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//! Walls, solid barriers that are generally unclimbable.
//!
//! This interpretation is generally up to the GM to decide, but generally speaking, a wall cannot be
//! crossed by a player. If special conditions apply (for instance, when the player wants to scale the
//! wall), a check is necessary. If a check is not necessary, then maybe you were not thinking about
//! a wall.
use super::Mappable;
use crate::client::colours::DEFAULT_COLOURS;
use crate::client::transform::Transform;
use crate::math::Vec2;
use crate::world::{Component, Wall};
use raylib::drawing::{RaylibDraw, RaylibDrawHandle};
use std::ops::{Deref, DerefMut};
/// A solid wall a player cannot go through, except if special conditions apply.
pub struct WallMark {
wall: Wall,
selected: bool,
round_start: bool,
round_end: bool,
}
impl WallMark {
/// Create a new wall from the deserialised data and information known from internal sources.
pub fn from_wall(wall: Wall, round_start: bool, round_end: bool) -> Self {
Self {
wall,
selected: false,
round_start,
round_end,
}
}
/// Get the internal data for serialisation
pub fn data(&self) -> &Wall {
&self.wall
}
}
fn draw_round_corner(
rld: &mut RaylibDrawHandle,
pos_px: Vec2<f64>,
transform: &Transform,
selected: bool,
) {
rld.draw_circle_v(
pos_px,
transform.length_m_to_px(0.05) as f32,
if selected {
DEFAULT_COLOURS.wall_selected
} else {
DEFAULT_COLOURS.wall_normal
},
);
}
impl Mappable for WallMark {
fn draw(&self, rld: &mut RaylibDrawHandle, transform: &Transform) {
let start_px = transform.point_m_to_px(&self.wall.shape().start);
let end_px = transform.point_m_to_px(&self.wall.shape().end);
rld.draw_line_ex(
start_px,
end_px,
transform.length_m_to_px(0.1) as f32,
if self.selected() {
DEFAULT_COLOURS.wall_selected
} else {
DEFAULT_COLOURS.wall_normal
},
);
if self.round_start {
draw_round_corner(rld, start_px, transform, self.selected());
}
if self.round_end {
draw_round_corner(rld, end_px, transform, self.selected());
}
}
fn set_selected(&mut self, selected: bool) {
self.selected = selected;
}
fn selected(&self) -> bool {
self.selected
}
fn as_component(&self) -> &dyn Component {
self.deref()
}
}
impl Deref for WallMark {
type Target = Wall;
fn deref(&self) -> &Self::Target {
&self.wall
}
}
impl DerefMut for WallMark {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.wall
}
}
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