split MovementSystem to MovementIntentSystem and DynamicBodySystem
This commit is contained in:
@@ -12,7 +12,8 @@
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#include "CombatSystem.h"
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#include "EcsComponents.h"
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#include "EntityAdmin.h"
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#include "MovementSystem.h"
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#include "DynamicBodySystem.h"
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#include "MovementIntentSystem.h"
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#include "ScrapSystem.h"
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#include "Ship.h"
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#include "ShipSystem.h"
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@@ -45,7 +46,8 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
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m_aiSystem = std::make_unique<AiSystem>();
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m_movementSystem = std::make_unique<MovementSystem>();
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
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m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
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m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
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@@ -255,7 +257,8 @@ void ArenaSimulation::tick()
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tickDeaths();
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// Movement (tick step 10).
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m_movementSystem->tick(m_admin);
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m_movementIntentSystem->tick(m_admin);
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m_dynamicBodySystem->tick(m_admin);
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// Scrap despawn (tick step 11).
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m_scrapSystem->tickDespawn(m_currentTick);
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@@ -21,7 +21,8 @@
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class AiSystem;
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class BuildingSystem;
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class CombatSystem;
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class MovementSystem;
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class DynamicBodySystem;
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class MovementIntentSystem;
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class ShipSystem;
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class ScrapSystem;
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@@ -92,7 +93,8 @@ private:
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std::unique_ptr<BuildingSystem> m_buildingSystem;
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std::unique_ptr<ShipSystem> m_shipSystem;
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std::unique_ptr<AiSystem> m_aiSystem;
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std::unique_ptr<MovementSystem> m_movementSystem;
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std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
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std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
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std::unique_ptr<CombatSystem> m_combatSystem;
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std::unique_ptr<ScrapSystem> m_scrapSystem;
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@@ -10,6 +10,7 @@
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#include "ArenaSimulation.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "DynamicBodyComponent.h"
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#include "EcsComponents.h"
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#include "ScrapSystem.h"
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#include "Ship.h"
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@@ -314,9 +315,9 @@ void ArenaView::drawStations(QPainter& painter)
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void ArenaView::drawShips(QPainter& painter)
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{
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m_sim->admin().forEach<ShipIdentity, Position, Velocity, Faction>(
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m_sim->admin().forEach<ShipIdentity, Position, DynamicBodyComponent, Faction>(
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[&](entt::entity e, const ShipIdentity& /*si*/, const Position& pos,
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const Velocity& vel, const Faction& fac)
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const DynamicBodyComponent& body, const Faction& fac)
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{
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const bool hasCargo = m_sim->admin().hasAll<SalvageCargo>(e);
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const bool hasRepair = m_sim->admin().hasAll<RepairTool>(e);
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@@ -326,8 +327,8 @@ void ArenaView::drawShips(QPainter& painter)
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if (it == m_visuals->ships.end()) { return; }
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const QPointF center = worldToWidget(pos.value);
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const QVector2D dir = (vel.value.length() > 0.0001f)
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? vel.value.normalized()
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const QVector2D dir = (body.velocity.length() > 0.0001f)
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? body.velocity.normalized()
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: QVector2D(1.0f, 0.0f);
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const QVector2D perp(-dir.y(), dir.x());
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@@ -4,6 +4,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/Rotation.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.h
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${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
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${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodyComponent.h
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${CMAKE_CURRENT_SOURCE_DIR}/EcsComponents.h
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${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
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${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
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25
src/lib/core/DynamicBodyComponent.h
Normal file
25
src/lib/core/DynamicBodyComponent.h
Normal file
@@ -0,0 +1,25 @@
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#pragma once
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#include <optional>
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#include <QVector2D>
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struct DynamicBodyComponent
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{
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// --- dynamics parameters (formerly ShipDynamics) ---
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float maxSpeedPerTick;
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float mainAccelerationPerTick;
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float maneuveringAccelerationPerTick;
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float angularAccelerationPerTick;
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float maxRotationSpeedPerTick;
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// --- integrated state ---
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QVector2D velocity;
