move ecs related code to own folder
This commit is contained in:
473
src/lib/ecs/system/AiSystem.cpp
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473
src/lib/ecs/system/AiSystem.cpp
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#include "AiSystem.h"
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#include <optional>
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#include <vector>
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#include <QVector2D>
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "BuildingId.h"
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "HealthComponent.h"
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#include "HomeReturnBehaviorComponent.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 "RallyBehaviorComponent.h"
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#include "RepairBehaviorComponent.h"
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#include "RepairToolComponent.h"
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#include "SalvageBehaviorComponent.h"
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#include "SalvageCargoComponent.h"
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#include "ScrapSystem.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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#include "ThreatResponseBehaviorComponent.h"
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// ---------------------------------------------------------------------------
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// tickHomeReturnBehavior (priority 4)
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// ---------------------------------------------------------------------------
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void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
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{
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admin.forEach<HomeReturnBehaviorComponent, HealthComponent, MovementIntentComponent>(
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[](entt::entity /*e*/, const HomeReturnBehaviorComponent& homeReturnBehavior,
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const HealthComponent& h, MovementIntentComponent& intent)
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{
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if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
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{
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if (4 > intent.priority)
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{
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intent = MovementIntentComponent{4, homeReturnBehavior.homePos};
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}
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}
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});
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponseBehavior (priority 3)
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// ---------------------------------------------------------------------------
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void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
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{
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// Snapshot all combatant entities for target acquisition.
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struct CombatantInfo
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{
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entt::entity entity;
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QVector2D position;
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bool isEnemy;
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bool isStation;
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};
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std::vector<CombatantInfo> combatants;
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admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
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[&combatants](entt::entity e, const PositionComponent& pos,
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const FactionComponent& f, const ShipIdentityComponent& /*si*/)
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{
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combatants.push_back({e, pos.value, f.isEnemy, false});
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});
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admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
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[&combatants](entt::entity e, const PositionComponent& pos,
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const FactionComponent& f, const StationBodyComponent& /*sb*/)
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{
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combatants.push_back({e, pos.value, f.isEnemy, true});
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});
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admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
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[&combatants](entt::entity e, const PositionComponent& pos,
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const FactionComponent& f, const HqProxyComponent& /*hq*/)
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{
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combatants.push_back({e, pos.value, f.isEnemy, true});
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});
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admin.forEach<ThreatResponseBehaviorComponent, PositionComponent, FactionComponent,
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SensorRangeComponent, MovementIntentComponent>(
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[&](entt::entity e, ThreatResponseBehaviorComponent& threatResponseBehavior,
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PositionComponent& pos, FactionComponent& faction,
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SensorRangeComponent& sensor, MovementIntentComponent& intent)
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{
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const float range = sensor.value;
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// Validate current target.
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bool targetValid = false;
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if (threatResponseBehavior.currentTarget)
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{
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const entt::entity t = *threatResponseBehavior.currentTarget;
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if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
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{
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const float dist =
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(admin.get<PositionComponent>(t).value - pos.value).length();
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if (dist <= range)
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{
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targetValid = true;
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}
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}
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}
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if (!targetValid)
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{
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threatResponseBehavior.currentTarget = std::nullopt;
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float bestDist = range;
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for (const CombatantInfo& c : combatants)
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{
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if (c.entity == e) { continue; }
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bool isValidTarget = false;
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if (!faction.isEnemy)
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{
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isValidTarget = c.isEnemy;
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}
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else
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{
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isValidTarget = !c.isEnemy;
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}
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if (!isValidTarget) { continue; }
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const float dist = (c.position - pos.value).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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threatResponseBehavior.currentTarget = c.entity;
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}
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}
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}
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if (threatResponseBehavior.currentTarget)
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{
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const entt::entity t = *threatResponseBehavior.currentTarget;
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QVector2D dest = pos.value;
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if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
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{
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dest = admin.get<PositionComponent>(t).value;
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}
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if (3 > intent.priority)
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{
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intent = MovementIntentComponent{3, dest};
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}
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}
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else
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{
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if (3 > intent.priority)
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{
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if (admin.hasAll<RallyBehaviorComponent>(e))
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{
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intent = MovementIntentComponent{
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3, admin.get<RallyBehaviorComponent>(e).rallyPoint};
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}
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else if (!faction.isEnemy)
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{
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intent = MovementIntentComponent{
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3, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
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}
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else
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{
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intent = MovementIntentComponent{
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3, QVector2D(-10000.0f, pos.value.y())};
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}
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}
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}
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});
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}
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// ---------------------------------------------------------------------------
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// tickRepairBehavior (priority 2)
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// ---------------------------------------------------------------------------
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void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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{
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// Snapshot all entities with health for repair targeting.
