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authorJustin Worthe <justin@worthe-it.co.za>2018-06-25 17:37:14 +0200
committerJustin Worthe <justin@worthe-it.co.za>2018-06-25 17:37:14 +0200
commitf1f81abab3ca1c1f97ccd52e99c3977905312d94 (patch)
tree3cd65a438af59a26a940a32a0fdee167f3736965 /src/engine
parentf5699c057c000efd80e4bf7dd6b23a0d1750e628 (diff)
Added new tower type and deconstruct action
Diffstat (limited to 'src/engine')
-rw-r--r--src/engine/command.rs10
-rw-r--r--src/engine/mod.rs27
-rw-r--r--src/engine/settings.rs10
3 files changed, 39 insertions, 8 deletions
diff --git a/src/engine/command.rs b/src/engine/command.rs
index b350d65..7a2594d 100644
--- a/src/engine/command.rs
+++ b/src/engine/command.rs
@@ -5,6 +5,7 @@ use super::geometry::Point;
pub enum Command {
Nothing,
Build(Point, BuildingType),
+ Deconstruct(Point)
}
impl fmt::Display for Command {
@@ -12,6 +13,7 @@ impl fmt::Display for Command {
match *self {
Command::Nothing => write!(f, ""),
Command::Build(p, b) => write!(f, "{},{},{}", p.x, p.y, b as u8),
+ Command::Deconstruct(p) => write!(f, "3,{},{}", p.x, p.y),
}
}
}
@@ -22,18 +24,18 @@ pub enum BuildingType {
Defence = 0,
Attack = 1,
Energy = 2,
+ Tesla = 4,
}
impl BuildingType {
- pub fn all() -> [BuildingType; 3] {
+ pub fn all() -> [BuildingType; 4] {
use self::BuildingType::*;
- [Defence, Attack, Energy]
+ [Defence, Attack, Energy, Tesla]
}
- fn count() -> u8 { BuildingType::Energy as u8 + 1 }
pub fn from_u8(id: u8) -> Option<BuildingType> {
use std::mem;
- if id < Self::count() { Some(unsafe { mem::transmute(id) }) } else { None }
+ if id < 4 && id != 3 { Some(unsafe { mem::transmute(id) }) } else { None }
}
}
diff --git a/src/engine/mod.rs b/src/engine/mod.rs
index 739dd85..2a334d5 100644
--- a/src/engine/mod.rs
+++ b/src/engine/mod.rs
@@ -122,6 +122,8 @@ impl GameState {
GameState::update_construction(&mut self.player_unconstructed_buildings, &mut self.player_buildings, &mut self.player);
GameState::update_construction(&mut self.opponent_unconstructed_buildings, &mut self.opponent_buildings, &mut self.opponent);
+ GameState::fire_teslas(&mut self.player_buildings, &mut self.opponent_buildings);
+
GameState::add_missiles(&mut self.player_buildings, &mut self.player_missiles);
GameState::add_missiles(&mut self.opponent_buildings, &mut self.opponent_missiles);
@@ -161,6 +163,22 @@ impl GameState {
let to_remove_index = unoccupied_cells.iter().position(|&pos| pos == p).unwrap();
unoccupied_cells.swap_remove(to_remove_index);
},
+ Command::Deconstruct(p) => {
+ let to_remove_index = buildings.iter().position(|&pos| pos == p);
+ if let Some(i) = to_remove_index {
+ buildings.swap_remove(i);
+ }
+ let unconstructed_to_remove_index = unconstructed_buildings.iter().position(|&pos| pos == p);
+ if let Some(i) = unconstructed_to_remove_index {
+ unconstructed_buildings.swap_remove(i);
+ }
+
+ debug_assert!(to_remove_index.is_some() || unconstructed_to_remove_index.is_some());
+
+ player.energy += 5;
+
+ unoccupied_cells.push(p);
+ },
}
}
@@ -179,6 +197,15 @@ impl GameState {
unconstructed_buildings.truncate(buildings_len);
}
+ fn fire_teslas(_player_buildings: &mut Vec<Building>, _opponent_buildings: &mut Vec<Building>) {
+ // TODO all towers try to fire. If there isn't enough energy
+ // to fire multiple, the oldest fires. This seems like an edge
+ // case because you're only allowed two towers in total, and
+ // they're probably only late game towers. The odds of firing
+ // twice at once is slim. Opposing towers can't be stopped
+ // from firing by firing themselves. So fire all, then remove.
+ }
+
fn add_missiles(buildings: &mut Vec<Building>, missiles: &mut Vec<Missile>) {
for building in buildings.iter_mut().filter(|b| b.is_shooty()) {
if building.weapon_cooldown_time_left > 0 {
diff --git a/src/engine/settings.rs b/src/engine/settings.rs
index ec62408..3657cb2 100644
--- a/src/engine/settings.rs
+++ b/src/engine/settings.rs
@@ -9,7 +9,8 @@ pub struct GameSettings {
pub max_building_price: u16,
pub energy: BuildingSettings,
pub defence: BuildingSettings,
- pub attack: BuildingSettings
+ pub attack: BuildingSettings,
+ pub tesla: BuildingSettings,
}
#[derive(Debug)]
@@ -24,18 +25,19 @@ pub struct BuildingSettings {
}
impl GameSettings {
- pub fn new(size: Point, energy_income: u16, energy: BuildingSettings, defence: BuildingSettings, attack: BuildingSettings) -> GameSettings {
+ pub fn new(size: Point, energy_income: u16, energy: BuildingSettings, defence: BuildingSettings, attack: BuildingSettings, tesla: BuildingSettings) -> GameSettings {
let max_building_price = cmp::max(cmp::max(energy.price, defence.price), attack.price);
GameSettings {
size, energy_income, max_building_price,
- energy, defence, attack
+ energy, defence, attack, tesla
}
}
pub fn building_settings(&self, building: BuildingType) -> &BuildingSettings {
match building {
BuildingType::Defence => &self.defence,
BuildingType::Attack => &self.attack,
- BuildingType::Energy => &self.energy
+ BuildingType::Energy => &self.energy,
+ BuildingType::Tesla => &self.tesla,
}
}