Rename scrap-drop entity to "debris" in code and config
Implements the requirements rename in the codebase. The salvageable object dropped by destroyed ships and defence stations is now the "debris" entity; the scrap resource it yields (cargo, delivery, smelting, threat, scrap_drop_formula, scrap_per_threat) is unchanged. Entity renames: ScrapDataComponent->DebrisComponent, ScrapSystem->DebrisSystem, ScrapInfo->DebrisInfo, ScrapSelectionChangedEvent->DebrisSelectionChangedEvent (member scrap->debris), spawnScrap->spawnDebris, getScraps->getDebrisSystem, getAllScrapInfo->getAllDebrisInfo, scrapAtWorldPos/scrapInBox->debris*, SalvageScrapBehavior::scrapTarget->debrisTarget, PendingCollection::scrap->debris, ScrapTest.cpp->DebrisTest.cpp. Config key scrap_despawn_seconds-> debris_despawn_seconds (WorldConfig.scrapDespawnSeconds->debrisDespawnSeconds). The salvage/deliver behavior classes keep their names (they act on the scrap resource). Also implements the new REQ-UI-DEBRIS-PANEL behavior in SelectedBuildingPanel: a single selected piece of debris shows a "Debris" heading plus a "Scrap" stat row; a multi/mixed field selection appends "Debris x N" and "Scrap x N" lines. Updates the four renamed REQ-ID references in comments/docs, plus architecture.md and derived.md. All 449 test cases pass; app, tests, and balancing targets build. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
This commit is contained in:
@@ -4,7 +4,7 @@
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# a fresh player defence station holds one early parity wave unaided; the
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# enemy station at level 0 matches the player station exactly and scales
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# with the push level x. Station scrap drops stay authored (pushing rewards
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# are tuned independently of ship production costs, REQ-RES-SCRAP-DROP).
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# are tuned independently of ship production costs, REQ-RES-DEBRIS-DROP).
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[hq]
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surface_mask = [
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@@ -3,7 +3,7 @@ height_tiles = 40
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refund_percentage = 100
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deconstruction_time_seconds = 0.1
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starting_building_blocks = 200
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scrap_despawn_seconds = 120
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debris_despawn_seconds = 120
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scrap_per_threat = 0.25
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tile_size_m = 10
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belt_speed_mps = 20
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@@ -3,7 +3,7 @@ height_tiles = 60
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refund_percentage = 75
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deconstruction_time_seconds = 0.1
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starting_building_blocks = 100
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scrap_despawn_seconds = 30
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debris_despawn_seconds = 30
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scrap_per_threat = 1.0
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tile_size_m = 10
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belt_speed_mps = 20
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@@ -25,7 +25,7 @@ The simulation advances in discrete ticks. All game quantities — production ti
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- Tick rate: fixed at 30 Hz; `tickDurationMs = 1000 / 30 ≈ 33.33`.
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- Ticks are driven by an accumulator that is independent of the render rate. Each render frame, the driver adds `elapsedWallMs × gameSpeedMultiplier` to an accumulator and flushes one `tick()` per `tickDurationMs` of accumulated time (so multiple sim ticks may run between frames at high speeds, or a frame may run no ticks at low speeds). `gameSpeedMultiplier` ∈ {0, 0.5, 1, 2, 4} per REQ-UI-SPEED; 0× freezes the accumulator (pause). The concrete driver lives in the Rendering section.
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- Config-level durations given in seconds (recipe durations, wave gap ranges, scrap despawn, etc.) are converted to ticks at config-load time.
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- Config-level durations given in seconds (recipe durations, wave gap ranges, debris despawn, etc.) are converted to ticks at config-load time.
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Consequences: determinism, replayability, and the time-scale feature fall out for free. The simulation advances the same number of ticks over the same amount of game-time regardless of whether the game renders at 60 FPS, 30 FPS, or a stuttery mix.
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@@ -44,7 +44,7 @@ See REQ-GW-COORDS for the authoritative tile-coordinate convention. This section
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- Tile coordinates are `QPoint(x, y)`. Origin `(0, 0)` is the first space tile (just right of the asteroid's right edge at game start). X grows right; Y grows down.
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- Asteroid tiles have `x < 0`. Asteroid left-expansions add tiles at increasingly negative X; the origin never shifts, so existing tile coordinates remain stable across expansions.
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- Continuous world positions (ship centers, scrap drops, projectiles) use `QVector2D` in tile units — one tile = 1.0 world unit. A ship center at `QVector2D(-3.5, 4.0)` sits at the center of the tile 3.5 tiles left of the asteroid's right edge and 4 tiles down from the top.
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- Continuous world positions (ship centers, debris, projectiles) use `QVector2D` in tile units — one tile = 1.0 world unit. A ship center at `QVector2D(-3.5, 4.0)` sits at the center of the tile 3.5 tiles left of the asteroid's right edge and 4 tiles down from the top.
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- Rendering multiplies world units by the tile size in pixels (20) at draw time.
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- Ship position always refers to the ship's center — this is the point used for sensor, attack-range, and hit-detection checks.
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@@ -52,7 +52,7 @@ See REQ-GW-COORDS for the authoritative tile-coordinate convention. This section
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Simulation types shared across subsystems:
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- `EntityId` — strictly increasing integer handle, allocated centrally by the simulation. Assigned to every targetable entity: ships, scrap drops, **and** buildings (including HQ and defence stations). Buildings additionally retain their anchor tile for spatial lookups and placement; the `EntityId` is the canonical reference used by ship-component target fields (`Weapon.currentTarget`, `RepairTool.currentTarget`, `AttackBehavior.currentTarget`, etc.), so a combat ship can target either another ship or a defence station uniformly.
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- `EntityId` — strictly increasing integer handle, allocated centrally by the simulation. Assigned to every targetable entity: ships, debris, **and** buildings (including HQ and defence stations). Buildings additionally retain their anchor tile for spatial lookups and placement; the `EntityId` is the canonical reference used by ship-component target fields (`Weapon.currentTarget`, `RepairTool.currentTarget`, `AttackBehavior.currentTarget`, etc.), so a combat ship can target either another ship or a defence station uniformly.
