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

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)