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float angularVelocity;
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// --- written each tick by MovementIntentSystem, consumed by DynamicBodySystem ---
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QVector2D linearAcceleration;
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float angularAcceleration;
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std::optional<QVector2D> snapTarget; // set when snap-to-target will fire this tick
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};
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@@ -35,24 +35,9 @@ struct Faction
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// Ship components (always present on every ship)
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// ---------------------------------------------------------------------------
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struct Velocity
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{
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QVector2D value;
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};
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struct Facing
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{
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float radians;
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float rotationSpeed;
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};
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struct ShipDynamics
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{
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float maxSpeedPerTick;
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float mainAccelerationPerTick;
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float maneuveringAccelerationPerTick;
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float angularAccelerationPerTick;
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float maxRotationSpeedPerTick;
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};
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struct SensorRange
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@@ -1,5 +1,6 @@
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#include "EntityAdmin.h"
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#include "DynamicBodyComponent.h"
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#include "EcsComponents.h"
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#include "MovementIntent.h"
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@@ -33,11 +34,19 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
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add<Position>(entity, Position{position});
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add<Health>(entity, Health{hp, maxHp});
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add<Faction>(entity, Faction{isEnemy});
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add<Velocity>(entity, Velocity{QVector2D(0.0f, 0.0f)});
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add<Facing>(entity, Facing{0.0f, 0.0f});
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add<ShipDynamics>(entity, ShipDynamics{
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maxSpeedPerTick, mainAccelPerTick, maneuveringAccelPerTick,
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angularAccelPerTick, maxRotationSpeedPerTick});
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add<Facing>(entity, Facing{0.0f});
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add<DynamicBodyComponent>(entity, DynamicBodyComponent{
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maxSpeedPerTick,
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mainAccelPerTick,
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maneuveringAccelPerTick,
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angularAccelPerTick,
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maxRotationSpeedPerTick,
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QVector2D(0.0f, 0.0f), // velocity
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0.0f, // angularVelocity
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QVector2D(0.0f, 0.0f), // linearAcceleration
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0.0f, // angularAcceleration
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std::nullopt // snapTarget
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});
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add<SensorRange>(entity, SensorRange{sensorRange});
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add<ShipIdentity>(entity, ShipIdentity{level, schematicId});
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add<MovementIntent>(entity, MovementIntent{0, QVector2D(0.0f, 0.0f)});
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@@ -10,7 +10,8 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprint.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/MovementSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.h
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@@ -25,7 +26,8 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/MovementSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.cpp
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56
src/lib/sim/DynamicBodySystem.cpp
Normal file
56
src/lib/sim/DynamicBodySystem.cpp
Normal file
@@ -0,0 +1,56 @@
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#include "DynamicBodySystem.h"
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#include <cmath>
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#include <QVector2D>
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#include "DynamicBodyComponent.h"
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#include "EcsComponents.h"
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#include "EntityAdmin.h"
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static float wrapAngle(float a)
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{
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constexpr float kPi = 3.14159265f;
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a = std::fmod(a, 2.0f * kPi);
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if (a > kPi) { a -= 2.0f * kPi; }
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if (a < -kPi) { a += 2.0f * kPi; }
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return a;
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}
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void DynamicBodySystem::tick(EntityAdmin& admin)
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{
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admin.forEach<Position, Facing, DynamicBodyComponent>(
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[](entt::entity /*e*/, Position& pos, Facing& facing, DynamicBodyComponent& body)
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{
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// Integrate angular velocity and advance facing.
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body.angularVelocity += body.angularAcceleration;
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facing.radians = wrapAngle(facing.radians + body.angularVelocity);
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// Integrate linear velocity.
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body.velocity += body.linearAcceleration;
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// Speed cap.
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const float speed = body.velocity.length();
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if (speed > body.maxSpeedPerTick)
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{
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body.velocity = body.velocity.normalized() * body.maxSpeedPerTick;
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}
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// Snap to target or advance position.
