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7272f2a00a
...
1f2ba92bea
1
TODO.md
1
TODO.md
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@ -17,7 +17,6 @@
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- fps textbox positioning
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- fps textbox positioning
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- shield generation curve
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- shield generation curve
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- clippy & rules
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- clippy & rules
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- reject unknown toml
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## Small jobs
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## Small jobs
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- Better planet icons in radar
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- Better planet icons in radar
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@ -1,7 +1,6 @@
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[outfit."plasma engines"]
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[outfit."plasma engines"]
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name = "Plasma Engines"
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name = "Plasma Engines"
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thumbnail = "icon::engine"
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thumbnail = "icon::engine"
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cost = 30
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desc = """
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desc = """
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This is the smallest of the plasma propulsion systems produced by
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This is the smallest of the plasma propulsion systems produced by
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@ -22,7 +21,6 @@ steering.power = 20
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[outfit."shield generator"]
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[outfit."shield generator"]
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thumbnail = "icon::shield"
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thumbnail = "icon::shield"
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name = "Shield Generator"
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name = "Shield Generator"
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cost = 10
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desc = """
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desc = """
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This is the standard shield generator for fighters and interceptors,
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This is the standard shield generator for fighters and interceptors,
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@ -42,7 +40,6 @@ shield.delay = 2.0
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[outfit."blaster"]
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[outfit."blaster"]
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thumbnail = "icon::blaster"
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thumbnail = "icon::blaster"
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name = "Blaster"
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name = "Blaster"
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cost = 20
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desc = """
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desc = """
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Although not the most accurate or damaging of weapons, the Energy Blaster is popular because it
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Although not the most accurate or damaging of weapons, the Energy Blaster is popular because it
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@ -113,15 +113,10 @@ fn event(state, event) {
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}
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}
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fn step(state) {
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fn step(state) {
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if state.player_ship().stat_shield_strength() == 0.0 {
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radialbar::set_val("shield", 0.0);
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} else {
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radialbar::set_val("shield",
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radialbar::set_val("shield",
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state.player_ship().current_shields()
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state.player_ship().current_shields()
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/ state.player_ship().stat_shield_strength()
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/ state.player_ship().stat_shield_strength()
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);
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);
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}
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radialbar::set_val("hull",
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radialbar::set_val("hull",
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state.player_ship().current_hull()
