Open source Star Ruler 2 source code!
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import abilities;
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from saving import SaveVersion;
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tidy class EnergyManager : Component_EnergyManager, Savable {
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Mutex ablMutex;
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int nextAbilityId = 0;
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array<Ability@> abilities;
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bool delta = false;
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uint get_abilityTypes(int id) {
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Lock lck(ablMutex);
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Ability@ abl = getAbility(id);
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if(abl is null)
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return uint(-1);
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return abl.type.id;
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}
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int addAbility(Empire& emp, uint id) {
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Lock lck(ablMutex);
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const AbilityType@ type = getAbilityType(id);
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if(type !is null) {
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delta = true;
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return addAbility(emp, type).id;
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}
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return -1;
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}
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void removeAbility(Empire& emp, int id) {
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Lock lck(ablMutex);
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Ability@ abl = getAbility(id);
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if(abl is null)
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return;
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if(!abl.disabled)
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abl.disable();
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abl.destroy();
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abilities.remove(abl);
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delta = true;
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}
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void disableAbility(Empire& emp, int id) {
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Lock lck(ablMutex);
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Ability@ abl = getAbility(id);
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if(abl is null)
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return;
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if(!abl.disabled) {
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abl.disable();
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abl.disabled = true;
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delta = true;
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}
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}
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void enableAbility(Empire& emp, int id) {
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Lock lck(ablMutex);
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Ability@ abl = getAbility(id);
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if(abl is null)
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return;
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if(abl.disabled) {
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abl.enable();
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abl.disabled = false;
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delta = true;
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}
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}
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Ability@ addAbility(Empire& emp, const AbilityType@ type, const Subsystem@ sys = null) {
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Lock lck(ablMutex);
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Ability abl(type);
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abl.id = nextAbilityId++;
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@abl.subsystem = sys;
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@abl.obj = null;
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@abl.emp = emp;
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abilities.insertLast(abl);
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abl.create();
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abl.enable();
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return abl;
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}
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void save(SaveFile& file) {
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Lock lck(ablMutex);
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uint cnt = abilities.length;
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file << cnt;
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for(uint i = 0; i < cnt; ++i)
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file << abilities[i];
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file << nextAbilityId;
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}
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void load(SaveFile& file) {
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Lock lck(ablMutex);
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uint cnt = 0;
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file >> cnt;
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abilities.length = cnt;
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for(uint i = 0; i < cnt; ++i) {
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Ability abl;
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file >> abl;
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@abilities[i] = abl;
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}
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file >> nextAbilityId;
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}
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void powerTick(Empire& emp, double time) {
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Lock lck(ablMutex);
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for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
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if(!abilities[i].disabled) {
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abilities[i].cooldown = max(0.0, abilities[i].cooldown - time);
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abilities[i].tick(time);
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}
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}
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}
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Ability@ getAbility(int id) {
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Lock lck(ablMutex);
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for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
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if(abilities[i].id == id)
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return abilities[i];
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}
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return null;
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}
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void getAbility(int id) const {
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Lock lck(ablMutex);
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for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
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if(abilities[i].id == id) {
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yield(abilities[i]);
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return;
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}
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}
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}
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void getAbilityOfType(uint id) const {
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Lock lck(ablMutex);
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for(uint i = 0, cnt = abilities.length; i < cnt; ++i) {
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if(abilities[i].type.id == id) {
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yield(abilities[i]);
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return;
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}
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}
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}
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uint get_abilityCount() const {
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return abilities.length;
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}
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void getAbilities() const {
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Lock lck(ablMutex);
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for(uint i = 0, cnt = abilities.length; i < cnt; ++i)
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yield(abilities[i]);
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}
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void triggerAbility(Empire& emp, int id, Targets@ targs) {
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Lock lck(ablMutex);
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Ability@ abl = getAbility(id);
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if(abl is null)
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return;
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if(abl.disabled || abl.cooldown > 0)
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return;
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abl.activate(targs);
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delta = true;
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}
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void activateAbility(Empire& emp, int id) {
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triggerAbility(emp, id, null);
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}
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void activateAbility(Empire& emp, int id, vec3d point) {
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Targets targs;
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targs.add(TT_Point, fill=true).point = point;
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triggerAbility(emp, id, targs);
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}
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void activateAbility(Empire& emp, int id, Object@ target) {
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Targets targs;
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@targs.add(TT_Object, fill=true).obj = target;
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triggerAbility(emp, id, targs);
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}
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void writeAbilities(Message& msg) const {
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Lock lck(ablMutex);
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uint cnt = abilities.length;
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msg << cnt;
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for(uint i = 0; i < cnt; ++i)
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msg << abilities[i];
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}
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bool writeAbilityDelta(Message& msg) {
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if(!delta)
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return false;
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msg.write1();
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writeAbilities(msg);
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delta = false;
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return true;
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}
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};
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