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ojrc/rc_core/src/persist/combat.rs
2025-07-26 11:50:32 -04:00

493 lines
16 KiB
Rust

use std::collections::HashMap;
use serde::{Serialize, Deserialize};
#[derive(Serialize, Deserialize, Clone, Debug)]
pub struct BattleConfig {
pub regen: AutoRegenHealth,
pub votes: HashMap<Vote, Vec<VoteThreshold>>,
#[serde(default = "default_game_modes")]
pub games: GameModes,
#[serde(default = "default_campaigns")]
pub singleplayer: super::SingleplayerConfig,
#[serde(default = "default_rotation")]
pub rotation: GameEventSequence,
#[serde(default = "default_multiplayer")]
pub multiplayer: super::MultiplayerConfig,
#[serde(default = "default_maps")]
pub maps: super::MapsConfig,
}
#[derive(Serialize, Deserialize, Clone, Debug)]
pub struct AutoRegenHealth {
pub wait_for_heal_s: f32,
pub wait_full_heal_s: f32,
pub sound_start_s: f32,
pub auto_heal: bool,
}
impl std::convert::Into<crate::data::auto_regen::AutoRegenHealthConfig> for AutoRegenHealth {
fn into(self) -> crate::data::auto_regen::AutoRegenHealthConfig {
crate::data::auto_regen::AutoRegenHealthConfig {
seconds_to_wait_for_heal: self.wait_for_heal_s,
seconds_to_full_heal: self.wait_full_heal_s,
threshold_to_start_sound: self.sound_start_s,
enable_auto_heal: self.auto_heal,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug)]
pub struct VoteThreshold {
pub name: String,
pub localised_name: String,
pub color: String,
pub votes_required: i32,
}
impl std::convert::Into<crate::data::voting::VoteThresholdData> for VoteThreshold {
fn into(self) -> crate::data::voting::VoteThresholdData {
crate::data::voting::VoteThresholdData {
name: self.name,
localised_name: self.localised_name,
color: self.color,
votes_required: self.votes_required,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug, PartialEq, Eq, Hash)]
pub enum Vote {
BestPlayed,
BestLooking,
}
impl std::convert::Into<crate::data::voting::Vote> for Vote {
fn into(self) -> crate::data::voting::Vote {
match self {
Self::BestPlayed => crate::data::voting::Vote::BestPlayed,
Self::BestLooking => crate::data::voting::Vote::BestLooking,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
pub struct GameMode {
pub respawn_heal_duration: f32,
pub respawn_full_heal_duration: f32,
pub kill_limit: i32,
pub game_time_m: i32,
}
impl std::convert::Into<crate::data::game_mode::GameModeConfig> for GameMode {
fn into(self) -> crate::data::game_mode::GameModeConfig {
crate::data::game_mode::GameModeConfig {
respawn_heal_duration: self.respawn_heal_duration,
respawn_full_heal_duration: self.respawn_full_heal_duration,
kill_limit: self.kill_limit,
game_time_minutes: self.game_time_m,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
pub struct GameModes {
pub battle_arena: GameMode,
pub elimination: GameMode,
pub pit: GameMode,
pub team_deathmatch: GameMode,
}
impl std::convert::Into<crate::data::game_mode::GameModeConfigs> for GameModes {
fn into(self) -> crate::data::game_mode::GameModeConfigs {
crate::data::game_mode::GameModeConfigs {
battle_arena: self.battle_arena.into(),
elimination: self.elimination.into(),
the_pit: self.pit.into(),
team_deathmatch: self.team_deathmatch.into(),
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug)]
pub struct GameEventSequence {
pub strategy: GameRotationStrategy,
pub modes: Vec<GameEvents>,
}
#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
pub enum GameRotationStrategy {
Sequence,
Random,
}
impl GameRotationStrategy {
pub fn into_conf(self) -> crate::persist::config::GameRotationStrategy {
