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2 Commits
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...
025a1df69e
Author | SHA1 | Date |
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Mark | 025a1df69e | |
Mark | 079ee461af |
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@ -42,6 +42,7 @@ fn main() -> Result<()> {
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let mut gpu = pollster::block_on(galactica_render::GPUState::new(window, &content))?;
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gpu.init(&content);
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// TODO: don't clone content
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let mut game = game::Game::new(content.clone());
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let p = game.make_player();
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@ -96,6 +97,16 @@ fn main() -> Result<()> {
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None
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}
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}
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ShipState::UnLanding { .. } => {
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let pos =
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o.data.get_state().unlanding_position(&content).unwrap();
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Some(Point2 { x: pos.x, y: pos.y })
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}
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ShipState::Landing { .. } => {
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let pos =
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o.data.get_state().landing_position(&content).unwrap();
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Some(Point2 { x: pos.x, y: pos.y })
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}
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ShipState::Landed { target } => {
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let b = content.get_system_object(*target);
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Some(Point2 {
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@ -103,6 +114,8 @@ fn main() -> Result<()> {
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y: b.pos.y,
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})
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}
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ShipState::Dead => None,
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}
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} else {
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None
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@ -1,7 +1,7 @@
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//! GPUState routines for drawing items in a systemsim
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use bytemuck;
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use cgmath::{EuclideanSpace, InnerSpace, Point2, Vector2};
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use cgmath::{EuclideanSpace, InnerSpace, Point2, Point3, Rad, Vector2};
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use galactica_system::{data::ShipState, phys::util};
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use galactica_util::constants::OBJECT_SPRITE_INSTANCE_LIMIT;
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@ -19,28 +19,72 @@ impl GPUState {
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screen_clip: (Point2<f32>, Point2<f32>),
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) {
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for ship in state.systemsim.iter_ships() {
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match ship.data.get_state() {
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ShipState::Collapsing { .. } | ShipState::Flying => {}
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ShipState::Landed { .. } => continue,
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}
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// TODO: move collapse sequence here?
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let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
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let ship_pos = util::rigidbody_position(&r);
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let ship_rot = util::rigidbody_rotation(r);
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let ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
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let ship_cnt = state.ct.get_ship(ship.data.get_content());
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let ship_pos;
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let ship_ang;
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let ship_cnt;
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match ship.data.get_state() {
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ShipState::Dead | ShipState::Landed { .. } => continue,
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ShipState::Collapsing { .. } | ShipState::Flying => {
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let r = state.systemsim.get_rigid_body(ship.rigid_body).unwrap();
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let pos = util::rigidbody_position(&r);
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ship_pos = Point3 {
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x: pos.x,
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y: pos.y,
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z: 1.0,
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};
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let ship_rot = util::rigidbody_rotation(r);
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ship_ang = -ship_rot.angle(Vector2 { x: 0.0, y: 1.0 }); // TODO: inconsistent angles. Fix!
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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ShipState::Landing {
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from_position,
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from_angle,
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target,
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total: _total,
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elapsed,
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} => {
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let target = state.ct.get_system_object(*target);
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let diff = Point2 {
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x: target.pos.x,
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y: target.pos.y,
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} - from_position;
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ship_pos = ship.data.get_state().landing_position(state.ct).unwrap();
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let target_angle = -diff.angle(Vector2 { x: 0.0, y: 1.0 });
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ship_ang = from_angle + ((target_angle - from_angle) * 1f32.min(elapsed / 1.0));
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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ShipState::UnLanding {
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to_angle, elapsed, ..
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} => {
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ship_pos = ship.data.get_state().unlanding_position(state.ct).unwrap();
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ship_ang = Rad(0.0) + ((to_angle - Rad(0.0)) * 1f32.min(elapsed / 1.0));
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ship_cnt = state.ct.get_ship(ship.data.get_content());
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}
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}
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// Position adjusted for parallax
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// TODO: adjust parallax for zoom?
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// 1.0 is z-coordinate, which is constant for ships
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let pos: Point2<f32> = (ship_pos - state.camera_pos.to_vec()) / 1.0;
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let pos: Point2<f32> = (Point2 {
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x: ship_pos.x,
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y: ship_pos.y,
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} - state.camera_pos.to_vec())
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/ ship_pos.z;
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// Game dimensions of this sprite post-scale.