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- `Rotation` — enum `{ North, East, South, West }`. The rotation applied to a building's surface_mask when placed.
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- `BuildingType` — enum covering every building type in requirements.md (Miner, Smelter, Assembler, ReprocessingPlant, Shipyard, SalvageBay, Belt, Splitter, Hq, PlayerDefenceStation, EnemyDefenceStation). `Belt` and `Splitter` share the enum for cost, construction, placement, and `visuals.toml` lookup, but their runtime data lives inside the belt subsystem rather than in `Building` instances (see Belt Subsystem).
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- `ItemType` — tagged id of every transportable material (ores, ingots, intermediates, building_blocks, scrap).
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@@ -115,9 +115,9 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
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6. **Belt tick** — advance items along belt tiles; apply splitter routing (REQ-BLD-SPLITTER).
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7. **Ship behavior systems** — clear `MovementIntent` on each ship, then the `AiSystem` runs three batched phases: every behavior **evaluator** scores its behavior and sets its target data; a **selection** pass records the highest-scoring behavior per ship in `SelectedBehaviorComponent`; each behavior **executor** runs for the winner, writing `MovementIntent` and preferred module targets. The module systems then perform world mutation: `SalvagerSystem` (scrap collection/delivery) and `RepairSystem` (healing). See Movement Arbitration.
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8. **Combat resolution** — ships and defence stations validate/acquire targets, fire, apply damage; queue deaths. Each fire appends a `BeamFiredEvent` to the sim's beam-fired-event queue (REQ-SHP-FIRING-BEAM). The repair and salvage module systems (tick step 7d) append their own `BeamFiredEvent`s to the same queue when they start a cycle.
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9. **Deaths & loot** — process queued deaths: drop scrap (REQ-RES-SCRAP-DROP); if a full enemy-defence-station set was destroyed this tick, generate up to 3 schematic choice options (REQ-DEF-SCHEMATIC-DROP) stored as pending state for the UI to present; remove entities.
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9. **Deaths & loot** — process queued deaths: drop debris (REQ-RES-DEBRIS-DROP); if a full enemy-defence-station set was destroyed this tick, generate up to 3 schematic choice options (REQ-DEF-SCHEMATIC-DROP) stored as pending state for the UI to present; remove entities.
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10. **`tickMovement`** — advance ship positions based on final `MovementIntent`.
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11. **Scrap despawn** — decrement scrap timers; remove expired scrap (REQ-RES-SCRAP-DROP).
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11. **Debris despawn** — decrement debris timers; remove expired debris (REQ-RES-DEBRIS-DROP).
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## CMake Target Layout
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@@ -193,20 +193,21 @@ struct Building {
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- Belts and splitters are separate types owned by the belt subsystem, not general `Building` instances.
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- No ECS for buildings. A miner is never also an assembler; there is no composition benefit to decomposing buildings into components.
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## Scrap
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## Debris
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Scrap is the only non-ship, non-building entity in the simulation:
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Debris — the salvageable object dropped by destroyed ships and defence stations — is the
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only non-ship, non-building entity in the simulation. Each piece carries a scrap amount:
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```cpp
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struct Scrap {
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struct Debris {
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EntityId id;
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QVector2D position; // world units, tile-fractional; ship-center convention
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int amount;
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Tick despawnAt; // absolute tick at which the scrap is removed
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int amount; // scrap the piece still holds
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Tick despawnAt; // absolute tick at which the debris is removed
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};
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```
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Created in tick step 9 (Deaths & loot) per REQ-RES-SCRAP-DROP, consumed by salvage ships in tick step 7 (ScrapCollector), and removed in tick step 11 when the current tick reaches `despawnAt`.
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Created in tick step 9 (Deaths & loot) per REQ-RES-DEBRIS-DROP, drained one scrap per cycle by salvage ships in tick step 7 (SalvagerSystem), and removed in tick step 11 when the current tick reaches `despawnAt`.
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## Ships
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@@ -234,7 +235,7 @@ struct RetreatBehavior { float retreatHpFraction; QVector2D retreatPoint;
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struct AttackBehavior { std::optional<EntityId> currentTarget; float score; };
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struct RepairBehavior { std::optional<EntityId> currentTarget;
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float maxRepairRange_tiles; float score; };
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struct SalvageScrapBehavior { std::optional<QVector2D> scrapTarget;
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struct SalvageScrapBehavior { std::optional<QVector2D> debrisTarget;
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float maxCollectionRange_tiles; float score; };
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struct DeliverScrapBehavior { BuildingId deliveryBay; float score; };
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struct SelectedBehaviorComponent { BehaviorKind winner; float bestScore; }; // selection result
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@@ -17,7 +17,7 @@ move. Combat stats were tuned empirically against the arena suite in
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- Reprocessing: 4 scrap per cycle, 4 s; full-pool weights iron_ingot 30 /
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copper_ingot 30 / silicon 20 / voidsteel 20 → threat(voidsteel)
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= (4·4 + 4)/0.2 = 100.
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- `scrap_despawn_seconds = 120` (a capital kill drops hundreds of scrap,
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- `debris_despawn_seconds = 120` (a capital kill drops hundreds of scrap,
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collected one per salvage cycle).
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## Recipes and item threats
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@@ -22,7 +22,7 @@
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#include "PositionComponent.h"
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#include "RepairSystem.h"
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#include "SalvagerSystem.h"
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#include "ScrapSystem.h"
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#include "DebrisSystem.h"
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#include "ShipIdentityComponent.h"
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#include "ShipSystem.h"
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#include "ShipsConfig.h"
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@@ -63,7 +63,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
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m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
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m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
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m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
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m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
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m_repairSystem = std::make_unique<RepairSystem>(m_admin);
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@@ -322,9 +322,9 @@ void ArenaSimulation::tick()
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// Ship behavior systems (tick step 7): evaluate, select winner, execute.
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// Module + combat systems emit their tool beams into a shared buffer.
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
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std::vector<BeamFiredEvent> beamFiredEvents;
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m_salvagerSystem->tick(m_currentTick, *m_scrapSystem, *m_buildingSystem, beamFiredEvents);
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m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, beamFiredEvents);
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m_repairSystem->tick(m_currentTick, beamFiredEvents);
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// Combat resolution (tick step 8).
