implement scrap and ship skeleton
This commit is contained in:
@@ -5,6 +5,10 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/Building.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/Scrap.h
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${CMAKE_CURRENT_SOURCE_DIR}/Ship.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
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PARENT_SCOPE
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)
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@@ -14,6 +18,8 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
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PARENT_SCOPE
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)
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14
src/lib/sim/Scrap.h
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14
src/lib/sim/Scrap.h
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@@ -0,0 +1,14 @@
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#pragma once
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#include <QVector2D>
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#include "EntityId.h"
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#include "Tick.h"
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struct Scrap
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{
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EntityId id;
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QVector2D position;
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int amount;
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Tick despawnAt;
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};
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44
src/lib/sim/ScrapSystem.cpp
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44
src/lib/sim/ScrapSystem.cpp
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@@ -0,0 +1,44 @@
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#include "ScrapSystem.h"
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#include <algorithm>
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ScrapSystem::ScrapSystem(std::function<EntityId()> allocateId)
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: m_allocateId(std::move(allocateId))
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{
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}
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EntityId ScrapSystem::spawn(QVector2D position, int amount, Tick despawnAt)
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{
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Scrap s;
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s.id = m_allocateId();
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s.position = position;
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s.amount = amount;
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s.despawnAt = despawnAt;
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m_scraps.push_back(s);
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return s.id;
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}
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void ScrapSystem::tickDespawn(Tick currentTick)
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{
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m_scraps.erase(
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std::remove_if(m_scraps.begin(), m_scraps.end(),
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[currentTick](const Scrap& s) { return s.despawnAt <= currentTick; }),
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m_scraps.end());
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}
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const Scrap* ScrapSystem::findScrap(EntityId id) const
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{
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for (const Scrap& s : m_scraps)
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{
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if (s.id == id)
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{
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return &s;
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}
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}
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return nullptr;
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}
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std::vector<Scrap> ScrapSystem::allScraps() const
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{
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return m_scraps;
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}
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26
src/lib/sim/ScrapSystem.h
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26
src/lib/sim/ScrapSystem.h
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@@ -0,0 +1,26 @@
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#pragma once
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#include <functional>
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#include <vector>
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#include <QVector2D>
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#include "EntityId.h"
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#include "Scrap.h"
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#include "Tick.h"
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class ScrapSystem
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{
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public:
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explicit ScrapSystem(std::function<EntityId()> allocateId);
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EntityId spawn(QVector2D position, int amount, Tick despawnAt);
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void tickDespawn(Tick currentTick);
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const Scrap* findScrap(EntityId id) const;
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std::vector<Scrap> allScraps() const;
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private:
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std::function<EntityId()> m_allocateId;
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std::vector<Scrap> m_scraps;
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};
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90
src/lib/sim/Ship.h
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90
src/lib/sim/Ship.h
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@@ -0,0 +1,90 @@
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#pragma once
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#include <optional>
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#include <string>
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#include <QVector2D>
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#include "EntityId.h"
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#include "MovementIntent.h"
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// ---------------------------------------------------------------------------
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// Hardware components — derived from config at spawn, stored on ship
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// ---------------------------------------------------------------------------
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struct Weapon
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{
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float damage;
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float range;
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float fireRateHz;
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float cooldownTicks;
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std::optional<EntityId> currentTarget;
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};
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struct SalvageCargo
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{
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int capacity;
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int current;
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};
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struct RepairTool
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{
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float ratePerTick;
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float range;
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std::optional<EntityId> currentTarget;
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};
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// ---------------------------------------------------------------------------
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// Behavior components — AI state consumed by step-6 behavior systems
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// ---------------------------------------------------------------------------
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struct ThreatResponse
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{
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float engagementRange;
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std::optional<EntityId> currentTarget;
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};
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struct ScrapCollector
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{
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std::optional<QVector2D> scrapTarget;
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EntityId deliveryBay; // kInvalidEntityId until assigned at a salvage bay
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};
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struct RepairBehavior
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{
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std::optional<EntityId> currentTarget;
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};
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struct HomeReturn
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{
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float retreatHpFraction;
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QVector2D homePos;
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};
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// ---------------------------------------------------------------------------
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// Ship
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// ---------------------------------------------------------------------------
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struct Ship
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{
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EntityId id;
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QVector2D position;
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QVector2D velocity;
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float hp;
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float maxHp;
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float speedPerTick; // pre-evaluated from speedFormula / kTickRateHz
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int level;
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std::string blueprintId;
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std::optional<Weapon> weapon;
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std::optional<SalvageCargo> cargo;
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std::optional<RepairTool> repairTool;
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std::optional<ThreatResponse> threatResponse;
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std::optional<ScrapCollector> scrapCollector;
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std::optional<RepairBehavior> repairBehavior;
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std::optional<HomeReturn> homeReturn;
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// Cleared at the start of the behavior step each tick; the highest-priority
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// write from behavior systems wins (architecture.md §Movement Arbitration).
