-
Notifications
You must be signed in to change notification settings - Fork 5
/
sector.go
154 lines (128 loc) · 3.36 KB
/
sector.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
package main
import (
"github.com/quasilyte/ge"
"github.com/quasilyte/ge/xslices"
"github.com/quasilyte/gmath"
)
type sector struct {
ID int
X int
Y int
Resource resourceKind
Base *battlePost
scene *ge.Scene
Pos gmath.Vec
defenders []*battleTank
unitsSelected bool
resourceIcon *ge.Sprite
bordersSprite *ge.Sprite
}
func newSector(resource resourceKind, id, x, y int) *sector {
return §or{
ID: id,
X: x,
Y: y,
Resource: resource,
Pos: gmath.Vec{X: float64(x) * 320, Y: float64(y) * 270},
}
}
func (s *sector) Init(scene *ge.Scene) {
s.scene = scene
switch s.Resource {
case resIron:
s.resourceIcon = scene.NewSprite(ImageIronResourceIcon)
case resGold:
s.resourceIcon = scene.NewSprite(ImageGoldResourceIcon)
case resOil:
s.resourceIcon = scene.NewSprite(ImageOilResourceIcon)
case resCombined:
s.resourceIcon = scene.NewSprite(ImageCombinedResourceIcon)
}
if s.resourceIcon != nil {
s.resourceIcon.Pos.Base = &s.Pos
s.resourceIcon.SetAlpha(0.6)
s.resourceIcon.Centered = false
scene.AddGraphics(s.resourceIcon)
}
s.bordersSprite = scene.NewSprite(ImageGrid)
s.bordersSprite.Centered = false
s.bordersSprite.SetColorScale(ge.ColorScale{A: 0.2})
s.bordersSprite.Pos.Base = &s.Pos
scene.AddGraphics(s.bordersSprite)
}
func (s *sector) IsDisposed() bool { return false }
func (s *sector) Update(delta float64) {}
func (s *sector) Center() gmath.Vec {
return s.Pos.Add(gmath.Vec{X: 320 / 2, Y: 270 / 2})
}
func (s *sector) AddTank(bt *battleTank) {
s.defenders = append(s.defenders, bt)
bt.Selected = s.unitsSelected
}
func (s *sector) NumDefenders() int {
s.updateDefenders()
return len(s.defenders)
}
func (s *sector) HasLancer() bool {
s.updateDefenders()
return xslices.Any(s.defenders, func(bt *battleTank) bool {
return bt.Turret.IsLancer()
})
}
func (s *sector) HasBuilder() bool {
s.updateDefenders()
return xslices.Any(s.defenders, func(bt *battleTank) bool {
return bt.Turret.IsBuilder()
})
}
func (s *sector) updateDefenders() {
s.defenders = xslices.RemoveIf(s.defenders, func(bt *battleTank) bool {
return bt.IsDisposed()
})
}
func (s *sector) SendUnits(target *sector) {
s.updateDefenders()
if len(s.defenders) == 0 {
return
}
tanks := make([]*battleTank, len(s.defenders))
copy(tanks, s.defenders)
g := newBattleGroup(s.Base.Player, target, tanks)
s.Base.Player.BattleState.AddGroup(g)
s.scene.AddObject(g)
s.defenders = s.defenders[:0]
}
func (s *sector) AssignBase(bp *battlePost) {
s.Base = bp
bp.EventDestroyed.Connect(nil, s.onBaseDestroyed)
bp.EventProductionCompleted.Connect(nil, s.onProductionCompleted)
}
func (s *sector) onBaseDestroyed(bp *battlePost) {
s.SendUnits(s)
s.Base = nil
}
func (s *sector) onProductionCompleted(design tankDesign) {
st := s.Base.Player.BattleState
bt := st.NewBattleTank(s.Base.Player, design)
bt.Body.Pos = s.Center().Add(gmath.Vec{Y: 48})
bt.Waypoint = s.Center().Add(gmath.Vec{Y: 64})
s.AddTank(bt)
s.scene.AddObjectAbove(bt, 1)
if st.SingleLocalPlayer == s.Base.Player {
s.scene.Audio().EnqueueSound(AudioCueProductionCompleted)
}
}
func (s *sector) SelectUnits() {
s.updateDefenders()
s.unitsSelected = true
for _, bt := range s.defenders {
bt.Selected = true
}
}
func (s *sector) UnselectUnits() {
s.updateDefenders()
s.unitsSelected = false
for _, bt := range s.defenders {
bt.Selected = false
}
}