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@@ -340,7 +340,7 @@ void ArenaSimulation::tick()
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m_dynamicBodySystem->tick(m_admin);
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// Scrap despawn (tick step 11).
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m_scrapSystem->tickDespawn(m_currentTick);
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m_debrisSystem->tickDespawn(m_currentTick);
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++m_currentTick;
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@@ -371,8 +371,8 @@ void ArenaSimulation::tickDeaths()
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if (si.scrapDrop > 0)
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{
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const Tick despawnAt = m_currentTick
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+ secondsToTicks(m_gameConfig.world.scrapDespawnSeconds);
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m_scrapSystem->spawn(pos.value, si.scrapDrop, despawnAt);
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+ secondsToTicks(m_gameConfig.world.debrisDespawnSeconds);
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m_debrisSystem->spawn(pos.value, si.scrapDrop, despawnAt);
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}
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m_shipSystem->despawn(deadEntity);
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}
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@@ -497,9 +497,9 @@ const ShipSystem& ArenaSimulation::getShips() const
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return *m_shipSystem;
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}
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const ScrapSystem& ArenaSimulation::getScraps() const
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const DebrisSystem& ArenaSimulation::getDebrisSystem() const
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{
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return *m_scrapSystem;
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return *m_debrisSystem;
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}
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EntityAdmin& ArenaSimulation::getAdmin()
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@@ -26,7 +26,7 @@ class MovementIntentSystem;
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class RepairSystem;
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class SalvagerSystem;
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class ShipSystem;
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class ScrapSystem;
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class DebrisSystem;
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struct ArenaStatus
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{
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@@ -86,7 +86,7 @@ public:
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const ArenaConfig& getArenaConfig() const;
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const BuildingSystem& getBuildings() const;
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const ShipSystem& getShips() const;
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const ScrapSystem& getScraps() const;
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const DebrisSystem& getDebrisSystem() const;
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EntityAdmin& getAdmin();
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const EntityAdmin& getAdmin() const;
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@@ -114,7 +114,7 @@ private:
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std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
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std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
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std::unique_ptr<CombatSystem> m_combatSystem;
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std::unique_ptr<ScrapSystem> m_scrapSystem;
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std::unique_ptr<DebrisSystem> m_debrisSystem;
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std::unique_ptr<SalvagerSystem> m_salvagerSystem;
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std::unique_ptr<RepairSystem> m_repairSystem;
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@@ -24,11 +24,11 @@
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#include "PositionComponent.h"
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#include "RepairBehavior.h"
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#include "SalvageScrapBehavior.h"
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#include "ScrapSystem.h"
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#include "DebrisSystem.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 "ScrapDataComponent.h"
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#include "DebrisComponent.h"
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namespace
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{
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@@ -153,7 +153,7 @@ void ArenaView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
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maxRadius = shorter / 2.0f;
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}
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else if (m_sim->getAdmin().isValid(event->target)
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&& m_sim->getAdmin().hasAll<ScrapDataComponent>(event->target))
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&& m_sim->getAdmin().hasAll<DebrisComponent>(event->target))
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{
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maxRadius = 0.1f;
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}
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@@ -178,7 +178,7 @@ void ArenaView::paintGL()
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drawTiles(painter);
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drawBuildings(painter);
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drawStations(painter);
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drawScrap(painter);
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drawDebris(painter);
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if (m_debugDraw)
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{
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drawDebugSensorRanges(painter);
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@@ -336,12 +336,12 @@ void ArenaView::drawBuildings(QPainter& painter)
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}
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}
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void ArenaView::drawScrap(QPainter& painter)
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void ArenaView::drawDebris(QPainter& painter)
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{
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const float r = getTilePx() * 0.2f;
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for (const ScrapInfo& scrap : m_sim->getScraps().getAllScrapInfo())
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for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
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{
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const QPointF center = worldToWidget(scrap.position);
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const QPointF center = worldToWidget(debris.position);
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painter.setBrush(QColor(128, 110, 90));
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painter.setPen(QPen(QColor(50, 40, 30), 1));
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painter.drawEllipse(center,
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@@ -529,9 +529,9 @@ void ArenaView::drawDebugTargetLines(QPainter& painter)
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const PositionComponent& pos, const FactionComponent& fac,
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const SalvageScrapBehavior& salvage)
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{
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if (!salvage.scrapTarget.has_value()) { return; }
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if (!salvage.debrisTarget.has_value()) { return; }
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drawTargetLine(fac.isEnemy, pos.value, *salvage.scrapTarget);
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drawTargetLine(fac.isEnemy, pos.value, *salvage.debrisTarget);
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});
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}
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@@ -50,7 +50,7 @@ private:
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void drawTiles(QPainter& painter);
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void drawBuildings(QPainter& painter);
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void drawStations(QPainter& painter);
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void drawScrap(QPainter& painter);
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void drawDebris(QPainter& painter);
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void drawShips(QPainter& painter);
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void drawDebugSensorRanges(QPainter& painter);
