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