make ships orbit their targets
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45
src/lib/ecs/system/ai/OrbitMath.h
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45
src/lib/ecs/system/ai/OrbitMath.h
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#pragma once
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#include <cmath>
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#include <QVector2D>
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// Orbit movement helper (REQ-SHP-ORBIT). Behaviors that keep a ship circling a
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// target (attack, repair, salvage, rally) feed the result of this function as the
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// movement intent destination instead of the target's center.
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namespace OrbitMath
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{
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// Lead angle (radians) by which the radial direction is rotated to produce
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// tangential motion. The fixed positive (counter-clockwise) sense makes the
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// orbit direction stable for the duration of orbiting a given target.
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constexpr float kOrbitLeadAngle_rad = 0.6f;
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// Returns a destination on the orbit circle of `radius` around `target`. The
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// result always lies exactly `radius` from `target`, so steering toward it
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// both corrects the standoff distance and advances the ship tangentially.
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// A radius of zero or less falls back to the target center (legacy "approach
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// the target" behavior), e.g. when the ship has no tool range to orbit at.
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inline QVector2D computeOrbitDestination(const QVector2D& shipPos,
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const QVector2D& target, float radius)
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{
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if (radius <= 0.0f) { return target; }
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QVector2D radial = shipPos - target;
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float length = radial.length();
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if (length < 1.0e-4f)
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{
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// Ship sits on the target; pick an arbitrary radial direction.
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radial = QVector2D(1.0f, 0.0f);
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length = 1.0f;
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}
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const QVector2D radialDirection = radial / length;
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const float cosLead = std::cos(kOrbitLeadAngle_rad);
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const float sinLead = std::sin(kOrbitLeadAngle_rad);
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const QVector2D leadDirection(
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radialDirection.x() * cosLead - radialDirection.y() * sinLead,
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radialDirection.x() * sinLead + radialDirection.y() * cosLead);
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return target + radius * leadDirection;
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}
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}
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