From f1f81abab3ca1c1f97ccd52e99c3977905312d94 Mon Sep 17 00:00:00 2001 From: Justin Worthe Date: Mon, 25 Jun 2018 17:37:14 +0200 Subject: Added new tower type and deconstruct action --- src/engine/command.rs | 10 ++++++---- src/engine/mod.rs | 27 +++++++++++++++++++++++++++ src/engine/settings.rs | 10 ++++++---- 3 files changed, 39 insertions(+), 8 deletions(-) (limited to 'src/engine') 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 { 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, _opponent_buildings: &mut Vec) { + // 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, missiles: &mut Vec) { 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, } } -- cgit v1.2.3