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if (body.snapTarget.has_value())
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{
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pos.value = body.snapTarget.value();
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body.velocity = QVector2D(0.0f, 0.0f);
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}
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else
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{
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pos.value += body.velocity;
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}
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// Reset per-tick fields so stale values don't linger if the intent
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// system is skipped for this entity in a future tick.
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body.linearAcceleration = QVector2D(0.0f, 0.0f);
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body.angularAcceleration = 0.0f;
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body.snapTarget = std::nullopt;
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});
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}
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@@ -2,7 +2,7 @@
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class EntityAdmin;
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class MovementSystem
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class DynamicBodySystem
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{
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public:
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void tick(EntityAdmin& admin);
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121
src/lib/sim/MovementIntentSystem.cpp
Normal file
121
src/lib/sim/MovementIntentSystem.cpp
Normal file
@@ -0,0 +1,121 @@
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#include "MovementIntentSystem.h"
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#include <algorithm>
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#include <cmath>
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#include <QVector2D>
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#include "DynamicBodyComponent.h"
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#include "EcsComponents.h"
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#include "EntityAdmin.h"
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#include "MovementIntent.h"
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static float wrapAngle(float a)
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{
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constexpr float kPi = 3.14159265f;
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a = std::fmod(a, 2.0f * kPi);
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if (a > kPi) { a -= 2.0f * kPi; }
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if (a < -kPi) { a += 2.0f * kPi; }
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return a;
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}
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void MovementIntentSystem::tick(EntityAdmin& admin)
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{
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admin.forEach<Position, Facing, DynamicBodyComponent, MovementIntent>(
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[](entt::entity /*e*/, const Position& pos, const Facing& facing,
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DynamicBodyComponent& body, const MovementIntent& intent)
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{
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if (intent.priority == 0)
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{
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body.velocity = QVector2D(0.0f, 0.0f);
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body.angularVelocity = 0.0f;
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body.linearAcceleration = QVector2D(0.0f, 0.0f);
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body.angularAcceleration = 0.0f;
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body.snapTarget = std::nullopt;
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return;
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}
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const QVector2D delta = intent.target - pos.value;
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const float dist = delta.length();
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if (dist < 0.001f)
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{
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body.velocity = QVector2D(0.0f, 0.0f);
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body.linearAcceleration = QVector2D(0.0f, 0.0f);
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body.snapTarget = std::nullopt;
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return;
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}
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// --- Angular acceleration ---
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const float desiredAngle = std::atan2(delta.y(), delta.x());
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const float angleDiff = wrapAngle(desiredAngle - facing.radians);
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const float rotDelta = std::max(-body.angularAccelerationPerTick,
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std::min(angleDiff, body.angularAccelerationPerTick));
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float newAngVel = body.angularVelocity + rotDelta;
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newAngVel = std::max(-body.maxRotationSpeedPerTick,
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std::min(newAngVel, body.maxRotationSpeedPerTick));
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const bool sameSign = (newAngVel >= 0.0f) == (angleDiff >= 0.0f);
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if (sameSign && std::abs(newAngVel) > std::abs(angleDiff))
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{
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newAngVel = angleDiff;
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}
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body.angularAcceleration = newAngVel - body.angularVelocity;
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// --- Linear acceleration ---
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// Use the projected facing (after this tick's angular integration) so
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// that the main thruster aligns with where the ship will actually be
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// pointing when DynamicBodySystem applies the forces — matching the
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// original single-pass ordering.
