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  1. use glc::{
  2. math::{linear_step, sqr},
  3. matrix::Matrix3f,
  4. vector::{Angle, Vector2f, Vector3f},
  5. };
  6. use rand::random;
  7. use shrev::ReaderId;
  8. use specs::{
  9. hibitset::BitSet, prelude::*, world::Index, Entities, ParJoin, Read, ReadStorage, System,
  10. WriteStorage,
  11. };
  12. use crate::{
  13. components::{FleetOwned, Obstacle, Orbit, OrbitOwned, Position, Ship, ShipObstacle, Velocity},
  14. constants::{
  15. SHIP_ORBIT_AGILITY, SHIP_ORBIT_ANGLE_DELTA_MIN, SHIP_ORBIT_ANGLE_DELTA_RND,
  16. SHIP_ORBIT_DISTANCE_MAX, VECTOR_2F_POS_X,
  17. },
  18. misc::ComponentEvent,
  19. resources::Global,
  20. return_if_none,
  21. };
  22. pub struct Ships {
  23. need_update: BitSet,
  24. fleet_owned_id: ReaderId<ComponentEvent<FleetOwned>>,
  25. }
  26. #[derive(SystemData)]
  27. pub struct ShipsData<'a> {
  28. global: Read<'a, Global>,
  29. entities: Entities<'a>,
  30. ships: WriteStorage<'a, Ship>,
  31. velocities: WriteStorage<'a, Velocity>,
  32. fleet_owned: ReadStorage<'a, FleetOwned>,
  33. orbit_owned: ReadStorage<'a, OrbitOwned>,
  34. positions: ReadStorage<'a, Position>,
  35. obstacles: ReadStorage<'a, Obstacle>,
  36. orbits: ReadStorage<'a, Orbit>,
  37. }
  38. struct Processor<'a> {
  39. need_update: &'a BitSet,
  40. entities: &'a Entities<'a>,
  41. positions: &'a ReadStorage<'a, Position>,
  42. obstacles: &'a ReadStorage<'a, Obstacle>,
  43. orbits: &'a ReadStorage<'a, Orbit>,
  44. orbit_owned: &'a ReadStorage<'a, OrbitOwned>,
  45. delta: f32,
  46. }
  47. impl Ships {
  48. pub fn new(world: &mut World) -> Self {
  49. let need_update = BitSet::new();
  50. let fleet_owned_id = unsafe {
  51. WriteStorage::<FleetOwned>::setup(world);
  52. let mut fleet_owned = world.system_data::<WriteStorage<FleetOwned>>();
  53. fleet_owned
  54. .unprotected_storage_mut()
  55. .channel_mut()
  56. .register_reader()
  57. };
  58. Self {
  59. need_update,
  60. fleet_owned_id,
  61. }
  62. }
  63. fn progress_events(&mut self, fleet_owned: &ReadStorage<'_, FleetOwned>) {
  64. self.need_update.clear();
  65. let events = fleet_owned
  66. .unprotected_storage()
  67. .channel()
  68. .read(&mut self.fleet_owned_id);
  69. for event in events {
  70. let id = match event {
  71. ComponentEvent::Inserted(id, _) => id,
  72. ComponentEvent::Modified(id, _) => id,
  73. ComponentEvent::Removed(id, _) => id,
  74. };
  75. self.need_update.add(*id);
  76. }
  77. }
  78. }
  79. impl<'a> System<'a> for Ships {
  80. type SystemData = ShipsData<'a>;
  81. fn run(&mut self, data: Self::SystemData) {
  82. let ShipsData {
  83. global,
  84. entities,
  85. mut ships,
  86. mut velocities,
  87. fleet_owned,
  88. orbit_owned,
  89. positions,
  90. obstacles,
  91. orbits,
  92. } = data;
  93. self.progress_events(&fleet_owned);
  94. /* update ships */
  95. let processor = Processor {
  96. need_update: &self.need_update,
  97. entities: &entities,
  98. positions: &positions,
  99. obstacles: &obstacles,