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void drawDebugTargetLines(QPainter& painter);
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@@ -265,7 +265,7 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
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cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
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cfg.deconstructionTimeSeconds = requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
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cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
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cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
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cfg.debrisDespawnSeconds = requireDouble(tbl["world"]["debris_despawn_seconds"], file, "world.debris_despawn_seconds");
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cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
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cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
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cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
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@@ -70,8 +70,8 @@ struct WorldConfig
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int refundPercentage; // REQ-BLD-DECONSTRUCT
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double deconstructionTimeSeconds; // REQ-BLD-DECON-QUEUE
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int startingBuildingBlocks; // REQ-HQ-STARTING-BLOCKS
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double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
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double scrapPerThreat; // REQ-RES-SCRAP-DROP, REQ-THREAT-SCRAP (scrap dropped per unit threat)
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double debrisDespawnSeconds; // REQ-RES-DEBRIS-DROP
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double scrapPerThreat; // REQ-RES-DEBRIS-DROP, REQ-THREAT-SCRAP (scrap dropped per unit threat)
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double tileSize_m; // metres per tile (REQ-GW-TILE-SIZE)
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double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
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int tunnelMaxDistance_tiles; // REQ-BLD-TUNNEL-PAIR
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@@ -8,7 +8,7 @@
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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 "DebrisComponent.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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@@ -80,11 +80,11 @@ entt::entity EntityAdmin::spawnStation(QPoint anchor, QSize footprint,
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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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entt::entity EntityAdmin::spawnDebris(QVector2D position, int amount, Tick despawnAt)
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{
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entt::entity entity = createEntity();
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add<PositionComponent>(entity, PositionComponent{position});
|
||||
add<ScrapDataComponent>(entity, ScrapDataComponent{amount});
|
||||
add<DebrisComponent>(entity, DebrisComponent{amount});
|
||||
add<DespawnAtComponent>(entity, DespawnAtComponent{despawnAt});
|
||||
return entity;
|
||||
}
|
||||
|
||||
@@ -62,7 +62,7 @@ public:
|
||||
const std::vector<QPoint>& bodyCells,
|
||||
float hp, float maxHp, bool isEnemy);
|
||||
|
||||
entt::entity spawnScrap(QVector2D position, int amount, Tick despawnAt);
|
||||
entt::entity spawnDebris(QVector2D position, int amount, Tick despawnAt);
|
||||
|
||||
entt::entity spawnHqProxy(QVector2D position, float hp, float maxHp);
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RetreatBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvageScrapBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ScrapDataComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DebrisComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SensorRangeComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipIdentityComponent.h
|
||||
|
||||
8
src/lib/ecs/component/DebrisComponent.h
Normal file
8
src/lib/ecs/component/DebrisComponent.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
// Marks a piece of debris and holds the amount of scrap it still contains
|
||||
// (REQ-RES-DEBRIS-DROP). Salvage modules collect one scrap per cycle (REQ-SHP-SALVAGE).
|
||||
struct DebrisComponent
|
||||
{
|
||||
int amount;
|
||||
};
|
||||
@@ -5,10 +5,10 @@
|
||||
#include <QVector2D>
|
||||
|
||||
// Collect-scrap behavior (one half of the old SalvageBehaviorComponent). The
|
||||
// evaluator finds the nearest scrap and sets scrapTarget when cargo is not full.
|
||||
// evaluator finds the nearest debris and sets debrisTarget when cargo is not full.
|
||||
struct SalvageScrapBehavior
|
||||
{
|
||||
std::optional<QVector2D> scrapTarget;
|
||||
std::optional<QVector2D> debrisTarget;
|
||||
float maxCollectionRange_tiles = 0.0f;
|
||||
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
|
||||
float score = 0.0f;
|
||||
|
||||
@@ -1,6 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
struct ScrapDataComponent
|
||||
{
|
||||
int amount;
|
||||
};
|
||||
@@ -6,6 +6,6 @@ struct ShipIdentityComponent
|
||||
{
|
||||
std::string schematicId;
|
||||
// Scrap dropped on destruction, derived from the ship's as-built threat cost
|
||||
// at spawn time (REQ-RES-SCRAP-DROP).
|
||||
// at spawn time (REQ-RES-DEBRIS-DROP).
|
||||
int scrapDrop = 0;
|
||||
};
|
||||
|
||||
@@ -43,7 +43,7 @@ AiSystem::AiSystem(const GameConfig& config)
|
||||
}
|
||||
|
||||
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
const ScrapSystem& scraps)
|
||||
const DebrisSystem& debris)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
@@ -54,7 +54,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
m_retreatEvaluator.evaluate(admin);
|
||||
m_attackEvaluator.evaluate(admin);
|
||||
m_repairEvaluator.evaluate(admin);
|
||||
m_salvageScrapEvaluator.evaluate(admin, scraps);
|
||||
m_salvageScrapEvaluator.evaluate(admin, debris);
|
||||
m_deliverScrapEvaluator.evaluate(admin, buildings);
|
||||
|
||||
// Phase 2: pick the highest-scoring behavior per ship.
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
class DebrisSystem;
|
||||
struct GameConfig;
|
||||
|
||||
// Orchestrates ship-behavior decision-making in three batched phases:
|
||||
@@ -34,7 +34,7 @@ class AiSystem
|
||||
public:
|
||||
explicit AiSystem(const GameConfig& config);
|
||||
|
||||
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const ScrapSystem& scraps);
|
||||
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const DebrisSystem& debris);
|
||||
|
||||
private:
|
||||
void selectWinningBehaviors(EntityAdmin& admin);
|
||||
|
||||
@@ -23,7 +23,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DebrisSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
|
||||
PARENT_SCOPE
|
||||
)
|
||||
@@ -53,7 +53,7 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DebrisSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
78
src/lib/ecs/system/DebrisSystem.cpp
Normal file
78
src/lib/ecs/system/DebrisSystem.cpp
Normal file
@@ -0,0 +1,78 @@
|
||||
#include "DebrisSystem.h"
|
||||
|
||||
#include "DespawnAtComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
DebrisSystem::DebrisSystem(EntityAdmin& admin)
|
||||
: m_admin(admin)
|
||||
{
|
||||
}
|
||||
|
||||
entt::entity DebrisSystem::spawn(QVector2D position, int amount, Tick despawnAt)
|
||||
{
|
||||
return m_admin.spawnDebris(position, amount, despawnAt);
|
||||
}
|
||||
|
||||
void DebrisSystem::tickDespawn(Tick currentTick)
|
||||
{
|
||||
TRACE();
|
||||
std::vector<entt::entity> expired;
|
||||
m_admin.forEach<DespawnAtComponent>(
|
||||
[&expired, currentTick](entt::entity e, DespawnAtComponent& d)
|
||||
{
|
||||
if (d.tick <= currentTick)
|
||||
{
|
||||
expired.push_back(e);
|
||||
}
|
||||
});
|
||||
|
||||
for (entt::entity e : expired)
|
||||
{
|
||||
m_admin.destroy(e);
|
||||
}
|
||||
}
|
||||
|
||||
std::optional<int> DebrisSystem::consume(entt::entity entity)
|
||||
{
|
||||
if (!m_admin.isValid(entity) || !m_admin.hasAll<DebrisComponent>(entity))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
int amount = m_admin.get<DebrisComponent>(entity).amount;
|
||||
m_admin.destroy(entity);
|
||||
return amount;
|
||||
}
|
||||
|
||||
bool DebrisSystem::collectOne(entt::entity entity)
|
||||
{
|
||||
if (!m_admin.isValid(entity) || !m_admin.hasAll<DebrisComponent>(entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
DebrisComponent& data = m_admin.get<DebrisComponent>(entity);
|
||||
if (data.amount <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
--data.amount;
|
||||
if (data.amount <= 0)
|
||||
{
|
||||
m_admin.destroy(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<DebrisInfo> DebrisSystem::getAllDebrisInfo() const
|
||||
{
|
||||
std::vector<DebrisInfo> result;
|
||||
m_admin.forEach<DebrisComponent>(
|
||||
[&result, this](entt::entity e, const DebrisComponent& sd)
|
||||
{
|
||||
result.push_back(DebrisInfo{e, m_admin.get<PositionComponent>(e).value, sd.amount});
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -11,31 +11,35 @@
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
struct ScrapInfo
|
||||
// A piece of debris and the scrap amount it still holds (REQ-RES-DEBRIS-DROP).
