Open source Star Ruler 2 source code!
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import orders.Order;
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import resources;
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import attributes;
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import ftl;
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from objects.Oddity import createSlipstream;
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import movement;
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tidy class SlipstreamOrder : Order {
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vec3d destination;
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quaterniond facing;
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double charge = 0.0;
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int cost = 0;
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int moveId = -1;
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array<Object@> secondary;
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SlipstreamOrder(vec3d pos) {
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destination = pos;
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}
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SlipstreamOrder(SaveFile& msg) {
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Order::load(msg);
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msg >> destination;
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msg >> facing;
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msg >> moveId;
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msg >> charge;
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msg >> cost;
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if(msg >= SV_0067) {
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uint cnt = 0;
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msg >> cnt;
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secondary.length = cnt;
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for(uint i = 0; i < cnt; ++i)
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msg >> secondary[i];
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}
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}
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void save(SaveFile& msg) override {
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Order::save(msg);
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msg << destination;
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msg << facing;
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msg << moveId;
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msg << charge;
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msg << cost;
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uint cnt = secondary.length;
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msg << cnt;
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for(uint i = 0; i < cnt; ++i) {
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msg << secondary[i];
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}
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}
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OrderType get_type() override {
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return OT_Slipstream;
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}
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string get_name() override {
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return "Generating Slipstream";
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}
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bool cancel(Object& obj) override {
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//Cannot cancel while already ftling
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if(charge >= SLIPSTREAM_CHARGE_TIME || charge < 0.0)
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return false;
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//Refund a part of the ftl cost
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if(cost > 0) {
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double pct = 1.0 - min(charge / SLIPSTREAM_CHARGE_TIME, 1.0);
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double refund = cost * pct;
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obj.owner.modFTLStored(refund);
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cost = 0;
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}
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//Mark ship as no longer FTLing
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Ship@ ship = cast<Ship>(obj);
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if(ship !is null)
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ship.isFTLing = false;
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return true;
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}
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bool get_hasMovement() override {
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return true;
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}
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vec3d getMoveDestination(const Object& obj) override {
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return destination;
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}
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OrderStatus tick(Object& obj, double time) override {
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if(!obj.hasMover)
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return OS_COMPLETED;
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if(!canSlipstream(obj))
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return OS_COMPLETED;
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if(!canSlipstreamTo(obj, destination))
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return OS_COMPLETED;
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//Pay for the FTL
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Ship@ ship = cast<Ship>(obj);
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if(ship !is null && ship.delayFTL && charge >= 0) {
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if(charge > 0)
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charge = 0.001;
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return OS_BLOCKING;
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}
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if(charge == 0) {
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int scale = 1;
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if(ship !is null) {
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scale = ship.blueprint.design.size;
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if(ship.group !is null)
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scale *= ship.group.objectCount;
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}
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double dist = obj.position.distanceTo(destination);
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cost = slipstreamCost(obj, scale, dist);
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if(cost > 0) {
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double consumed = obj.owner.consumeFTL(cost, false, record=false);
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if(consumed < cost)
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return OS_COMPLETED;
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}
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charge = 0.001;
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//Mark ship as FTLing
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if(ship !is null)
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ship.isFTLing = true;
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//Calculate needed facing
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facing = quaterniond_fromVecToVec(vec3d_front(), destination - obj.position);
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obj.stopMoving();
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playParticleSystem("FTLCharge", vec3d(), quaterniond(), obj.radius * 4.0, obj);
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playParticleSystem("FTLCharge", destination, quaterniond(), slipstreamInaccuracy(obj, destination) * 0.25);
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}
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if(charge > 0.0) {
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bool isFacing = obj.rotateTo(facing, moveId);
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//Charge up the slipstream drive for a while first
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if(charge < SLIPSTREAM_CHARGE_TIME)
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charge += time;
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if(!isFacing) {
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return OS_BLOCKING;
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}
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else {
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if(charge < SLIPSTREAM_CHARGE_TIME)
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return OS_BLOCKING;
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charge = -1.0;
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moveId = -1;
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if(cost > 0)
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obj.owner.modAttribute(EA_FTLEnergySpent, AC_Add, cost);
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}
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}
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//Generate the slipstream
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vec3d startPos = obj.position;
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startPos += (obj.rotation * vec3d_front()).normalized(obj.radius * 2.5 + 15.0);
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vec3d endPos = destination;
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slipstreamModifyPosition(obj, endPos);
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createSlipstream(startPos, endPos, slipstreamLifetime(obj), obj.owner);
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//Flag ship as no longer in ftl
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if(ship !is null) {
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ship.blueprint.clearTracking(ship);
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ship.isFTLing = false;
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}
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//Set movement
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if(secondary.length != 0) {
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vec3d movePos = destination;
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movePos += facing * vec3d_front() * obj.radius * 15.0;
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auto@ positions = getFleetTargetPositions(secondary, movePos, quaterniond_fromAxisAngle(vec3d_up(), pi) * facing);
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for(uint i = 0, cnt = secondary.length; i < cnt; ++i)
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secondary[i].moveAfterWait(positions[i], obj);
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}
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return OS_COMPLETED;
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}
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};
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