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state.player_ship().current_hull()
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/ state.player_ship().total_hull()
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/ state.player_ship().total_hull()
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@ -347,9 +347,6 @@ fn init(state) {
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fn event(state, event) {
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fn event(state, event) {
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// TODO: update on ship outfit change only
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update_ship_info(state);
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if type_of(event) == "MouseHoverEvent" {
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if type_of(event) == "MouseHoverEvent" {
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let element = event.element();
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let element = event.element();
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@ -397,24 +394,6 @@ fn event(state, event) {
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return PlayerDirective::None;
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return PlayerDirective::None;
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}
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}
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if element == "buy_button" {
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if selected_outfit != false {
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let outfit = ct::get_outfit(selected_outfit);
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if outfit.is_some() {
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return PlayerDirective::BuyOutfit(outfit, 1);
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}
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}
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}
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if element == "sell_button" {
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if selected_outfit != false {
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let outfit = ct::get_outfit(selected_outfit);
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if outfit.is_some() {
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return PlayerDirective::SellOutfit(outfit, 1);
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}
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}
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}
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if (
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if (
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element.starts_with("outfit.backg.") &&
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element.starts_with("outfit.backg.") &&
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event.element().split("outfit.backg.".len())[1] != selected_outfit
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event.element().split("outfit.backg.".len())[1] != selected_outfit
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@ -496,41 +475,6 @@ fn update_outfit_info(selected_outfit) {
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let stats = "";
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let stats = "";
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let tlen = 20;
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let tlen = 20;
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{
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let s = "cost ";
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s.pad(tlen, " ");
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stats += s + outfit.cost();
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stats += "\n";
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}
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{
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let s = "needs gun port ";
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s.pad(tlen, " ");
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if outfit.stat_is_gun() {
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stats += s + "yes";
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} else {
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stats += s + "no"
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}
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stats += "\n";
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}
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{
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let s = outfit.required_space();
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for k in s.keys() {
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let v = s[k];
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let s = k + " space needed ";
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s.pad(tlen, " ");
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if v != 0 {
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stats += s + v;
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stats += "\n";
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}
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}
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}
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stats += "\n";
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if outfit.stat_thrust() != 0 {
