Mindustry/core/src/mindustry/game/Universe.java

317 lines
12 KiB
Java

package mindustry.game;
import arc.*;
import arc.math.*;
import arc.struct.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
import mindustry.game.SectorInfo.*;
import mindustry.gen.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.world.blocks.storage.*;
import static mindustry.Vars.*;
/** Updates and handles state of the campaign universe. Has no relevance to other gamemodes. */
public class Universe{
private int seconds;
private int netSeconds;
private float secondCounter;
private int turn;
private float turnCounter;
private @Nullable Schematic lastLoadout;
private ItemSeq lastLaunchResources = new ItemSeq();
public Universe(){
load();
//update base coverage on capture
Events.on(SectorCaptureEvent.class, e -> {
if(!net.client() && state.isCampaign()){
state.getSector().planet.updateBaseCoverage();
}
});
}
/** Update regardless of whether the player is in the campaign. */
public void updateGlobal(){
for(Planet planet : content.planets()){
//update all parentless planets (solar system root), regardless of which one the player is in
if(planet.parent == null) updatePlanet(planet);
}
}
public int turn(){
return turn;
}
private void updatePlanet(Planet planet){
planet.position.setZero();
planet.addParentOffset(planet.position);
if(planet.parent != null){
planet.position.add(planet.parent.position);
}
for(Planet child : planet.children){
updatePlanet(child);
}
}
/** Update planet rotations, global time and relevant state. */
public void update(){
//only update time when not in multiplayer
if(!net.client()){
secondCounter += Time.delta / 60f;
turnCounter += Time.delta;
//auto-run turns
if(turnCounter >= turnDuration){
turnCounter = 0;
runTurn();
}
if(secondCounter >= 1){
seconds += (int)secondCounter;
secondCounter %= 1f;
//save every few seconds
if(seconds % 10 == 1){
save();
}
}
}
if(state.hasSector() && state.getSector().planet.updateLighting && !(state.getSector().preset != null && state.getSector().preset.noLighting)){
var planet = state.getSector().planet;
//update sector light
float light = state.getSector().getLight();
float alpha = Mathf.clamp(Mathf.map(light, planet.lightSrcFrom, planet.lightSrcTo, planet.lightDstFrom, planet.lightDstTo));
//assign and map so darkness is not 100% dark
state.rules.ambientLight.a = 1f - alpha;
state.rules.lighting = !Mathf.equal(alpha, 1f);
}
}
public void clearLoadoutInfo(){
lastLoadout = null;
lastLaunchResources = new ItemSeq();
Core.settings.remove("launch-resources-seq");
Core.settings.remove("lastloadout-core-shard");
Core.settings.remove("lastloadout-core-nucleus");
Core.settings.remove("lastloadout-core-foundation");
}
public ItemSeq getLaunchResources(){
lastLaunchResources = Core.settings.getJson("launch-resources-seq", ItemSeq.class, ItemSeq::new);
return lastLaunchResources;
}
public void updateLaunchResources(ItemSeq stacks){
this.lastLaunchResources = stacks;
Core.settings.putJson("launch-resources-seq", lastLaunchResources);
}
/** Updates selected loadout for future deployment. */
public void updateLoadout(CoreBlock block, Schematic schem){
Core.settings.put("lastloadout-" + block.name, schem.file == null ? "" : schem.file.nameWithoutExtension());
lastLoadout = schem;
}
public Schematic getLastLoadout(){
if(lastLoadout == null) lastLoadout = state.rules.sector == null || state.rules.sector.planet.generator == null ? Loadouts.basicShard : state.rules.sector.planet.generator.defaultLoadout;
return lastLoadout;
}
/** @return the last selected loadout for this specific core type. */
@Nullable
public Schematic getLoadout(CoreBlock core){
//for tools - schem
if(schematics == null) return Loadouts.basicShard;
//find last used loadout file name
String file = Core.settings.getString("lastloadout-" + core.name, "");
//use default (first) schematic if not found
Seq<Schematic> all = schematics.getLoadouts(core);
Schematic schem = all.find(s -> s.file != null && s.file.nameWithoutExtension().equals(file));
return schem == null ? all.any() ? all.first() : null : schem;
}
/** Runs possible events. Resets event counter. */
public void runTurn(){
turn++;
int newSecondsPassed = (int)(turnDuration / 60);
Planet current = state.getPlanet();