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MovementIntent intent;
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};
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120
src/lib/sim/ShipSystem.cpp
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120
src/lib/sim/ShipSystem.cpp
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@@ -0,0 +1,120 @@
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#include "ShipSystem.h"
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#include <algorithm>
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#include <cassert>
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#include "Tick.h"
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ShipSystem::ShipSystem(const GameConfig& config,
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std::function<EntityId()> allocateId)
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: m_config(config)
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, m_allocateId(std::move(allocateId))
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{
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}
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const ShipDef* ShipSystem::findShipDef(const std::string& blueprintId) const
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{
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (def.id == blueprintId)
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{
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return &def;
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}
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}
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return nullptr;
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}
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EntityId ShipSystem::spawn(const std::string& blueprintId, int level, QVector2D position)
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{
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const ShipDef* def = findShipDef(blueprintId);
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assert(def != nullptr);
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const double x = static_cast<double>(level);
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Ship ship;
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ship.id = m_allocateId();
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ship.position = position;
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ship.velocity = QVector2D(0.0f, 0.0f);
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ship.maxHp = static_cast<float>(def->health.hpFormula.evaluate(x));
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ship.hp = ship.maxHp;
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ship.speedPerTick = static_cast<float>(
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def->movement.speedFormula.evaluate(x))
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/ static_cast<float>(kTickRateHz);
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ship.level = level;
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ship.blueprintId = blueprintId;
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ship.intent = MovementIntent{0, QVector2D(0.0f, 0.0f)};
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if (def->combat)
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{
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Weapon w;
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w.damage = static_cast<float>(def->combat->damageFormula.evaluate(x));
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w.range = static_cast<float>(def->combat->attackRangeFormula.evaluate(x));
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w.fireRateHz = static_cast<float>(def->combat->attackRateFormula.evaluate(x));
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w.cooldownTicks = 0.0f;
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ship.weapon = w;
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ThreatResponse tr;
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tr.engagementRange = w.range;
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ship.threatResponse = tr;
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}
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if (def->salvage)
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{
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SalvageCargo cargo;
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cargo.capacity = def->salvage->cargoCapacity;
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cargo.current = 0;
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ship.cargo = cargo;
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ScrapCollector sc;
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sc.scrapTarget = std::nullopt;
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sc.deliveryBay = kInvalidEntityId;
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ship.scrapCollector = sc;
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}
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if (def->repair)
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{
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RepairTool rt;
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rt.ratePerTick = static_cast<float>(def->repair->repairRateFormula.evaluate(x));
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rt.range = static_cast<float>(def->repair->repairRangeFormula.evaluate(x));
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ship.repairTool = rt;
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RepairBehavior rb;
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ship.repairBehavior = rb;
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}
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m_ships.push_back(ship);
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return ship.id;
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}
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void ShipSystem::despawn(EntityId id)
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{
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m_ships.erase(
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std::remove_if(m_ships.begin(), m_ships.end(),
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[id](const Ship& s) { return s.id == id; }),
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m_ships.end());
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}
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const Ship* ShipSystem::findShip(EntityId id) const
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{
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for (const Ship& s : m_ships)
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{
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if (s.id == id)
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{
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return &s;
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}
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}
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return nullptr;
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}
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std::vector<Ship> ShipSystem::allShips() const
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{
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return m_ships;
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}
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void ShipSystem::forEach(std::function<void(Ship&)> fn)
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{
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for (Ship& s : m_ships)
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{