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if outfit.stat_thrust() != 0 {
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let s = "thrust ";
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let s = "thrust ";
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s.pad(tlen, " ");
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s.pad(tlen, " ");
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@ -583,28 +527,8 @@ fn update_ship_info(state) {
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let tlen = 20;
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let tlen = 20;
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{
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let u = ship.used_space();
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let t = ship.total_space();
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for k in u.keys() {
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let vu = u[k];
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let vt = t[k];
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let s = k + " space ";
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s.pad(tlen, " ");
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stats += s + (vt - vu) + "/" + vt;
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stats += "\n";
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}
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}
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{
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let s = "gun points ";
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s.pad(tlen, " ");
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stats += s + ship.free_gun_points() + "/" + ship.total_gun_points();
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stats += "\n\n";
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}
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// TODO: outfits add mass
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// TODO: outfits add mass
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// TODO: calculate acceleration
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// TODO: calculate radial acceleration
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{
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{
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let s = "shield strength ";
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let s = "shield strength ";
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s.pad(tlen, " ");
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s.pad(tlen, " ");
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@ -24,7 +24,6 @@ pub(crate) mod syntax {
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pub thumbnail: ContentIndex,
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pub thumbnail: ContentIndex,
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pub name: String,
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pub name: String,
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pub desc: String,
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pub desc: String,
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pub cost: u32,
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pub engine: Option<Engine>,
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pub engine: Option<Engine>,
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pub steering: Option<Steering>,
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pub steering: Option<Steering>,
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pub space: outfitspace::syntax::OutfitSpace,
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pub space: outfitspace::syntax::OutfitSpace,
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@ -141,9 +140,6 @@ pub struct Outfit {
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/// This outfit's thumbnail
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/// This outfit's thumbnail
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pub thumbnail: Arc<Sprite>,
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pub thumbnail: Arc<Sprite>,
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/// The cost of this outfit, in credits
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pub cost: u32,
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/// How much space this outfit requires
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/// How much space this outfit requires
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pub space: OutfitSpace,
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pub space: OutfitSpace,
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@ -328,7 +324,6 @@ impl crate::Build for Outfit {
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let mut o = Self {
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let mut o = Self {
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index: ContentIndex::new(&outfit_name),
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index: ContentIndex::new(&outfit_name),
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display_name: outfit.name,
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display_name: outfit.name,
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cost: outfit.cost,
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thumbnail,
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thumbnail,
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gun,
