190 lines
3.8 KiB
Rust

use std::collections::HashMap;
use anyhow::{bail, Result};
use cgmath::Point2;
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.
#[derive(Debug, Deserialize)]
pub struct Ship {
pub sprite_texture: String,
pub size: f32,
pub engines: Vec<Engine>,
pub guns: Vec<Gun>,
pub hull: f32,
pub mass: f32,
pub collision: Collision,
pub angular_drag: f32,
pub linear_drag: f32,
pub space: shared::syntax::OutfitSpace,
}
#[derive(Debug, Deserialize)]
pub struct Collision {
pub points: Vec<[f32; 2]>,
pub indices: Vec<[u32; 2]>,
}
#[derive(Debug, Deserialize)]
pub struct Engine {
pub x: f32,
pub y: f32,
pub size: f32,
}
#[derive(Debug, Deserialize)]
pub struct Gun {
pub x: f32,
pub y: f32,
}
}
// Processed data structs.
// These are exported.
/// Represents a ship chassis.
#[derive(Debug, Clone)]
pub struct Ship {
/// This ship's name
pub name: String,
/// This ship's sprite
pub sprite_texture: TextureHandle,
/// The size of this ship.
/// Measured as unrotated height,
/// in terms of game units.
pub size: f32,
/// The mass of this ship
pub mass: f32,
/// Engine points on this ship.
/// This is where engine flares are drawn.
pub engines: Vec<EnginePoint>,
/// Gun points on this ship.
/// A gun outfit can be mounted on each.
pub guns: Vec<GunPoint>,
/// This ship's hull strength
pub hull: f32,
/// Collision shape for this ship
pub collision: Collision,
/// Remove later
pub aspect: f32,
/// Reduction in angular velocity over time
pub angular_drag: f32,
/// Reduction in velocity over time
pub linear_drag: f32,
/// Outfit space in this ship
pub space: OutfitSpace,
}
/// Collision shape for this ship
#[derive(Debug, Clone)]
pub struct Collision {
pub points: Vec<Point<f32, 2>>,
pub indices: Vec<[u32; 2]>,
}
/// An engine point on a ship.
/// This is where flares are drawn.
#[derive(Debug, Clone)]
pub struct EnginePoint {
/// This engine point's position, in game units,
/// relative to the ship's center.
pub pos: Point2<f32>,
/// The size of the flare that should be drawn
/// at this point, measured as height in game units.
pub size: f32,
}
/// A gun point on a ship.
#[derive(Debug, Clone)]
pub struct GunPoint {
/// This gun point's position, in game units,
/// relative to the ship's center.
pub pos: Point2<f32>,
}
impl crate::Build for Ship {
type InputSyntax = HashMap<String, syntax::Ship>;
fn build(ship: Self::InputSyntax, ct: &mut Content) -> Result<()> {
for (ship_name, ship) in ship {
let th = match ct.texture_index.get(&ship.sprite_texture) {
None => bail!(
"In ship `{}`: texture `{}` doesn't exist",
ship_name,
ship.sprite_texture
),
Some(t) => *t,
};
let size = ship.size;
let aspect = th.aspect;
ct.ships.push(Self {
aspect,
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,
hull: ship.hull,
engines: ship
.engines
.iter()
.map(|e| EnginePoint {
pos: Point2 {
x: e.x * size * aspect / 2.0,
y: e.y * size / 2.0,
},
size: e.size,
})
.collect(),
guns: ship
.guns
.iter()
.map(|e| GunPoint {
pos: Point2 {
x: e.x * size * aspect / 2.0,
y: e.y * size / 2.0,
},
})
.collect(),
collision: Collision {
indices: ship.collision.indices,
points: ship
.collision
.points
.iter()
.map(|x| point![x[0] * (size / 2.0) * aspect, x[1] * size / 2.0])
.collect(),
},
});
}
return Ok(());
}
}