move ecs related code to own folder

This commit is contained in:
2026-05-25 08:46:58 +02:00
parent 8ad7530740
commit 25ff3c56c5
54 changed files with 877 additions and 680 deletions

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@@ -5,6 +5,7 @@ add_subdirectory(core)
add_subdirectory(config)
add_subdirectory(utility)
add_subdirectory(sim)
add_subdirectory(ecs)
SET(HDRS
${HDRS}

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@@ -4,14 +4,12 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/Rotation.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/EcsComponents.h
${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingId.h
${CMAKE_CURRENT_SOURCE_DIR}/FireEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
${CMAKE_CURRENT_SOURCE_DIR}/Item.h
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntent.h
${CMAKE_CURRENT_SOURCE_DIR}/FireEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicDropEvent.h
PARENT_SCOPE
)

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@@ -1,91 +0,0 @@
#pragma once
#include <string>
#include <vector>
#include <QPoint>
#include <QSize>
#include <QVector2D>
#include "Tick.h"
#include "entt/entity/entity.hpp"
// ---------------------------------------------------------------------------
// Shared components (used by ships, stations, scrap, HQ proxy)
// ---------------------------------------------------------------------------
struct Position
{
QVector2D value;
};
struct Health
{
float hp;
float maxHp;
};
struct Faction
{
bool isEnemy;
};
// ---------------------------------------------------------------------------
// Ship components (always present on every ship)
// ---------------------------------------------------------------------------
struct Facing
{
float radians;
};
struct SensorRange
{
float value;
};
struct ShipIdentity
{
int level;
std::string schematicId;
};
// ---------------------------------------------------------------------------
// Ship optional components (hardware + behavior, in Ship.h)
// ---------------------------------------------------------------------------
// Weapon, SalvageCargo, RepairTool, ThreatResponseBehavior, SalvageBehavior,
// RepairBehavior, HomeReturnBehavior, RallyBehavior remain defined in Ship.h.
// ---------------------------------------------------------------------------
// Station components
// ---------------------------------------------------------------------------
struct StationBody
{
QPoint anchor;
QSize footprint;
std::vector<QPoint> bodyCells;
};
// ---------------------------------------------------------------------------
// Scrap components
// ---------------------------------------------------------------------------
struct ScrapData
{
int amount;
};
struct DespawnAt
{
Tick tick;
};
// ---------------------------------------------------------------------------
// HQ proxy (empty tag)
// ---------------------------------------------------------------------------
struct HqProxy { char unused = 0; };

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@@ -1,8 +1,17 @@
#include "EntityAdmin.h"
#include "DespawnAtComponent.h"
#include "DynamicBodyComponent.h"
#include "EcsComponents.h"
#include "MovementIntent.h"
#include "FacingComponent.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "ScrapDataComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
entt::entity EntityAdmin::createEntity()
{
@@ -31,10 +40,10 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
int level, const std::string& schematicId, bool isEnemy)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{isEnemy});
add<Facing>(entity, Facing{0.0f});
add<PositionComponent>(entity, PositionComponent{position});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{isEnemy});
add<FacingComponent>(entity, FacingComponent{0.0f});
add<DynamicBodyComponent>(entity, DynamicBodyComponent{
maxSpeedPerTick,
mainAccelPerTick,
@@ -46,9 +55,9 @@ entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
QVector2D(0.0f, 0.0f), // linearAcceleration
0.0f // angularAcceleration
});
add<SensorRange>(entity, SensorRange{sensorRange});
add<ShipIdentity>(entity, ShipIdentity{level, schematicId});
add<MovementIntent>(entity, MovementIntent{0, QVector2D(0.0f, 0.0f)});
add<SensorRangeComponent>(entity, SensorRangeComponent{sensorRange});
add<ShipIdentityComponent>(entity, ShipIdentityComponent{level, schematicId});
add<MovementIntentComponent>(entity, MovementIntentComponent{0, QVector2D(0.0f, 0.0f)});
return entity;
}
@@ -59,28 +68,28 @@ entt::entity EntityAdmin::spawnStation(QPoint anchor, QSize footprint,
entt::entity entity = createEntity();
QVector2D center(anchor.x() + footprint.width() / 2.0f,
anchor.y() + footprint.height() / 2.0f);
add<Position>(entity, Position{center});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{isEnemy});
add<StationBody>(entity, StationBody{anchor, footprint, bodyCells});
add<PositionComponent>(entity, PositionComponent{center});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{isEnemy});
add<StationBodyComponent>(entity, StationBodyComponent{anchor, footprint, bodyCells});
return entity;
}
entt::entity EntityAdmin::spawnScrap(QVector2D position, int amount, Tick despawnAt)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<ScrapData>(entity, ScrapData{amount});
add<DespawnAt>(entity, DespawnAt{despawnAt});
add<PositionComponent>(entity, PositionComponent{position});
add<ScrapDataComponent>(entity, ScrapDataComponent{amount});
add<DespawnAtComponent>(entity, DespawnAtComponent{despawnAt});
return entity;
}
entt::entity EntityAdmin::spawnHqProxy(QVector2D position, float hp, float maxHp)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{false});
add<HqProxy>(entity);
add<PositionComponent>(entity, PositionComponent{position});
add<HealthComponent>(entity, HealthComponent{hp, maxHp});
add<FactionComponent>(entity, FactionComponent{false});
add<HqProxyComponent>(entity);
return entity;
}

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@@ -0,0 +1,17 @@
add_subdirectory(component)
add_subdirectory(system)
SET(HDRS
${HDRS}
PARENT_SCOPE
)
SET(SRCS
${SRCS}
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
PARENT_SCOPE
)

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@@ -0,0 +1,30 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/DespawnAtComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/FacingComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/FactionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HealthComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HomeReturnBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HqProxyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/PositionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairToolComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageCargoComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapDataComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SensorRangeComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipIdentityComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/StationBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ThreatResponseBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/WeaponComponent.h
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
PARENT_SCOPE
)