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struct RepairableInfo
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{
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entt::entity entity;
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QVector2D position;
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bool isEnemy;
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bool isShip;
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float hp;
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float maxHp;
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};
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std::vector<RepairableInfo> repairables;
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admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
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const PositionComponent& pos, const FactionComponent& f,
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const HealthComponent& h)
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{
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repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
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});
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admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
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const PositionComponent& pos, const FactionComponent& f,
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const HealthComponent& h)
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{
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repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
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});
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// Snapshot enemy ships for threat detection.
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struct EnemyInfo
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{
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QVector2D position;
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};
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std::vector<EnemyInfo> enemies;
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admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
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[&enemies](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
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const PositionComponent& pos, const FactionComponent& f)
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{
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if (f.isEnemy)
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{
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enemies.push_back({pos.value});
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}
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});
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admin.forEach<RepairBehaviorComponent, RepairToolComponent, PositionComponent,
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FactionComponent, SensorRangeComponent, MovementIntentComponent>(
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[&](entt::entity e, RepairBehaviorComponent& rb, RepairToolComponent& rt,
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PositionComponent& pos, FactionComponent& /*faction*/,
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SensorRangeComponent& sensor, MovementIntentComponent& intent)
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{
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const float repairRange = rt.range;
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// Flee if enemy nearby.
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bool enemyNearby = false;
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for (const EnemyInfo& enemy : enemies)
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{
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if ((enemy.position - pos.value).length() <= sensor.value)
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{
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enemyNearby = true;
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break;
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}
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}
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if (enemyNearby)
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{
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if (2 > intent.priority)
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{
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intent = MovementIntentComponent{
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2, QVector2D(-10000.0f, pos.value.y())};
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}
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return;
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}
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// Validate current target.
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bool targetValid = false;
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if (rb.currentTarget)
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{
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const entt::entity t = *rb.currentTarget;
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if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
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{
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const HealthComponent& th = admin.get<HealthComponent>(t);
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if (th.hp > 0.0f && th.hp < th.maxHp)
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{
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targetValid = true;
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}
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}
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}
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if (!targetValid)
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{
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rb.currentTarget = std::nullopt;
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float bestDist = sensor.value;
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for (const RepairableInfo& r : repairables)
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{
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if (r.entity == e) { continue; }
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if (r.isEnemy) { continue; }
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if (r.hp >= r.maxHp) { continue; }
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const float dist = (r.position - pos.value).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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rb.currentTarget = r.entity;
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}
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}
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}
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if (!rb.currentTarget)
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{
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if (2 > intent.priority)
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{
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intent = MovementIntentComponent{
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2, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
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}
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return;
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}
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const entt::entity target = *rb.currentTarget;
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QVector2D targetPos = pos.value;
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if (admin.isValid(target) && admin.hasAll<PositionComponent>(target))
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{
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targetPos = admin.get<PositionComponent>(target).value;
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}
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const float distToTarget = (targetPos - pos.value).length();
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if (distToTarget <= repairRange)
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{
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if (admin.isValid(target) && admin.hasAll<HealthComponent>(target))
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{
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HealthComponent& targetHealth = admin.get<HealthComponent>(target);
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targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick,
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targetHealth.maxHp);
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}
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}
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if (2 > intent.priority)
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{
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intent = MovementIntentComponent{2, targetPos};
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}
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});
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}
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// ---------------------------------------------------------------------------
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// tickSalvageBehavior (priority 1)
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// ---------------------------------------------------------------------------
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void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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BuildingSystem& buildings)
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{
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// Snapshot enemy ships for threat detection.
