Initial code dump

wip/yesman
Katharina Fey 4 years ago
parent b38baf21db
commit 12fdd7e0a8
Signed by: kookie
GPG Key ID: F972AEEA2887D547
  1. 175
      src/data.rs
  2. 9
      src/main.rs
  3. 19
      src/map.rs
  4. 80
      src/stats.rs

@ -0,0 +1,175 @@
//! Data structures for the game
use async_std::sync::Arc;
use std::{
collections::BTreeMap,
sync::atomic::{AtomicBool, AtomicU32, AtomicU16},
};
/// A node is a computer on the network graph
///
/// It's owned by a player, and has some upgrade state, as well as
/// base stats.
pub struct Node {
/// Each node has a unique ID by which it's addressed
id: u16,
/// The current health
health: AtomicU32,
/// The max health
max_health: AtomicU32,
/// The owner of this node
owner: Owner,
/// Upgrade state
type_: Upgrade,
/// Number of links on the map
links: u8,
/// Active link states
link_states: Vec<Arc<Link>>,
/// Input buffer
buffer: Vec<Packet>,
}
/// A one-to-one link between two nodes
pub struct Link {
/// This link ID
id: u16,
/// Node 1
a: u16,
/// Node 2
b: u16,
length: u32,
/// Packets present on this link
pp: Vec<(Packet, AtomicU32)>,
}
/// A packet going across the network
pub struct Packet {
/// The packet ID
id: u16,
/// Declare this packet to be removed
dead: AtomicBool,
/// Each packet is owned by a player
owner: Arc<Player>,
/// What type of packet this is
data_: PacketType,
}
/// A player who's having fun
pub struct Player {
/// A unique player ID (per match)
id: u16,
/// The player name
name: String,
/// Player color
color: Color,
}
/// Optionally, players can create teams
pub struct Team {
/// Name of the team
name: String,
/// Unified color of the team
color: Color,
/// All team members by their ID
roster: Vec<u16>
}
/// An RGB color without alpha
pub struct Color(u8, u8, u8);
/// Describes ownership state
pub enum Owner {
/// Nobody owns this
Neutral,
/// A player owns this
Player(Player),
}
/// Encodes upgrade level without numbers
pub enum Level {
/// 1
One,
/// 2
Two,
/// 3 (wow)
Three,
}
/// Describes upgrade state
pub enum Upgrade {
/// A basic node
Base,
/// Battle (attack/defence) nodes
Guard(Level),
/// These nodes make money
Compute(Level),
/// Good at packet switching
Relay(Level),
}
/// Possible types of packets
pub enum PacketType {
/// A keepalive packet
///
/// These are sent by all nodes if their neighbours are either
/// friendly or neutral, and used to keep the network alive.
/// Sending them costs nothing, and when they are received, they
/// yield a small amount of funds, and restoring health of a node.
Ping,
/// A non exploit capture
///
/// This is a packet that can be sent out by any node (except a
/// switch) to claim a neutral node on the network. The path to
/// the node needs to consist only of friendlies, and if an enemy
/// node processes this type, nothing happens.
Capture,
/// A compute packet
///
/// The first value is the target compute value, which each
/// compute node adds on to. The second value is the current. If
/// a compute packet passes through a compromised or enemy node,
/// it might subtract from the second value, before palling it on.
Compute {
max: u16,
curr: AtomicU16,
step: u16,
},
/// A special wrapper packet generated by guards
///
/// Sometimes, when a hostily attack packet encounters a guard, it
/// manages to capture the attack, and forwards it to a random
/// compute node. If the node manages to handle the packet,
/// without it getting dropped in the meantime), it yields a
/// specified reward, like a computation would.
Payload {
inner: Box<PacketType>,
reward: u16
},
/// A reset attack packet
///
/// When encountering a hostile node, it will make that node drop
/// all packets in it's buffers.
Reset,
/// Cross-node-scripting attack
///
/// Decreases the strength of a node, also having a small chance
/// of spawning a new packet into a random output buffer. When
/// applied to a neutral node, it makes capturing nodes go faster.
CNS,
/// Node-in-the-middle attack
///
/// Infect the routing behaviour of a node to route all traffic to
/// a specified enemy node instead
Nitm,
/// Virus infection attack
///
/// Infects a node to capture it's earnings, both active and
/// passive, for a short time, without taking on it's costs.
Virus,
/// A total control exploit
///
/// This is very hard to do, and a node will basically always
/// resist it, but if successful, transforms the node into a guard
/// node and yields control to the attackinng player.
TakeOver,
}

@ -0,0 +1,9 @@
#![allow(warnings)]
mod data;
mod map;
mod stats;
fn main() {
println!("Hello, world!");
}

@ -0,0 +1,19 @@
//! Implements a map graph and world logic
use crate::data::{Node, Link};
use std::collections::BTreeMap;
use async_std::sync::Arc;
/// A map that people fight on
///
/// A map is defined by it's graph relationships, but also where on
/// the map nodes are placed, how much spacing there is, etc. All
/// this information is encoded in the same structs because it's
/// static, and just more convenient.
pub struct Map {
/// Node IDs mapped to node objects
nodes: BTreeMap<u16, Arc<Node>>,
/// Link IDs mapped to link objects
links: BTreeMap<u16, Arc<Link>>,
}

@ -0,0 +1,80 @@
//! This file contains balancing data
//!
//! Each type of node and packet is being balanced for different
//! factors. The stats are just returned by these functions.
//! Whenever there is some effect that can happen in the game, it's
//! value (strength) will be derived from here.
/// The cost of doing business
pub mod cost {
use crate::data::{Level, PacketType, Upgrade};
/// Takes the current node and desired upgrade level
pub fn upgrade(curr: &Upgrade, want: &Upgrade) -> u32 {
use self::{Level::*, Upgrade::*};
match (curr, want) {
// Base upgrades
(Base, Guard(One)) => 30,
(Base, Compute(One)) => 25,
(Base, Relay(One)) => 20,
// Guards
(Guard(One), Guard(Two)) => 50,
(Guard(Two), Guard(Three)) => 75,
// Compute is expensive
(Compute(One), Compute(Two)) => 50,
(Compute(Two), Compute(Three)) => 95,
// Relays
(Relay(One), Relay(Two)) => 35,
(Relay(Two), Relay(Three)) => 55,
// Can't touch this
(_, _) => unreachable!(),
}
}
/// Sending certain packets costs money, let's find out how much
pub fn packets(node: &Upgrade, packet: &PacketType) -> u32 {
use {
Level::*,
PacketType::*,
Upgrade::{Base, Compute as Cc, Guard, Relay},
};
match (node, packet) {
// Sending pings is free forever
(_, Ping) => 0,
// Capture packets always cost the same
(_, Capture) => 15,
// The cost of compute packets increases with levels
// because their efficiency increases more dramatically
(Cc(One), Compute { .. }) => 7,
(Cc(Two), Compute { .. }) => 14,
(Cc(Three), Compute { .. }) => 21,
// Payloads can only be sent from guards
(Guard(_), Payload { .. }) => 12,
// Resets are relatively cheap
(Guard(One), Reset) => 16,
(Guard(Two), Reset) => 32,
(Guard(Three), Reset) => 48,
(Guard(One), Nitm) => 28,
(Guard(Two), Nitm) => 64,
(Guard(Three), Nitm) => 148,
(Guard(One), Virus) => 18,
(Guard(Two), Virus) => 40,
(Guard(Three), Virus) => 60,
// Only level 3 guards can send takeovers
(Guard(Three), TakeOver) => 256,
// Can't touch this
(_, _) => unreachable!()
}
}
}
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