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@@ -0,0 +1,8 @@
#pragma once
#include "Tick.h"
struct DespawnAtComponent
{
Tick tick;
};

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@@ -0,0 +1,6 @@
#pragma once
struct FacingComponent
{
float radians;
};

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@@ -0,0 +1,6 @@
#pragma once
struct FactionComponent
{
bool isEnemy;
};

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@@ -0,0 +1,7 @@
#pragma once
struct HealthComponent
{
float hp;
float maxHp;
};

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@@ -0,0 +1,9 @@
#pragma once
#include <QVector2D>
struct HomeReturnBehaviorComponent
{
float retreatHpFraction;
QVector2D homePos;
};

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@@ -0,0 +1,6 @@
#pragma once
struct HqProxyComponent
{
char unused = 0;
};

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@@ -5,7 +5,7 @@
// A ship-behavior system writes this each tick before movement runs; the
// highest-priority write wins. Priority order is fixed globally — see
// architecture.md "Movement Arbitration".
struct MovementIntent
struct MovementIntentComponent
{
int priority;
QVector2D target;

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@@ -0,0 +1,8 @@
#pragma once
#include <QVector2D>
struct PositionComponent
{
QVector2D value;
};

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@@ -0,0 +1,8 @@
#pragma once
#include <QVector2D>
struct RallyBehaviorComponent
{
QVector2D rallyPoint;
};

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@@ -0,0 +1,10 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct RepairBehaviorComponent
{
std::optional<entt::entity> currentTarget;
};

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@@ -0,0 +1,12 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct RepairToolComponent
{
float ratePerTick;
float range;
std::optional<entt::entity> currentTarget;
};

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@@ -0,0 +1,13 @@
#pragma once
#include <optional>
#include <QVector2D>
#include "BuildingId.h"
struct SalvageBehaviorComponent
{
std::optional<QVector2D> scrapTarget;
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
};

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@@ -0,0 +1,8 @@
#pragma once
struct SalvageCargoComponent
{
int capacity;
int current;
float collectionRange;
};

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@@ -0,0 +1,6 @@
#pragma once
struct ScrapDataComponent
{
int amount;
};

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@@ -0,0 +1,6 @@
#pragma once
struct SensorRangeComponent
{
float value;
};

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@@ -0,0 +1,9 @@
#pragma once
#include <string>
struct ShipIdentityComponent
{
int level;
std::string schematicId;
};

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@@ -0,0 +1,13 @@
#pragma once
#include <vector>
#include <QPoint>
#include <QSize>
struct StationBodyComponent
{
QPoint anchor;
QSize footprint;
std::vector<QPoint> bodyCells;
};

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@@ -0,0 +1,10 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct ThreatResponseBehaviorComponent
{
std::optional<entt::entity> currentTarget;
};

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@@ -0,0 +1,14 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct WeaponComponent
{
float damage;
float range;
float fireRateHz;
float cooldownTicks;
std::optional<entt::entity> currentTarget;
};