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// Post-scale width or height, whichever is larger.
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// This is in game units.
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//
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// We take the maximum to account for rotated sprites.
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let m = (ship_cnt.size / 1.0) * ship_cnt.sprite.aspect.max(1.0);
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let m = (ship_cnt.size / ship_pos.z) * ship_cnt.sprite.aspect.max(1.0);
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// Don't draw sprites that are off the screen
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if pos.x < screen_clip.0.x - m
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@ -59,7 +103,7 @@ impl GPUState {
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bytemuck::cast_slice(&[ObjectData {
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xpos: ship_pos.x,
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ypos: ship_pos.y,
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zpos: 1.0,
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zpos: ship_pos.z,
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angle: ship_ang.0,
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size: ship_cnt.size,
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parent: 0,
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@ -86,7 +130,13 @@ impl GPUState {
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self.state.vertex_buffers.object_counter += 1;
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let flare = ship.data.get_outfits().get_flare_sprite(state.ct);
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if ship.get_controls().thrust && flare.is_some() && ship.data.get_state().is_flying() {
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if {
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let is_flying = match ship.data.get_state() {
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ShipState::Flying => true,
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_ => false,
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};
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ship.get_controls().thrust && flare.is_some() && is_flying
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} {
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for engine_point in &ship_cnt.engines {
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self.state.queue.write_buffer(
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&self.state.global_uniform.object_buffer,
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@ -39,6 +39,26 @@ impl Radar {
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.unwrap();
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match player_ship.data.get_state() {
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ShipState::Dead => {}
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ShipState::Landing { .. } => {
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let pos = player_ship
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.data
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.get_state()
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.landing_position(&input.ct)
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.unwrap();
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self.last_player_position = Point2 { x: pos.x, y: pos.y }
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}
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ShipState::UnLanding { .. } => {
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let pos = player_ship
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.data
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.get_state()
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.unlanding_position(&input.ct)
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.unwrap();
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self.last_player_position = Point2 { x: pos.x, y: pos.y }
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}
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ShipState::Landed { target } => {
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let landed_body = input.ct.get_system_object(*target);
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self.last_player_position = Point2 {
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@ -133,10 +153,14 @@ impl Radar {
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// This will be None if this ship is dead.
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// Stays around while the physics system runs a collapse sequence
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let color = match s.data.get_state() {
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ShipState::Landed { .. } => {
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ShipState::Dead | ShipState::Landed { .. } => {
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continue;
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}
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ShipState::Collapsing { .. } => {
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// TODO: different color for landing?
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ShipState::UnLanding { .. }
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| ShipState::Landing { .. }
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| ShipState::Collapsing { .. } => {
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// TODO: configurable
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[0.2, 0.2, 0.2, 1.0]
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}
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@ -37,10 +37,20 @@ impl Status {
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.unwrap();
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match player_ship.data.get_state() {
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ShipState::Landed { .. } | ShipState::Collapsing { .. } | ShipState::Flying => {
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ShipState::Dead => {
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current_shields = 0.0;
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current_hull = 0.0;
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max_shields = player_ship.data.get_outfits().get_shield_strength();
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max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
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}
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ShipState::UnLanding { .. }
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| ShipState::Landing { .. }
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| ShipState::Landed { .. }
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| ShipState::Collapsing { .. }
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| ShipState::Flying => {
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current_shields = player_ship.data.get_shields();
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current_hull = player_ship.data.get_hull();
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max_shields = player_ship.data.get_outfits().get_shield_strength();
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max_hull = input.ct.get_ship(player_ship.data.get_content()).hull;
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}
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}
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@ -1,6 +1,7 @@
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use std::{collections::HashMap, time::Instant};
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use super::{OutfitSet, ShipPersonality};
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use cgmath::{InnerSpace, Point2, Point3, Rad};
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use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
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use rand::{rngs::ThreadRng, Rng};
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@ -10,6 +11,9 @@ use rand::{rngs::ThreadRng, Rng};
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/// sequence fully plays out.
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#[derive(Debug, Clone)]
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pub enum ShipState {
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/// This ship is dead, and should be removed from the game.
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Dead,
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/// This ship is alive and well in open space
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Flying, // TODO: system, position (also in collapse)?