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const float projectedRadians = wrapAngle(facing.radians + newAngVel);
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const QVector2D facingVec(std::cos(projectedRadians), std::sin(projectedRadians));
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const float manAccel = body.maneuveringAccelerationPerTick;
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const float stoppingDist = (body.maxSpeedPerTick * body.maxSpeedPerTick)
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/ (2.0f * manAccel);
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const float desiredSpeed = (dist <= stoppingDist)
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? std::sqrt(2.0f * manAccel * dist)
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: body.maxSpeedPerTick;
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const QVector2D desiredVel = delta.normalized() * desiredSpeed;
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const QVector2D velError = desiredVel - body.velocity;
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const float mainAligned = std::max(0.0f,
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QVector2D::dotProduct(velError, facingVec));
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const float mainApplied = std::min(mainAligned, body.mainAccelerationPerTick);
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const QVector2D mainDelta = facingVec * mainApplied;
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const QVector2D remaining = velError - mainDelta;
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const float remainLen = remaining.length();
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const QVector2D maneuverDelta = (remainLen > manAccel)
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? remaining.normalized() * manAccel
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: remaining;
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body.linearAcceleration = mainDelta + maneuverDelta;
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// --- Snap detection ---
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// Compute the prospective velocity after integration + speed cap to
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// determine whether the ship will reach (or pass) the target this tick.
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QVector2D prospectiveVel = body.velocity + body.linearAcceleration;
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const float prospectiveSpeed = prospectiveVel.length();
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if (prospectiveSpeed > body.maxSpeedPerTick)
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{
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prospectiveVel = prospectiveVel.normalized() * body.maxSpeedPerTick;
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}
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if (dist <= prospectiveVel.length())
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{
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body.snapTarget = intent.target;
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}
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else
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{
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body.snapTarget = std::nullopt;
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}
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});
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}
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9
src/lib/sim/MovementIntentSystem.h
Normal file
9
src/lib/sim/MovementIntentSystem.h
Normal file
@@ -0,0 +1,9 @@
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#pragma once
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class EntityAdmin;
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class MovementIntentSystem
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{
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public:
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void tick(EntityAdmin& admin);
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};
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@@ -1,105 +0,0 @@
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#include "MovementSystem.h"
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#include <algorithm>
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#include <cmath>
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#include <QVector2D>
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#include "EcsComponents.h"
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#include "EntityAdmin.h"
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#include "MovementIntent.h"
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static float wrapAngle(float a)
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{
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constexpr float kPi = 3.14159265f;
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a = std::fmod(a, 2.0f * kPi);
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if (a > kPi) { a -= 2.0f * kPi; }
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if (a < -kPi) { a += 2.0f * kPi; }
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return a;
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}
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void MovementSystem::tick(EntityAdmin& admin)
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{
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admin.forEach<Position, Velocity, Facing, ShipDynamics, MovementIntent>(
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[](entt::entity /*e*/, Position& pos, Velocity& vel, Facing& facing,
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ShipDynamics& dynamics, MovementIntent& intent)
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{
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if (intent.priority == 0)
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{
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vel.value = QVector2D(0.0f, 0.0f);
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facing.rotationSpeed = 0.0f;
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return;
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}
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const QVector2D delta = intent.target - pos.value;
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const float dist = delta.length();
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if (dist < 0.001f)
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{
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vel.value = QVector2D(0.0f, 0.0f);
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return;
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}
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// Rotate toward target.
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const float desiredAngle = std::atan2(delta.y(), delta.x());
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const float angleDiff = wrapAngle(desiredAngle - facing.radians);
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const float rotDelta = std::max(-dynamics.angularAccelerationPerTick,
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std::min(angleDiff, dynamics.angularAccelerationPerTick));
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facing.rotationSpeed += rotDelta;
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facing.rotationSpeed = std::max(-dynamics.maxRotationSpeedPerTick,
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std::min(facing.rotationSpeed, dynamics.maxRotationSpeedPerTick));
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const bool sameSign = (facing.rotationSpeed >= 0.0f) == (angleDiff >= 0.0f);
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if (sameSign && std::abs(facing.rotationSpeed) > std::abs(angleDiff))
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{
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facing.rotationSpeed = angleDiff;
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}
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facing.radians = wrapAngle(facing.radians + facing.rotationSpeed);
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// Desired velocity (with braking near target).
