x.unwrap())
|
||||
}
|
||||
|
||||
pub fn iter_enginepoints(&self) -> impl Iterator<Item = &content::EnginePoint> {
|
||||
self.enginepoints.iter()
|
||||
}
|
||||
|
||||
pub fn update_engine_flares(&mut self) {
|
||||
// TODO: better way to pick flare texture
|
||||
self.engine_flare_sprites.clear();
|
||||
let t = if let Some(e) = self.stats.engine_flare_textures.iter().next() {
|
||||
e
|
||||
let t = if let Some(e) = self.iter_engines().next() {
|
||||
e.flare_sprite_texture
|
||||
} else {
|
||||
return;
|
||||
};
|
||||
|
||||
self.engine_flare_sprites = self
|
||||
.enginepoints
|
||||
.iter()
|
||||
.iter_enginepoints()
|
||||
.map(|p| SubSprite {
|
||||
pos: Point3 {
|
||||
x: p.pos.x,
|
||||
y: p.pos.y,
|
||||
z: 1.0,
|
||||
},
|
||||
texture: *t,
|
||||
texture: t,
|
||||
angle: Deg(0.0),
|
||||
size: p.size,
|
||||
})
|
||||
|
|
|
@ -52,13 +52,18 @@ pub struct Ship {
|
|||
impl Ship {
|
||||
pub fn new(
|
||||
c: &content::Ship,
|
||||
outfits: outfits::ShipOutfits,
|
||||
outfits: Vec<outfits::ShipOutfit>,
|
||||
physics_handle: ShipHandle,
|
||||
faction: FactionHandle,
|
||||
) -> Self {
|
||||
let mut o = outfits::ShipOutfits::new(c);
|
||||
for x in outfits.into_iter() {
|
||||
o.add(x)
|
||||
}
|
||||
|
||||
Ship {
|
||||
physics_handle,
|
||||
outfits,
|
||||
outfits: o,
|
||||
sprite_texture: c.sprite_texture,
|
||||
size: c.size,
|
||||
hull: c.hull,
|
||||
|
@ -130,18 +135,17 @@ impl Ship {
|
|||
let engine_force = ship_rot * t;
|
||||
|
||||
if self.controls.thrust {
|
||||
r.apply_impulse(
|
||||
vector![engine_force.x, engine_force.y] * self.outfits.stats.engine_thrust,
|
||||
true,
|
||||
);
|
||||
for e in self.outfits.iter_engines() {
|
||||
r.apply_impulse(vector![engine_force.x, engine_force.y] * e.thrust, true);
|
||||
}
|
||||
}
|
||||
|
||||
if self.controls.right {
|
||||
r.apply_torque_impulse(self.outfits.stats.steer_power * -100.0 * t, true);
|
||||
r.apply_torque_impulse(-1000.0 * t, true);
|
||||
}
|
||||
|
||||
if self.controls.left {
|
||||
r.apply_torque_impulse(self.outfits.stats.steer_power * 100.0 * t, true);
|
||||
r.apply_torque_impulse(1000.0 * t, true);
|
||||
}
|
||||
|
||||
let p = if self.controls.guns {
|
||||
|
|
|
@ -82,7 +82,7 @@ impl Physics {
|
|||
pub fn add_ship(
|
||||
&mut self,
|
||||
ct: &content::Ship,
|
||||
outfits: outfits::ShipOutfits,
|
||||
outfits: Vec<outfits::ShipOutfit>,
|
||||
position: Point2<f32>,
|
||||
faction: FactionHandle,
|
||||
) -> ShipHandle {
|
||||
|
|
Loading…
Reference in New Issue