use crate::battle::logic_battle::LogicBattle; use crate::battle::logic_component::{LogicComponent, COMPONENT_COMBAT, COMPONENT_HITPOINT}; use crate::battle::logic_game_object::LogicGameObjectEntry; use crate::data::LogicDataRef; pub const TICK_MILLISECONDS: i32 = 50; pub const COLUMN_SPEED: &str = "Speed"; pub const COLUMN_SIGHT_RANGE: &str = "SightRange"; pub const COLUMN_RANGE: &str = "Range"; pub const COLUMN_COLLISION_RADIUS: &str = "CollisionRadius"; pub const COLUMN_HIT_SPEED: &str = "HitSpeed"; pub const COLUMN_LOAD_TIME: &str = "LoadTime"; pub const COLUMN_DAMAGE: &str = "Damage"; pub const COLUMN_ATTACKS_AIR: &str = "AttacksAir"; pub const COLUMN_ATTACKS_GROUND: &str = "AttacksGround"; pub const COLUMN_TARGET_ONLY_BUILDINGS: &str = "TargetOnlyBuildings"; pub const COLUMN_FLYING_HEIGHT: &str = "FlyingHeight"; pub const COLUMN_PROJECTILE: &str = "Projectile"; pub const DISTANCE_SATURATION: i32 = 46340; #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub struct LogicCharacterStats { pub speed: i32, pub sight_range: i32, pub range: i32, pub collision_radius: i32, pub hit_speed: i32, pub load_time: i32, pub damage: i32, pub attacks_air: bool, pub attacks_ground: bool, pub target_only_buildings: bool, pub flying: bool, } impl LogicCharacterStats { pub fn of(data: &LogicDataRef, level_index: i32) -> Self { let Some(row) = data.data() else { return Self::none(); }; let level = level_index.max(0) as usize; let projectile = row.string(COLUMN_PROJECTILE); let damage = if projectile.is_empty() { row.int_at(COLUMN_DAMAGE, level) } else { LogicDataRef::by_name(crate::data::table::PROJECTILES, projectile) .data() .map(|shot| shot.int_at(COLUMN_DAMAGE, level)) .unwrap_or(0) }; Self { speed: row.int(COLUMN_SPEED), sight_range: row.int(COLUMN_SIGHT_RANGE), range: row.int(COLUMN_RANGE), collision_radius: row.int(COLUMN_COLLISION_RADIUS), hit_speed: row.int(COLUMN_HIT_SPEED), load_time: row.int(COLUMN_LOAD_TIME), damage, attacks_air: row.boolean(COLUMN_ATTACKS_AIR), attacks_ground: row.boolean(COLUMN_ATTACKS_GROUND), target_only_buildings: row.boolean(COLUMN_TARGET_ONLY_BUILDINGS), flying: row.int(COLUMN_FLYING_HEIGHT) > 0, } } pub fn none() -> Self { Self { speed: 0, sight_range: 0, range: 0, collision_radius: 0, hit_speed: 0, load_time: 0, damage: 0, attacks_air: false, attacks_ground: false, target_only_buildings: false, flying: false, } } pub fn is_building(&self) -> bool { self.speed == 0 } } pub fn integer_sqrt(value: i64) -> i64 { if value <= 0 { return 0; } let mut root = value.min(46340); let mut previous = 0; while root != previous { previous = root; root = (root + value / root) / 2; } root } pub fn distance_squared(from: (i32, i32), to: (i32, i32)) -> i32 { let dx = to.0 - from.0; let dy = to.1 - from.1; if dx.abs() > DISTANCE_SATURATION || dy.abs() > DISTANCE_SATURATION { return i32::MAX; } let square_x = dx * dx; if dy * dy >= (square_x ^ i32::MAX) { return i32::MAX; } square_x + dy * dy } impl LogicGameObjectEntry { pub fn position(&self) -> (i32, i32) { let base = self.body.base(); (base.position.x, base.position.y) } pub fn owner_index(&self) -> i32 { self.body.base().owner_index } pub fn level_index(&self) -> i32 { self.body.level_index() } pub fn stats(&self) -> LogicCharacterStats { LogicCharacterStats::of(&self.data, self.level_index()) } pub fn damage(&mut self, amount: i32) { if let Some(Some(LogicComponent::Hitpoint(component))) = self.components.get_mut(COMPONENT_HITPOINT) { component.hitpoints = (component.hitpoints - amount.max(0)).max(0); } } pub fn combat_mut(&mut self) -> Option<&mut crate::battle::logic_component::LogicCombatComponent> { match self.components.get_mut(COMPONENT_COMBAT)? { Some(LogicComponent::Combat(component)) => Some(component), _ => None, } } } impl LogicBattle { pub fn tick(&mut self) { self.retarget(); self.move_objects(); self.resolve_attacks(); self.remove_dead(); } fn