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gun,
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desc: outfit.desc,
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desc: outfit.desc,
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@ -1,7 +1,4 @@
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use std::{
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use std::ops::{Add, AddAssign, Sub, SubAssign};
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collections::HashMap,
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ops::{Add, AddAssign, Sub, SubAssign},
|
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};
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|
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pub(crate) mod syntax {
|
pub(crate) mod syntax {
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use serde::Deserialize;
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use serde::Deserialize;
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|
@ -47,15 +44,6 @@ impl OutfitSpace {
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&& self.weapon >= smaller.weapon
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&& self.weapon >= smaller.weapon
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&& self.engine >= smaller.engine
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&& self.engine >= smaller.engine
|
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}
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}
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|
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/// Return a map of "space name" -> number
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pub fn to_hashmap(&self) -> HashMap<String, u32> {
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let mut m = HashMap::new();
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m.insert("outfit".to_string(), self.outfit);
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m.insert("weapon".to_string(), self.weapon);
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|
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m.insert("engine".to_string(), self.engine);
|
|
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m
|
|
||||||
}
|
|
||||||
}
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}
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|
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impl Sub for OutfitSpace {
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impl Sub for OutfitSpace {
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||||||
|
|
|
@ -5,7 +5,6 @@ use galactica_system::phys::{PhysImage, PhysSim, PhysSimShipHandle, PhysStepReso
|
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use galactica_system::PlayerDirective;
|
use galactica_system::PlayerDirective;
|
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use galactica_util::timing::Timing;
|
use galactica_util::timing::Timing;
|
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use nalgebra::Point2;
|
use nalgebra::Point2;
|
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use std::iter;
|
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
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use std::time::Instant;
|
use std::time::Instant;
|
||||||
|
|
||||||
|
@ -52,6 +51,16 @@ impl<'a> Game {
|
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.get(&ContentIndex::new("shield generator"))
|
.get(&ContentIndex::new("shield generator"))
|
||||||
.unwrap()
|
.unwrap()
|
||||||
.clone(),
|
.clone(),
|
||||||
|
self.ct
|
||||||
|
.outfits
|
||||||
|
.get(&ContentIndex::new("blaster"))
|
||||||
|
.unwrap()
|
||||||
|
.clone(),
|
||||||
|
self.ct
|
||||||
|
.outfits
|
||||||
|
.get(&ContentIndex::new("blaster"))
|
||||||
|
.unwrap()
|
||||||
|
.clone(),
|
||||||
]);
|
]);
|
||||||
|
|
||||||
return player;
|
return player;
|
||||||
|
@ -122,43 +131,9 @@ impl<'a> Game {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn apply_directive(&mut self, directive: PlayerDirective, player: &mut PlayerAgent) {
|
pub fn apply_directive(&mut self, directive: PlayerDirective, player: &PlayerAgent) {
|
||||||
match directive {
|
match directive {
|
||||||
PlayerDirective::None => {}
|
_ => self.phys_sim.apply_directive(directive, player),
|
||||||
|
|
||||||
PlayerDirective::BuyOutfit { outfit, count } => {
|
|
||||||
let cost = outfit.cost * count;
|
|
||||||
if player.credits >= cost {
|
|
||||||
player.credits -= cost;
|
|
||||||
let ship = self
|
|
||||||
.phys_sim
|
|
||||||
.get_ship_mut(&PhysSimShipHandle(player.ship.unwrap()))
|
|
||||||
.unwrap();
|
|
||||||
ship.add_outfits(iter::repeat(outfit).take(count as usize))
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
PlayerDirective::SellOutfit { outfit, count } => {
|
|
||||||
let ship = self
|
|
||||||
.phys_sim
|
|
||||||
.get_ship_mut(&PhysSimShipHandle(player.ship.unwrap()))
|
|
||||||
.unwrap();
|
|
||||||
|
|
||||||
if ship.get_data().get_outfits().has_outfit(&outfit, count) {
|
|
||||||
for _ in 0..count {
|
|
||||||
ship.remove_outfit(&outfit);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
player.credits += outfit.cost * count;
|
|
||||||
}
|
|
||||||
|
|
||||||
PlayerDirective::Engine(_)
|
|
||||||
| PlayerDirective::Guns(_)
|
|
||||||
| PlayerDirective::Land
|
|
||||||
| PlayerDirective::TurnLeft(_)
|
|
||||||
| PlayerDirective::TurnRight(_)
|
|
||||||
| PlayerDirective::UnLand => self.phys_sim.apply_directive(directive, player),
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -15,7 +15,6 @@ use log4rs::{
