depend on factory data instead of BuildingSystem in the AI path
This commit is contained in:
@@ -1,4 +1,5 @@
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#include "AiSystem.h"
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#include "FactoryQueries.h"
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#include <limits>
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@@ -42,7 +43,7 @@ AiSystem::AiSystem(const GameConfig& config)
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{
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}
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void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
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void AiSystem::tick(EntityAdmin& admin, const FactoryState& state,
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const DebrisSystem& debris)
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{
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TRACE();
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@@ -55,7 +56,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
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m_attackEvaluator.evaluate(admin);
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m_repairEvaluator.evaluate(admin);
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m_salvageScrapEvaluator.evaluate(admin, debris);
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m_deliverScrapEvaluator.evaluate(admin, buildings);
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m_deliverScrapEvaluator.evaluate(admin, state);
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// Phase 2: pick the highest-scoring behavior per ship.
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selectWinningBehaviors(admin);
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@@ -68,7 +69,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
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m_attackExecutor.execute(admin);
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m_repairExecutor.execute(admin);
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m_salvageScrapExecutor.execute(admin);
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m_deliverScrapExecutor.execute(admin, buildings);
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m_deliverScrapExecutor.execute(admin, state);
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}
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void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
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@@ -1,5 +1,7 @@
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#pragma once
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#include "FactoryQueries.h"
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#include "AdvanceEvaluator.h"
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#include "AdvanceExecutor.h"
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#include "AttackEvaluator.h"
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@@ -17,7 +19,6 @@
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#include "StandbyEvaluator.h"
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#include "StandbyExecutor.h"
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class BuildingSystem;
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class EntityAdmin;
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class DebrisSystem;
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struct GameConfig;
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@@ -34,7 +35,7 @@ class AiSystem
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public:
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explicit AiSystem(const GameConfig& config);
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void tick(EntityAdmin& admin, const BuildingSystem& buildings, const DebrisSystem& debris);
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void tick(EntityAdmin& admin, const FactoryState& state, const DebrisSystem& debris);
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private:
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void selectWinningBehaviors(EntityAdmin& admin);
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@@ -1,4 +1,5 @@
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#include "SalvagerSystem.h"
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#include "FactoryQueries.h"
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#include <vector>
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@@ -23,7 +24,7 @@ SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
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{
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}
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void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
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void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
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std::vector<BeamFiredEvent>& outBeamFiredEvents)
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{
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TRACE();
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@@ -89,7 +90,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
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[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
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{
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if (!deliver.deliveryBay.has_value()) { return; }
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const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
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const Building* bay = findBuilding(state, *deliver.deliveryBay);
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if (!bay) { return; }
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const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
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@@ -100,7 +101,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
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if (!m_admin.hasAll<CargoComponent>(ship)) { return; }
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CargoComponent& cargo = m_admin.get<CargoComponent>(ship);
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if (cargo.current <= 0) { return; }
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if (buildings.deliverScrapToSalvageBay(*deliver.deliveryBay))
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if (deliverScrapToSalvageBay(state, *deliver.deliveryBay))
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{
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--cargo.current;
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}
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@@ -1,5 +1,7 @@
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#pragma once
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#include "FactoryQueries.h"
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#include <vector>
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#include "BeamFiredEvent.h"
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@@ -7,7 +9,6 @@
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#include "entt/entity/entity.hpp"
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class BuildingSystem;
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class EntityAdmin;
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class DebrisSystem;
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@@ -21,7 +22,7 @@ class SalvagerSystem
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public:
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explicit SalvagerSystem(EntityAdmin& admin);
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void tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
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void tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
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std::vector<BeamFiredEvent>& outBeamFiredEvents);
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private:
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@@ -1,4 +1,5 @@
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#include "DeliverScrapEvaluator.h"
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#include "FactoryQueries.h"
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#include <unordered_map>
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@@ -12,7 +13,7 @@
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#include "PositionComponent.h"
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#include "tracing.h"
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void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& buildings)
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void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const FactoryState& state)
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{
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TRACE();
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const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
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@@ -34,7 +35,7 @@ void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& b
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if (!deliver.deliveryBay.has_value())
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{
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const Building* bay =
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buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
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findNearestBuilding(state, pos.value, BuildingType::SalvageBay);
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if (bay) { deliver.deliveryBay = bay->id; }
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}
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@@ -1,12 +1,13 @@
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#pragma once
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#include "FactoryQueries.h"
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class EntityAdmin;
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class BuildingSystem;
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// Scores high only when the ship's cargo is full, and assigns the nearest
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// SalvageBay as the delivery destination.
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class DeliverScrapEvaluator
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{
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public:
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void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
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void evaluate(EntityAdmin& admin, const FactoryState& state);
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};
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@@ -1,4 +1,5 @@
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#include "DeliverScrapExecutor.h"
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#include "FactoryQueries.h"
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#include <QVector2D>
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@@ -12,7 +13,7 @@
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#include "SelectedBehaviorComponent.h"
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#include "tracing.h"
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void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
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void DeliverScrapExecutor::execute(EntityAdmin& admin, const FactoryState& state)
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{
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TRACE();
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admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
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@@ -26,7 +27,7 @@ void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& bui
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QVector2D dest = pos.value;
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if (deliver.deliveryBay.has_value())
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{
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const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
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const Building* bay = findBuilding(state, *deliver.deliveryBay);
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if (bay)
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{
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dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
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@@ -1,12 +1,13 @@
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#pragma once
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#include "FactoryQueries.h"
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class EntityAdmin;
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class BuildingSystem;
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// Moves a ship toward its delivery bay when DeliverScrap is the winning
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// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
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class DeliverScrapExecutor
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{
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public:
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void execute(EntityAdmin& admin, const BuildingSystem& buildings);
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void execute(EntityAdmin& admin, const FactoryState& state);
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};
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