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@@ -8,12 +8,24 @@
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "BuildingId.h"
#include "MovementIntent.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HomeReturnBehaviorComponent.h"
#include "HqProxyComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RepairToolComponent.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "ScrapSystem.h"
#include "Ship.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
#include "ThreatResponseBehaviorComponent.h"
// ---------------------------------------------------------------------------
// tickHomeReturnBehavior (priority 4)
@@ -21,14 +33,15 @@
void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
{
admin.forEach<HomeReturnBehavior, Health, MovementIntent>(
[](entt::entity /*e*/, const HomeReturnBehavior& homeReturnBehavior, const Health& h, MovementIntent& intent)
admin.forEach<HomeReturnBehaviorComponent, HealthComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const HomeReturnBehaviorComponent& homeReturnBehavior,
const HealthComponent& h, MovementIntentComponent& intent)
{
if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
{
if (4 > intent.priority)
{
intent = MovementIntent{4, homeReturnBehavior.homePos};
intent = MovementIntentComponent{4, homeReturnBehavior.homePos};
}
}
});
@@ -50,27 +63,32 @@ void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSyst
};
std::vector<CombatantInfo> combatants;
admin.forEach<Position, Faction, ShipIdentity>(
[&combatants](entt::entity e, const Position& pos, const Faction& f, const ShipIdentity& /*si*/)
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
{
combatants.push_back({e, pos.value, f.isEnemy, false});
});
admin.forEach<Position, Faction, StationBody>(
[&combatants](entt::entity e, const Position& pos, const Faction& f, const StationBody& /*sb*/)
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const StationBodyComponent& /*sb*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<Position, Faction, HqProxy>(
[&combatants](entt::entity e, const Position& pos, const Faction& f, const HqProxy& /*hq*/)
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const HqProxyComponent& /*hq*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<ThreatResponseBehavior, Position, Faction, SensorRange, MovementIntent>(
[&](entt::entity e, ThreatResponseBehavior& threatResponseBehavior, Position& pos, Faction& faction,
SensorRange& sensor, MovementIntent& intent)
admin.forEach<ThreatResponseBehaviorComponent, PositionComponent, FactionComponent,
SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, ThreatResponseBehaviorComponent& threatResponseBehavior,
PositionComponent& pos, FactionComponent& faction,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float range = sensor.value;
@@ -79,9 +97,10 @@ void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSyst
if (threatResponseBehavior.currentTarget)
{
const entt::entity t = *threatResponseBehavior.currentTarget;
if (admin.isValid(t) && admin.hasAll<Position>(t))
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
const float dist = (admin.get<Position>(t).value - pos.value).length();
const float dist =
(admin.get<PositionComponent>(t).value - pos.value).length();
if (dist <= range)
{
targetValid = true;
@@ -122,31 +141,33 @@ void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSyst
{
const entt::entity t = *threatResponseBehavior.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<Position>(t))
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
dest = admin.get<Position>(t).value;
dest = admin.get<PositionComponent>(t).value;
}
if (3 > intent.priority)
{
intent = MovementIntent{3, dest};
intent = MovementIntentComponent{3, dest};
}
}
else
{
if (3 > intent.priority)
{
if (admin.hasAll<RallyBehavior>(e))
if (admin.hasAll<RallyBehaviorComponent>(e))
{
intent = MovementIntent{3, admin.get<RallyBehavior>(e).rallyPoint};
intent = MovementIntentComponent{
3, admin.get<RallyBehaviorComponent>(e).rallyPoint};
}
else if (!faction.isEnemy)
{
intent = MovementIntent{3, QVector2D(pos.value.x() + 1000.0f,
pos.value.y())};
intent = MovementIntentComponent{
3, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
else
{
intent = MovementIntent{3, QVector2D(-10000.0f, pos.value.y())};
intent = MovementIntentComponent{
3, QVector2D(-10000.0f, pos.value.y())};
}
}
}
@@ -171,16 +192,18 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
};
std::vector<RepairableInfo> repairables;
admin.forEach<ShipIdentity, Position, Faction, Health>(
[&repairables](entt::entity e, const ShipIdentity& /*si*/,
const Position& pos, const Faction& f, const Health& h)
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
});
admin.forEach<StationBody, Position, Faction, Health>(
[&repairables](entt::entity e, const StationBody& /*sb*/,
const Position& pos, const Faction& f, const Health& h)
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
});
@@ -191,9 +214,9 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
QVector2D position;
};
std::vector<EnemyInfo> enemies;
admin.forEach<ShipIdentity, Position, Faction>(
[&enemies](entt::entity /*e*/, const ShipIdentity& /*si*/,
const Position& pos, const Faction& f)
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemies](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy)
{
@@ -201,9 +224,11 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
}
});
admin.forEach<RepairBehavior, RepairTool, Position, Faction, SensorRange, MovementIntent>(
[&](entt::entity e, RepairBehavior& rb, RepairTool& rt, Position& pos,
Faction& /*faction*/, SensorRange& sensor, MovementIntent& intent)
admin.forEach<RepairBehaviorComponent, RepairToolComponent, PositionComponent,
FactionComponent, SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, RepairBehaviorComponent& rb, RepairToolComponent& rt,
PositionComponent& pos, FactionComponent& /*faction*/,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float repairRange = rt.range;
@@ -221,7 +246,8 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
{
if (2 > intent.priority)
{
intent = MovementIntent{2, QVector2D(-10000.0f, pos.value.y())};
intent = MovementIntentComponent{
2, QVector2D(-10000.0f, pos.value.y())};
}
return;
}
@@ -231,9 +257,9 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
if (rb.currentTarget)
{
const entt::entity t = *rb.currentTarget;
if (admin.isValid(t) && admin.hasAll<Health>(t))
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
{
const Health& th = admin.get<Health>(t);
const HealthComponent& th = admin.get<HealthComponent>(t);
if (th.hp > 0.0f && th.hp < th.maxHp)
{
targetValid = true;
@@ -264,27 +290,25 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
{
if (2 > intent.priority)
{
intent = MovementIntent{2, QVector2D(pos.value.x() + 1000.0f,
pos.value.y())};
intent = MovementIntentComponent{
2, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
return;
}
const entt::entity target = *rb.currentTarget;
QVector2D targetPos = pos.value;
bool isShipTarget = false;
if (admin.isValid(target) && admin.hasAll<Position>(target))
if (admin.isValid(target) && admin.hasAll<PositionComponent>(target))
{
targetPos = admin.get<Position>(target).value;
isShipTarget = admin.hasAll<ShipIdentity>(target);
targetPos = admin.get<PositionComponent>(target).value;
}
const float distToTarget = (targetPos - pos.value).length();
if (distToTarget <= repairRange)
{
if (admin.isValid(target) && admin.hasAll<Health>(target))
if (admin.isValid(target) && admin.hasAll<HealthComponent>(target))
{
Health& targetHealth = admin.get<Health>(target);
HealthComponent& targetHealth = admin.get<HealthComponent>(target);
targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick,
targetHealth.maxHp);
}
@@ -292,7 +316,7 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
if (2 > intent.priority)
{
intent = MovementIntent{2, targetPos};
intent = MovementIntentComponent{2, targetPos};
}
});
}
@@ -310,9 +334,9 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
QVector2D position;
};
std::vector<EnemyShipPos> enemyShips;
admin.forEach<ShipIdentity, Position, Faction>(
[&enemyShips](entt::entity /*e*/, const ShipIdentity& /*si*/,
const Position& pos, const Faction& f)
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy)
{
@@ -322,9 +346,11 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
admin.forEach<SalvageBehavior, SalvageCargo, Position, SensorRange, MovementIntent>(
[&](entt::entity /*e*/, SalvageBehavior& salvageBehavior, SalvageCargo& cargo,
Position& pos, SensorRange& sensor, MovementIntent& intent)
admin.forEach<SalvageBehaviorComponent, SalvageCargoComponent, PositionComponent,
SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity /*e*/, SalvageBehaviorComponent& salvageBehavior,
SalvageCargoComponent& cargo, PositionComponent& pos,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float collectRange = cargo.collectionRange;
@@ -358,7 +384,7 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
{
if (1 > intent.priority)
{
intent = MovementIntent{1, bayPos};
intent = MovementIntentComponent{1, bayPos};
}
if (bayId != kInvalidBuildingId
&& (pos.value - bayPos).length() <= 1.0f)
@@ -381,7 +407,8 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
{
if (1 > intent.priority)
{
intent = MovementIntent{1, QVector2D(-10000.0f, pos.value.y())};
intent = MovementIntentComponent{
1, QVector2D(-10000.0f, pos.value.y())};
}
retreating = true;
break;
@@ -409,7 +436,7 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
{
if (1 > intent.priority)
{
intent = MovementIntent{1, *salvageBehavior.scrapTarget};
intent = MovementIntentComponent{1, *salvageBehavior.scrapTarget};
}
}
else
@@ -430,15 +457,15 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
salvageBehavior.scrapTarget = bestPos;
if (1 > intent.priority)
{
intent = MovementIntent{1, *bestPos};
intent = MovementIntentComponent{1, *bestPos};
}
}
else
{
if (1 > intent.priority)
{
intent = MovementIntent{1, QVector2D(pos.value.x() + 1000.0f,
pos.value.y())};
intent = MovementIntentComponent{
1, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
}
}