|
||||||
Config,
|
Config,
|
||||||
};
|
};
|
||||||
use std::{
|
use std::{
|
||||||
cell::RefCell,
|
|
||||||
fs,
|
fs,
|
||||||
path::{Path, PathBuf},
|
path::{Path, PathBuf},
|
||||||
sync::Arc,
|
sync::Arc,
|
||||||
|
@ -128,7 +127,7 @@ fn try_main() -> Result<()> {
|
||||||
current_time: game.get_current_time(),
|
current_time: game.get_current_time(),
|
||||||
ct: content.clone(),
|
ct: content.clone(),
|
||||||
phys_img: PhysImage::new(),
|
phys_img: PhysImage::new(),
|
||||||
player: RefCell::new(PlayerAgent::new(&content, p.0)),
|
player: PlayerAgent::new(&content, p.0),
|
||||||
// TODO: this is a hack for testing.
|
// TODO: this is a hack for testing.
|
||||||
current_system: content.systems.values().next().unwrap().clone(),
|
current_system: content.systems.values().next().unwrap().clone(),
|
||||||
timing: game.get_timing().clone(),
|
timing: game.get_timing().clone(),
|
||||||
|
@ -185,13 +184,13 @@ fn try_main() -> Result<()> {
|
||||||
},
|
},
|
||||||
)
|
)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
game.apply_directive(directive, &mut input.player.borrow_mut());
|
game.apply_directive(directive, &input.player);
|
||||||
}
|
}
|
||||||
WindowEvent::CursorMoved { position, .. } => {
|
WindowEvent::CursorMoved { position, .. } => {
|
||||||
let directive = gpu
|
let directive = gpu
|
||||||
.process_input(&input, InputEvent::MouseMove(position.cast()))
|
.process_input(&input, InputEvent::MouseMove(position.cast()))
|
||||||
.unwrap();
|
.unwrap();
|
||||||
game.apply_directive(directive, &mut input.player.borrow_mut());
|
game.apply_directive(directive, &input.player);
|
||||||
}
|
}
|
||||||
WindowEvent::MouseInput { state, button, .. } => {
|
WindowEvent::MouseInput { state, button, .. } => {
|
||||||
let down = state == &ElementState::Pressed;
|
let down = state == &ElementState::Pressed;
|
||||||
|
@ -202,7 +201,7 @@ fn try_main() -> Result<()> {
|
||||||
};
|
};
|
||||||
if let Some(event) = event {
|
if let Some(event) = event {
|
||||||
let directive = gpu.process_input(&input, event).unwrap();
|
let directive = gpu.process_input(&input, event).unwrap();
|
||||||
game.apply_directive(directive, &mut input.player.borrow_mut());
|
game.apply_directive(directive, &input.player);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
WindowEvent::MouseWheel { delta, .. } => {
|
WindowEvent::MouseWheel { delta, .. } => {
|
||||||
|
@ -215,7 +214,7 @@ fn try_main() -> Result<()> {
|
||||||
}),
|
}),
|
||||||
)
|
)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
game.apply_directive(directive, &mut input.player.borrow_mut());
|
game.apply_directive(directive, &input.player);
|
||||||
}
|
}
|
||||||
WindowEvent::Resized(_) => {
|
WindowEvent::Resized(_) => {
|
||||||
gpu.resize(&content);
|
gpu.resize(&content);
|
||||||
|
|
|
@ -29,17 +29,13 @@ pub struct PlayerAgent {
|
||||||
/// Which ship this player is controlling
|
/// Which ship this player is controlling
|
||||||
pub ship: Option<ColliderHandle>,
|
pub ship: Option<ColliderHandle>,
|
||||||
|
|
||||||
/// What this player has selected
|
/// What the player has selected
|
||||||
pub selection: PlayerSelection,
|
pub selection: PlayerSelection,
|
||||||
|
|
||||||
/// The amount of money this player has
|
|
||||||
pub credits: u32,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl PlayerAgent {
|
impl PlayerAgent {
|
||||||
pub fn new(ct: &Content, ship: ColliderHandle) -> Self {
|
pub fn new(ct: &Content, ship: ColliderHandle) -> Self {
|
||||||
Self {
|
Self {
|
||||||
credits: 1000,
|
|
||||||
ship: Some(ship),
|
ship: Some(ship),
|
||||||
selection: PlayerSelection::OrbitingBody(
|
selection: PlayerSelection::OrbitingBody(
|
||||||
ct.systems
|
ct.systems
|
||||||
|
|
|
@ -287,7 +287,7 @@ impl GPUState {
|
||||||
|
|
||||||
/// Main render function. Draws sprites on a window.
|
/// Main render function. Draws sprites on a window.
|
||||||
pub fn render(&mut self, input: &Arc<RenderInput>) -> Result<(), wgpu::SurfaceError> {
|
pub fn render(&mut self, input: &Arc<RenderInput>) -> Result<(), wgpu::SurfaceError> {
|
||||||
if let Some(ship) = input.player.borrow().ship {
|
if let Some(ship) = input.player.ship {
|
||||||
let o = input.phys_img.get_ship(&PhysSimShipHandle(ship));
|
let o = input.phys_img.get_ship(&PhysSimShipHandle(ship));
|
||||||
if let Some(o) = o {
|
if let Some(o) = o {
|
||||||
match o.ship.get_data().get_state() {
|
match o.ship.get_data().get_state() {
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
use std::{cell::RefCell, sync::Arc};
|
use std::sync::Arc;
|
||||||
|
|
||||||
use galactica_content::{Content, System};
|
use galactica_content::{Content, System};
|
||||||
use galactica_playeragent::PlayerAgent;
|
use galactica_playeragent::PlayerAgent;
|
||||||
|
@ -9,7 +9,7 @@ use galactica_util::timing::Timing;
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct RenderInput {
|
pub struct RenderInput {
|
||||||
/// Player ship data
|
/// Player ship data
|
||||||
pub player: RefCell<PlayerAgent>,
|
pub player: PlayerAgent,
|
||||||
|
|
||||||
/// The system we're currently in
|
/// The system we're currently in
|
||||||
pub current_system: Arc<System>,
|
pub current_system: Arc<System>,
|
||||||
|
|
|
@ -4,7 +4,6 @@ use rhai::{plugin::*, Dynamic, Module};
|
||||||
#[allow(non_snake_case)]
|
#[allow(non_snake_case)]
|
||||||
#[allow(non_upper_case_globals)]
|
#[allow(non_upper_case_globals)]
|
||||||
pub mod player_directive_module {
|
pub mod player_directive_module {
|
||||||
use crate::ui::api::OutfitState;
|
|
||||||
use galactica_system::PlayerDirective;
