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tile.go
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tile.go
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package dctycoon
import (
"sort"
"strconv"
"strings"
"github.com/nzin/dctycoon/global"
"github.com/nzin/dctycoon/supplier"
log "github.com/sirupsen/logrus"
"github.com/veandco/go-sdl2/sdl"
)
const (
TILE_WIDTH_STEP = 96
TILE_HEIGHT_STEP = 48
TILE_HEIGHT = 257
)
// base "class" for all tiles:
// - RackElement
// - SimpleElement
// - DecorationElement
type TileElement interface {
// should be passive, rack, ...
ElementType() int32 // which type sit on: PRODUCT_RACK, PRODUCT_AC, ...
InventoryItem() *supplier.InventoryItem // if there is one
Draw(rotation, flasheffect uint32) *sdl.Surface // face can be 0,1,2,3 (i.e. 0, 90, 180, 270)
Power() float64 // ampere
}
type ItemInventoryArray []*supplier.InventoryItem
func (a ItemInventoryArray) Len() int { return len(a) }
func (a ItemInventoryArray) Swap(i, j int) { a[i], a[j] = a[j], a[i] }
func (a ItemInventoryArray) Less(i, j int) bool { return a[i].Zplaced > a[j].Zplaced }
type RackElement struct {
surface *sdl.Surface
item *supplier.InventoryItem
items []*supplier.InventoryItem
previousrotation uint32
previousflash uint32
}
// InventoryItem return the Rack item itself
func (self *RackElement) InventoryItem() *supplier.InventoryItem {
return self.item
}
// GetRackServers return the racked servers inside the rack
func (self *RackElement) GetRackServers() []*supplier.InventoryItem {
return self.items
}
func (self *RackElement) AddItem(item *supplier.InventoryItem) {
self.items = append(self.items, item)
sort.Sort(ItemInventoryArray(self.items))
self.surface = nil
}
func (self *RackElement) RemoveItem(item *supplier.InventoryItem) {
for p, i := range self.items {
if i == item {
self.items = append(self.items[:p], self.items[p+1:]...)
self.surface = nil
}
}
}
func (self *RackElement) ElementType() int32 {
return supplier.PRODUCT_RACK
}
func (self *RackElement) Draw(rotation, flasheffect uint32) *sdl.Surface {
if (self.surface != nil) && (self.previousrotation != rotation || self.previousflash != flasheffect) {
self.surface.Free()
self.surface = nil
}
if self.surface == nil {
var err error
bottom := getSprite("assets/ui/rack.bottom" + strconv.Itoa(int(rotation)) + ".png")
self.surface, err = sdl.CreateRGBSurface(0, bottom.W, bottom.H, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000)
if err != nil {
panic(err)
}
rectSrc := sdl.Rect{0, 0, bottom.W, bottom.H}
rectDst := sdl.Rect{0, 0, bottom.W, bottom.H}
bottom.Blit(&rectSrc, self.surface, &rectDst)
inside, _ := sdl.CreateRGBSurface(0, bottom.W, bottom.H, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000)
for _, item := range self.items {
img := getSprite("assets/ui/" + item.Serverconf.ConfType.ServerSprite + strconv.Itoa(int(rotation)) + ".png")
rectSrc := sdl.Rect{0, 0, img.W, img.H}
rectDst := sdl.Rect{0, TILE_HEIGHT - img.H - ((42-item.Zplaced)-item.Serverconf.ConfType.NbU+2)*4, img.W, img.H}
img.Blit(&rectSrc, inside, &rectDst)
}
// do we have to flash the image
if flasheffect != 0 {
global.FlashImage(inside, flasheffect)
}
rectSrc = sdl.Rect{0, 0, inside.W, inside.H}
rectDst = sdl.Rect{0, 0, inside.W, inside.H}
inside.Blit(&rectSrc, self.surface, &rectDst)
top := getSprite("assets/ui/rack.top" + strconv.Itoa(int(rotation)) + ".png")
rectSrc = sdl.Rect{0, 0, top.W, top.H}
rectDst = sdl.Rect{0, TILE_HEIGHT - top.H, top.W, top.H}
top.Blit(&rectSrc, self.surface, &rectDst)
self.previousrotation = rotation
}
return self.surface
}
func (self *RackElement) Power() float64 {
power := float64(0)
for _, i := range self.items {
power += i.Serverconf.PowerConsumption()
}
return power
}
func NewRackElement(item *supplier.InventoryItem) *RackElement {
r := &RackElement{
surface: nil,
item: item,
items: make([]*supplier.InventoryItem, 0),
}
return r
}
type SimpleElement struct {
inventoryitem *supplier.InventoryItem // ac, battery, generator, tower
capacity int32 // kWh if it is a battery
surface *sdl.Surface
previousrotation uint32
}
func (self *SimpleElement) InventoryItem() *supplier.InventoryItem {
return self.inventoryitem
}
func (self *SimpleElement) ElementType() int32 {
return self.inventoryitem.Typeitem
}
func (self *SimpleElement) Draw(rotation, flasheffect uint32) *sdl.Surface {
if rotation != self.previousrotation && self.surface != nil {
self.surface.Free()
self.surface = nil
}
if self.surface == nil {
var err error
itemsprite := getSprite("assets/ui/" + self.inventoryitem.GetSprite() + strconv.Itoa(int(rotation)) + ".png")
self.surface, err = sdl.CreateRGBSurface(0, itemsprite.W, itemsprite.H, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000)
if err != nil {
panic(err)
}
rectSrc := sdl.Rect{0, 0, itemsprite.W, itemsprite.H}
rectDst := sdl.Rect{0, 0, itemsprite.W, itemsprite.H}
itemsprite.Blit(&rectSrc, self.surface, &rectDst)
self.previousrotation = rotation
}
return self.surface
}
func (self *SimpleElement) Power() float64 {
if self.inventoryitem.Typeitem == supplier.PRODUCT_GENERATOR {
return -50000
}
if self.inventoryitem.Typeitem == supplier.PRODUCT_SERVER {
return self.inventoryitem.Serverconf.PowerConsumption()
}
return 0
}
func NewSimpleElement(item *supplier.InventoryItem) *SimpleElement {
//power := payload["power"].(float64) // will depend on "flavor"
//capacity := int32(payload["capacity"].(float64)) // will depend on "flavor"
ee := &SimpleElement{
inventoryitem: item,
capacity: 0,
surface: nil,
previousrotation: 0,
}
return ee
}
type DecorationElement struct {
name string
surface *sdl.Surface
}
func (self *DecorationElement) GetName() string {
return self.name
}
func (self *DecorationElement) InventoryItem() *supplier.InventoryItem {
return nil
}
func (self *DecorationElement) ElementType() int32 {
return supplier.PRODUCT_DECORATION
}
func (self *DecorationElement) Draw(rotation, flasheffect uint32) *sdl.Surface {
if self.surface == nil {
self.surface = getSprite("assets/ui/" + self.name + ".png")
}
return self.surface
}
func (self *DecorationElement) Power() float64 {
return 0
}
func NewDecorationElement(name string) *DecorationElement {
decoration := &DecorationElement{
name: name,
surface: nil,
}
return decoration
}
type Tile struct {
wall [2]string // "" when nothing
floor string
element TileElement // either RackElement or SimpleElement
surface *sdl.Surface
surfaceWithoutWall *sdl.Surface
rotation uint32 // rotation of the inner element: floor+element (not the walls)
flasheffect uint32
}
func (self *Tile) ItemInstalled(item *supplier.InventoryItem) {
if item.Typeitem == supplier.PRODUCT_SERVER && item.Serverconf.ConfType.NbU > 0 {
if self.element != nil && self.element.ElementType() == supplier.PRODUCT_RACK {
rack := self.element.(*RackElement)
rack.AddItem(item)
self.freeSurface()
}
}
// tower
if item.Typeitem == supplier.PRODUCT_SERVER && item.Serverconf.ConfType.NbU <= 0 {
self.element = NewSimpleElement(item)
self.freeSurface()
}
if item.Typeitem == supplier.PRODUCT_RACK && self.element == nil {
self.element = NewRackElement(item)
self.freeSurface()
}
if item.Typeitem != supplier.PRODUCT_RACK && item.Typeitem != supplier.PRODUCT_SERVER {
self.element = NewSimpleElement(item)
self.freeSurface()
}
}
func (self *Tile) ItemUninstalled(item *supplier.InventoryItem) {
log.Debug("Tile::ItemUninstalled(", item, ")")
// if we are removing a racked server
if item.Typeitem == supplier.PRODUCT_SERVER && item.Serverconf.ConfType.NbU > 0 {
if self.element != nil && self.element.ElementType() == supplier.PRODUCT_RACK {
rack := self.element.(*RackElement)
rack.RemoveItem(item)
self.freeSurface()
}
}
// if we are removing a tower server
if item.Typeitem == supplier.PRODUCT_SERVER && item.Serverconf.ConfType.NbU == -1 {
self.element = nil
self.freeSurface()
}
// the rack here is supposed to be empty
if item.Typeitem == supplier.PRODUCT_RACK && self.element != nil {
self.element = nil
self.freeSurface()
}
if item.Typeitem != supplier.PRODUCT_RACK && item.Typeitem != supplier.PRODUCT_SERVER {
self.element = nil
self.freeSurface()
}
}
func (self *Tile) TileElement() TileElement {
return self.element
}
// IsFloorOutside used to know if we can place a AC on it
