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  1. use glc::{matrix::Angle, vector::Vector2f};
  2. use crate::components::{ShipData, ShipsData};
  3. /// Distance to orbit before ship is handled as "in orbit" in %
  4. pub const SHIP_ORBIT_DISTANCE_MAX: f32 = 1.10;
  5. /// Minimum angle between old and new target position in orbit
  6. pub const SHIP_ORBIT_ANGLE_DELTA_MIN: Angle<f32> = Angle::Deg(5000.0);
  7. /// Random angle between old and new target position in orbit
  8. pub const SHIP_ORBIT_ANGLE_DELTA_RND: Angle<f32> = Angle::Deg(5000.0);
  9. /// Agility of ships inside orbit
  10. pub const SHIP_ORBIT_AGILITY: Angle<f32> = Angle::Deg(90.0);
  11. pub const VECTOR_2F_POS_X: Vector2f = Vector2f::new(1.0, 0.0);
  12. pub const SHIPS_DATA_FIGHTER: ShipsData = ShipsData {
  13. fighter: ShipData { speed: 120.0 },
  14. bomber: ShipData { speed: 80.0 },
  15. transporter: ShipData { speed: 100.0 },
  16. };
  17. pub const SHIPS_DATA_TRADER: ShipsData = ShipsData {
  18. fighter: ShipData { speed: 100.0 },
  19. bomber: ShipData { speed: 70.0 },
  20. transporter: ShipData { speed: 120.0 },
  21. };
  22. pub const SHIPS_DATA_RESEARCHER: ShipsData = ShipsData {
  23. fighter: ShipData { speed: 90.0 },
  24. bomber: ShipData { speed: 60.0 },
  25. transporter: ShipData { speed: 100.0 },
  26. };