fix issue where ships cancel their attacks and advance if on low health in balancing target

This commit is contained in:
2026-06-16 22:17:09 +02:00
parent 5219b227c5
commit 1324a320e2
2 changed files with 10 additions and 11 deletions

View File

@@ -11,7 +11,6 @@
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SensorRangeComponent.h"
@@ -55,10 +54,9 @@ void AttackEvaluator::evaluate(EntityAdmin& admin)
// Pass C: per-ship target selection.
admin.forEach<AttackBehavior, PositionComponent, FactionComponent,
SensorRangeComponent, HealthComponent>(
SensorRangeComponent>(
[&](entt::entity e, AttackBehavior& attack, const PositionComponent& pos,
const FactionComponent& faction, const SensorRangeComponent& sensor,
const HealthComponent& health)
const FactionComponent& faction, const SensorRangeComponent& sensor)
{
const float sensorRange_tiles = sensor.value_tiles;
@@ -135,13 +133,14 @@ void AttackEvaluator::evaluate(EntityAdmin& admin)
}
}
if (!keptCurrent) { attack.currentTarget = bestTarget; }
if (!keptCurrent)
{
attack.currentTarget = bestTarget;
}
const bool healthy =
(health.maxHp > 0.0f)
&& (health.hp / health.maxHp >= BehaviorScores::kLowHpFraction);
attack.score = (healthy && attack.currentTarget)
attack.score = attack.currentTarget
? BehaviorScores::kAttack
: BehaviorScores::kInactive;
});
}