81 lines
1.9 KiB
Rust
81 lines
1.9 KiB
Rust
use std::collections::HashMap;
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use crate::{
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handles::GameShipHandle,
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ship::Ship,
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ship::{OutfitSet, ShipPersonality},
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};
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use galactica_content as content;
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/// Keeps track of all objects in the galaxy.
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/// This struct does NO physics, it keeps track of data exclusively.
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#[derive(Debug)]
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pub struct GameData {
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/// Universal counter.
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/// Used to create unique handles for game objects.
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index: u64,
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/// All ships in the galaxy
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ships: HashMap<GameShipHandle, Ship>,
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/// Ships indexed by the system they're in.
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/// A ship must always be in exactly one system.
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system_ship_table: HashMap<content::SystemHandle, Vec<GameShipHandle>>,
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/// Systems indexed by which ships they contain.
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/// A ship must always be in exactly one system.
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ship_system_table: HashMap<GameShipHandle, content::SystemHandle>,
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}
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impl GameData {
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pub fn new(ct: &content::Content) -> Self {
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Self {
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system_ship_table: ct.iter_systems().map(|s| (s, Vec::new())).collect(),
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ship_system_table: HashMap::new(),
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index: 0,
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ships: HashMap::new(),
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}
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}
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/// Spawn a ship
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pub fn create_ship(
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&mut self,
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ct: &content::Content,
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ship: content::ShipHandle,
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faction: content::FactionHandle,
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personality: ShipPersonality,
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outfits: OutfitSet,
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system: &content::SystemHandle,
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) -> GameShipHandle {
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let handle = GameShipHandle {
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index: self.index,
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content: ship,
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};
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self.index += 1;
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self.ships.insert(
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handle,
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Ship::new(ct, handle, ship, faction, personality, outfits),
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);
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self.system_ship_table.get_mut(system).unwrap().push(handle);
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self.ship_system_table.insert(handle, *system);
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return handle;
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}
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}
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// Public getters
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impl GameData {
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pub fn get_ship(&self, handle: GameShipHandle) -> Option<&Ship> {
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self.ships.get(&handle)
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}
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pub fn get_ship_mut(&mut self, handle: GameShipHandle) -> Option<&mut Ship> {
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self.ships.get_mut(&handle)
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}
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pub fn iter_ships(&self) -> impl Iterator<Item = &Ship> {
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self.ships.values()
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}
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}
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