|
||||
struct DebrisInfo
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
int amount;
|
||||
};
|
||||
|
||||
class ScrapSystem
|
||||
// Manages debris entities: the salvageable objects dropped by destroyed ships and
|
||||
// defence stations (REQ-RES-DEBRIS-DROP). Each piece carries a scrap amount that
|
||||
// salvage modules collect one unit at a time (REQ-SHP-SALVAGE).
|
||||
class DebrisSystem
|
||||
{
|
||||
public:
|
||||
explicit ScrapSystem(EntityAdmin& admin);
|
||||
explicit DebrisSystem(EntityAdmin& admin);
|
||||
|
||||
entt::entity spawn(QVector2D position, int amount, Tick despawnAt);
|
||||
void tickDespawn(Tick currentTick);
|
||||
|
||||
// Removes the scrap and returns its amount, or nullopt if not found.
|
||||
// Removes the debris and returns its remaining scrap amount, or nullopt if not found.
|
||||
std::optional<int> consume(entt::entity entity);
|
||||
|
||||
// Collects a single scrap unit from the pile: decrements its amount by one,
|
||||
// Collects a single scrap unit from the debris: decrements its amount by one,
|
||||
// destroying the entity once depleted. Returns true if a scrap was collected,
|
||||
// false if the entity is invalid or already empty (REQ-SHP-SALVAGE).
|
||||
bool collectOne(entt::entity entity);
|
||||
|
||||
// Lightweight snapshot for callers that need to iterate all scrap.
|
||||
std::vector<ScrapInfo> getAllScrapInfo() const;
|
||||
// Lightweight snapshot for callers that need to iterate all debris.
|
||||
std::vector<DebrisInfo> getAllDebrisInfo() const;
|
||||
|
||||
private:
|
||||
EntityAdmin& m_admin;
|
||||
@@ -14,8 +14,8 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SalvagerComponent.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "tracing.h"
|
||||
|
||||
SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
|
||||
@@ -23,14 +23,14 @@ SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
|
||||
{
|
||||
}
|
||||
|
||||
void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem& buildings,
|
||||
void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
|
||||
std::vector<BeamFiredEvent>& outBeamFiredEvents)
|
||||
{
|
||||
TRACE();
|
||||
// Apply collections whose mid-beam delay has elapsed (cycles started earlier).
|
||||
applyPendingCollections(currentTick, scraps);
|
||||
applyPendingCollections(currentTick, debris);
|
||||
|
||||
const std::vector<ScrapInfo> allScrap = scraps.getAllScrapInfo();
|
||||
const std::vector<DebrisInfo> allDebris = debris.getAllDebrisInfo();
|
||||
|
||||
// Tick down per-module collection cooldowns.
|
||||
m_admin.forEach<SalvagerComponent>(
|
||||
@@ -40,8 +40,8 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
});
|
||||
|
||||
// Scrap units already claimed by not-yet-applied collection cycles, so two
|
||||
// modules don't both target the last unit of the same pile (the claim would be
|
||||
// dropped at apply time). A pile is available while its amount exceeds its claims.
|
||||
// modules don't both target the last unit of the same debris (the claim would be
|
||||
// dropped at apply time). Debris is available while its amount exceeds its claims.
