diff options
Diffstat (limited to 'src/engine/mod.rs')
-rw-r--r-- | src/engine/mod.rs | 27 |
1 files changed, 27 insertions, 0 deletions
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 { |