use crate::Error;
use crate::Connector;
use crate::net::Packet;
use crate::net::BinaryReader;
use crate::unit::any_ai_unit::prelude::*;
pub struct AiShip {
pub(crate) unit: AiUnitData,
}
impl AiShip {
pub fn from_reader(connector: &Arc<Connector>, universe_group: &UniverseGroup, packet: &Packet, reader: &mut BinaryReader) -> Result<AiShip, Error> {
Ok(AiShip {
unit: AiUnitData::from_reader(connector, universe_group, packet, reader)?
})
}
}
impl Unit for AiShip {
fn name(&self) -> &str {
self.unit.name()
}
fn position(&self) -> &Vector {
self.unit.position()
}
fn movement(&self) -> &Vector {
self.unit.movement()
}
fn radius(&self) -> f32 {
self.unit.radius()
}
fn gravity(&self) -> f32 {
self.unit.gravity()
}
fn team(&self) -> &Weak<Team> {
self.unit.team()
}
fn is_solid(&self) -> bool {
self.unit.is_solid()
}
fn is_masking(&self) -> bool {
self.unit.is_masking()
}
fn is_visible(&self) -> bool {
self.unit.is_visible()
}
fn is_orbiting(&self) -> bool {
self.unit.is_orbiting()
}
fn orbiting_center(&self) -> &Option<Vector> {
self.unit.orbiting_center()
}
fn orbiting_states(&self) -> &Option<Vec<OrbitingState>> {
self.unit.orbiting_states()
}
fn mobility(&self) -> Mobility {
self.unit.mobility()
}
fn connector(&self) -> &Weak<Connector> {
self.unit.connector()
}
fn kind(&self) -> UnitKind {
UnitKind::AiShip
}
}
impl AiUnit for AiShip {
fn hull(&self) -> f32 {
self.unit.hull()
}
fn hull_max(&self) -> f32 {
self.unit.hull_max()
}
fn hull_armor(&self) -> f32 {
self.unit.hull_armor()
}
fn shield(&self) -> f32 {
self.unit.shield()
}
fn shield_max(&self) -> f32 {
self.unit.shield_max()
}
fn shield_armor(&self) -> f32 {
self.unit.shield_armor()
}
}