depend on factory data instead of BuildingSystem in the AI path

This commit is contained in:
2026-08-05 06:44:49 +02:00
parent 46932e4abf
commit 0408336cf9
17 changed files with 238 additions and 126 deletions

View File

@@ -1,5 +1,7 @@
#pragma once
#include "FactoryQueries.h"
#include "AdvanceEvaluator.h"
#include "AdvanceExecutor.h"
#include "AttackEvaluator.h"
@@ -17,7 +19,6 @@
#include "StandbyEvaluator.h"
#include "StandbyExecutor.h"
class BuildingSystem;
class EntityAdmin;
class DebrisSystem;
struct GameConfig;
@@ -34,7 +35,7 @@ class AiSystem
public:
explicit AiSystem(const GameConfig& config);
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const DebrisSystem& debris);
void tick(EntityAdmin& admin, const FactoryState& state, const DebrisSystem& debris);
private:
void selectWinningBehaviors(EntityAdmin& admin);