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@@ -0,0 +1,27 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
PARENT_SCOPE
)
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
PARENT_SCOPE
)
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
PARENT_SCOPE
)

View File

@@ -0,0 +1,142 @@
#include "CombatSystem.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "PositionComponent.h"
#include "ShipIdentityComponent.h"
#include "ThreatResponseBehaviorComponent.h"
#include "WeaponComponent.h"
static constexpr Tick kWeaponImpactDelayTicks = 5;
CombatSystem::CombatSystem(const GameConfig& config)
: m_config(config)
{
}
void CombatSystem::tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& /*buildings*/,
std::vector<FireEvent>& outFireEvents)
{
// Ship weapons.
admin.forEach<WeaponComponent, ThreatResponseBehaviorComponent,
PositionComponent, FactionComponent>(
[&](entt::entity e, WeaponComponent& weapon,
ThreatResponseBehaviorComponent& threatResponseBehavior,
PositionComponent& pos, FactionComponent& faction)
{
weapon.currentTarget = threatResponseBehavior.currentTarget;
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
});
// Station weapons.
admin.forEach<WeaponComponent, PositionComponent, FactionComponent>(
[&](entt::entity e, WeaponComponent& weapon, PositionComponent& pos,
FactionComponent& faction)
{
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
});
}
void CombatSystem::resolveWeapon(
entt::entity shipEntity,
WeaponComponent& weapon,
const PositionComponent& ownPos,
const FactionComponent& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<FireEvent>& out)
{
if (weapon.cooldownTicks > 0.0f)
{
weapon.cooldownTicks -= 1.0f;
}
if (weapon.cooldownTicks > 0.0f)
{
return;
}
// Validate or clear existing target.
if (weapon.currentTarget)
{
const entt::entity t = *weapon.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t))
{
weapon.currentTarget = std::nullopt;
}
else
{
const float distanceSquared =
(ownPos.value - admin.get<PositionComponent>(t).value).lengthSquared();
if (distanceSquared > weapon.range * weapon.range)
{
weapon.currentTarget = std::nullopt;
}
}
}
// Acquire a new target if needed (nearest opposing-faction ship).
if (!weapon.currentTarget)
{
float bestDistanceSquared = weapon.range * weapon.range;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&](entt::entity candidate, const ShipIdentityComponent& /*si*/,
const PositionComponent& candidatePos,
const FactionComponent& candidateFaction)
{
const bool isValidTarget = ownFaction.isEnemy
? !candidateFaction.isEnemy
: candidateFaction.isEnemy;
if (!isValidTarget)
{
return;
}
const float distanceSquared =
(candidatePos.value - ownPos.value).lengthSquared();
if (distanceSquared < bestDistanceSquared)
{
bestDistanceSquared = distanceSquared;
weapon.currentTarget = candidate;
}
});
}
if (!weapon.currentTarget)
{
return;
}
const entt::entity targetEntity = *weapon.currentTarget;
m_pendingDamage.push_back({targetEntity, weapon.damage,
currentTick + kWeaponImpactDelayTicks});
FireEvent evt;
evt.shooter = shipEntity;
evt.target = targetEntity;
evt.emittedAt = currentTick;
out.push_back(evt);
weapon.cooldownTicks = static_cast<float>(kTickRateHz) / weapon.fireRateHz;
}
void CombatSystem::applyPendingDamage(Tick currentTick, EntityAdmin& admin)
{
std::vector<PendingDamage>::iterator it = m_pendingDamage.begin();
while (it != m_pendingDamage.end())
{
if (it->appliesAt <= currentTick)
{
if (admin.isValid(it->target) && admin.hasAll<HealthComponent>(it->target))
{
admin.get<HealthComponent>(it->target).hp -= it->amount;
}
it = m_pendingDamage.erase(it);
}
else
{
++it;
}
}
}

View File

@@ -6,11 +6,12 @@
#include <QVector2D>
#include "Building.h"
#include "EcsComponents.h"
#include "FactionComponent.h"
#include "FireEvent.h"
#include "GameConfig.h"
#include "Ship.h"
#include "PositionComponent.h"
#include "Tick.h"
#include "WeaponComponent.h"
#include "entt/entity/entity.hpp"
@@ -40,14 +41,13 @@ private:
std::vector<PendingDamage> m_pendingDamage;
void resolveWeapon(
entt::entity shipEntity,
Weapon& weapon,
const Position& ownPos,
const Faction& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<FireEvent>& out);
entt::entity shipEntity,
WeaponComponent& weapon,
const PositionComponent& ownPos,
const FactionComponent& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<FireEvent>& out);
const GameConfig& m_config;
};

View File

@@ -6,8 +6,9 @@
#include <QVector2D>
#include "DynamicBodyComponent.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "FacingComponent.h"
#include "PositionComponent.h"
static float wrapAngle(float a)
{
@@ -20,8 +21,9 @@ static float wrapAngle(float a)
void DynamicBodySystem::tick(EntityAdmin& admin)
{
admin.forEach<Position, Facing, DynamicBodyComponent>(
[](entt::entity /*e*/, Position& pos, Facing& facing, DynamicBodyComponent& body)
admin.forEach<PositionComponent, FacingComponent, DynamicBodyComponent>(
[](entt::entity /*e*/, PositionComponent& pos, FacingComponent& facing,
DynamicBodyComponent& body)
{
// Integrate angular velocity, clamp to max rotation speed, then advance facing.
body.angularVelocity += body.angularAcceleration;