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fn(s);
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}
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}
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31
src/lib/sim/ShipSystem.h
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31
src/lib/sim/ShipSystem.h
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@@ -0,0 +1,31 @@
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#pragma once
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#include <functional>
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#include <vector>
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#include <QVector2D>
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#include "EntityId.h"
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#include "GameConfig.h"
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#include "Ship.h"
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class ShipSystem
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{
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public:
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ShipSystem(const GameConfig& config,
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std::function<EntityId()> allocateId);
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EntityId spawn(const std::string& blueprintId, int level, QVector2D position);
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void despawn(EntityId id);
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const Ship* findShip(EntityId id) const;
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std::vector<Ship> allShips() const;
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void forEach(std::function<void(Ship&)> fn);
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private:
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const ShipDef* findShipDef(const std::string& blueprintId) const;
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const GameConfig& m_config;
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std::function<EntityId()> m_allocateId;
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std::vector<Ship> m_ships;
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};
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@@ -1,6 +1,8 @@
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#include "Simulation.h"
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#include "BuildingSystem.h"
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#include "ScrapSystem.h"
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#include "ShipSystem.h"
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Simulation::Simulation(const GameConfig& config, unsigned int seed)
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: m_config(config)
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@@ -16,6 +18,8 @@ Simulation::Simulation(const GameConfig& config, unsigned int seed)
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[this]() { return allocateId(); },
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[this](int amount) { m_buildingBlocksStock += amount; },
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m_rng);
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m_shipSystem = std::make_unique<ShipSystem>(config, [this]() { return allocateId(); });
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m_scrapSystem = std::make_unique<ScrapSystem>([this]() { return allocateId(); });
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}
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Simulation::~Simulation() = default;
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@@ -27,6 +31,7 @@ void Simulation::tick()
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m_buildingSystem->tickProduction(m_currentTick); // step 4
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m_buildingSystem->tickBeltPush(); // step 5
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m_beltSystem.tick(); // step 6
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m_scrapSystem->tickDespawn(m_currentTick); // step 11
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++m_currentTick;
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}
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@@ -75,6 +80,26 @@ const BeltSystem& Simulation::belts() const
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return m_beltSystem;
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}
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ShipSystem& Simulation::ships()
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{
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return *m_shipSystem;
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}
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const ShipSystem& Simulation::ships() const
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{
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return *m_shipSystem;
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}
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ScrapSystem& Simulation::scraps()
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{
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return *m_scrapSystem;
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}
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const ScrapSystem& Simulation::scraps() const
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{
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return *m_scrapSystem;
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}
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EntityId Simulation::allocateId()
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{
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return m_nextId++;
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@@ -12,6 +12,8 @@
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#include "Tick.h"
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class BuildingSystem;
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class ShipSystem;
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class ScrapSystem;
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class Simulation
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{
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@@ -36,6 +38,10 @@ public:
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const BuildingSystem& buildings() const;
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BeltSystem& belts();
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const BeltSystem& belts() const;
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ShipSystem& ships();
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const ShipSystem& ships() const;
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ScrapSystem& scraps();
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const ScrapSystem& scraps() const;
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private:
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EntityId allocateId(); // Strictly increasing; never returns kInvalidEntityId.
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@@ -49,6 +55,8 @@ private:
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BeltSystem m_beltSystem;
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std::unique_ptr<BuildingSystem> m_buildingSystem;
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std::unique_ptr<ShipSystem> m_shipSystem;
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std::unique_ptr<ScrapSystem> m_scrapSystem;
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std::vector<FireEvent> m_fireEvents;
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std::vector<BlueprintDropEvent> m_blueprintDropEvents;
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