|
use galactica_system::PlayerDirective;
|
||||||
|
|
||||||
pub const None: PlayerDirective = PlayerDirective::None;
|
pub const None: PlayerDirective = PlayerDirective::None;
|
||||||
|
@ -26,24 +25,4 @@ pub mod player_directive_module {
|
||||||
pub fn Guns(state: bool) -> PlayerDirective {
|
pub fn Guns(state: bool) -> PlayerDirective {
|
||||||
PlayerDirective::Guns(state)
|
PlayerDirective::Guns(state)
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn BuyOutfit(outfit: OutfitState, count: i64) -> PlayerDirective {
|
|
||||||
if count <= 0 {
|
|
||||||
return PlayerDirective::None;
|
|
||||||
}
|
|
||||||
PlayerDirective::BuyOutfit {
|
|
||||||
outfit: outfit.get_outfit().unwrap(),
|
|
||||||
count: count as u32,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn SellOutfit(outfit: OutfitState, count: i64) -> PlayerDirective {
|
|
||||||
if count <= 0 {
|
|
||||||
return PlayerDirective::None;
|
|
||||||
}
|
|
||||||
PlayerDirective::SellOutfit {
|
|
||||||
outfit: outfit.get_outfit().unwrap(),
|
|
||||||
count: count as u32,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,8 +1,6 @@
|
||||||
use galactica_content::{Content, Outfit, OutfitSpace};
|
use galactica_content::{Content, Outfit};
|
||||||
use log::error;
|
use log::error;
|
||||||
use rhai::{
|
use rhai::{CustomType, FnNamespace, FuncRegistration, ImmutableString, Module, TypeBuilder};
|
||||||
CustomType, Dynamic, FnNamespace, FuncRegistration, ImmutableString, Map, Module, TypeBuilder,
|
|
||||||
};
|
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
|
|
||||||
pub fn build_ct_module(ct_src: Arc<Content>) -> Module {
|
pub fn build_ct_module(ct_src: Arc<Content>) -> Module {
|
||||||
|
@ -42,10 +40,6 @@ impl OutfitState {
|
||||||
pub fn new_none() -> Self {
|
pub fn new_none() -> Self {
|
||||||
Self { outfit: None }
|
Self { outfit: None }
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn get_outfit(&self) -> Option<Arc<Outfit>> {
|
|
||||||
self.outfit.as_ref().cloned()
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl CustomType for OutfitState {
|
impl CustomType for OutfitState {
|
||||||
|
@ -77,20 +71,6 @@ impl CustomType for OutfitState {
|
||||||
.map(|x| x.thumbnail.index.to_string())
|
.map(|x| x.thumbnail.index.to_string())
|
||||||
.unwrap_or("".to_string())
|
.unwrap_or("".to_string())
|
||||||
})
|
})
|
||||||
.with_fn("cost", |s: &mut Self| {
|
|
||||||
s.outfit.as_ref().map(|x| x.cost).unwrap_or(0)
|
|
||||||
})
|
|
||||||
.with_fn("required_space", |s: &mut Self| {
|
|
||||||
Map::from_iter(
|
|
||||||
s.outfit
|
|
||||||
.as_ref()
|
|
||||||
.map(|x| x.space)
|
|
||||||
.unwrap_or(OutfitSpace::new())
|
|
||||||
.to_hashmap()
|
|
||||||
.iter()
|
|
||||||
.map(|(k, v)| (ImmutableString::from(k).into(), Dynamic::from(*v as i64))),
|
|
||||||
)
|
|
||||||
})
|
|
||||||
//
|
//
|
||||||
// Stat getters
|
// Stat getters
|
||||||
//
|
//
|
||||||
|
@ -124,9 +104,6 @@ impl CustomType for OutfitState {
|
||||||
.map(|x| x.stats.shield_delay)
|
.map(|x| x.stats.shield_delay)
|
||||||
.unwrap_or(0.0)
|
.unwrap_or(0.0)
|
||||||
})
|
})
|
||||||
.with_fn("stat_is_gun", |s: &mut Self| {
|
|
||||||
s.outfit.as_ref().map(|x| x.gun.is_some()).unwrap_or(false)
|
|
||||||
})
|
|
||||||
.with_fn("stat_shield_dps", |s: &mut Self| {
|
.with_fn("stat_shield_dps", |s: &mut Self| {
|
||||||
s.outfit
|
s.outfit
|
||||||
.as_ref()
|
.as_ref()
|
||||||
|
|
|
@ -7,7 +7,7 @@ use galactica_util::to_degrees;
|
||||||
use log::error;
|
use log::error;
|
||||||
use nalgebra::Vector2;
|
use nalgebra::Vector2;
|
||||||
use rapier2d::dynamics::RigidBody;
|
use rapier2d::dynamics::RigidBody;
|
||||||
use rhai::{Array, CustomType, Dynamic, ImmutableString, Map, TypeBuilder};
|
use rhai::{Array, CustomType, Dynamic, ImmutableString, TypeBuilder};
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
|
|
||||||
use super::{functions::OutfitState, Color, UiVector};
|
use super::{functions::OutfitState, Color, UiVector};
|
||||||
|
@ -94,6 +94,14 @@ impl CustomType for ShipState {
|
||||||
s.get_content().thumbnail.index.clone().into()
|
s.get_content().thumbnail.index.clone().into()
|
||||||
})
|
})
|
||||||
.with_fn("landed_on", |s: &mut Self| s.landed_on())
|
.with_fn("landed_on", |s: &mut Self| s.landed_on())
|
||||||
|
.with_fn("current_shields", |s: &mut Self| {
|
||||||
|
s.get_ship().get_data().get_shields()
|
||||||
|
})
|
||||||
|
.with_fn("total_hull", |s: &mut Self| s.get_content().hull)
|
||||||
|
.with_fn("empty_mass", |s: &mut Self| s.get_content().mass)
|
||||||
|
.with_fn("current_hull", |s: &mut Self| {
|
||||||
|
s.get_ship().get_data().get_hull()
|
||||||
|
})
|
||||||
.with_fn("get_size", |s: &mut Self| s.get_content().size)
|
.with_fn("get_size", |s: &mut Self| s.get_content().size)
|
||||||
.with_fn("phys_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| {
|
.with_fn("get_pos", |s: &mut Self| {
|
||||||
|
@ -106,46 +114,7 @@ impl CustomType for ShipState {
|
||||||
Color::new(c[0], c[1], c[2], 1.0)
|
Color::new(c[0], c[1], c[2], 1.0)
|
||||||
})
|
})
|
||||||
//
|
//
|
||||||
// Ship stat getters
|
// Stat getters
|
||||||
//
|
|
||||||
.with_fn("used_space", |s: &mut Self| {
|
|
||||||
Map::from_iter(
|
|
||||||
s.get_ship()
|
|
||||||
.get_data()
|
|
||||||
.get_outfits()
|
|
||||||
.get_used_space()
|
|
||||||
.to_hashmap()
|
|
||||||
.iter()
|
|
||||||
.map(|(k, v)| (ImmutableString::from(k).into(), Dynamic::from(*v as i64))),
|
|
||||||
)
|
|
||||||
})
|
|
||||||
.with_fn("total_space", |s: &mut Self| {
|
|
||||||
Map::from_iter(
|
|
||||||