  100. orbit_owned: &orbit_owned,
  101. orbits: &orbits,
  102. delta: global.delta * global.world_speed,
  103. };
  104. let data = (
  105. positions.mask(),
  106. &mut ships,
  107. &mut velocities,
  108. &positions,
  109. &fleet_owned,
  110. );
  111. data.par_join()
  112. .for_each(|(id, ship, velocity, position, fleet_owned)| {
  113. processor.progress_ship(id, ship, velocity, position, fleet_owned);
  114. });
  115. }
  116. }
  117. impl Processor<'_> {
  118. fn progress_ship(
  119. &self,
  120. id: Index,
  121. ship: &mut Ship,
  122. velocity: &mut Velocity,
  123. position: &Position,
  124. fleet_owned: &FleetOwned,
  125. ) {
  126. let fleet_id = fleet_owned.owner();
  127. let orbit_owned = return_if_none!(self.orbit_owned.get(fleet_id));
  128. let orbit_id = orbit_owned.owner();
  129. let orbit = return_if_none!(self.orbits.get(orbit_id));
  130. let orbit_pos = return_if_none!(self.positions.get(orbit_id)).pos();
  131. let ship_pos = position.pos();
  132. let target_pos = ship.target_pos();
  133. let target_dir = ship.target_dir();
  134. let orbit_to_target = target_pos - orbit_pos;
  135. let orbit_to_ship = ship_pos - orbit_pos;
  136. let mut ship_to_target = target_pos - ship_pos;
  137. let r_ship = orbit_to_ship.length_sqr();
  138. let r_target = orbit_to_target.length_sqr();
  139. let orbit_min = orbit.min();
  140. let orbit_max = orbit.max();
  141. let target_in_orbit = (r_target <= sqr(orbit_max)) && (r_target >= sqr(orbit_min));
  142. let ship_in_orbit = r_ship < sqr(SHIP_ORBIT_DISTANCE_MAX * orbit_max);
  143. let need_update = self.need_update.contains(id);
  144. let has_target = target_dir.length_sqr() != 0.0;
  145. let passed_target = target_dir * ship_to_target <= 0.0;
  146. /* check and update target posistion */
  147. if need_update || !has_target || passed_target || ship_in_orbit != target_in_orbit {
  148. let target_pos = if ship_in_orbit && orbit_max > 0.0 {
  149. let orbit_to_ship_vec3 = Vector3f::new(orbit_to_ship.x, orbit_to_ship.y, 0.0);
  150. let ship_dir_vec3 = velocity.dir().into_vec3();
  151. let dir = if orbit_to_ship_vec3.cross(&ship_dir_vec3).z > 0.0 {
  152. 1.0
  153. } else {
  154. -1.0
  155. };
  156. let orbit_min = orbit.min();
  157. let orbit_max = orbit.max();
  158. let add = SHIP_ORBIT_ANGLE_DELTA_MIN + SHIP_ORBIT_ANGLE_DELTA_RND * random::<f32>();
  159. let angle = orbit_to_ship.angle2(&VECTOR_2F_POS_X) + (add * dir / orbit_max);
  160. let radius = orbit_min + (orbit_max - orbit_min) * random::<f32>();
  161. Vector2f::new(
  162. orbit_pos.x + radius * angle.cos(),
  163. orbit_pos.y + radius * angle.sin(),
  164. )
  165. } else {
  166. ship.set_obstacle(ShipObstacle::Search);
  167. *orbit_pos
  168. };
  169. ship.set_target(target_pos, (target_pos - ship_pos).normalize());
  170. ship_to_target = target_pos - ship_pos;
  171. }
  172. /* check if obstacle is still valid */
  173. if ship_in_orbit {
  174. ship.set_obstacle(ShipObstacle::Done);
  175. } else if let ShipObstacle::Known(obstacle) = ship.obstacle() {
