Open source Star Ruler 2 source code!

This commit is contained in:
Lucas de Vries
2018-07-17 14:15:37 +02:00
commit cc307720ff
4342 changed files with 2365070 additions and 0 deletions
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import orders.Order;
import resources;
import attributes;
import ftl;
from objects.Oddity import createSlipstream;
import movement;
tidy class SlipstreamOrder : Order {
vec3d destination;
quaterniond facing;
double charge = 0.0;
int cost = 0;
int moveId = -1;
array<Object@> secondary;
SlipstreamOrder(vec3d pos) {
destination = pos;
}
SlipstreamOrder(SaveFile& msg) {
Order::load(msg);
msg >> destination;
msg >> facing;
msg >> moveId;
msg >> charge;
msg >> cost;
if(msg >= SV_0067) {
uint cnt = 0;
msg >> cnt;
secondary.length = cnt;
for(uint i = 0; i < cnt; ++i)
msg >> secondary[i];
}
}
void save(SaveFile& msg) override {
Order::save(msg);
msg << destination;
msg << facing;
msg << moveId;
msg << charge;
msg << cost;
uint cnt = secondary.length;
msg << cnt;
for(uint i = 0; i < cnt; ++i) {
msg << secondary[i];
}
}
OrderType get_type() override {
return OT_Slipstream;
}
string get_name() override {
return "Generating Slipstream";
}
bool cancel(Object& obj) override {
//Cannot cancel while already ftling
if(charge >= SLIPSTREAM_CHARGE_TIME || charge < 0.0)
return false;
//Refund a part of the ftl cost
if(cost > 0) {
double pct = 1.0 - min(charge / SLIPSTREAM_CHARGE_TIME, 1.0);
double refund = cost * pct;
obj.owner.modFTLStored(refund);
cost = 0;
}
//Mark ship as no longer FTLing
Ship@ ship = cast<Ship>(obj);
if(ship !is null)
ship.isFTLing = false;
return true;
}
bool get_hasMovement() override {
return true;
}
vec3d getMoveDestination(const Object& obj) override {
return destination;
}
OrderStatus tick(Object& obj, double time) override {
if(!obj.hasMover)
return OS_COMPLETED;
if(!canSlipstream(obj))
return OS_COMPLETED;
if(!canSlipstreamTo(obj, destination))
return OS_COMPLETED;
//Pay for the FTL
Ship@ ship = cast<Ship>(obj);
if(ship !is null && ship.delayFTL && charge >= 0) {
if(charge > 0)
charge = 0.001;
return OS_BLOCKING;
}
if(charge == 0) {
int scale = 1;
if(ship !is null) {
scale = ship.blueprint.design.size;
if(ship.group !is null)
scale *= ship.group.objectCount;
}
double dist = obj.position.distanceTo(destination);
cost = slipstreamCost(obj, scale, dist);
if(cost > 0) {
double consumed = obj.owner.consumeFTL(cost, false, record=false);
if(consumed < cost)
return OS_COMPLETED;
}
charge = 0.001;
//Mark ship as FTLing
if(ship !is null)
ship.isFTLing = true;
//Calculate needed facing
facing = quaterniond_fromVecToVec(vec3d_front(), destination - obj.position);
obj.stopMoving();
playParticleSystem("FTLCharge", vec3d(), quaterniond(), obj.radius * 4.0, obj);
playParticleSystem("FTLCharge", destination, quaterniond(), slipstreamInaccuracy(obj, destination) * 0.25);
}
if(charge > 0.0) {
bool isFacing = obj.rotateTo(facing, moveId);
//Charge up the slipstream drive for a while first
if(charge < SLIPSTREAM_CHARGE_TIME)
charge += time;
if(!isFacing) {
return OS_BLOCKING;
}
else {
if(charge < SLIPSTREAM_CHARGE_TIME)
return OS_BLOCKING;
charge = -1.0;
moveId = -1;
if(cost > 0)
obj.owner.modAttribute(EA_FTLEnergySpent, AC_Add, cost);
}
}
//Generate the slipstream
vec3d startPos = obj.position;
startPos += (obj.rotation * vec3d_front()).normalized(obj.radius * 2.5 + 15.0);
vec3d endPos = destination;
slipstreamModifyPosition(obj, endPos);
createSlipstream(startPos, endPos, slipstreamLifetime(obj), obj.owner);
//Flag ship as no longer in ftl
if(ship !is null) {
ship.blueprint.clearTracking(ship);
ship.isFTLing = false;
}
//Set movement
if(secondary.length != 0) {
vec3d movePos = destination;
movePos += facing * vec3d_front() * obj.radius * 15.0;
auto@ positions = getFleetTargetPositions(secondary, movePos, quaterniond_fromAxisAngle(vec3d_up(), pi) * facing);
for(uint i = 0, cnt = secondary.length; i < cnt; ++i)
secondary[i].moveAfterWait(positions[i], obj);
}
return OS_COMPLETED;
}
};