View File

@@ -6,9 +6,10 @@
#include <QVector2D>
#include "DynamicBodyComponent.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "MovementIntent.h"
#include "FacingComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
static float wrapAngle(float a)
{
@@ -21,9 +22,10 @@ static float wrapAngle(float a)
void MovementIntentSystem::tick(EntityAdmin& admin)
{
admin.forEach<Position, Facing, DynamicBodyComponent, MovementIntent>(
[](entt::entity /*e*/, const Position& pos, const Facing& facing,
DynamicBodyComponent& body, const MovementIntent& intent)
admin.forEach<PositionComponent, FacingComponent, DynamicBodyComponent,
MovementIntentComponent>(
[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
DynamicBodyComponent& body, const MovementIntentComponent& intent)
{
if (intent.priority == 0)
{
@@ -36,7 +38,8 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
const float angBraking = std::min(std::abs(body.angularVelocity),
body.angularAccelerationPerTick);
body.angularAcceleration = (body.angularVelocity >= 0.0f) ? -angBraking : angBraking;
body.angularAcceleration =
(body.angularVelocity >= 0.0f) ? -angBraking : angBraking;
return;
}
@@ -58,7 +61,8 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
const float angleDiff = wrapAngle(desiredAngle - facing.radians);
const float rotDelta = std::max(-body.angularAccelerationPerTick,
std::min(angleDiff, body.angularAccelerationPerTick));
std::min(angleDiff,
body.angularAccelerationPerTick));
float newAngVel = body.angularVelocity + rotDelta;
@@ -81,7 +85,8 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
// pointing when DynamicBodySystem applies the forces.
const float projectedRadians = wrapAngle(facing.radians + newAngVel);
const QVector2D facingVec(std::cos(projectedRadians), std::sin(projectedRadians));
const QVector2D facingVec(std::cos(projectedRadians),
std::sin(projectedRadians));
const float manAccel = body.maneuveringAccelerationPerTick;
const float stoppingDist = (body.maxSpeedPerTick * body.maxSpeedPerTick)
@@ -95,7 +100,8 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
const float mainAligned = std::max(0.0f,
QVector2D::dotProduct(velError, facingVec));
const float mainApplied = std::min(mainAligned, body.mainAccelerationPerTick);
const float mainApplied = std::min(mainAligned,
body.mainAccelerationPerTick);
const QVector2D mainDelta = facingVec * mainApplied;
const QVector2D remaining = velError - mainDelta;

View File

@@ -1,6 +1,9 @@
#include "ScrapSystem.h"
#include "DespawnAtComponent.h"
#include "EntityAdmin.h"
#include "PositionComponent.h"
#include "ScrapDataComponent.h"
ScrapSystem::ScrapSystem(EntityAdmin& admin)
: m_admin(admin)
@@ -15,8 +18,8 @@ entt::entity ScrapSystem::spawn(QVector2D position, int amount, Tick despawnAt)
void ScrapSystem::tickDespawn(Tick currentTick)
{
std::vector<entt::entity> expired;
m_admin.forEach<DespawnAt>(
[&expired, currentTick](entt::entity e, DespawnAt& d)
m_admin.forEach<DespawnAtComponent>(
[&expired, currentTick](entt::entity e, DespawnAtComponent& d)
{
if (d.tick <= currentTick)
{
@@ -32,11 +35,11 @@ void ScrapSystem::tickDespawn(Tick currentTick)
std::optional<int> ScrapSystem::consume(entt::entity entity)
{
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapData>(entity))
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapDataComponent>(entity))
{
return std::nullopt;
}
int amount = m_admin.get<ScrapData>(entity).amount;
int amount = m_admin.get<ScrapDataComponent>(entity).amount;
m_admin.destroy(entity);
return amount;
}
@@ -44,10 +47,10 @@ std::optional<int> ScrapSystem::consume(entt::entity entity)
std::vector<ScrapInfo> ScrapSystem::allScrapInfo() const
{
std::vector<ScrapInfo> result;
m_admin.forEach<ScrapData>(
[&result, this](entt::entity e, const ScrapData& /*sd*/)
m_admin.forEach<ScrapDataComponent>(
[&result, this](entt::entity e, const ScrapDataComponent& /*sd*/)
{
result.push_back(ScrapInfo{e, m_admin.get<Position>(e).value});
result.push_back(ScrapInfo{e, m_admin.get<PositionComponent>(e).value});
});
return result;
}

View File

@@ -5,7 +5,6 @@
#include <QVector2D>
#include "EcsComponents.h"
#include "Tick.h"
#include "entt/entity/entity.hpp"