  176. if let Some(position) = self.positions.get(obstacle) {
  177. let obstacle_orbit = self.orbits.get(obstacle).unwrap();
  178. let obstacle_pos = position.pos();
  179. let ship_to_obstacle = obstacle_pos - ship_pos;
  180. let obstacle_angle = ship_to_target
  181. .angle2(&ship_to_obstacle)
  182. .into_deg()
  183. .into_inner()
  184. .abs();
  185. let orbit_sqr = obstacle_orbit.max() * obstacle_orbit.max();
  186. if (obstacle_angle > 90.0 && ship_to_obstacle.length_sqr() > orbit_sqr)
  187. || obstacle_angle > 170.0
  188. {
  189. ship.set_obstacle(ShipObstacle::Search);
  190. }
  191. } else {
  192. ship.set_obstacle(ShipObstacle::Search);
  193. }
  194. }
  195. /* find obstacle */
  196. if !ship_in_orbit && ship.obstacle() == ShipObstacle::Search {
  197. let mut dist_sqr = f32::MAX;
  198. for (e, position, _) in (self.entities, self.positions, self.obstacles).join() {
  199. let obstacle_pos = position.pos();
  200. let ship_to_obstacle = obstacle_pos - ship_pos;
  201. if ship_to_target * ship_to_obstacle < 0.0 {
  202. continue; // obstacle is behind the ship
  203. }
  204. let len_sqr = ship_to_obstacle.length_sqr();
  205. if len_sqr < dist_sqr {
  206. dist_sqr = len_sqr;
  207. ship.set_obstacle(ShipObstacle::Known(e));
  208. }
  209. }
  210. if let ShipObstacle::Known(e) = ship.obstacle() {
  211. if e == fleet_owned.owner() {
  212. ship.set_obstacle(ShipObstacle::Done);
  213. }
  214. }
  215. }
  216. /* check the obstacle */
  217. let mut expected_dir = ship_to_target;
  218. if let ShipObstacle::Known(obstacle) = ship.obstacle() {
  219. let obstacle_pos = self.positions.get(obstacle).unwrap();
  220. let obstacle_orbit = self.orbits.get(obstacle).unwrap();
  221. let ship_to_obstacle = obstacle_pos.pos() - ship_pos;
  222. let orbit_min = obstacle_orbit.min();
  223. let orbit_max = obstacle_orbit.max();
  224. let orbit = ship_to_obstacle.length();
  225. if orbit < orbit_max {
  226. let mut tangent = Vector2f::new(-ship_to_obstacle.y, ship_to_obstacle.x);
  227. let radius = obstacle_pos.shape().radius();
  228. let mut adjust_low = linear_step(orbit_min, radius, orbit);
  229. let adjust_high = 1.0 - linear_step(orbit_max, orbit_min, orbit);
  230. if ship_to_target * tangent < 0.0 {
  231. tangent = -tangent;
  232. } else {
  233. adjust_low = -adjust_low;
  234. }
  235. let a_low = Angle::Deg(45.0);
  236. let a_high = tangent.angle2(&ship_to_target);
  237. let mat = Matrix3f::rotate(a_low * adjust_low + a_high * adjust_high);
  238. expected_dir = mat.transform(tangent);
  239. }
  240. }
  241. /* update ship direction */
  242. let angle = expected_dir.angle2(&velocity.dir());
  243. if angle.into_inner().abs() > 0.0001 {
  244. let dir = angle.into_inner() / angle.abs().into_inner();
  245. let agility = SHIP_ORBIT_AGILITY;
  246. let rot_speed = agility * linear_step(0.0, 45.0, angle.abs().into_deg().into_inner());
  247. *velocity.dir_mut() *= Matrix3f::rotate(rot_speed * -dir * self.delta);
  248. }
  249. }
  250. }