s.get_ship()
|
|
||||||
.get_data()
|
|
||||||
.get_outfits()
|
|
||||||
.get_total_space()
|
|
||||||
.to_hashmap()
|
|
||||||
.iter()
|
|
||||||
.map(|(k, v)| (ImmutableString::from(k).into(), Dynamic::from(*v as i64))),
|
|
||||||
)
|
|
||||||
})
|
|
||||||
.with_fn("total_gun_points", |s: &mut Self| {
|
|
||||||
s.get_ship().get_data().get_outfits().total_gun_points() as i64
|
|
||||||
})
|
|
||||||
.with_fn("free_gun_points", |s: &mut Self| {
|
|
||||||
s.get_ship().get_data().get_outfits().free_gun_points() as i64
|
|
||||||
})
|
|
||||||
.with_fn("current_shields", |s: &mut Self| {
|
|
||||||
s.get_ship().get_data().get_shields()
|
|
||||||
})
|
|
||||||
.with_fn("total_hull", |s: &mut Self| s.get_content().hull)
|
|
||||||
.with_fn("empty_mass", |s: &mut Self| s.get_content().mass)
|
|
||||||
.with_fn("current_hull", |s: &mut Self| {
|
|
||||||
s.get_ship().get_data().get_hull()
|
|
||||||
})
|
|
||||||
//
|
|
||||||
// Outfit stat getters
|
|
||||||
//
|
//
|
||||||
.with_fn("stat_thrust", |s: &mut Self| {
|
.with_fn("stat_thrust", |s: &mut Self| {
|
||||||
s.get_ship()
|
s.get_ship()
|
||||||
|
@ -295,12 +264,7 @@ impl State {
|
||||||
pub fn player_ship(&mut self) -> ShipState {
|
pub fn player_ship(&mut self) -> ShipState {
|
||||||
ShipState {
|
ShipState {
|
||||||
input: self.input.clone(),
|
input: self.input.clone(),
|
||||||
ship: self
|
ship: self.input.player.ship.map(|x| PhysSimShipHandle(x)),
|
||||||
.input
|
|
||||||
.player
|
|
||||||
.borrow()
|
|
||||||
.ship
|
|
||||||
.map(|x| PhysSimShipHandle(x)),
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -301,7 +301,7 @@ impl UiScriptExecutor {
|
||||||
|
|
||||||
// Send player state change events
|
// Send player state change events
|
||||||
if {
|
if {
|
||||||
let player = input.player.borrow().ship;
|
let player = input.player.ship;
|
||||||
if let Some(player) = player {
|
if let Some(player) = player {
|
||||||
let ship = input.phys_img.get_ship(&PhysSimShipHandle(player)).unwrap();
|
let ship = input.phys_img.get_ship(&PhysSimShipHandle(player)).unwrap();
|
||||||
if self.last_player_state == 0
|
if self.last_player_state == 0
|
||||||
|
|
|
@ -104,7 +104,6 @@ impl OutfitSet {
|
||||||
if outfit.is_none() {
|
if outfit.is_none() {
|
||||||
*outfit = Some(o.clone());
|
*outfit = Some(o.clone());
|
||||||
added = true;
|
added = true;
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if !added {
|
if !added {
|
||||||
|
@ -113,15 +112,14 @@ impl OutfitSet {
|
||||||
}
|
}
|
||||||
|
|
||||||
self.used_space += o.space;
|
self.used_space += o.space;
|
||||||
|
|
||||||
self.stats.add(&o.stats);
|
self.stats.add(&o.stats);
|
||||||
|
|
||||||
if o.stats.shield_generation != 0.0 {
|
|
||||||
self.shield_generators.push(ShieldGenerator {
|
self.shield_generators.push(ShieldGenerator {
|
||||||
outfit: o.clone(),
|
outfit: o.clone(),
|
||||||
delay: o.stats.shield_delay,
|
delay: o.stats.shield_delay,
|
||||||
generation: o.stats.shield_generation,
|
generation: o.stats.shield_generation,
|
||||||
});
|
});
|
||||||
}
|
|
||||||
|
|
||||||
if self.outfits.contains_key(&o.index) {
|
if self.outfits.contains_key(&o.index) {
|
||||||
self.outfits.get_mut(&o.index).unwrap().1 += 1;
|
self.outfits.get_mut(&o.index).unwrap().1 += 1;
|
||||||
|
@ -135,32 +133,26 @@ impl OutfitSet {
|
||||||
pub(super) fn remove(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
|
pub(super) fn remove(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
|
||||||
if !self.outfits.contains_key(&o.index) {
|
if !self.outfits.contains_key(&o.index) {
|
||||||
return OutfitRemoveResult::NotExist;
|
return OutfitRemoveResult::NotExist;
|
||||||
}
|
} else {
|
||||||
|
|
||||||
let n = self.outfits.get_mut(&o.index).unwrap();
|
let n = self.outfits.get_mut(&o.index).unwrap();
|
||||||
if n.1 == 1u32 {
|
if n.1 == 1u32 {
|
||||||
self.outfits.remove(&o.index);
|
self.outfits.remove(&o.index);
|
||||||
} else {
|
} else {
|
||||||
self.outfits.get_mut(&o.index).unwrap().1 -= 1;
|
self.outfits.get_mut(&o.index).unwrap().1 -= 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if o.gun.is_some() {
|
|
||||||
let (_, x) = self
|
|
||||||
.gun_points
|
|
||||||
.iter_mut()
|
|
||||||
.find(|(_, x)| x.is_some() && x.as_ref().unwrap().index == o.index)
|
|
||||||
.unwrap();
|
|
||||||
*x = None;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
self.used_space -= o.space;
|
self.used_space -= o.space;
|
||||||
|
|
||||||
self.stats.subtract(&o.stats);
|
self.stats.subtract(&o.stats);
|
||||||
|
|
||||||
|
{
|
||||||
|
// This index will exist, since we checked the hashmap
|
||||||
let index = self
|
let index = self
|
||||||
.shield_generators
|
.shield_generators
|
||||||
.iter()
|
.iter()
|
||||||
.position(|g| g.outfit.index == o.index);
|
.position(|g| g.outfit.index == o.index)
|
||||||
if let Some(index) = index {
|
.unwrap();
|
||||||
self.shield_generators.remove(index);
|
self.shield_generators.remove(index);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -206,29 +198,6 @@ impl OutfitSet {
|
||||||
&self.used_space
|
&self.used_space
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Number of available (used & free) gun points
|
|
||||||
pub fn total_gun_points(&self) -> usize {
|
|
||||||
self.gun_points.len()
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Number of free gun points
|
|
||||||
pub fn free_gun_points(&self) -> usize {
|
|
||||||
self.iter_gun_points().filter(|(_, o)| o.is_none()).count()
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Does this set contain `count` of `outfit`?