func (self *Tile) IsFloorOutside() bool {
return strings.HasPrefix(self.floor, "green")
}
// IsFloorInsideNotAir used to know if we are on a server tile
// but not on a air flow to install anything
func (self *Tile) IsFloorInsideNotAirFlow() bool {
return self.floor == "inside"
}
// IsFloorInsideAir used to know if we are on a air flow tile
func (self *Tile) IsFloorInsideAirFlow() bool {
return self.floor == "inside.air"
}
func (self *Tile) SwitchToAirFlow() {
if self.floor == "inside" {
self.floor = "inside.air"
self.freeSurface()
}
}
func (self *Tile) SwitchToNotAirFlow() {
if self.floor == "inside.air" {
self.floor = "inside"
self.freeSurface()
}
}
func (self *Tile) freeSurface() {
if self.surface != nil {
self.surface.Free()
}
if self.surfaceWithoutWall != nil {
self.surfaceWithoutWall.Free()
}
self.surface = nil
self.surfaceWithoutWall = nil
}
func (self *Tile) Draw() *sdl.Surface {
if self.surface == nil {
self.surface = self.draw(true)
}
return self.surface
}
func (self *Tile) DrawWithoutWall() *sdl.Surface {
if self.surfaceWithoutWall == nil {
self.surfaceWithoutWall = self.draw(false)
}
return self.surfaceWithoutWall
}
func (self *Tile) draw(withWall bool) *sdl.Surface {
surface, _ := sdl.CreateRGBSurface(0, 105, TILE_HEIGHT, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000)
floor := getSprite("assets/ui/" + self.floor + strconv.Itoa(int(self.rotation)) + ".png")
rectSrc := sdl.Rect{0, 0, floor.W, floor.H}
rectDst := sdl.Rect{0, TILE_HEIGHT - floor.H, floor.W, floor.H}
floor.Blit(&rectSrc, surface, &rectDst)
if withWall {
if (self.wall[0] != "") || (self.wall[1] != "") {
wall := getSprite("assets/ui/wallX.png")
rectSrc := sdl.Rect{0, 0, wall.W, wall.H}
rectDst := sdl.Rect{0, TILE_HEIGHT - wall.H, wall.W, wall.H}
wall.Blit(&rectSrc, surface, &rectDst)
}
if self.wall[0] != "" {
wall := getSprite("assets/ui/" + self.wall[0] + "L.png")
rectSrc := sdl.Rect{0, 0, wall.W, wall.H}
rectDst := sdl.Rect{0, TILE_HEIGHT - wall.H, wall.W, wall.H}
wall.Blit(&rectSrc, surface, &rectDst)
}
if self.wall[1] != "" {
wall := getSprite("assets/ui/" + self.wall[1] + "R.png")
rectSrc := sdl.Rect{0, 0, wall.W, wall.H}
rectDst := sdl.Rect{0, TILE_HEIGHT - wall.H, wall.W, wall.H}
wall.Blit(&rectSrc, surface, &rectDst)
}
}
if self.element != nil {
elt := self.element.Draw(self.rotation, self.flasheffect)
rectSrc := sdl.Rect{0, 0, elt.W, elt.H}
rectDst := sdl.Rect{0, TILE_HEIGHT - elt.H, elt.W, elt.H}
elt.Blit(&rectSrc, surface, &rectDst)
}
return surface
}
//
// Rotate is used to rotate the tile by 90 degrees
// you can call Draw() after calling this function
func (self *Tile) Rotate(rotation uint32) {
self.freeSurface()
self.rotation = rotation
}
//
// SetFlashEffect is used to "flash/brighten" the rack content (the racked servers)
// flash is a value between 8 (completely white) and 0 (normal image).
// see global.FlashImage()
// you can call Draw() after calling this function
func (self *Tile) SetFlashEffect(flash uint32) {
self.freeSurface()
self.flasheffect = flash
}
func (self *Tile) Power() float64 {
if self.element == nil {
return 0
}
return self.element.Power()
}
func NewGrassTile() *Tile {
tile := &Tile{
wall: [2]string{"", ""},
rotation: 0,
flasheffect: 0,
floor: "green",
element: nil,
}
return tile
}
func NewTile(wall0, wall1, floor string, rotation uint32, decorationname string) *Tile {
if rotation > 3 {
rotation = 0
}
var element TileElement
if decorationname != "" {
element = NewDecorationElement(decorationname)
}
tile := &Tile{
wall: [2]string{wall0, wall1},
rotation: rotation,
floor: floor,
element: element,
}
return tile
}
var spritecache map[string]*sdl.Surface
//
// getSprite is used to cache loaded images assets
func getSprite(image string) *sdl.Surface {
if spritecache == nil {
spritecache = make(map[string]*sdl.Surface)
}
sprite := spritecache[image]
if sprite == nil {
var err error
// sprite, err = img.Load(image)
sprite, err = global.LoadImageAsset(image)
if sprite == nil || err != nil {
log.Error("Error loading ", image, err)
panic(err)
}
spritecache[image] = sprite
}
return sprite
}