View File

@@ -5,10 +5,20 @@
#include <utility>
#include "DynamicBodyComponent.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModulesConfig.h"
#include "MovementIntentComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RepairToolComponent.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "SensorRangeComponent.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "WeaponComponent.h"
ShipSystem::ShipSystem(const GameConfig& config, EntityAdmin& admin)
: m_config(config)
@@ -40,8 +50,8 @@ const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
return nullptr;
}
entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVector2D position,
bool isEnemy,
entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
QVector2D position, bool isEnemy,
const std::optional<ShipLayoutConfig>& layout)
{
const ShipDef* def = findShipDef(schematicId);
@@ -52,12 +62,22 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
float hp = static_cast<float>(def->health.hpFormula.evaluate(x));
float maxHp = hp;
float maxSpeedPerTick = static_cast<float>(def->movement.speedFormula.evaluate(x)) / tickRate;
float mainAccelPerTick = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x)) / tickRate;
float maneuveringAccelPerTick = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x)) / tickRate;
float angularAccelPerTick = static_cast<float>(def->movement.angularAccelerationFormula.evaluate(x)) / tickRate;
float maxRotationSpeedPerTick = static_cast<float>(def->movement.maxRotationSpeedFormula.evaluate(x)) / tickRate;
float sensorRange = static_cast<float>(def->sensor.sensorRangeFormula.evaluate(x));
float maxSpeedPerTick = static_cast<float>(def->movement.speedFormula.evaluate(x))
/ tickRate;
float mainAccelPerTick = static_cast<float>(
def->movement.mainAccelerationFormula.evaluate(x))
/ tickRate;
float maneuveringAccelPerTick = static_cast<float>(
def->movement.maneuveringAccelerationFormula.evaluate(x))
/ tickRate;
float angularAccelPerTick = static_cast<float>(
def->movement.angularAccelerationFormula.evaluate(x))
/ tickRate;
float maxRotationSpeedPerTick = static_cast<float>(
def->movement.maxRotationSpeedFormula.evaluate(x))
/ tickRate;
float sensorRange = static_cast<float>(
def->sensor.sensorRangeFormula.evaluate(x));
entt::entity entity = m_admin.spawnShip(
position, hp, maxHp,
@@ -68,45 +88,47 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
// Optional components based on ship role.
if (def->combat)
{
Weapon w;
WeaponComponent w;
w.damage = static_cast<float>(def->combat->damageFormula.evaluate(x));
w.range = static_cast<float>(def->combat->attackRangeFormula.evaluate(x));
w.fireRateHz = static_cast<float>(def->combat->attackRateFormula.evaluate(x));
w.cooldownTicks = 0.0f;
w.currentTarget = std::nullopt;
m_admin.addComponent<Weapon>(entity, w);
m_admin.addComponent<WeaponComponent>(entity, w);
m_admin.addComponent<ThreatResponseBehavior>(entity, ThreatResponseBehavior{});
m_admin.addComponent<ThreatResponseBehaviorComponent>(
entity, ThreatResponseBehaviorComponent{});
if (!isEnemy)
{
m_admin.addComponent<RallyBehavior>(entity, RallyBehavior{m_rallyPoint});
m_admin.addComponent<RallyBehaviorComponent>(
entity, RallyBehaviorComponent{m_rallyPoint});
}
}
if (def->salvage)
{
SalvageCargo cargo;
SalvageCargoComponent cargo;
cargo.capacity = def->salvage->cargoCapacity;
cargo.current = 0;
cargo.collectionRange = static_cast<float>(def->salvage->collectionRange);
m_admin.addComponent<SalvageCargo>(entity, cargo);
m_admin.addComponent<SalvageCargoComponent>(entity, cargo);
SalvageBehavior salvageBehavior;
SalvageBehaviorComponent salvageBehavior;
salvageBehavior.scrapTarget = std::nullopt;
salvageBehavior.deliveryBay = kInvalidBuildingId;
m_admin.addComponent<SalvageBehavior>(entity, salvageBehavior);
m_admin.addComponent<SalvageBehaviorComponent>(entity, salvageBehavior);
}
if (def->repair)
{
RepairTool rt;
RepairToolComponent rt;
rt.ratePerTick = static_cast<float>(def->repair->repairRateFormula.evaluate(x));
rt.range = static_cast<float>(def->repair->repairRangeFormula.evaluate(x));
rt.currentTarget = std::nullopt;
m_admin.addComponent<RepairTool>(entity, rt);
m_admin.addComponent<RepairToolComponent>(entity, rt);
m_admin.addComponent<RepairBehavior>(entity, RepairBehavior{});
m_admin.addComponent<RepairBehaviorComponent>(entity, RepairBehaviorComponent{});
}
// Apply module stat modifiers (REQ-MOD-STAT-CALC).
@@ -142,13 +164,14 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
if (it != mods.end())
{
stat = static_cast<float>(
static_cast<double>(stat) * (1.0 + it->second.first) + it->second.second);
static_cast<double>(stat) * (1.0 + it->second.first)
+ it->second.second);
}
};
Health& health = m_admin.get<Health>(entity);
DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
SensorRange& sensor = m_admin.get<SensorRange>(entity);
HealthComponent& health = m_admin.get<HealthComponent>(entity);
DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
SensorRangeComponent& sensor = m_admin.get<SensorRangeComponent>(entity);
applyMod(health.maxHp, "hp");
health.hp = health.maxHp;
@@ -159,16 +182,16 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
applyMod(dynamics.maxRotationSpeedPerTick, "max_rotation_speed");
applyMod(sensor.value, "sensor_range");
if (m_admin.hasAll<Weapon>(entity))
if (m_admin.hasAll<WeaponComponent>(entity))
{
Weapon& weapon = m_admin.get<Weapon>(entity);
WeaponComponent& weapon = m_admin.get<WeaponComponent>(entity);
applyMod(weapon.damage, "damage");
applyMod(weapon.range, "attack_range");
applyMod(weapon.fireRateHz, "attack_rate");
}
if (m_admin.hasAll<RepairTool>(entity))
if (m_admin.hasAll<RepairToolComponent>(entity))
{
RepairTool& repairTool = m_admin.get<RepairTool>(entity);
RepairToolComponent& repairTool = m_admin.get<RepairToolComponent>(entity);
applyMod(repairTool.ratePerTick, "repair_rate");
applyMod(repairTool.range, "repair_range");
}
@@ -184,10 +207,11 @@ void ShipSystem::despawn(entt::entity entity)
void ShipSystem::clearMovementIntents()
{
m_admin.forEach<MovementIntent>([](entt::entity /*e*/, MovementIntent& i)
{
i = MovementIntent{0, QVector2D(0.0f, 0.0f)};
});
m_admin.forEach<MovementIntentComponent>(
[](entt::entity /*e*/, MovementIntentComponent& i)
{
i = MovementIntentComponent{0, QVector2D(0.0f, 0.0f)};
});
}
void ShipSystem::setRallyPoint(QVector2D point)
@@ -198,8 +222,9 @@ void ShipSystem::setRallyPoint(QVector2D point)
void ShipSystem::triggerRallyDeparture()
{
std::vector<entt::entity> toRemove;
m_admin.forEach<RallyBehavior, Faction>(
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/, const Faction& f)
m_admin.forEach<RallyBehaviorComponent, FactionComponent>(
[&toRemove](entt::entity e, const RallyBehaviorComponent& /*rb*/,
const FactionComponent& f)
{
if (!f.isEnemy)
{
@@ -208,6 +233,6 @@ void ShipSystem::triggerRallyDeparture()
});
for (entt::entity e : toRemove)
{
m_admin.removeComponent<RallyBehavior>(e);
m_admin.removeComponent<RallyBehaviorComponent>(e);
}
}

View File

@@ -6,7 +6,6 @@
#include <QVector2D>
#include "GameConfig.h"
#include "Ship.h"
#include "ShipLayout.h"
#include "entt/entity/entity.hpp"

View File

@@ -5,16 +5,9 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/Building.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/Ship.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprint.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.h
PARENT_SCOPE
)
@@ -24,13 +17,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.cpp
PARENT_SCOPE
)

View File

@@ -1,131 +0,0 @@
#include "CombatSystem.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
static constexpr Tick kWeaponImpactDelayTicks = 5;
CombatSystem::CombatSystem(const GameConfig& config)
: m_config(config)
{
}
void CombatSystem::tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& /*buildings*/,
std::vector<FireEvent>& outFireEvents)
{
// Ship weapons.
admin.forEach<Weapon, ThreatResponseBehavior, Position, Faction>(
[&](entt::entity e, Weapon& weapon, ThreatResponseBehavior& threatResponseBehavior, Position& pos, Faction& faction)
{
weapon.currentTarget = threatResponseBehavior.currentTarget;
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
});
// Station weapons.
admin.forEach<Weapon, Position, Faction>(
[&](entt::entity e, Weapon& weapon, Position& pos, Faction& faction)
{
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
});
}
void CombatSystem::resolveWeapon(
entt::entity shipEntity,
Weapon& weapon,
const Position& ownPos,
const Faction& ownFaction,
Tick currentTick,
EntityAdmin& admin,
std::vector<FireEvent>& out)
{
if (weapon.cooldownTicks > 0.0f)
{
weapon.cooldownTicks -= 1.0f;
}
if (weapon.cooldownTicks > 0.0f)
{
return;
}
// Validate or clear existing target.
if (weapon.currentTarget)
{
const entt::entity t = *weapon.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<Position>(t))
{
weapon.currentTarget = std::nullopt;
}
else
{
const float distanceSquared = (ownPos.value - admin.get<Position>(t).value).lengthSquared();
if (distanceSquared > weapon.range * weapon.range)
{
weapon.currentTarget = std::nullopt;
}
}
}
// Acquire a new target if needed (nearest opposing-faction ship).
if (!weapon.currentTarget)
{
float bestDistanceSquared = weapon.range * weapon.range;
admin.forEach<ShipIdentity, Position, Faction>(
[&](entt::entity candidate, const ShipIdentity& /*si*/,
const Position& candidatePos, const Faction& candidateFaction)
{
const bool isValidTarget = ownFaction.isEnemy
? !candidateFaction.isEnemy
: candidateFaction.isEnemy;
if (!isValidTarget)
{
return;
}
const float distanceSquared = (candidatePos.value - ownPos.value).lengthSquared();
if (distanceSquared < bestDistanceSquared)
{
bestDistanceSquared = distanceSquared;
weapon.currentTarget = candidate;
}
});
}
if (!weapon.currentTarget)
{
return;
}
const entt::entity targetEntity = *weapon.currentTarget;
m_pendingDamage.push_back({targetEntity, weapon.damage,
currentTick + kWeaponImpactDelayTicks});
FireEvent evt;
evt.shooter = shipEntity;
evt.target = targetEntity;
evt.emittedAt = currentTick;
out.push_back(evt);
weapon.cooldownTicks = static_cast<float>(kTickRateHz) / weapon.fireRateHz;
}
void CombatSystem::applyPendingDamage(Tick currentTick, EntityAdmin& admin)
{
std::vector<PendingDamage>::iterator it = m_pendingDamage.begin();
while (it != m_pendingDamage.end())
{
if (it->appliesAt <= currentTick)
{
if (admin.isValid(it->target) && admin.hasAll<Health>(it->target))
{
admin.get<Health>(it->target).hp -= it->amount;
}
it = m_pendingDamage.erase(it);
}
else
{
++it;
}
}
}

View File

@@ -1,69 +0,0 @@
#pragma once
#include <optional>
#include <string>
#include <QVector2D>
#include "BuildingId.h"
#include "MovementIntent.h"
#include "entt/entity/entity.hpp"
// ---------------------------------------------------------------------------
// Hardware components — derived from config at spawn, stored on ship
// ---------------------------------------------------------------------------
struct Weapon
{
float damage;
float range;
float fireRateHz;
float cooldownTicks;
std::optional<entt::entity> currentTarget;
};
struct SalvageCargo
{
int capacity;
int current;
float collectionRange;
};
struct RepairTool
{
float ratePerTick;
float range;
std::optional<entt::entity> currentTarget;
};
// ---------------------------------------------------------------------------
// Behavior components — AI state consumed by step-6 behavior systems
// ---------------------------------------------------------------------------
struct ThreatResponseBehavior
{
std::optional<entt::entity> currentTarget;
};
struct SalvageBehavior
{
std::optional<QVector2D> scrapTarget;
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
};
struct RepairBehavior
{
std::optional<entt::entity> currentTarget;
};
struct HomeReturnBehavior
{
float retreatHpFraction;
QVector2D homePos;
};
struct RallyBehavior
{
QVector2D rallyPoint;
};

