From 7bf7d8d977733cb02258b4a79faf2417c52e9323 Mon Sep 17 00:00:00 2001 From: Justin Worthe Date: Mon, 25 Jun 2018 19:04:29 +0200 Subject: Compilation, allowing new moves to be chosen, and missile move order --- src/engine/mod.rs | 64 +++++++++++++++++++++++++++++++++---------------------- 1 file changed, 39 insertions(+), 25 deletions(-) (limited to 'src/engine') diff --git a/src/engine/mod.rs b/src/engine/mod.rs index 13ac0ac..15b7a4d 100644 --- a/src/engine/mod.rs +++ b/src/engine/mod.rs @@ -198,34 +198,48 @@ impl GameState { } fn fire_teslas(player: &mut Player, player_buildings: &mut Vec, opponent: &mut Player, opponent_buildings: &mut Vec, settings: &GameSettings) { - for tesla in player_buildings.iter().filter(|b| b.weapon_damage == 20) { - if tesla.pos.x + 1 >= settings.size.x/2 { - opponent.health = opponent.health.saturating_sub(settings.tesla.weapon_damage); - } - 'player_col_loop: for x in tesla.pos.x+1..tesla.pos.x+(settings.size.x/2)+2 { - for &y in [tesla.pos.y - 1, tesla.pos.y, tesla.pos.y + 1].iter() { - let target_point = Point::new(x, y); - for b in 0..opponent_buildings.len() { - if opponent_buildings[b].pos == target_point && opponent_buildings[b].health > 0 { - opponent_buildings[b].health = opponent_buildings[b].health.saturating_sub(settings.tesla.weapon_damage); - continue 'player_col_loop; + for tesla in player_buildings.iter_mut().filter(|b| b.weapon_damage == 20) { + if tesla.weapon_cooldown_time_left > 0 { + tesla.weapon_cooldown_time_left -= 1; + } else if player.energy >= 100 { + player.energy -= 100; + tesla.weapon_cooldown_time_left = tesla.weapon_cooldown_period; + + if tesla.pos.x + 1 >= settings.size.x/2 { + opponent.health = opponent.health.saturating_sub(settings.tesla.weapon_damage); + } + 'player_col_loop: for x in tesla.pos.x+1..tesla.pos.x+(settings.size.x/2)+2 { + for &y in [tesla.pos.y - 1, tesla.pos.y, tesla.pos.y + 1].iter() { + let target_point = Point::new(x, y); + for b in 0..opponent_buildings.len() { + if opponent_buildings[b].pos == target_point && opponent_buildings[b].health > 0 { + opponent_buildings[b].health = opponent_buildings[b].health.saturating_sub(settings.tesla.weapon_damage); + continue 'player_col_loop; + } } } } } } - for tesla in opponent_buildings.iter().filter(|b| b.weapon_damage == 20) { - if tesla.pos.x <= settings.size.x/2 { - player.health = player.health.saturating_sub(settings.tesla.weapon_damage); - } - 'opponent_col_loop: for x in tesla.pos.x.saturating_sub((settings.size.x/2)+1)..tesla.pos.x { - for &y in [tesla.pos.y - 1, tesla.pos.y, tesla.pos.y + 1].iter() { - let target_point = Point::new(x, y); - for b in 0..player_buildings.len() { - if player_buildings[b].pos == target_point && player_buildings[b].health > 0 { - player_buildings[b].health = player_buildings[b].health.saturating_sub(settings.tesla.weapon_damage); - continue 'opponent_col_loop; + for tesla in opponent_buildings.iter_mut().filter(|b| b.weapon_damage == 20) { + if tesla.weapon_cooldown_time_left > 0 { + tesla.weapon_cooldown_time_left -= 1; + } else if opponent.energy >= 100 { + opponent.energy -= 100; + tesla.weapon_cooldown_time_left = tesla.weapon_cooldown_period; + + if tesla.pos.x <= settings.size.x/2 { + player.health = player.health.saturating_sub(settings.tesla.weapon_damage); + } + 'opponent_col_loop: for x in tesla.pos.x.saturating_sub((settings.size.x/2)+1)..tesla.pos.x { + for &y in [tesla.pos.y - 1, tesla.pos.y, tesla.pos.y + 1].iter() { + let target_point = Point::new(x, y); + for b in 0..player_buildings.len() { + if player_buildings[b].pos == target_point && player_buildings[b].health > 0 { + player_buildings[b].health = player_buildings[b].health.saturating_sub(settings.tesla.weapon_damage); + continue 'opponent_col_loop; + } } } } @@ -253,8 +267,8 @@ impl GameState { fn move_missiles(missiles: &mut Vec, mut wrapping_move_fn: F, opponent_buildings: &mut Vec, opponent: &mut Player, unoccupied_cells: &mut Vec, settings: &GameSettings) where F: FnMut(&mut Point) { let mut missiles_len = missiles.len(); - 'missile_loop: for m in (0..missiles.len()).rev() { - 'speed_loop: for _ in 0..missiles[m].speed { + 'speed_loop: for _ in 0..settings.attack.weapon_speed { + 'missile_loop: for m in (0..missiles.len()).rev() { wrapping_move_fn(&mut missiles[m].pos); if missiles[m].pos.x >= settings.size.x { opponent.health = opponent.health.saturating_sub(missiles[m].damage); @@ -283,8 +297,8 @@ impl GameState { } } } + missiles.truncate(missiles_len); } - missiles.truncate(missiles_len); } fn add_energy(player: &mut Player) { -- cgit v1.2.3