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/*
Hurry Curry! - a game about cooking
Copyright (C) 2025 Hurry Curry! Contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, version 3 of the License only.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
use super::{Entity, EntityContext};
use hurrycurry_data::entities::EnvironmentEffect;
use hurrycurry_protocol::PacketC;
use rand::random;
use std::time::{Duration, Instant};
#[derive(Clone, Debug)]
pub struct EnvironmentEffectController {
config: EnvironmentEffect,
next_transition: Instant,
active: bool,
}
impl EnvironmentEffectController {
pub fn new(config: EnvironmentEffect) -> Self {
Self {
next_transition: Instant::now() + Duration::from_secs_f32(config.on),
active: false,
config,
}
}
}
impl Entity for EnvironmentEffectController {
fn tick(&mut self, c: EntityContext) -> anyhow::Result<()> {
if self.next_transition < Instant::now() {
if self.active {
self.next_transition +=
Duration::from_secs_f32(self.config.on * (0.5 + random::<f32>()));
self.active = false;
c.game.environment_effects.remove(&self.config.name);
} else {
self.next_transition +=
Duration::from_secs_f32(self.config.off * (0.5 + random::<f32>()));
self.active = true;
c.game.environment_effects.insert(self.config.name.clone());
}
c.packet_out.push_back(PacketC::Environment {
effects: c.game.environment_effects.clone(),
})
}
Ok(())
}
}
#[derive(Debug, Clone)]
pub struct EnvironmentController(pub Vec<String>);
impl Entity for EnvironmentController {
fn constructor(&mut self, c: EntityContext) {
c.game.environment_effects.extend(self.0.clone());
c.packet_out.push_back(PacketC::Environment {
effects: c.game.environment_effects.clone(),
})
}
}
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