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use stdweb::Reference; use stdweb::unstable::TryInto; use {Direction, Part, ResourceType, ReturnCode}; use objects::{Attackable, ConstructionSite, Creep, HasPosition, Resource, Source, StructureController, StructureProperties, Transferable, Withdrawable}; use memory::MemoryReference; impl Creep { pub fn carry_total(&self) -> i32 { js_unwrap!(_.sum(@{&self.0}.carry)) } pub fn carry_types(&self) -> Vec<ResourceType> { js_unwrap!(Object.keys(@{&self.0}).map(__resource_type_str_to_num)) } pub fn carry_of(&self, ty: ResourceType) -> i32 { js_unwrap!(@{&self.0}.carry[__resource_type_num_to_str(@{ty as i32})] || 0) } pub fn energy(&self) -> i32 { js_unwrap!(@{&self.0}.carry[RESOURCE_ENERGY]) } pub fn cancel_order(&self, name: &str) -> ReturnCode { js_unwrap!(@{&self.0}.cancelOrder(@{name})) } pub fn move_direction(&self, dir: Direction) -> ReturnCode { js_unwrap!(@{&self.0}.move(@{dir as i32})) } pub fn move_to_xy(&self, x: i32, y: i32) -> ReturnCode { js_unwrap!(@{&self.0}.moveTo(@{x}, @{y})) } pub fn memory(&self) -> MemoryReference { js_unwrap!(@{&self.0}.memory) } pub fn say(&self, msg: &str, public: bool) -> ReturnCode { js_unwrap!(@{&self.0}.say(@{msg}, @{public})) } pub fn sign_controller<T>(&self, target: &T, text: &str) -> ReturnCode where T: AsRef<Reference>, { js_unwrap!(@{&self.0}.signController(@{target.as_ref()}, @{text})) } pub fn suicide(&self) -> ReturnCode { js_unwrap!(@{&self.0}.suicide()) } pub fn parts(&self) -> Vec<Part> { js_unwrap!(@{&self.0}.body.map(|p| __part_str_to_num(p))) } pub fn get_active_bodyparts(&self, ty: Part) -> i32 { js_unwrap!(@{&self.0}.getActiveBodyparts(__part_str_to_num(@{ty as i32}))) } pub fn has_active_bodyparts(&self, ty: Part) -> i32 { js_unwrap!(_hasActiveBodyparts(@{&self.0}, __part_str_to_num(@{ty as i32}))) } pub fn move_to<T: HasPosition>(&self, target: &T) -> ReturnCode { let p = target.pos(); js_unwrap!(@{&self.0}.moveTo(@{&p.0})) } pub fn ranged_mass_attack(&self) -> ReturnCode { js_unwrap!(@{&self.0}.rangedMassAttack()) } pub fn transfer_amount<T>(&self, target: &T, ty: ResourceType, amount: i32) -> ReturnCode where T: Transferable, { js_unwrap!(@{&self.0}.transfer( @{target.as_ref()}, __resource_type_num_to_str(@{ty as i32}), @{amount} )) } pub fn transfer_all<T>(&self, target: &T, ty: ResourceType) -> ReturnCode where T: Transferable, { js_unwrap!(@{&self.0}.transfer( @{target.as_ref()}, __resource_type_num_to_str(@{ty as i32}) )) } pub fn withdraw_amount<T>(&self, target: &T, ty: ResourceType, amount: i32) -> ReturnCode where T: Withdrawable, { js_unwrap!(@{&self.0}.withdraw( @{target.as_ref()}, __resource_type_num_to_str(@{ty as i32}), @{amount} )) } pub fn withdraw_all<T>(&self, target: &T, ty: ResourceType) -> ReturnCode where T: Withdrawable, { js_unwrap!(@{&self.0}.withdraw( @{target.as_ref()}, __resource_type_num_to_str(@{ty as i32}) )) } } macro_rules! creep_simple_generic_action { ($(($method:ident($trait:ident) -> $js_name:ident)),* $(,)*) => ( impl Creep { $( pub fn $method<T>(&self, target: &T) -> ReturnCode where T: $trait, { js_unwrap!(@{&self.0}.$js_name(@{target.as_ref()})) } )* } ) } macro_rules! creep_simple_concrete_action { ($(($method:ident($type:ty) -> $js_name:ident)),* $(,)*) => ( impl Creep { $( pub fn $method(&self, target: &$type) -> ReturnCode { js_unwrap!(@{&self.0}.$js_name(@{target.as_ref()})) } )* } ) } simple_accessors! { Creep; (carry_capacity -> carryCapacity -> i32), (fatigue -> fatigue -> i32), (hits -> hits -> i32), (hits_max -> hitsMax -> i32), (name -> name -> String), (my -> my -> bool), (spawning -> spawning -> bool), (ticks_to_live -> ticksToLive -> i32), } creep_simple_generic_action! { (attack(Attackable) -> attack), (dismantle(StructureProperties) -> dismantle), (ranged_attack(Attackable) -> rangedAttack), (repair(StructureProperties) -> repair), } creep_simple_concrete_action! { (attack_controller(StructureController) -> attackController), (build(ConstructionSite) -> build), (claim_controller(StructureController) -> claimController), (generate_safe_mode(StructureController) -> generateSafeMode), (harvest(Source) -> harvest), (heal(Creep) -> heal), (pickup(Resource) -> pickup), (ranged_heal(Creep) -> rangedHeal), (reserve_controller(StructureController) -> reserveController), (upgrade_controller(StructureController) -> upgradeController), }