//update relevant sectors
for(Planet planet : content.planets()){
//planets with different wave simulation status are not updated
if(current != null && current.allowWaveSimulation != planet.allowWaveSimulation){
continue;
}
//first pass: clear import stats
for(Sector sector : planet.sectors){
if(sector.hasBase() && !sector.isBeingPlayed()){
sector.info.lastImported.clear();
}
}
//second pass: update export & import statistics
for(Sector sector : planet.sectors){
if(sector.hasBase() && !sector.isBeingPlayed()){
//export to another sector
if(sector.info.destination != null){
Sector to = sector.info.destination;
if(to.hasBase() && to.planet == planet){
ItemSeq items = new ItemSeq();
//calculated exported items to this sector
sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
to.addItems(items);
to.info.lastImported.add(items);
}
}
}
}
//third pass: everything else
for(Sector sector : planet.sectors){
if(sector.hasBase()){
//if it is being attacked, capture time is 0; otherwise, increment the timer
if(sector.isAttacked()){
sector.info.minutesCaptured = 0;
}else{
sector.info.minutesCaptured += turnDuration / 60 / 60;
}
//increment seconds passed for this sector by the time that just passed with this turn
if(!sector.isBeingPlayed()){
//increment time if attacked
if(sector.isAttacked()){
sector.info.secondsPassed += turnDuration/60f;
}
int wavesPassed = (int)(sector.info.secondsPassed*60f / sector.info.waveSpacing);
boolean attacked = sector.info.waves && sector.planet.allowWaveSimulation;
if(attacked){
sector.info.wavesPassed = wavesPassed;
}
float damage = attacked ? SectorDamage.getDamage(sector.info) : 0f;
//damage never goes down until the player visits the sector, so use max
sector.info.damage = Math.max(sector.info.damage, damage);
//check if the sector has been attacked too many times...
if(attacked && damage >= 0.999f){
//fire event for losing the sector
Events.fire(new SectorLoseEvent(sector));
//sector is dead.
sector.info.items.clear();
sector.info.damage = 1f;
sector.info.hasCore = false;
sector.info.production.clear();
}else if(attacked && wavesPassed > 0 && sector.info.winWave > 1 && sector.info.wave + wavesPassed >= sector.info.winWave && !sector.hasEnemyBase()){
//autocapture the sector
sector.info.waves = false;
boolean was = sector.info.wasCaptured;
sector.info.wasCaptured = true;
//fire the event
Events.fire(new SectorCaptureEvent(sector, !was));
}
float scl = sector.getProductionScale();
//add production, making sure that it's capped
sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
sector.info.export.each((item, stat) -> {
if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
//cap export by import when production is negative.
stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
}
});
//prevent negative values with unloaders
sector.info.items.checkNegative();
sector.saveInfo();
}
//queue random invasions
if(!sector.isAttacked() && sector.planet.allowSectorInvasion && sector.info.minutesCaptured > invasionGracePeriod && sector.info.hasSpawns){
int count = sector.near().count(Sector::hasEnemyBase);
//invasion chance depends on # of nearby bases
if(count > 0 && Mathf.chance(baseInvasionChance * (0.8f + (count - 1) * 0.3f))){
int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 4) * 5;
//assign invasion-related things
if(sector.isBeingPlayed()){
state.rules.winWave = waveMax;
state.rules.waves = true;
state.rules.attackMode = false;
//update rules in multiplayer
if(net.server()){
Call.setRules(state.rules);
}
}else{
sector.info.winWave = waveMax;
sector.info.waves = true;
sector.info.attack = false;
sector.saveInfo();
}
Events.fire(new SectorInvasionEvent(sector));
}
}
}
}
}
Events.fire(new TurnEvent());
save();
}
public void updateNetSeconds(int value){
netSeconds = value;
}
public float secondsMod(float mod, float scale){
return (seconds() / scale) % mod;
}
public int seconds(){
//use networked seconds when playing as client
return net.client() ? netSeconds : seconds;
}
public float secondsf(){
return seconds() + secondCounter;
}
private void save(){
Core.settings.put("utimei", seconds);
Core.settings.put("turn", turn);
}
private void load(){
seconds = Core.settings.getInt("utimei");
turn = Core.settings.getInt("turn");
}
}