retarget(&mut self) { let snapshot: Vec<(i32, (i32, i32), LogicCharacterStats, bool)> = self .objects .objects .iter() .map(|entry| { ( entry.owner_index(), entry.position(), entry.stats(), entry.is_alive(), ) }) .collect(); for index in 0..self.objects.objects.len() { let (owner, position, stats, alive) = snapshot[index]; if !alive || stats.range < 1 { continue; } let mut best: Option<(i32, usize)> = None; for (other, (other_owner, other_position, other_stats, other_alive)) in snapshot.iter().enumerate() { if other == index || !other_alive || *other_owner == owner { continue; } if stats.target_only_buildings && !other_stats.is_building() { continue; } if other_stats.flying && !stats.attacks_air { continue; } if !other_stats.flying && !stats.attacks_ground { continue; } let reach = stats.sight_range + other_stats.collision_radius; let distance = distance_squared(position, *other_position); if distance > reach.saturating_mul(reach) { continue; } if best.map(|(closest, _)| distance < closest).unwrap_or(true) { best = Some((distance, other)); } } let target = best.map(|(_, other)| other); if let Some(component) = self.objects.objects[index].combat_mut() { component.target_index = target; } } } fn move_objects(&mut self) { let positions: Vec<(i32, i32)> = self .objects .objects .iter() .map(LogicGameObjectEntry::position) .collect(); for index in 0..self.objects.objects.len() { let stats = self.objects.objects[index].stats(); if stats.speed < 1 || !self.objects.objects[index].is_alive() { continue; } let Some(target) = self.objects.objects[index] .combat_mut() .and_then(|component| component.target_index) else { continue; }; let Some(goal) = positions.get(target).copied() else { continue; }; let from = positions[index]; let stand_off = stats.range; let dx = (goal.0 - from.0) as i64; let dy = (goal.1 - from.1) as i64; let distance = integer_sqrt(dx * dx + dy * dy); if distance <= stand_off as i64 || distance == 0 { continue; } let step = (stats.speed as i64).min(distance - stand_off as i64); let base = self.objects.objects[index].body.base_mut(); base.position.x = from.0 + (dx * step / distance) as i32; base.position.y = from.1 + (dy * step / distance) as i32; } } fn resolve_attacks(&mut self) { let positions: Vec<(i32, i32)> = self .objects .objects .iter() .map(LogicGameObjectEntry::position) .collect(); let radii: Vec = self .objects .objects .iter() .map(|entry| entry.stats().collision_radius) .collect(); let mut hits: Vec<(usize, i32)> = Vec::new(); for index in 0..self.objects.objects.len() { let stats = self.objects.objects[index].stats(); if !self.objects.objects[index].is_alive() || stats.hit_speed < 1 { continue; } let Some(component) = self.objects.objects[index].combat_mut() else { continue; }; let Some(target) = component.target_index else { component.hit_timer = 0; continue; }; let reach = stats.range + radii.get(target).copied().unwrap_or(0); if distance_squared(positions[index], positions[target]) > reach.saturating_mul(reach) { component.hit_timer = 0; continue; } component.hit_timer += TICK_MILLISECONDS; let period = stats.hit_speed.max(TICK_MILLISECONDS); let wind_up = stats.load_time.max(0); if component.hit_timer >= wind_up + period { component.hit_timer = wind_up; hits.push((target, stats.damage)); } } for (target, amount) in hits { if let Some(entry) = self.objects.objects.get_mut(target) { entry.damage(amount); } } } fn remove_dead(&mut self) { let dead: Vec = self .objects .objects .iter() .filter(|entry| !entry.is_alive()) .map(|entry| entry.global_id) .collect(); if dead.is_empty() { return; } self.objects.objects.retain(LogicGameObjectEntry::is_alive); for towers in self.leader_towers.iter_mut() { towers.retain(|tower| !dead.contains(tower)); } for index in 0..self.objects.objects.len() { if let Some(component) = self.objects.objects[index].combat_mut() { component.target_index = None; } } } }