|
|
||||||
pub fn has_outfit(&self, outfit: &Arc<Outfit>, mut count: u32) -> bool {
|
|
||||||
for i in self.iter_outfits() {
|
|
||||||
if count <= 0 {
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
if i.0.index == outfit.index {
|
|
||||||
count -= 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return count <= 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Get the combined stats of all outfits in this set.
|
/// Get the combined stats of all outfits in this set.
|
||||||
/// There are two things to note here:
|
/// There are two things to note here:
|
||||||
/// First, shield_delay is always zero. That is handled
|
/// First, shield_delay is always zero. That is handled
|
||||||
|
|
|
@ -14,7 +14,7 @@ use rapier2d::{
|
||||||
|
|
||||||
use super::{autopilot, collapse::ShipCollapseSequence, controller::ShipController, ShipControls};
|
use super::{autopilot, collapse::ShipCollapseSequence, controller::ShipController, ShipControls};
|
||||||
use crate::{
|
use crate::{
|
||||||
data::{OutfitRemoveResult, ShipAutoPilot, ShipData, ShipPersonality, ShipState},
|
data::{ShipAutoPilot, ShipData, ShipPersonality, ShipState},
|
||||||
phys::{
|
phys::{
|
||||||
get_phys_id,
|
get_phys_id,
|
||||||
objects::{PhysEffect, PhysProjectile},
|
objects::{PhysEffect, PhysProjectile},
|
||||||
|
@ -505,8 +505,8 @@ impl PhysShip {
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Add one outfit to this ship
|
/// Add one outfit to this ship
|
||||||
pub fn add_outfit(&mut self, o: &Arc<Outfit>) {
|
pub fn add_outfit(&mut self, o: Arc<Outfit>) {
|
||||||
self.data.add_outfit(o);
|
self.data.add_outfit(&o);
|
||||||
self.update_flares();
|
self.update_flares();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -517,13 +517,6 @@ impl PhysShip {
|
||||||
}
|
}
|
||||||
self.update_flares();
|
self.update_flares();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Remove one outfit from this ship
|
|
||||||
pub fn remove_outfit(&mut self, o: &Arc<Outfit>) -> OutfitRemoveResult {
|
|
||||||
let r = self.data.remove_outfit(o);
|
|
||||||
self.update_flares();
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Public immutable
|
/// Public immutable
|
||||||
|
|
|
@ -192,7 +192,7 @@ impl PhysSim {
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Update a player ship's controls
|
/// Update a player ship's controls
|
||||||
pub fn apply_directive(&mut self, directive: PlayerDirective, player: &mut PlayerAgent) {
|
pub fn apply_directive(&mut self, directive: PlayerDirective, player: &PlayerAgent) {
|
||||||
if player.ship.is_none() {
|
if player.ship.is_none() {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,7 +1,3 @@
|
||||||
use std::sync::Arc;
|
|
||||||
|
|
||||||
use galactica_content::Outfit;
|
|
||||||
|
|
||||||
/// An action the player wants to take in the game.
|
/// An action the player wants to take in the game.
|
||||||
#[derive(Debug, Clone)]
|
#[derive(Debug, Clone)]
|
||||||
pub enum PlayerDirective {
|
pub enum PlayerDirective {
|
||||||
|
@ -25,26 +21,4 @@ pub enum PlayerDirective {
|
||||||
|
|
||||||
/// Take off from the planet we're landed on
|
/// Take off from the planet we're landed on
|
||||||
UnLand,
|
UnLand,
|
||||||
|
|
||||||
/// Buy an outfit.
|
|
||||||
/// This directive is ignored if the player does not have enough
|
|
||||||
/// credits to buy the given number of outfits.
|
|
||||||
BuyOutfit {
|
|
||||||
/// The outfit to buy
|
|
||||||
outfit: Arc<Outfit>,
|
|
||||||
|
|
||||||
/// How many of this outfit to buy
|
|
||||||
count: u32,
|
|
||||||
},
|
|
||||||
|
|
||||||
/// Sell an outfit.
|
|
||||||
/// This directive is ignored if the player does not have enough
|
|
||||||
/// outfits to sell.
|
|
||||||
SellOutfit {
|
|
||||||
/// The outfit to sell
|
|
||||||
outfit: Arc<Outfit>,
|
|
||||||
|
|
||||||
/// How many of this outfit to sell
|
|
||||||
count: u32,
|
|
||||||
},
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue