Open source Star Ruler 2 source code!
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import resources;
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import ftl;
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from obj_selection import selectedObject, selectedObjects, getSelectionPosition, getSelectionScale;
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import targeting.PointTarget;
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import targeting.targeting;
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class SlipstreamTarget : PointTarget {
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double cost = 0.0;
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int scale = 1;
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Object@ obj;
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SlipstreamTarget(Object@ obj, int totalScale) {
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@this.obj = obj;
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scale = totalScale;
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}
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vec3d get_origin() override {
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if(shiftKey)
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return obj.finalMoveDestination;
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else
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return obj.position;
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}
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bool hover(const vec2i& mpos) override {
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PointTarget::hover(mpos);
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cost = slipstreamCost(obj, scale, distance);
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range = slipstreamRange(obj, scale, playerEmpire.FTLStored);
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return canSlipstreamTo(obj, hovered) && (distance <= range || shiftKey);
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}
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double get_radius() override {
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return slipstreamInaccuracy(obj, hovered);
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}
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bool click() override {
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return distance <= range || shiftKey;
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}
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};
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class SlipstreamDisplay : PointDisplay {
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void draw(TargetMode@ mode) override {
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PointDisplay::draw(mode);
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SlipstreamTarget@ ht = cast<SlipstreamTarget>(mode);
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if(ht is null)
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return;
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Color color;
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if(ht.distance <= ht.range && ht.valid)
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color = Color(0x00ff00ff);
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else
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color = Color(0xff0000ff);
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font::DroidSans_11_Bold.draw(mousePos + vec2i(16, 0),
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toString(int(ht.cost)) + " " + locale::FTL
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+ " (" + toString(ht.distance, 0) + "u)",
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color);
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if(ht.distance > ht.range) {
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font::OpenSans_11_Italic.draw(mousePos + vec2i(16, 16),
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locale::INSUFFICIENT_FTL,
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color);
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}
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}
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void render(TargetMode@ mode) override {
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inColor = Color(0x00c0ffff);
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if(shiftKey)
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outColor = Color(0xffe400ff);
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else
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outColor = colors::Red;
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PointDisplay::render(mode);
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}
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};
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class SlipstreamCB : TargetCallback {
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void call(TargetMode@ mode) override {
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bool anyOpenedTear = false;
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Object@[]@ selection = selectedObjects;
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for(uint i = 0, cnt = selection.length; i < cnt; ++i) {
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Object@ obj = selection[i];
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if(!obj.hasMover || !obj.hasLeaderAI)
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continue;
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if(!canSlipstream(obj))
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continue;
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obj.addSlipstreamOrder(mode.position, shiftKey || obj.inFTL);
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anyOpenedTear = true;
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for(uint j = 0; j < cnt; ++j) {
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if(i == j)
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continue;
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Object@ other = selection[j];
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if(!obj.hasMover || !obj.hasLeaderAI)
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continue;
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other.addWaitOrder(obj, shiftKey || obj.inFTL, moveTo=true);
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obj.addSecondaryToSlipstream(other);
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}
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break;
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}
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if(anyOpenedTear)
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sound::order_slipstream.play(priority=true);
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}
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};
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void targetSlipstream() {
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Object@ sel = selectedObject;
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for(uint i = 0, cnt = selectedObjects.length; i < cnt; ++i) {
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if(canSlipstream(selectedObjects[i])) {
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@sel = selectedObjects[i];
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break;
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}
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}
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if(sel.owner is null || !sel.owner.valid)
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return;
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if(!canSlipstream(sel))
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return;
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SlipstreamTarget targ(sel, max(getSelectionScale(), 1));
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SlipstreamDisplay disp;
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SlipstreamCB cb;
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startTargeting(targ, disp, cb);
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}
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