328 lines
7.8 KiB
Rust
328 lines
7.8 KiB
Rust
use galactica_content::{Content, FactionHandle, GunPoint, Outfit, ShipHandle, SystemObjectHandle};
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use nalgebra::Isometry2;
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use rand::{rngs::ThreadRng, Rng};
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use std::{collections::HashMap, time::Instant};
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use super::{OutfitSet, ShipAutoPilot, ShipPersonality, ShipState};
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/// Represents all attributes of a single ship
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#[derive(Debug, Clone)]
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pub struct ShipData {
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// Metadata values
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ct_handle: ShipHandle,
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faction: FactionHandle,
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outfits: OutfitSet,
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personality: ShipPersonality,
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/// Ship state machine. Keeps track of all possible ship state.
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/// TODO: document this, draw a graph
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state: ShipState,
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// State values
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// TODO: unified ship stats struct, like outfit space
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hull: f32,
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shields: f32,
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gun_cooldowns: HashMap<GunPoint, f32>,
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rng: ThreadRng,
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// Utility values
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/// The last time this ship was damaged
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last_hit: Instant,
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}
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impl ShipData {
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/// Create a new ShipData
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pub(crate) fn new(
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ct: &Content,
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ct_handle: ShipHandle,
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faction: FactionHandle,
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personality: ShipPersonality,
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) -> Self {
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let s = ct.get_ship(ct_handle);
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ShipData {
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ct_handle,
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faction,
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outfits: OutfitSet::new(s.space, &s.guns),
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personality,
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last_hit: Instant::now(),
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rng: rand::thread_rng(),
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// TODO: ships must always start landed on planets
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state: ShipState::Flying {
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autopilot: ShipAutoPilot::None,
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},
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// Initial stats
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hull: s.hull,
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shields: 0.0,
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gun_cooldowns: s.guns.iter().map(|x| (x.clone(), 0.0)).collect(),
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}
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}
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/// Set this ship's autopilot.
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/// Panics if we're not flying.
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pub fn set_autopilot(&mut self, autopilot: ShipAutoPilot) {
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match self.state {
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ShipState::Flying {
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autopilot: ref mut pilot,
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} => {
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*pilot = autopilot;
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}
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_ => {
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unreachable!("Called `set_autopilot` on a ship that isn't flying!")
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}
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};
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}
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/// Land this ship on `target`
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/// This does NO checks (speed, range, etc).
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/// That is the simulation's responsiblity.
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///
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/// Will panic if we're not flying.
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pub fn start_land_on(&mut self, target_handle: SystemObjectHandle) {
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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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target: target_handle,
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current_z: 1.0,
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};
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}
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_ => {
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unreachable!("Called `start_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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/// When landing, update z position.
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/// Will panic if we're not landing
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pub fn set_landing_z(&mut self, z: f32) {
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match &mut self.state {
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ShipState::Landing {
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ref mut current_z, ..
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} => *current_z = z,
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_ => unreachable!("Called `set_landing_z` on a ship that isn't landing!"),
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}
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}
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/// Finish landing sequence
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/// Will panic if we're not landing
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pub fn finish_land_on(&mut self) {
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match self.state {
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ShipState::Landing { target, .. } => {
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self.state = ShipState::Landed { target };
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}
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_ => {
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unreachable!("Called `finish_land_on` on a ship that isn't landing!")
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}
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};
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}
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/// Land this ship on `target`
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/// This does NO checks (speed, range, etc).
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/// That is the simulation's responsiblity.
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///
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/// Will panic if we're not flying.
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pub fn start_unland_to(&mut self, ct: &Content, to_position: Isometry2<f32>) {
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match self.state {
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ShipState::Landed { target } => {
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let obj = ct.get_system_object(target);
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self.state = ShipState::UnLanding {
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to_position,
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from: target,
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current_z: obj.pos.z,
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};
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}
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_ => {
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unreachable!("Called `start_unland_to` on a ship that isn't landed!")
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}
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};
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}
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/// When unlanding, update z position.
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/// Will panic if we're not unlanding
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pub fn set_unlanding_z(&mut self, z: f32) {
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match &mut self.state {
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ShipState::UnLanding {
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ref mut current_z, ..
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} => *current_z = z,
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_ => unreachable!("Called `set_unlanding_z` on a ship that isn't unlanding!"),
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}
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}
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/// Finish unlanding sequence
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/// Will panic if we're not unlanding
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pub fn finish_unland_to(&mut self) {
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match self.state {
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ShipState::UnLanding { .. } => {
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self.state = ShipState::Flying {
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autopilot: ShipAutoPilot::None,
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}
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}
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_ => {
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unreachable!("Called `finish_unland_to` on a ship that isn't unlanding!")