match self {
Self::Sequence => crate::persist::config::GameRotationStrategy::Sequence,
Self::Random => crate::persist::config::GameRotationStrategy::Random,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug)]
pub struct GameEvents {
pub singleplayer: GameEvent,
pub multiplayer: GameEvent,
pub duration_s: u64, // seconds
}
#[derive(Serialize, Deserialize, Clone, Debug)]
pub struct GameEvent {
pub map: GameMap,
pub visibility: GameVisibility,
pub mode: GameType,
pub auto_heal: bool,
}
impl GameEvent {
pub(super) fn into_conf(self) -> crate::persist::config::GameEvent {
crate::persist::config::GameEvent {
map: self.map.into_conf(),
visibility: self.visibility.into_conf(),
mode: self.mode.into_conf(),
auto_heal: self.auto_heal,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug, Copy, Hash, Eq, PartialEq)]
pub enum GameMap {
// TODO put some more obvious aliases on these
Mars1,
Mars2,
Mars3,
Neptune1,
Neptune2,
Neptune3,
Earth1,
Earth2,
}
impl GameMap {
pub(super) fn into_conf(self) -> crate::persist::config::GameMap {
match self {
Self::Mars1 => crate::persist::config::GameMap::Mars1,
Self::Mars2 => crate::persist::config::GameMap::Mars2,
Self::Mars3 => crate::persist::config::GameMap::Mars3,
Self::Neptune1 => crate::persist::config::GameMap::Neptune1,
Self::Neptune2 => crate::persist::config::GameMap::Neptune2,
Self::Neptune3 => crate::persist::config::GameMap::Neptune3,
Self::Earth1 => crate::persist::config::GameMap::Earth1,
Self::Earth2 => crate::persist::config::GameMap::Earth2,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
pub enum GameVisibility {
Good,
Poor,
Bad,
}
impl GameVisibility {
fn into_conf(self) -> crate::persist::config::GameVisibility {
match self {
Self::Good => crate::persist::config::GameVisibility::Good,
Self::Poor => crate::persist::config::GameVisibility::Poor,
Self::Bad => crate::persist::config::GameVisibility::Bad,
}
}
}
#[derive(Serialize, Deserialize, Clone, Debug, Copy)]
pub enum GameType {
BattleArena,
SuddenDeath,
Pit,
TestMode,
SinglePlayer,
TeamDeathmatch,
Campaign,
}
impl GameType {
fn into_conf(self) -> crate::persist::config::GameType {
match self {
Self::BattleArena => crate::persist::config::GameType::BattleArena,
Self::SuddenDeath => crate::persist::config::GameType::SuddenDeath,
Self::Pit => crate::persist::config::GameType::Pit,
Self::TestMode => crate::persist::config::GameType::TestMode,
Self::SinglePlayer => crate::persist::config::GameType::SinglePlayer,
Self::TeamDeathmatch => crate::persist::config::GameType::TeamDeathmatch,
Self::Campaign => crate::persist::config::GameType::Campaign,
}
}
}
fn default_game_modes() -> GameModes {
GameModes {
battle_arena: GameMode {
respawn_heal_duration: 10.0,
respawn_full_heal_duration: 0.5,
kill_limit: 0,
game_time_m: 20,
},
elimination: GameMode {
respawn_heal_duration: 10.0,
respawn_full_heal_duration: 0.5,
kill_limit: 10,
game_time_m: 10,
},
pit: GameMode {
respawn_heal_duration: 20.0,
respawn_full_heal_duration: 20.0,
kill_limit: 15,
game_time_m: 15,
},
team_deathmatch: GameMode {
respawn_heal_duration: 10.0,
respawn_full_heal_duration: 0.5,
kill_limit: 10,
game_time_m: 10,
},
}
}
pub(super) fn default_campaigns() -> super::SingleplayerConfig {
super::SingleplayerConfig {
campaigns: vec![
super::Campaign {
id: "strCampaignModeBattle".to_owned(),
excluded_cubes: Vec::default(),
categories: vec![super::ItemCategory::Wheel],
min_cpu: 0,
max_cpu: 2_000,
name: "strCampaignModeBattle".to_owned(),
description: "strCampaignsDesc".to_owned(),
