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use std::collections::HashSet; |
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|
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use bevy::prelude::*; |
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|
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use crate::{ |
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building::Blueprints, |
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colonist::{Colonist, Path}, |
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items::Item, |
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jobs::{CurrentJob, Job, Reservations, Target, Task}, |
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pathfinding::nearest_tile, |
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sim::{SimSystems, TICKS_PER_HOUR}, |
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structures::{Structure, StructureKind}, |
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world::{TILE_SIZE, TilePos, WorldMap}, |
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zones::{Zones, can_zone}, |
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}; |
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|
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pub struct NeedsPlugin; |
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|
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impl Plugin for NeedsPlugin { |
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fn build(&self, app: &mut App) { |
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app.add_systems(FixedUpdate, update_rest.in_set(SimSystems::Act)) |
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.add_systems(Update, show_sleep_markers); |
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} |
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} |
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|
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pub const REST_DRAIN_PER_TICK: f32 = 1.0 / (24.0 * TICKS_PER_HOUR as f32); |
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pub const REST_RECOVERY_PER_TICK: f32 = 1.0 / (7.0 * TICKS_PER_HOUR as f32); |
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pub const BED_REST_RECOVERY_PER_TICK: f32 = 1.0 / (5.0 * TICKS_PER_HOUR as f32); |
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pub const ROOF_REST_BONUS: f32 = 1.25; |
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pub const BEDTIME_REST: f32 = 0.9; |
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pub const NAP_REST: f32 = 0.3; |
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pub const EXHAUSTED_REST: f32 = 0.1; |
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const SLEEP_SPOT_SEARCH_TILES: usize = 3000; |
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|
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#[derive(Component, Debug, Clone, Copy, PartialEq)] |
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pub struct Rest(pub f32); |
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|
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impl Default for Rest { |
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fn default() -> Self { |
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Self(1.0) |
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} |
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} |
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|
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pub fn is_night(hour: f32) -> bool { |
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!(6.0..21.0).contains(&hour) |
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} |
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|
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pub fn wants_sleep(rest: f32, hour: f32) -> bool { |
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rest < NAP_REST || (is_night(hour) && rest < BEDTIME_REST) |
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} |
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|
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pub fn done_sleeping(rest: f32, hour: f32) -> bool { |
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rest >= 1.0 && !is_night(hour) |
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} |
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|
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pub fn is_sleeping(job: &CurrentJob, tile: &TilePos, path: &Path) -> bool { |
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matches!( |
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job.0, |
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Some(Job { |
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task: Task::Sleep { spot }, |
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.. |
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}) if spot == tile.0 && path.0.is_empty() |
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) |
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} |
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|
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pub fn update_rest( |
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map: Res<WorldMap>, |
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structures: Query<(&TilePos, &Structure), Without<Colonist>>, |
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mut colonists: Query<(&mut Rest, &CurrentJob, &TilePos, &Path), With<Colonist>>, |
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) { |
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let beds: HashSet<UVec2> = structures |
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.iter() |
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.filter(|(_, s)| s.kind == StructureKind::Bed) |
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.map(|(pos, _)| pos.0) |
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.collect(); |
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for (mut rest, job, tile, path) in &mut colonists { |
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let change = match (is_sleeping(job, tile, path), beds.contains(&tile.0)) { |
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(true, true) => BED_REST_RECOVERY_PER_TICK, |
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(true, false) => REST_RECOVERY_PER_TICK, |
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(false, _) => -REST_DRAIN_PER_TICK, |
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}; |
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let change = if change > 0.0 && map.is_roofed(tile.0.as_ivec2()) { |
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change * ROOF_REST_BONUS |
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} else { |
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change |
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}; |
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rest.0 = (rest.0 + change).clamp(0.0, 1.0); |
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} |
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} |
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|
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pub struct SleepContext<'a> { |
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pub map: &'a WorldMap, |
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pub zones: &'a Zones, |
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pub reservations: &'a Reservations, |
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pub items: &'a [(Item, TilePos)], |
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pub structures: &'a [(UVec2, StructureKind, u32)], |
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pub blueprints: &'a Blueprints, |
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} |
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|
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impl SleepContext<'_> { |
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fn free(&self, tile: UVec2) -> bool { |
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can_zone(self.map, tile.as_ivec2()) |
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&& self.map.plant(tile.as_ivec2()).is_none() |
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&& !self.zones.is_stockpile(tile) |