|
||||
std::map<entt::entity, int> claimedUnits;
|
||||
// Collection cycles already in flight toward each ship's shared cargo pool, so
|
||||
// concurrent modules on the same ship never start more cycles than the remaining
|
||||
@@ -49,7 +49,7 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
std::map<entt::entity, int> pendingByShip;
|
||||
for (const PendingCollection& pc : m_pendingCollections)
|
||||
{
|
||||
++claimedUnits[pc.scrap];
|
||||
++claimedUnits[pc.debris];
|
||||
++pendingByShip[pc.ship];
|
||||
}
|
||||
|
||||
@@ -66,12 +66,12 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
if (cargo.current + pendingByShip[o.owner] >= cargo.maxCapacity) { return; }
|
||||
|
||||
const QVector2D ownerPos = m_admin.get<PositionComponent>(o.owner).value;
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
for (const DebrisInfo& si : allDebris)
|
||||
{
|
||||
if ((si.position - ownerPos).length() > s.collectionRange_tiles) { continue; }
|
||||
if (claimedUnits[si.entity] >= m_admin.get<ScrapDataComponent>(si.entity).amount)
|
||||
if (claimedUnits[si.entity] >= m_admin.get<DebrisComponent>(si.entity).amount)
|
||||
{
|
||||
continue; // every remaining unit of this pile is already spoken for
|
||||
continue; // every remaining unit of this debris is already spoken for
|
||||
}
|
||||
outBeamFiredEvents.push_back(
|
||||
BeamFiredEvent{BeamKind::Salvage, o.owner, si.entity, currentTick});
|
||||
@@ -107,7 +107,7 @@ void SalvagerSystem::tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem&
|
||||
});
|
||||
}
|
||||
|
||||
void SalvagerSystem::applyPendingCollections(Tick currentTick, ScrapSystem& scraps)
|
||||
void SalvagerSystem::applyPendingCollections(Tick currentTick, DebrisSystem& debris)
|
||||
{
|
||||
std::vector<PendingCollection>::iterator it = m_pendingCollections.begin();
|
||||
while (it != m_pendingCollections.end())
|
||||
@@ -117,7 +117,7 @@ void SalvagerSystem::applyPendingCollections(Tick currentTick, ScrapSystem& scra
|
||||
if (m_admin.isValid(it->ship) && m_admin.hasAll<CargoComponent>(it->ship))
|
||||
{
|
||||
CargoComponent& cargo = m_admin.get<CargoComponent>(it->ship);
|
||||
if (cargo.current < cargo.maxCapacity && scraps.collectOne(it->scrap))
|
||||
if (cargo.current < cargo.maxCapacity && debris.collectOne(it->debris))
|
||||
{
|
||||
++cargo.current;
|
||||
}
|
||||
|
||||
@@ -9,11 +9,11 @@
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
class DebrisSystem;
|
||||
|
||||
// World-mutation system for salvage modules: each module runs a collection cycle
|
||||
// on its own cooldown. When a cycle starts it emits a salvage beam toward an
|
||||
// in-range scrap pile and schedules the collection of one scrap for mid-beam
|
||||
// in-range piece of debris and schedules the collection of one scrap for mid-beam
|
||||
// (kBeamImpactDelayTicks later) — mirroring weapon firing. Also delivers full
|
||||
// cargo at a SalvageBay. Runs every tick, independent of behavior selection.
|
||||
class SalvagerSystem
|
||||
@@ -21,18 +21,18 @@ class SalvagerSystem
|
||||
public:
|
||||
explicit SalvagerSystem(EntityAdmin& admin);
|
||||
|
||||
void tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem& buildings,
|
||||
void tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
|
||||
std::vector<BeamFiredEvent>& outBeamFiredEvents);
|
||||
|
||||
private:
|
||||
struct PendingCollection
|
||||
{
|
||||
entt::entity ship;
|
||||
entt::entity scrap;
|
||||
entt::entity debris;
|
||||
Tick appliesAt;
|
||||
};
|
||||
|
||||
void applyPendingCollections(Tick currentTick, ScrapSystem& scraps);
|
||||
void applyPendingCollections(Tick currentTick, DebrisSystem& debris);
|
||||
|
||||
EntityAdmin& m_admin;
|
||||
std::vector<PendingCollection> m_pendingCollections;
|
||||
|
||||
@@ -1,78 +0,0 @@
|
||||
#include "ScrapSystem.h"
|
||||
|
||||
#include "DespawnAtComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
ScrapSystem::ScrapSystem(EntityAdmin& admin)
|
||||
: m_admin(admin)
|
||||
{
|
||||
}
|
||||
|
||||
entt::entity ScrapSystem::spawn(QVector2D position, int amount, Tick despawnAt)
|
||||
{
|
||||
return m_admin.spawnScrap(position, amount, despawnAt);
|
||||
}
|
||||
|
||||
void ScrapSystem::tickDespawn(Tick currentTick)
|
||||
{
|
||||
TRACE();
|
||||
std::vector<entt::entity> expired;
|
||||
m_admin.forEach<DespawnAtComponent>(
|
||||
[&expired, currentTick](entt::entity e, DespawnAtComponent& d)
|
||||
{
|
||||
if (d.tick <= currentTick)
|
||||
{
|
||||
expired.push_back(e);
|
||||
}
|
||||
});
|
||||
|
||||
for (entt::entity e : expired)
|
||||
{
|
||||
m_admin.destroy(e);
|
||||
}
|
||||
}
|
||||
|
||||
std::optional<int> ScrapSystem::consume(entt::entity entity)
|
||||
{
|
||||
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapDataComponent>(entity))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
int amount = m_admin.get<ScrapDataComponent>(entity).amount;
|
||||
m_admin.destroy(entity);
|
||||
return amount;
|
||||
}
|
||||
|
||||
bool ScrapSystem::collectOne(entt::entity entity)
|
||||
{
|
||||
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapDataComponent>(entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ScrapDataComponent& data = m_admin.get<ScrapDataComponent>(entity);
|
||||
if (data.amount <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
--data.amount;
|
||||
if (data.amount <= 0)
|
||||
{
|
||||
m_admin.destroy(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<ScrapInfo> ScrapSystem::getAllScrapInfo() const
|
||||
{
|
||||
std::vector<ScrapInfo> result;
|
||||
m_admin.forEach<ScrapDataComponent>(
|
||||
[&result, this](entt::entity e, const ScrapDataComponent& sd)
|
||||
{
|
||||
result.push_back(ScrapInfo{e, m_admin.get<PositionComponent>(e).value, sd.amount});
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -96,7 +96,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
|
||||
layout.has_value() ? layout->placedModules : def->defaultModules;
|
||||
|
||||
// Derive the scrap dropped on destruction from the ship's as-built threat cost
|
||||
// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat), floored at 1 for any
|
||||
// (REQ-RES-DEBRIS-DROP): round(threat * scrap_per_threat), floored at 1 for any
|
||||
// ship with threat > 0. Computed once here since threat is level-independent.