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@ -27,41 +31,47 @@ pub enum ShipState {
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/// The planet this ship is landed on
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target: SystemObjectHandle,
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},
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/// This ship is landing on a planet
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/// (playing the animation)
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Landing {
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/// The point, in world coordinates, where we started
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from_position: Point2<f32>,
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/// The ship's angle when we started landing
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from_angle: Rad<f32>,
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/// The planet we're landing on
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target: SystemObjectHandle,
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/// The total amount of time, in seconds, we will spend landing
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total: f32,
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/// The amount of time we've already spent playing this landing sequence
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elapsed: f32,
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},
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/// This ship is taking off from a planet
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/// (playing the animation)
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UnLanding {
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/// The point, in world coordinates, to which we're going
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to_position: Point2<f32>,
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/// The angle we'll be at when we arrive
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to_angle: Rad<f32>,
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/// The planet we're taking off from
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from: SystemObjectHandle,
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/// The total amount of time, in seconds, we will spend taking off
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total: f32,
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/// The amount of time we've already spent playing this unlanding sequence
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elapsed: f32,
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},
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}
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impl ShipState {
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/// Is this ship playing its collapse sequence?
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pub fn is_collapsing(&self) -> bool {
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match self {
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Self::Collapsing { .. } => true,
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_ => false,
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}
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}
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/// Is this ship flying in open space?
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pub fn is_flying(&self) -> bool {
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match self {
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Self::Flying => true,
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_ => false,
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}
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}
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/// Is this ship landed on a planet?
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pub fn is_landed(&self) -> bool {
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match self {
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Self::Landed { .. } => true,
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_ => false,
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}
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}
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/// True if this ship has been destroyed and has finished it's collapse sequence.
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/// Ships are deleted once this is true.
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pub fn should_be_removed(&self) -> bool {
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match self {
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Self::Collapsing { elapsed, total } => elapsed >= total,
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_ => false,
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}
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}
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/// What planet is this ship landed on?
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pub fn landed_on(&self) -> Option<SystemObjectHandle> {
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match self {
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@ -81,6 +91,86 @@ impl ShipState {
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_ => None,
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}
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}
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/// Compute position of this ship's sprite during its landing sequence
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pub fn landing_position(&self, ct: &Content) -> Option<Point3<f32>> {
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match self {
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Self::Landing {
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from_position,
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target,
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total,
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elapsed,
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..
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} => Some({
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let target = ct.get_system_object(*target);
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let diff = Point2 {
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x: target.pos.x,
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y: target.pos.y,
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} - from_position;
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let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
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// TODO: improve animation
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// TODO: fade
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// TODO: atmosphere burn
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// TODO: land at random point
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// TODO: don't jump camera
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// TODO: time by distance
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// TODO: keep momentum
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let pos = from_position + (diff * (elapsed / total));
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Point3 {
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x: pos.x,
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y: pos.y,
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z: 1.0 + ((target.pos.z - 1.0) * (elapsed / total)),
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}
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}),
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_ => None,
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}
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}
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/// Compute position of this ship's sprite during its unlanding sequence
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pub fn unlanding_position(&self, ct: &Content) -> Option<Point3<f32>> {
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match self {
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Self::UnLanding {
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to_position,
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from,
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total,
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elapsed,
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..
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} => Some({
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let from = ct.get_system_object(*from);
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let diff = to_position
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- Point2 {
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x: from.pos.x,
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y: from.pos.y,
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};
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//let diff = diff - diff.normalize() * (target.size / 2.0) * 0.8;
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// TODO: improve animation
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// TODO: fade
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// TODO: atmosphere burn
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// TODO: land at random point
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// TODO: don't jump camera
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// TODO: time by distance
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// TODO: keep momentum
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let pos = Point2 {
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x: from.pos.x,
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y: from.pos.y,
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} + (diff * (elapsed / total));
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Point3 {
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x: pos.x,
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y: pos.y,
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z: from.pos.z + ((1.0 - from.pos.z) * (elapsed / total)),
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}
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}),
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_ => None,
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}
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}
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}
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/// Represents all attributes of a single ship
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|
@ -136,26 +226,47 @@ impl ShipData {
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}
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}
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// TODO: position in data?