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&& !self.structures.iter().any(|(pos, ..)| *pos == tile) |
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&& !self.items.iter().any(|(_, pos)| pos.0 == tile) |
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&& self.blueprints.get(tile).is_none() |
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&& self.reservations.is_free(Target::SleepSpot(tile)) |
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} |
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|
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fn nearest(&self, kind: StructureKind, from: UVec2) -> Option<UVec2> { |
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self.structures |
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.iter() |
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.filter(|(pos, k, _)| { |
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*k == kind |
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&& (kind != StructureKind::Bed |
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|| self.reservations.is_free(Target::SleepSpot(*pos))) |
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}) |
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.map(|(pos, ..)| *pos) |
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.min_by(|a, b| { |
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a.as_vec2() |
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.distance_squared(from.as_vec2()) |
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.total_cmp(&b.as_vec2().distance_squared(from.as_vec2())) |
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}) |
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} |
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|
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pub fn spot(&self, from: UVec2) -> UVec2 { |
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if let Some(bed) = self.nearest(StructureKind::Bed, from) { |
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return bed; |
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} |
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let anchor = self |
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.nearest(StructureKind::Campfire, from) |
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.unwrap_or_else(|| self.zones.home(from)); |
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nearest_tile(self.map, anchor, SLEEP_SPOT_SEARCH_TILES, |p| self.free(p)).unwrap_or(from) |
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} |
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} |
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|
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#[derive(Component)] |
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pub struct SleepMarker; |
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|
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pub fn sleep_marker() -> impl Bundle { |
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( |
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SleepMarker, |
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Text2d::new("z"), |
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TextFont::from_font_size(12.0), |
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TextColor(Color::srgb(0.85, 0.9, 1.0)), |
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Transform::from_xyz(TILE_SIZE * 0.35, TILE_SIZE * 0.45, 0.2), |
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Visibility::Hidden, |
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) |
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} |
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|
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fn show_sleep_markers( |
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colonists: Query<(&CurrentJob, &TilePos, &Path, &Children), With<Colonist>>, |
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mut markers: Query<&mut Visibility, With<SleepMarker>>, |
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) { |
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for (job, tile, path, children) in &colonists { |
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let shown = if is_sleeping(job, tile, path) { |
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Visibility::Inherited |
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} else { |
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Visibility::Hidden |
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}; |
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for &child in children { |
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if let Ok(mut visibility) = markers.get_mut(child) { |
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visibility.set_if_neq(shown); |
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} |
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} |
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} |
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} |
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|
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#[cfg(test)] |
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mod tests { |
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use super::*; |
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use crate::world::Terrain; |
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|
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#[test] |
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fn colonists_sleep_at_night_and_nap_only_when_tired() { |
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assert!(wants_sleep(0.8, 22.0)); |
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assert!(!wants_sleep(0.95, 22.0)); |
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assert!(!wants_sleep(0.8, 12.0)); |
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assert!(wants_sleep(0.2, 12.0)); |
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} |
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|
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|
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|
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#[test] |
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fn sleep_lasts_until_morning() { |
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assert!(!done_sleeping(1.0, 3.0)); |
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assert!(done_sleeping(1.0, 7.0)); |
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assert!(!done_sleeping(0.7, 7.0)); |
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} |
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|
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#[test] |
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fn rest_drains_awake_and_recovers_asleep() { |
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let mut app = App::new(); |
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app.insert_resource(WorldMap::filled(UVec2::splat(10), Terrain::Grass)) |
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.add_systems(Update, update_rest); |
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let tile = UVec2::new(3, 3); |
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let awake = app |
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.world_mut() |
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.spawn(( |
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Colonist { |
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name: "Waker".into(), |
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}, |
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Rest(0.5), |
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CurrentJob(None), |
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TilePos(tile), |
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Path::default(), |
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)) |
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.id(); |
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let asleep = app |
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.world_mut() |
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.spawn(( |
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Colonist { |
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name: "Sleeper".into(), |