|
||||
const double threatCost = calculateShipThreatCost(m_config.threatCosts, m_config,
|
||||
schematicId, modules);
|
||||
@@ -392,7 +392,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
|
||||
}
|
||||
|
||||
SalvageScrapBehavior salvage;
|
||||
salvage.scrapTarget = std::nullopt;
|
||||
salvage.debrisTarget = std::nullopt;
|
||||
salvage.maxCollectionRange_tiles = maxCollRange;
|
||||
salvage.orbitRadius_tiles =
|
||||
maxCollRange * static_cast<float>(m_config.world.orbitFactor);
|
||||
|
||||
@@ -11,15 +11,15 @@
|
||||
#include "EntityAdmin.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scraps)
|
||||
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const DebrisSystem& debris)
|
||||
{
|
||||
TRACE();
|
||||
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
|
||||
const std::vector<ScrapInfo> allScrap = scraps.getAllScrapInfo();
|
||||
const std::vector<DebrisInfo> allDebris = debris.getAllDebrisInfo();
|
||||
|
||||
admin.forEach<SalvageScrapBehavior, PositionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, SalvageScrapBehavior& salvage, const PositionComponent& pos,
|
||||
@@ -31,15 +31,15 @@ void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scra
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
salvage.scrapTarget = std::nullopt;
|
||||
salvage.debrisTarget = std::nullopt;
|
||||
salvage.score = BehaviorScores::kInactive;
|
||||
return;
|
||||
}
|
||||
|
||||
// Find nearest scrap within sensor range.
|
||||
// Find nearest debris within sensor range.
|
||||
float bestDist = sensor.value_tiles;
|
||||
std::optional<QVector2D> bestPos;
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
for (const DebrisInfo& si : allDebris)
|
||||
{
|
||||
const float dist = (si.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
@@ -49,7 +49,7 @@ void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scra
|
||||
}
|
||||
}
|
||||
|
||||
salvage.scrapTarget = bestPos;
|
||||
salvage.debrisTarget = bestPos;
|
||||
salvage.score = bestPos ? BehaviorScores::kSalvage : BehaviorScores::kInactive;
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
class DebrisSystem;
|
||||
|
||||
// When cargo is not full, finds the nearest scrap within sensor range and sets
|
||||
// it as the target, scoring high. Scores inactive when cargo is full or no scrap
|
||||
// When cargo is not full, finds the nearest debris within sensor range and sets
|
||||
// it as the target, scoring high. Scores inactive when cargo is full or no debris
|
||||
// is in range (Advance then handles roaming).
|
||||
class SalvageScrapEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin, const ScrapSystem& scraps);
|
||||
void evaluate(EntityAdmin& admin, const DebrisSystem& debris);
|
||||
};
|
||||
|
||||
@@ -17,8 +17,8 @@ void SalvageScrapExecutor::execute(EntityAdmin& admin)
|
||||
MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::SalvageScrap) { return; }
|
||||
if (!salvage.scrapTarget) { return; }
|
||||
intent = MovementIntentComponent{true, *salvage.scrapTarget,
|
||||
if (!salvage.debrisTarget) { return; }
|
||||
intent = MovementIntentComponent{true, *salvage.debrisTarget,
|
||||
salvage.orbitRadius_tiles};
|
||||
});
|
||||
}
|
||||
|
||||
18
src/lib/eventsystem/event/DebrisSelectionChangedEvent.h
Normal file
18
src/lib/eventsystem/event/DebrisSelectionChangedEvent.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// The set of currently selected debris (REQ-UI-DEBRIS-CLICK-SELECT,
|
||||
// REQ-UI-DEBRIS-MULTI-SELECT). An empty list means no debris is selected. Debris forms
|
||||
// its own selection category, mutually exclusive with buildings and entities.
|
||||
class DebrisSelectionChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit DebrisSelectionChangedEvent(std::vector<entt::entity> debris)
|
||||
: debris(std::move(debris)) {}
|
||||
const std::vector<entt::entity> debris;
|
||||
};
|
||||
@@ -1,18 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
// The set of currently selected scrap piles (REQ-UI-SCRAP-CLICK-SELECT,
|
||||
// REQ-UI-SCRAP-MULTI-SELECT). An empty list means no scrap is selected. Scrap forms
|
||||
// its own selection category, mutually exclusive with buildings and entities.
|
||||
class ScrapSelectionChangedEvent : public Event
|
||||
{
|
||||
public:
|
||||
explicit ScrapSelectionChangedEvent(std::vector<entt::entity> scrap)
|
||||
: scrap(std::move(scrap)) {}
|
||||
const std::vector<entt::entity> scrap;
|
||||
};
|
||||
@@ -5,7 +5,7 @@
|
||||
|
||||
#include "EntityAdmin.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
@@ -58,16 +58,16 @@ entt::entity entityAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
|
||||
return bestShip;
|
||||
}
|
||||
|
||||
entt::entity scrapAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
|
||||
entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
|
||||
{
|
||||
// Slightly larger than the scrap's rendered radius (0.2 tiles) so small piles
|
||||
// Slightly larger than the debris's rendered radius (0.2 tiles) so small pieces
|
||||
// remain easy to click; tunable.
|
||||
constexpr float kScrapHitRadiusSquared = 0.35f * 0.35f;
|
||||
entt::entity bestScrap = entt::null;
|
||||
float bestDistSquared = kScrapHitRadiusSquared;
|
||||
constexpr float kDebrisHitRadiusSquared = 0.35f * 0.35f;
|
||||
entt::entity bestDebris = entt::null;
|
||||
float bestDistSquared = kDebrisHitRadiusSquared;
|
||||
|
||||
admin.forEach<ScrapDataComponent, PositionComponent>(
|
||||
[&](entt::entity entity, const ScrapDataComponent& /*sd*/, const PositionComponent& pos)
|
||||
admin.forEach<DebrisComponent, PositionComponent>(
|
||||
[&](entt::entity entity, const DebrisComponent& /*sd*/, const PositionComponent& pos)
|
||||
{
|
||||
const float dx = pos.value.x() - worldPos.x();
|
||||
const float dy = pos.value.y() - worldPos.y();
|
||||
@@ -75,14 +75,14 @@ entt::entity scrapAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
|
||||
if (distSquared < bestDistSquared)
|
||||
{
|
||||
bestDistSquared = distSquared;
|
||||
bestScrap = entity;
|
||||
bestDebris = entity;
|
||||
}
|
||||
});
|
||||
|
||||
return bestScrap;
|
||||
return bestDebris;
|
||||
}
|
||||
|
||||
std::vector<entt::entity> scrapInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
|
||||
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
|
||||
{
|
||||
const int minX = std::min(tileA.x(), tileB.x());
|
||||
const int maxX = std::max(tileA.x(), tileB.x());
|
||||
@@ -90,8 +90,8 @@ std::vector<entt::entity> scrapInBox(EntityAdmin& admin, QPoint tileA, QPoint ti
|
||||
const int maxY = std::max(tileA.y(), tileB.y());
|
||||
|
||||
std::vector<entt::entity> result;
|
||||
admin.forEach<ScrapDataComponent, PositionComponent>(
|
||||
[&](entt::entity entity, const ScrapDataComponent& /*sd*/, const PositionComponent& pos)
|
||||
admin.forEach<DebrisComponent, PositionComponent>(
|
||||
[&](entt::entity entity, const DebrisComponent& /*sd*/, const PositionComponent& pos)
|
||||
{
|
||||
const int tileX = static_cast<int>(std::floor(pos.value.x()));
|
||||
const int tileY = static_cast<int>(std::floor(pos.value.y()));
|
||||
|
||||
@@ -11,14 +11,14 @@ class EntityAdmin;
|
||||
|
||||
entt::entity entityAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
|
||||
|
||||
// Returns the nearest scrap pile whose center is within the scrap pick radius of
|
||||
// worldPos, or entt::null if none (REQ-UI-SCRAP-CLICK-SELECT). Scrap is picked only
|
||||
// after actors: entityAtWorldPos never returns scrap (scrap has no HealthComponent).
