use anyhow::{bail, Context, Result}; use cgmath::Deg; use serde::Deserialize; use std::collections::HashMap; use crate::{handle::SpriteHandle, Content}; use crate::{ContentBuildContext, EffectHandle, OutfitSpace}; pub(crate) mod syntax { use crate::part::effect; use crate::part::outfitspace; use serde::Deserialize; // Raw serde syntax structs. // These are never seen by code outside this crate. #[derive(Debug, Deserialize)] pub struct Gun { pub projectile: Projectile, pub rate: f32, pub rate_rng: f32, pub space: outfitspace::syntax::OutfitSpace, } #[derive(Debug, Deserialize)] pub struct Projectile { pub sprite: String, pub size: f32, pub size_rng: f32, pub speed: f32, pub speed_rng: f32, pub lifetime: f32, pub lifetime_rng: f32, pub damage: f32, pub angle_rng: f32, pub impact_effect: Option, pub expire_effect: Option, pub collider: super::ProjectileCollider, pub force: f32, } } /// Defines a projectile's collider #[derive(Debug, Deserialize, Clone)] pub enum ProjectileCollider { /// A ball collider #[serde(rename = "ball")] Ball(BallCollider), } #[derive(Debug, Deserialize, Clone)] pub struct BallCollider { pub radius: f32, } /// Represents a gun outfit. #[derive(Debug, Clone)] pub struct Gun { /// The name of this gun pub name: String, /// The projectile this gun produces pub projectile: Projectile, /// Average delay between projectiles, in seconds. pub rate: f32, /// Random variation of projectile delay, in seconds. /// Each shot waits (rate += rate_rng). pub rate_rng: f32, /// How much space this gun uses pub space: OutfitSpace, } /// Represents a projectile that a [`Gun`] produces. #[derive(Debug, Clone)] pub struct Projectile { /// The projectile sprite pub sprite: SpriteHandle, /// The average size of this projectile /// (height in game units) pub size: f32, /// Random size variation pub size_rng: f32, /// The speed of this projectile, in game units / second pub speed: f32, /// Random speed variation pub speed_rng: f32, /// The lifespan of this projectile. /// It will vanish if it lives this long without hitting anything. pub lifetime: f32, /// Random lifetime variation pub lifetime_rng: f32, /// The damage this projectile does pub damage: f32, /// The force this projectile applies pub force: f32, /// The angle variation of this projectile. /// Projectiles can be off center up to /// `spread / 2` degrees in both directions. /// /// (Forming a "fire cone" of `spread` degrees) pub angle_rng: Deg, /// The particle this projectile will spawn when it hits something pub impact_effect: Option, /// The particle this projectile will spawn when it expires pub expire_effect: Option, /// Collider parameters for this projectile pub collider: ProjectileCollider, } impl crate::Build for Gun { type InputSyntaxType = HashMap; fn build( gun: Self::InputSyntaxType, build_context: &mut ContentBuildContext, content: &mut Content, ) -> Result<()> { for (gun_name, gun) in gun { let projectile_sprite_handle = match content.sprite_index.get(&gun.projectile.sprite) { None => bail!( "projectile sprite `{}` doesn't exist in gun `{}`", gun.projectile.sprite, gun_name, ), Some(t) => *t, }; let impact_effect = match gun.projectile.impact_effect { Some(e) => Some( e.to_handle(build_context, content) .with_context(|| format!("while loading gun `{}`", gun_name))?, ), None => None, }; let expire_effect = match gun.projectile.expire_effect { Some(e) => Some( e.to_handle(build_context, content) .with_context(|| format!("while loading gun `{}`", gun_name))?, ), None => None, }; content.guns.push(Self { name: gun_name, space: gun.space.into(), rate: gun.rate, rate_rng: gun.rate_rng, projectile: Projectile { force: gun.projectile.force, sprite: projectile_sprite_handle, size: gun.projectile.size, size_rng: gun.projectile.size_rng, speed: gun.projectile.speed, speed_rng: gun.projectile.speed_rng, lifetime: gun.projectile.lifetime, lifetime_rng: gun.projectile.lifetime_rng, damage: gun.projectile.damage, angle_rng: Deg(gun.projectile.angle_rng), impact_effect, expire_effect, collider: gun.projectile.collider, }, }); } return Ok(()); } }