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struct EnemyShipPos
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{
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QVector2D position;
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};
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std::vector<EnemyShipPos> enemyShips;
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admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
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[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
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const PositionComponent& pos, const FactionComponent& f)
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{
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if (f.isEnemy)
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{
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enemyShips.push_back({pos.value});
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}
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});
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const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
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admin.forEach<SalvageBehaviorComponent, SalvageCargoComponent, PositionComponent,
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SensorRangeComponent, MovementIntentComponent>(
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[&](entt::entity /*e*/, SalvageBehaviorComponent& salvageBehavior,
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SalvageCargoComponent& cargo, PositionComponent& pos,
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SensorRangeComponent& sensor, MovementIntentComponent& intent)
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{
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const float collectRange = cargo.collectionRange;
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// Assign nearest SalvageBay if needed.
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if (salvageBehavior.deliveryBay == kInvalidBuildingId)
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{
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const Building* bay = buildings.findNearestBuilding(pos.value,
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BuildingType::SalvageBay);
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if (bay)
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{
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salvageBehavior.deliveryBay = bay->id;
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}
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}
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const BuildingId bayId = salvageBehavior.deliveryBay;
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QVector2D bayPos = pos.value;
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if (bayId != kInvalidBuildingId)
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{
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const Building* bay = buildings.findBuilding(bayId);
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if (bay)
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{
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bayPos = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
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bay->anchor.y() + bay->footprint.height() / 2.0f);
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}
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}
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const bool cargoFull = (cargo.current >= cargo.capacity);
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if (cargoFull)
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{
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if (1 > intent.priority)
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{
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intent = MovementIntentComponent{1, bayPos};
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}
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if (bayId != kInvalidBuildingId
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&& (pos.value - bayPos).length() <= 1.0f)
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{
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if (buildings.deliverScrapToSalvageBay(bayId))
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{
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--cargo.current;
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}
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}
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return;
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}
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// Retreat if enemy near and cargo empty.
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bool retreating = false;
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if (cargo.current == 0)
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{
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for (const EnemyShipPos& enemy : enemyShips)
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{
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if ((enemy.position - pos.value).length() <= collectRange)
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{
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if (1 > intent.priority)
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{
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intent = MovementIntentComponent{
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1, QVector2D(-10000.0f, pos.value.y())};
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}
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retreating = true;
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break;
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}
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}
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}
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if (retreating) { return; }
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// Collect nearby scrap.
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for (const ScrapInfo& si : allScrap)
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{
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if ((si.position - pos.value).length() <= collectRange)
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{
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if (scraps.consume(si.entity))
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{
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++cargo.current;
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salvageBehavior.scrapTarget = std::nullopt;
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}
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break;
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}
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}
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// Move toward scrap target or find a new one.
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if (salvageBehavior.scrapTarget)
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{
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if (1 > intent.priority)
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{
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intent = MovementIntentComponent{1, *salvageBehavior.scrapTarget};
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}
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}
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else
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{
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float bestDist = sensor.value;
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std::optional<QVector2D> bestPos;
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for (const ScrapInfo& si : allScrap)
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{
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const float dist = (si.position - pos.value).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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bestPos = si.position;
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}
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}
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if (bestPos)
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{
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salvageBehavior.scrapTarget = bestPos;
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if (1 > intent.priority)
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{
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intent = MovementIntentComponent{1, *bestPos};
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}
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}
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else
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{
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if (1 > intent.priority)
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{
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intent = MovementIntentComponent{
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1, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
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}
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}
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}
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});
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}
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