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nomicon/games/rstnode/rst-core/src/data.rs

279 lines
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//! Data structures for the game
use crate::io::Io;
use async_std::sync::Arc;
use rand::seq::SliceRandom;
use rand::thread_rng;
use serde::{Deserialize, Serialize};
use std::{
collections::BTreeMap,
sync::atomic::{AtomicBool, AtomicU16, AtomicU32},
};
pub type NodeId = usize;
/// 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.
#[derive(Serialize, Deserialize)]
pub struct Node {
/// Each node has a unique ID by which it's addressed
pub id: NodeId,
/// The current health
pub health: AtomicU32,
/// The max health
pub max_health: AtomicU32,
/// The owner of this node
pub owner: Owner,
/// Upgrade state
pub type_: Upgrade,
/// Number of links on the map
pub links: u8,
/// Active link states
pub link_states: Vec<Arc<Link>>,
/// Input buffer
#[serde(skip)]
pub buffer: Vec<Packet>,
}
pub type LinkId = usize;
/// A one-to-one link between two nodes
#[derive(Serialize, Deserialize)]
pub struct Link {
/// This link ID
id: LinkId,
/// Node 1
a: NodeId,
/// Node 2
b: NodeId,
/// The step length
length: usize,
/// Packets present on this link
#[serde(skip)]
pp: Vec<(Packet, AtomicU32)>,
/// Actual Rx, Tx pair
#[serde(skip)]
io: Io,
}
pub type PacketId = usize;
/// A packet going across the network
pub struct Packet {
/// The packet ID
id: PacketId,
/// 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,
}
pub type PlayerId = usize;
/// A player who's having fun
#[derive(Serialize, Deserialize)]
pub struct Player {
/// A unique player ID (per match)
pub id: PlayerId,
/// The player name
pub name: String,
/// Player color
pub color: Color,
/// The player's money
pub money: AtomicU16,
}
/// Optionally, players can create teams
#[derive(Serialize, Deserialize)]
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
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct Color(u8, u8, u8);
impl Color {
pub fn black() -> Self {
Self(50, 50, 50)
}
pub fn red() -> Self {
Self(250, 50, 50)
}
pub fn green() -> Self {
Self(100, 250, 100)
}
pub fn blue() -> Self {
Self(100, 100, 250)
}
pub fn teal() -> Self {
Self(150, 250, 250)
}
pub fn purple() -> Self {
Self(150, 100, 250)
}
pub fn orange() -> Self {
Self(250, 200, 100)
}
pub fn yellow() -> Self {
Self(250, 250, 100)
}
pub fn white() -> Self {
Self(225, 225, 225)
}
}
pub trait ColorPalette {
/// Create a new color palette
fn palette() -> Self;
/// Get a palette without a certain colour
fn without(&mut self, b: &Color);
/// Mix a color back into the available palette
fn remix(&mut self, new: Color);
}
impl ColorPalette for Vec<Color> {
fn palette() -> Self {
let mut rng = thread_rng();
let mut pal = vec![
Color::black(),
Color::red(),
Color::green(),
Color::blue(),
Color::teal(),
Color::purple(),
Color::orange(),
Color::yellow(),
Color::white(),
];
pal.shuffle(&mut rng);
pal
}
/// Drop a colour from the palette
fn without(&mut self, b: &Color) {
if let Some(pos) = self.into_iter().rposition(|a| a == b) {
self.remove(pos);
}
}
fn remix(&mut self, new: Color) {
let mut rng = thread_rng();
self.push(new);
self.shuffle(&mut rng);
}
}
/// Describes ownership state
#[derive(Serialize, Deserialize)]
pub enum Owner {
/// Nobody owns this
Neutral,
/// A player owns this
Player(Player),
}
/// Encodes upgrade level without numbers
#[derive(Copy, Clone, Serialize, Deserialize)]
pub enum Level {
/// 1
One,
/// 2
Two,
/// 3 (wow)
Three,
}
/// Describes upgrade state
#[derive(Copy, Clone, Serialize, Deserialize)]
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,
}