package main import ( "fmt" ) func MakeShield(c *Connection, s *System) { m := &MakeShieldState{ System: s, CommandSuite: CommandSet{ balCommand, BroadcastCommand(s), NearbyCommand(s), playersCommand, }, } c.SetState(m) } type MakeShieldState struct { CommandSuite *System start int64 } func (m *MakeShieldState) Enter(c *Connection) { c.Printf("Making shield on %v...\n", m.System) } func (m *MakeShieldState) Tick(c *Connection, frame int64) ConnectionState { if m.start == 0 { m.start = frame } if framesToDur(frame-m.start) >= options.makeShieldTime { return Idle(m.System) } return m } func (m *MakeShieldState) Exit(c *Connection) { c.Printf("Done! System %v is now shielded.\n", m.System) m.System.Shield = new(Shield) } func (m *MakeShieldState) String() string { return fmt.Sprintf("Making shield on %v", m.System) } func (m *MakeShieldState) FillStatus(c *Connection, s *status) { s.Location = m.System.String() } type Shield struct { energy float64 } func (s *Shield) Tick() { if s.energy < 1000 { s.energy += (1000 - s.energy) * 0.0005 } } func (s *Shield) Hit() bool { if s.energy > 750 { s.energy -= 750 return true } return false } func (s *Shield) Dead() bool { return false }