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world.rs
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world.rs
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use amethyst::ecs::{
storage::{GenericReadStorage, MaskedStorage, Storage},
Entities, Entity, Join,
};
use rand::{self, Rng};
use std::ops::Deref;
use gv_core::{
actions::monster_spawn::Side,
ecs::{
components::{Dead, Monster, WorldPosition},
resources::GameLevelState,
},
math::Vector2,
};
use crate::{
ecs::systems::{AggregatedOutcomingUpdates, OutcomingNetUpdates},
utils::entities::is_dead,
};
pub fn closest_monster<
DW: Deref<Target = MaskedStorage<WorldPosition>>,
DM: Deref<Target = MaskedStorage<Monster>>,
G: GenericReadStorage<Component = Dead>,
>(
missile_position: Vector2,
world_positions: &Storage<'_, WorldPosition, DW>,
entities: &Entities<'_>,
monsters: &Storage<'_, Monster, DM>,
dead: &G,
frame_number: u64,
) -> Option<(Entity, Vector2)> {
(world_positions, entities, monsters)
.join()
.filter(|(_, entity, _)| !is_dead(*entity, dead, frame_number))
.fold(None, |res, (monster_position, monster, _)| {
if let Some((closest_monster, closest_monster_position)) = res {
if (closest_monster_position - missile_position).norm_squared()
> (**monster_position - missile_position).norm_squared()
{
Some((monster, **monster_position))
} else {
Some((closest_monster, closest_monster_position))
}
} else {
Some((monster, **monster_position))
}
})
}
pub fn find_first_hit_monster<
DT: Deref<Target = MaskedStorage<Monster>>,
DP: Deref<Target = MaskedStorage<WorldPosition>>,
G: GenericReadStorage<Component = Dead>,
>(
object_position: Vector2,
object_radius: f32,
targets: &Storage<'_, Monster, DT>,
target_positions: &Storage<'_, WorldPosition, DP>,
entities: &Entities<'_>,
dead: &G,
frame_number: u64,
) -> Option<Entity> {
(target_positions, entities, targets)
.join()
.filter(|(_, entity, _)| !is_dead(*entity, dead, frame_number))
.find(|(target_position, _, target)| {
let distance_squared = (object_position - ***target_position).norm_squared();
let impact_distance = object_radius + target.radius;
let impact_distance_squared = impact_distance * impact_distance;
distance_squared <= impact_distance_squared
})
.map(|result| result.1)
}
pub fn random_scene_position(game_scene: &GameLevelState) -> Vector2 {
let mut rng = rand::thread_rng();
Vector2::new(
rng.gen_range(
-game_scene.dimensions_half_size().x,
game_scene.dimensions_half_size().x,
),
rng.gen_range(
-game_scene.dimensions_half_size().y,
game_scene.dimensions_half_size().y,
),
)
}
pub fn random_spawn_position(game_level_state: &GameLevelState) -> Vector2 {
let mut rng = rand::thread_rng();
let (side_start, side_end, _) = spawning_side(rand::random(), &game_level_state);
let d = side_start - side_end;
let random_displacement = Vector2::new(
if d.x == 0.0 {
0.0
} else {
rng.gen_range(0.0, d.x.abs()) * d.x.signum()
},
if d.y == 0.0 {
0.0
} else {
rng.gen_range(0.0, d.y.abs()) * d.y.signum()
},
);
side_start + random_displacement
}
pub fn spawning_side(side: Side, game_level_state: &GameLevelState) -> (Vector2, Vector2, Vector2) {
let scene_halfsize = game_level_state.dimensions / 2.0;
let border_distance = 100.0;
let padding = 25.0;
match side {
Side::Top => (
Vector2::new(
-scene_halfsize.x + padding,
scene_halfsize.y + border_distance,
),
Vector2::new(
scene_halfsize.x - padding,
scene_halfsize.y + border_distance,
),
Vector2::new(0.0, -game_level_state.dimensions.y + border_distance),
),
Side::Right => (
Vector2::new(
scene_halfsize.x + border_distance,
scene_halfsize.y - padding,
),
Vector2::new(
scene_halfsize.x + border_distance,
-scene_halfsize.y + padding,
),
Vector2::new(-game_level_state.dimensions.x + border_distance, 0.0),
),
Side::Bottom => (
Vector2::new(
scene_halfsize.x - padding,
-scene_halfsize.y - border_distance,
),
Vector2::new(
-scene_halfsize.x + padding,
-scene_halfsize.y - border_distance,
),
Vector2::new(0.0, game_level_state.dimensions.y - border_distance),
),
Side::Left => (
Vector2::new(
-scene_halfsize.x - border_distance,
-scene_halfsize.y + padding,
),
Vector2::new(
-scene_halfsize.x - border_distance,
scene_halfsize.y - padding,
),
Vector2::new(game_level_state.dimensions.x - border_distance, 0.0),
),
}
}
#[cfg(feature = "client")]
pub fn outcoming_net_updates_mut(
aggregated_updates: &mut AggregatedOutcomingUpdates,
_frame_number: u64,
_current_frame_number: u64,
) -> &mut OutcomingNetUpdates {
aggregated_updates
}
#[cfg(not(feature = "client"))]
pub fn outcoming_net_updates_mut(
aggregated_updates: &mut AggregatedOutcomingUpdates,
frame_number: u64,
current_frame_number: u64,
) -> &mut OutcomingNetUpdates {
aggregated_updates.get_update(frame_number, current_frame_number)
}