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/// Land this ship on `target`
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pub fn land_on(&mut self, target: SystemObjectHandle) -> bool {
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if self.state.is_flying() {
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self.state = ShipState::Landed { target };
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} else {
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return false;
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}
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return true;
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pub fn land_on(
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&mut self,
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target: SystemObjectHandle,
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from_position: Point2<f32>,
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from_angle: Rad<f32>,
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) -> bool {
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match self.state {
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ShipState::Flying => {
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self.state = ShipState::Landing {
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elapsed: 0.0,
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total: 5.0,
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target,
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from_position,
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from_angle,
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};
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return true;
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}
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_ => {
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unreachable!("Called `land_on` on a ship that isn't flying!")
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}
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};
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}
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/// Take off from `target`
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pub fn unland(&mut self) -> bool {
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if self.state.is_landed() {
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self.state = ShipState::Flying;
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} else {
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return false;
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}
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return true;
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pub fn unland(&mut self, to_position: Point2<f32>) {
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match self.state {
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ShipState::Landed { target } => {
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self.state = ShipState::UnLanding {
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to_position,
|
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to_angle: Rad(1.0),
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from: target,
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total: 5.0,
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elapsed: 0.0,
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};
|
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}
|
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_ => {
|
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unreachable!("Called `unland` on a ship that isn't landed!")
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||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// Add an outfit to this ship
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||||
|
@ -194,9 +305,13 @@ impl ShipData {
|
|||
|
||||
/// Hit this ship with the given amount of damage
|
||||
pub(crate) fn apply_damage(&mut self, ct: &Content, mut d: f32) {
|
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if self.state.is_collapsing() {
|
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return;
|
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match self.state {
|
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ShipState::Flying => {}
|
||||
_ => {
|
||||
unreachable!("Cannot apply damage to a ship that is not flying!")
|
||||
}
|
||||
}
|
||||
|
||||
if self.shields >= d {
|
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self.shields -= d
|
||||
} else {
|
||||
|
@ -218,10 +333,27 @@ impl ShipData {
|
|||
/// Update this ship's state by `t` seconds
|
||||
pub(crate) fn step(&mut self, t: f32) {
|
||||
match self.state {
|
||||
ShipState::Collapsing {
|
||||
ref mut elapsed, ..
|
||||
ShipState::Landing {
|
||||
ref mut elapsed,
|
||||
total,
|
||||
target,
|
||||
..
|
||||
} => {
|
||||