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const float manAccel = dynamics.maneuveringAccelerationPerTick;
|
||||
const float stoppingDist = (dynamics.maxSpeedPerTick * dynamics.maxSpeedPerTick)
|
||||
/ (2.0f * manAccel);
|
||||
const float desiredSpeed = (dist <= stoppingDist)
|
||||
? std::sqrt(2.0f * manAccel * dist)
|
||||
: dynamics.maxSpeedPerTick;
|
||||
const QVector2D desiredVel = delta.normalized() * desiredSpeed;
|
||||
const QVector2D velError = desiredVel - vel.value;
|
||||
|
||||
// Main acceleration: forward only, along facing.
|
||||
const QVector2D facingVec(std::cos(facing.radians), std::sin(facing.radians));
|
||||
const float mainAligned = std::max(0.0f,
|
||||
QVector2D::dotProduct(velError, facingVec));
|
||||
const float mainApplied = std::min(mainAligned, dynamics.mainAccelerationPerTick);
|
||||
const QVector2D mainDelta = facingVec * mainApplied;
|
||||
|
||||
// Maneuvering acceleration: any direction, handles the remainder.
|
||||
const QVector2D remaining = velError - mainDelta;
|
||||
const float remainLen = remaining.length();
|
||||
const QVector2D maneuverDelta = (remainLen > manAccel)
|
||||
? remaining.normalized() * manAccel
|
||||
: remaining;
|
||||
|
||||
vel.value += mainDelta + maneuverDelta;
|
||||
|
||||
// Speed cap.
|
||||
const float speed = vel.value.length();
|
||||
if (speed > dynamics.maxSpeedPerTick)
|
||||
{
|
||||
vel.value = vel.value.normalized() * dynamics.maxSpeedPerTick;
|
||||
}
|
||||
|
||||
// Snap to target or advance.
|
||||
if (dist <= vel.value.length())
|
||||
{
|
||||
pos.value = intent.target;
|
||||
vel.value = QVector2D(0.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.value += vel.value;
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <map>
|
||||
#include <utility>
|
||||
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModulesConfig.h"
|
||||
@@ -146,7 +147,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
|
||||
};
|
||||
|
||||
Health& health = m_admin.get<Health>(entity);
|
||||
ShipDynamics& dynamics = m_admin.get<ShipDynamics>(entity);
|
||||
DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
|
||||
SensorRange& sensor = m_admin.get<SensorRange>(entity);
|
||||
|
||||
applyMod(health.maxHp, "hp");
|
||||
|
||||
@@ -6,7 +6,8 @@
|
||||
#include "BuildingSystem.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "CombatSystem.h"
|
||||
#include "MovementSystem.h"
|
||||
#include "DynamicBodySystem.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "SurfaceMask.h"
|
||||
@@ -47,7 +48,8 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
m_movementSystem = std::make_unique<MovementSystem>();
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
@@ -114,7 +116,8 @@ void Simulation::reset(unsigned int seed)
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
m_movementSystem = std::make_unique<MovementSystem>();
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
@@ -181,7 +184,8 @@ void Simulation::tick()
|
||||
}
|
||||
|
||||
// Step 10: advance ship positions
|
||||
m_movementSystem->tick(m_admin);
|
||||
m_movementIntentSystem->tick(m_admin);
|
||||
m_dynamicBodySystem->tick(m_admin);
|
||||
|
||||
// Step 11: scrap despawn
|
||||
m_scrapSystem->tickDespawn(m_currentTick);
|
||||
|
||||
@@ -23,7 +23,8 @@
|
||||
class AiSystem;
|
||||
class BuildingSystem;
|
||||
class CombatSystem;
|
||||
class MovementSystem;
|
||||
class DynamicBodySystem;
|
||||
class MovementIntentSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