View File

@@ -4,14 +4,19 @@
#include "AiSystem.h"
#include "BuildingSystem.h"
#include "EcsComponents.h"
#include "CombatSystem.h"
#include "DynamicBodySystem.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "ScrapSystem.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
#include "StationBodyComponent.h"
#include "SurfaceMask.h"
#include "WaveSystem.h"
#include "WeaponComponent.h"
Simulation::Simulation(GameConfig config, unsigned int seed)
: m_config(std::move(config))
@@ -228,7 +233,7 @@ void Simulation::placeInitialStructures()
const float psHp = static_cast<float>(
m_config.stations.playerStation.hpFormula.evaluate(psLevel));
Weapon psWeapon;
WeaponComponent psWeapon;
psWeapon.damage = static_cast<float>(
m_config.stations.playerStation.damageFormula.evaluate(psLevel));
psWeapon.range = static_cast<float>(
@@ -250,7 +255,7 @@ void Simulation::placeInitialStructures()
}
m_playerStation1Entity = m_admin.spawnStation(
anchor, psParsed.footprint, absCells, psHp, psHp, false);
m_admin.addComponent<Weapon>(m_playerStation1Entity, psWeapon);
m_admin.addComponent<WeaponComponent>(m_playerStation1Entity, psWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
{
@@ -262,7 +267,7 @@ void Simulation::placeInitialStructures()
}
m_playerStation2Entity = m_admin.spawnStation(
anchor, psParsed.footprint, absCells, psHp, psHp, false);
m_admin.addComponent<Weapon>(m_playerStation2Entity, psWeapon);
m_admin.addComponent<WeaponComponent>(m_playerStation2Entity, psWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
@@ -289,7 +294,7 @@ void Simulation::placeEnemyStationSet(int generation)
const float esHp = static_cast<float>(
m_config.stations.enemyStation.hpFormula.evaluate(genD));
Weapon esWeapon;
WeaponComponent esWeapon;
esWeapon.damage = static_cast<float>(
m_config.stations.enemyStation.damageFormula.evaluate(genD));
esWeapon.range = static_cast<float>(
@@ -311,7 +316,7 @@ void Simulation::placeEnemyStationSet(int generation)
}
m_currentEnemyStationEntities[0] = m_admin.spawnStation(
anchor, esParsed.footprint, absCells, esHp, esHp, true);
m_admin.addComponent<Weapon>(m_currentEnemyStationEntities[0], esWeapon);
m_admin.addComponent<WeaponComponent>(m_currentEnemyStationEntities[0], esWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
{
@@ -323,7 +328,7 @@ void Simulation::placeEnemyStationSet(int generation)
}
m_currentEnemyStationEntities[1] = m_admin.spawnStation(
anchor, esParsed.footprint, absCells, esHp, esHp, true);
m_admin.addComponent<Weapon>(m_currentEnemyStationEntities[1], esWeapon);
m_admin.addComponent<WeaponComponent>(m_currentEnemyStationEntities[1], esWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
}
@@ -336,8 +341,9 @@ void Simulation::tickDeathsAndLoot()
{
// --- Dead ships ---
std::vector<entt::entity> deadShips;
m_admin.forEach<ShipIdentity, Health>(
[&deadShips](entt::entity e, const ShipIdentity& /*si*/, const Health& h)
m_admin.forEach<ShipIdentityComponent, HealthComponent>(
[&deadShips](entt::entity e, const ShipIdentityComponent& /*si*/,
const HealthComponent& h)
{
if (h.hp <= 0.0f)
{
@@ -347,8 +353,8 @@ void Simulation::tickDeathsAndLoot()
for (entt::entity deadEntity : deadShips)
{
const ShipIdentity& si = m_admin.get<ShipIdentity>(deadEntity);
const Position& pos = m_admin.get<Position>(deadEntity);
const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
for (const ShipDef& def : m_config.ships.ships)
{
if (def.id == si.schematicId && def.loot.scrapDrop > 0)
@@ -364,8 +370,9 @@ void Simulation::tickDeathsAndLoot()
// --- Dead stations ---
std::vector<entt::entity> deadStations;
m_admin.forEach<StationBody, Health>(
[&deadStations](entt::entity e, const StationBody& /*sb*/, const Health& h)
m_admin.forEach<StationBodyComponent, HealthComponent>(
[&deadStations](entt::entity e, const StationBodyComponent& /*sb*/,
const HealthComponent& h)
{
if (h.hp <= 0.0f)
{
@@ -375,9 +382,9 @@ void Simulation::tickDeathsAndLoot()
for (entt::entity deadEntity : deadStations)
{
const StationBody& sb = m_admin.get<StationBody>(deadEntity);
const Position& pos = m_admin.get<Position>(deadEntity);
const Faction& fac = m_admin.get<Faction>(deadEntity);
const StationBodyComponent& sb = m_admin.get<StationBodyComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
const FactionComponent& fac = m_admin.get<FactionComponent>(deadEntity);
const Tick despawnAt = m_currentTick
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
@@ -406,7 +413,7 @@ void Simulation::tickDeathsAndLoot()
// --- HQ death check ---
if (m_admin.isValid(m_hqProxyEntity))
{
const Health& hqHealth = m_admin.get<Health>(m_hqProxyEntity);
const HealthComponent& hqHealth = m_admin.get<HealthComponent>(m_hqProxyEntity);
if (hqHealth.hp <= 0.0f)
{
m_gameOver = true;
@@ -415,9 +422,9 @@ void Simulation::tickDeathsAndLoot()
// --- Push check: if both current enemy stations are gone, trigger push ---
const bool es0Gone = !m_admin.isValid(m_currentEnemyStationEntities[0])
|| m_admin.get<Health>(m_currentEnemyStationEntities[0]).hp <= 0.0f;
|| m_admin.get<HealthComponent>(m_currentEnemyStationEntities[0]).hp <= 0.0f;
const bool es1Gone = !m_admin.isValid(m_currentEnemyStationEntities[1])
|| m_admin.get<Health>(m_currentEnemyStationEntities[1]).hp <= 0.0f;
|| m_admin.get<HealthComponent>(m_currentEnemyStationEntities[1]).hp <= 0.0f;
if (es0Gone && es1Gone &&
m_currentEnemyStationEntities[0] != entt::null)