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}, |
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Rest(0.5), |
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CurrentJob(Some(Job { |
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task: Task::Sleep { spot: tile }, |
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ordered: false, |
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})), |
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TilePos(tile), |
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Path::default(), |
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)) |
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.id(); |
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app.update(); |
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assert!(app.world().get::<Rest>(awake).unwrap().0 < 0.5); |
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assert!(app.world().get::<Rest>(asleep).unwrap().0 > 0.5); |
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} |
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|
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fn sleeper(app: &mut App, tile: UVec2) -> Entity { |
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app.world_mut() |
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.spawn(( |
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Colonist { |
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name: "Sleeper".into(), |
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}, |
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Rest(0.2), |
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CurrentJob(Some(Job { |
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task: Task::Sleep { spot: tile }, |
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ordered: false, |
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})), |
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TilePos(tile), |
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Path::default(), |
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)) |
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.id() |
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} |
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|
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#[test] |
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fn beds_restore_rest_faster_than_the_ground() { |
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let mut app = App::new(); |
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app.insert_resource(WorldMap::filled(UVec2::splat(10), Terrain::Grass)) |
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.add_systems(Update, update_rest); |
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let bed = UVec2::new(1, 1); |
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app.world_mut().spawn(( |
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Structure { |
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kind: StructureKind::Bed, |
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}, |
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TilePos(bed), |
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)); |
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let in_bed = sleeper(&mut app, bed); |
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let on_ground = sleeper(&mut app, UVec2::new(5, 5)); |
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app.update(); |
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let rest = |e| app.world().get::<Rest>(e).unwrap().0; |
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assert!(rest(in_bed) > rest(on_ground)); |
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} |
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|
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#[test] |
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fn sleeping_under_a_roof_restores_more_rest() { |
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let mut map = WorldMap::filled(UVec2::splat(10), Terrain::Grass); |
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map.set_roof(UVec2::new(1, 1), true); |
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let mut app = App::new(); |
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app.insert_resource(map).add_systems(Update, update_rest); |
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let sheltered = sleeper(&mut app, UVec2::new(1, 1)); |
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let outside = sleeper(&mut app, UVec2::new(5, 5)); |
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app.update(); |
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let rest = |e| app.world().get::<Rest>(e).unwrap().0; |
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assert!(rest(sheltered) > rest(outside)); |
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} |
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|
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#[test] |
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fn sleepers_take_a_free_bed_over_the_campfire() { |
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let map = WorldMap::filled(UVec2::splat(20), Terrain::Grass); |
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let zones = Zones::default(); |
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let mut reservations = Reservations::default(); |
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let structures = [ |
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(UVec2::new(3, 3), StructureKind::Campfire, 1000), |
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(UVec2::new(15, 15), StructureKind::Bed, u32::MAX), |
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(UVec2::new(16, 15), StructureKind::Bed, u32::MAX), |
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]; |
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reservations.reserve(Target::SleepSpot(UVec2::new(15, 15)), Entity::PLACEHOLDER); |
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let ctx = SleepContext { |
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map: &map, |
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zones: &zones, |
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reservations: &reservations, |
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items: &[], |
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structures: &structures, |
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blueprints: &Blueprints::default(), |
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}; |
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assert_eq!(ctx.spot(UVec2::new(2, 2)), UVec2::new(16, 15)); |
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} |
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|
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#[test] |
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fn sleepers_bed_down_by_the_campfire() { |
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let map = WorldMap::filled(UVec2::splat(20), Terrain::Grass); |
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let zones = Zones::default(); |
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let reservations = Reservations::default(); |
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let fires = [(UVec2::new(15, 15), StructureKind::Campfire, 1000)]; |
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let ctx = SleepContext { |
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map: &map, |
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zones: &zones, |
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reservations: &reservations, |
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items: &[], |
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structures: &fires, |
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blueprints: &Blueprints::default(), |
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}; |
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let spot = ctx.spot(UVec2::new(2, 2)); |
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assert!(spot.as_vec2().distance(Vec2::splat(15.0)) < 2.0); |
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assert_ne!(spot, UVec2::new(15, 15)); |
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} |
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} |