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}
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};
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}
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/// Called when collapse sequence is finished.
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/// Will panic if we're not collapsing
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pub fn finish_collapse(&mut self) {
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match self.state {
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ShipState::Collapsing => self.state = ShipState::Dead,
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_ => {
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unreachable!("Called `finish_collapse` on a ship that isn't collapsing!")
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}
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};
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}
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/// Add an outfit to this ship
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pub fn add_outfit(&mut self, o: &Outfit) -> super::OutfitAddResult {
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let r = self.outfits.add(o);
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self.shields = self.outfits.get_shield_strength();
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return r;
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}
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/// Remove an outfit from this ship
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pub fn remove_outfit(&mut self, o: &Outfit) -> super::OutfitRemoveResult {
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self.outfits.remove(o)
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}
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/// Try to fire a gun.
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/// Will panic if `which` isn't a point on this ship.
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/// Returns `true` if this gun was fired,
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/// and `false` if it is on cooldown or empty.
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pub(crate) fn fire_gun(&mut self, ct: &Content, which: &GunPoint) -> bool {
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let c = self.gun_cooldowns.get_mut(which).unwrap();
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if *c > 0.0 {
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return false;
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}
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let g = self.outfits.get_gun(which);
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if g.is_some() {
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let g = ct.get_outfit(g.unwrap());
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let gun = g.gun.as_ref().unwrap();
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*c = 0f32.max(gun.rate + self.rng.gen_range(-gun.rate_rng..=gun.rate_rng));
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return true;
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} else {
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return false;
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}
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}
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/// Hit this ship with the given amount of damage
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pub(crate) fn apply_damage(&mut self, mut d: f32) {
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match self.state {
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ShipState::Flying { .. } => {}
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_ => {
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unreachable!("Cannot apply damage to a ship that is not flying!")
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}
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}
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if self.shields >= d {
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self.shields -= d
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} else {
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d -= self.shields;
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self.shields = 0.0;
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self.hull = 0f32.max(self.hull - d);
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}
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self.last_hit = Instant::now();
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if self.hull <= 0.0 {
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// This ship has been destroyed, update state
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self.state = ShipState::Collapsing
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}
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}
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/// Update this ship's state by `t` seconds
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pub(crate) fn step(&mut self, t: f32) {
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match self.state {
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ShipState::UnLanding { .. } | ShipState::Landing { .. } => {}
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ShipState::Landed { .. } => {
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// Cooldown guns
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for (_, c) in &mut self.gun_cooldowns {
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if *c > 0.0 {
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*c = 0.0;
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}
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}
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// Regenerate shields
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if self.shields != self.outfits.get_shield_strength() {
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self.shields = self.outfits.get_shield_strength();
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}
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}
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ShipState::Flying { .. } => {
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// Cooldown guns
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for (_, c) in &mut self.gun_cooldowns {
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if *c > 0.0 {
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*c -= t;
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}
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}
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// Regenerate shields
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let time_since = self.last_hit.elapsed().as_secs_f32();
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if self.shields != self.outfits.get_shield_strength() {
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for g in self.outfits.iter_shield_generators() {
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if time_since >= g.delay {
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self.shields += g.generation * t;
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if self.shields > self.outfits.get_shield_strength() {
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self.shields = self.outfits.get_shield_strength();
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break;
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}
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}
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}
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}
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}
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ShipState::Collapsing {} | ShipState::Dead => {}
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}
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}
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}
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// Misc getters, so internal state is untouchable
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impl ShipData {
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/// Get this ship's state
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pub fn get_state(&self) -> &ShipState {
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&self.state
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}
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/// Get a handle to this ship's content
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pub fn get_content(&self) -> ShipHandle {
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self.ct_handle
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}
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/// Get this ship's current hull.
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/// Use content handle to get maximum hull
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pub fn get_hull(&self) -> f32 {
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self.hull
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}
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/// Get this ship's current shields.
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/// Use get_outfits() for maximum shields
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pub fn get_shields(&self) -> f32 {
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self.shields
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}
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/// Get all outfits on this ship
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pub fn get_outfits(&self) -> &OutfitSet {
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&self.outfits
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}
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/// Get this ship's personality
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pub fn get_personality(&self) -> ShipPersonality {
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self.personality
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}
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/// Get this ship's faction
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pub fn get_faction(&self) -> FactionHandle {
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self.faction
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}
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/// Get this ship's content handle
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pub fn get_ship(&self) -> ShipHandle {
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self.ct_handle
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}
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}
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