image: "RE_singleplayer_campaign_image_asset_TODO".to_owned(),
rules: Vec::default(),
parameters: Vec::default(),
difficulties: vec![
super::CampaignDifficulty {
level: 0,
lives: 5,
auto_heal: true,
single_wave_bonus: 1_000,
initial_health_boost: 0.0,
health_boost_wave_increase: 0.0,
initial_damage_boost: 0.0,
damage_boost_wave_increase: 0.0,
}
],
completed: vec![
super::CampaignCompletion {
wave: 0,
difficulty: false,
}
],
map: "RC_Planet_Neptune_03_BA".to_owned(),
campaign_type: super::CampaignType::Elimination,
waves: vec![
super::Wave {
player_spawn_location: 0,
robots_in_wave: vec![
super::WaveRobot {
name: "strCampaignAnimalName".to_owned(),
weapon: "strT5PlasmaGoldenName".to_owned(),
movement: "strT5SteeringWheelGoldenName".to_owned(),
rank: "strT0".to_owned(),
count: 5,
robot_data: super::VALID_ROBOT.into(),
colour_data: super::VALID_COLOUR.into(),
time_to_spawn: 1,
kills_to_spawn: 0,
time_to_despawn: 60,
kills_to_despawn: 1,
initial_robot_amount: 0,
periodic_robot_amount: 3,
spawn_interval: 1,
min_robot_amount: 1,
max_robot_amount: 5,
is_boss: false,
is_kill_requirement: true,
}
],
kill_target: 1,
time_min: 1,
time_max: 1 * 60,
}
],
}
],
vehicles: vec![
super::PrefabVehicle {
name: Some("Config your singleplayer!".to_owned()),
username: "NGnius?".to_owned(),
id: super::PrefabId::Database { garage: 1 },
},
super::PrefabVehicle {
name: Some("Config your singleplayer!".to_owned()),
username: "NGram!".to_owned(),
id: super::PrefabId::Database { garage: 1 },
},
super::PrefabVehicle {
name: Some("Config your singleplayer!".to_owned()),
username: "NGniusness*".to_owned(),
id: super::PrefabId::Database { garage: 1 },
},
super::PrefabVehicle {
name: Some("Config your singleplayer!".to_owned()),
username: "NG~".to_owned(),
id: super::PrefabId::Database { garage: 1 },
},
],
max_teammates: 0,
max_enemies: 5,
}
}
fn default_rotation() -> GameEventSequence {
GameEventSequence {
strategy: GameRotationStrategy::Sequence,
modes: vec![
GameEvents {
singleplayer: GameEvent {
map: GameMap::Neptune1,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Neptune3,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60, // 5 minutes
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Neptune2,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Mars1,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Neptune3,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Earth1,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Mars1,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Neptune3,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Mars2,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Mars1,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Mars3,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Mars1,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Earth1,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Earth2,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
GameEvents {
singleplayer: GameEvent {
map: GameMap::Earth2,
visibility: GameVisibility::Good,
mode: GameType::SuddenDeath,
auto_heal: true,
},
multiplayer: GameEvent {
map: GameMap::Mars1,
visibility: GameVisibility::Poor,
mode: GameType::SuddenDeath,
auto_heal: true,
},
duration_s: 5*60,
},
]
}
}
fn default_multiplayer() -> super::MultiplayerConfig {
super::MultiplayerConfig {
players_per_game: 1,
enabled: true,
network: super::multiplayer::default_net_conf(),
}
}
fn default_maps() -> super::MapsConfig {
super::MapsConfig {
map: super::maps::default_map(),
}
}