class WaveSystem;
|
||||
@@ -124,7 +125,8 @@ private:
|
||||
std::unique_ptr<BuildingSystem> m_buildingSystem;
|
||||
std::unique_ptr<ShipSystem> m_shipSystem;
|
||||
std::unique_ptr<AiSystem> m_aiSystem;
|
||||
std::unique_ptr<MovementSystem> m_movementSystem;
|
||||
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
|
||||
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
|
||||
std::unique_ptr<ScrapSystem> m_scrapSystem;
|
||||
std::unique_ptr<WaveSystem> m_waveSystem;
|
||||
std::unique_ptr<CombatSystem> m_combatSystem;
|
||||
|
||||
@@ -10,9 +10,11 @@
|
||||
#include "BuildingSystem.h"
|
||||
#include "BuildingType.h"
|
||||
#include "ConfigLoader.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "DynamicBodySystem.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementSystem.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "Rotation.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "Ship.h"
|
||||
@@ -39,7 +41,8 @@ struct Fixture
|
||||
BuildingSystem buildings;
|
||||
ShipSystem ships;
|
||||
AiSystem ai;
|
||||
MovementSystem movement;
|
||||
MovementIntentSystem movementIntent;
|
||||
DynamicBodySystem dynamicBody;
|
||||
ScrapSystem scraps;
|
||||
Tick tick;
|
||||
|
||||
@@ -68,7 +71,8 @@ struct Fixture
|
||||
ai.tickThreatResponseBehavior(admin, buildings);
|
||||
ai.tickRepairBehavior(admin, buildings);
|
||||
ai.tickSalvageBehavior(admin, scraps, buildings);
|
||||
movement.tick(admin);
|
||||
movementIntent.tick(admin);
|
||||
dynamicBody.tick(admin);
|
||||
++tick;
|
||||
}
|
||||
};
|
||||
@@ -115,9 +119,10 @@ TEST_CASE("BehaviorSystem: tickMovement advances ship by maxSpeedPerTick toward
|
||||
Fixture f;
|
||||
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
|
||||
const float speed = f.admin.get<ShipDynamics>(e).maxSpeedPerTick;
|
||||
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeedPerTick;
|
||||
f.admin.get<MovementIntent>(e) = MovementIntent{1, QVector2D(100.0f, 0.0f)};
|
||||
f.movement.tick(f.admin);
|
||||
f.movementIntent.tick(f.admin);
|
||||
f.dynamicBody.tick(f.admin);
|
||||
|
||||
REQUIRE(pos(f.admin, e).value.x() == Approx(speed));
|
||||
REQUIRE(pos(f.admin, e).value.y() == Approx(0.0f));
|
||||
@@ -129,10 +134,11 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
|
||||
Fixture f;
|
||||
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
|
||||
const float speed = f.admin.get<ShipDynamics>(e).maxSpeedPerTick;
|
||||
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeedPerTick;
|
||||
const QVector2D target(speed * 0.5f, 0.0f);
|
||||
f.admin.get<MovementIntent>(e) = MovementIntent{1, target};
|
||||
f.movement.tick(f.admin);
|
||||
f.movementIntent.tick(f.admin);
|
||||
f.dynamicBody.tick(f.admin);
|
||||
|
||||
REQUIRE(pos(f.admin, e).value.x() == Approx(target.x()));
|
||||
REQUIRE(pos(f.admin, e).value.y() == Approx(target.y()));
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <QVector2D>
|
||||
|
||||
#include "ConfigLoader.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "BuildingId.h"
|
||||
@@ -83,7 +84,7 @@ TEST_CASE("ShipSystem: interceptor level 0 maxSpeedPerTick matches formula / kTi
|
||||
|
||||
// speed_formula = "200 + 5*x" at x=0 → 200; maxSpeedPerTick = 200/30
|
||||
const float expected = 200.0f / static_cast<float>(kTickRateHz);
|
||||
REQUIRE(admin.get<ShipDynamics>(e).maxSpeedPerTick == Approx(expected));
|
||||
REQUIRE(admin.get<DynamicBodyComponent>(e).maxSpeedPerTick == Approx(expected));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user