*elapsed += t;
|
||||
if *elapsed >= total {
|
||||
self.state = ShipState::Landed { target };
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::UnLanding {
|
||||
ref mut elapsed,
|
||||
total,
|
||||
..
|
||||
} => {
|
||||
*elapsed += t;
|
||||
if *elapsed >= total {
|
||||
self.state = ShipState::Flying;
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Landed { .. } => {
|
||||
|
@ -260,6 +392,18 @@ impl ShipData {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Collapsing {
|
||||
ref mut elapsed,
|
||||
total,
|
||||
} => {
|
||||
*elapsed += t;
|
||||
if *elapsed >= total {
|
||||
self.state = ShipState::Dead
|
||||
}
|
||||
}
|
||||
|
||||
ShipState::Dead => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,8 @@ use galactica_content::Relationship;
|
|||
use rapier2d::{dynamics::RigidBodySet, geometry::ColliderHandle};
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::data::ShipState;
|
||||
|
||||
use super::{
|
||||
super::{
|
||||
objects::{PhysSimShip, ShipControls},
|
||||
|
@ -46,7 +48,10 @@ impl ShipControllerStruct for PointShipController {
|
|||
.filter(
|
||||
// Target only flying ships we're hostile towards
|
||||
|s| match my_faction.relationships.get(&s.data.get_faction()).unwrap() {
|
||||
Relationship::Hostile => s.data.get_state().is_flying(),
|
||||
Relationship::Hostile => match s.data.get_state() {
|
||||
ShipState::Flying => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
},
|
||||
)
|
||||
|
|
|
@ -99,7 +99,10 @@ impl PhysSimShip {
|
|||
ShipState::Flying => {
|
||||
return self.step_live(res, rigid_body, collider);
|
||||
}
|
||||
ShipState::Landed { .. } => {}
|
||||
ShipState::UnLanding { .. }
|
||||
| ShipState::Dead
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. } => {}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -69,32 +69,47 @@ impl<'a> PhysSim {
|
|||
|
||||
fn land_ship(&mut self, collider: ColliderHandle, target: SystemObjectHandle) {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
self.rigid_body_set
|
||||
.get_mut(ship.rigid_body)
|
||||
.unwrap()
|
||||
.set_enabled(false);
|
||||
|
||||
let r = self.rigid_body_set.get(ship.rigid_body).unwrap();
|
||||
ship.data.land_on(
|
||||
target,
|
||||
util::rigidbody_position(r),
|
||||
-util::rigidbody_rotation(r).angle(Vector2 { x: 0.0, y: 1.0 }),
|
||||
);
|
||||
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(false);
|
||||
r.set_angvel(0.0, false);
|
||||
r.set_linvel(nalgebra::Vector2::new(0.0, 0.0), false);
|
||||
|
||||
self.collider_set
|
||||
.get_mut(ship.collider)
|
||||
.unwrap()
|
||||
.set_enabled(false);
|
||||
|
||||
ship.data.land_on(target);
|
||||
}
|
||||
|
||||
fn unland_ship(&mut self, ct: &Content, 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);
|
||||
ship.data.unland();
|
||||
|
||||
self.rigid_body_set
|
||||
.get_mut(ship.rigid_body)
|
||||
.unwrap()
|
||||
.set_position(point![obj.pos.x, obj.pos.y].into(), true);
|
||||
self.rigid_body_set
|
||||
.get_mut(ship.rigid_body)
|
||||
.unwrap()
|
||||
.set_enabled(true);
|
||||
let target_pos = Point2 {
|
||||
x: obj.pos.x + 100.0,
|
||||
y: obj.pos.y + 100.0,
|
||||
};
|
||||
|
||||
ship.data.unland(target_pos);
|
||||
|
||||
let r = self.rigid_body_set.get_mut(ship.rigid_body).unwrap();
|
||||
r.set_enabled(true);
|
||||
|
||||
r.set_position(
|
||||
nalgebra::Vector2::new(target_pos.x, target_pos.y).into(),
|
||||
true,
|
||||
);
|
||||
|
||||
r.set_rotation(nalgebra::Rotation2::new(1.0).into(), false);
|
||||
|
||||
self.collider_set
|
||||
.get_mut(ship.collider)
|
||||
.unwrap()
|
||||
|
@ -136,10 +151,14 @@ impl<'a> PhysSim {
|
|||
let f = res.ct.get_faction(projectile.faction);
|
||||
let r = f.relationships.get(&ship.data.get_faction()).unwrap();
|
||||
let destory_projectile = match r {
|
||||
Relationship::Hostile => {
|
||||
ship.data.apply_damage(res.ct, projectile.content.damage);
|
||||
true
|
||||
}
|
||||
Relationship::Hostile => match ship.data.get_state() {
|
||||
ShipState::Flying => {
|
||||
ship.data.apply_damage(res.ct, projectile.content.damage);
|
||||
true
|
||||
}
|
||||
ShipState::Collapsing { .. } => true,
|
||||
_ => false,
|
||||
},
|
||||
_ => false,
|
||||
};
|
||||
|
||||
|
@ -291,15 +310,15 @@ impl PhysSim {
|
|||
// Borrow immutably for now...
|
||||
// (required to compute controls)
|
||||
let ship = self.ships.get(&collider).unwrap();
|
||||
if ship.data.get_state().should_be_removed() {
|
||||
to_remove.push(collider);
|
||||
continue;
|
||||
}
|
||||
|
||||
match ship.data.get_state() {
|
||||
ShipState::Landed { .. } => {}
|
||||
ShipState::Dead => {
|
||||
to_remove.push(collider);
|
||||
}
|
||||
|
||||
ShipState::Collapsing { .. } => {
|
||||
ShipState::UnLanding { .. }
|
||||
| ShipState::Landing { .. }
|
||||
| ShipState::Landed { .. }
|
||||
| ShipState::Collapsing { .. } => {
|
||||
let ship = self.ships.get_mut(&collider).unwrap();
|
||||
ship.step(
|
||||
res,
|
||||
|
|
Loading…
Reference in New Issue