|
||||
entt::entity scrapAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
|
||||
// Returns the nearest piece of debris whose center is within the debris pick radius of
|
||||
// worldPos, or entt::null if none (REQ-UI-DEBRIS-CLICK-SELECT). Debris is picked only
|
||||
// after actors: entityAtWorldPos never returns debris (debris has no HealthComponent).
|
||||
entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
|
||||
|
||||
// Returns every scrap pile whose position falls within the inclusive tile rectangle
|
||||
// spanned by tileA and tileB, in any corner order (REQ-UI-SCRAP-MULTI-SELECT).
|
||||
std::vector<entt::entity> scrapInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB);
|
||||
// Returns every piece of debris whose position falls within the inclusive tile rectangle
|
||||
// spanned by tileA and tileB, in any corner order (REQ-UI-DEBRIS-MULTI-SELECT).
|
||||
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB);
|
||||
|
||||
// Returns every living actor (ship or defence station, player or enemy) that falls
|
||||
// within the inclusive tile rectangle spanned by tileA and tileB, in any corner order
|
||||
|
||||
@@ -20,8 +20,8 @@
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairSystem.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "StateChecksum.h"
|
||||
@@ -69,7 +69,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
m_aiSystem = std::make_unique<AiSystem>(m_config);
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
|
||||
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
|
||||
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
@@ -141,7 +141,7 @@ void Simulation::reset(unsigned int seed)
|
||||
m_aiSystem = std::make_unique<AiSystem>(m_config);
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
|
||||
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
|
||||
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
@@ -329,10 +329,10 @@ void Simulation::tick()
|
||||
m_shipSystem->clearMovementIntents();
|
||||
// Score-based behavior selection: evaluate, select winner, execute (sets
|
||||
// movement intent + preferred module targets only — no world mutation).
|
||||
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
|
||||
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
|
||||
// Module systems perform the world mutation (collection/delivery, healing).
|
||||
// Each emits its tool beams and applies its own delayed (mid-beam) effects.
|
||||
m_salvagerSystem->tick(m_currentTick, *m_scrapSystem, *m_buildingSystem, m_beamFiredEvents);
|
||||
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, m_beamFiredEvents);
|
||||
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
|
||||
|
||||
// Step 8: combat resolution
|
||||
@@ -352,8 +352,8 @@ void Simulation::tick()
|
||||
m_movementIntentSystem->tick(m_admin);
|
||||
m_dynamicBodySystem->tick(m_admin);
|
||||
|
||||
// Step 11: scrap despawn
|
||||
m_scrapSystem->tickDespawn(m_currentTick);
|
||||
// Step 11: debris despawn
|
||||
m_debrisSystem->tickDespawn(m_currentTick);
|
||||
|
||||
++m_currentTick;
|
||||
}
|
||||
@@ -542,8 +542,8 @@ void Simulation::tickDeathsAndLoot()
|
||||
if (si.scrapDrop > 0)
|
||||
{
|
||||
const Tick despawnAt = m_currentTick
|
||||
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
|
||||
m_scrapSystem->spawn(pos.value, si.scrapDrop, despawnAt);
|
||||
+ secondsToTicks(m_config.world.debrisDespawnSeconds);
|
||||
m_debrisSystem->spawn(pos.value, si.scrapDrop, despawnAt);
|
||||
}
|
||||
m_shipSystem->despawn(deadEntity);
|
||||
}
|
||||
@@ -567,7 +567,7 @@ void Simulation::tickDeathsAndLoot()
|
||||
const FactionComponent& fac = m_admin.get<FactionComponent>(deadEntity);
|
||||
|
||||
const Tick despawnAt = m_currentTick
|
||||
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
|
||||
+ secondsToTicks(m_config.world.debrisDespawnSeconds);
|
||||
int scrap = 0;
|
||||
if (!fac.isEnemy)
|
||||
{
|
||||
@@ -584,7 +584,7 @@ void Simulation::tickDeathsAndLoot()
|
||||
}
|
||||
if (scrap > 0)
|
||||
{
|
||||
m_scrapSystem->spawn(pos.value, scrap, despawnAt);
|
||||
m_debrisSystem->spawn(pos.value, scrap, despawnAt);
|
||||
}
|
||||
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
|
||||
{
|
||||
@@ -1000,8 +1000,8 @@ unsigned long long Simulation::computeStateChecksum() const
|
||||
hasher.append(c.linearAcceleration_tptt);
|
||||
hasher.append(c.angularAcceleration_rptt);
|
||||
});
|
||||
m_admin.forEach<ScrapDataComponent>(
|
||||
[&hasher](entt::entity entity, const ScrapDataComponent& c)
|
||||
m_admin.forEach<DebrisComponent>(
|
||||
[&hasher](entt::entity entity, const DebrisComponent& c)
|
||||
{
|
||||
hasher.append(static_cast<std::uint32_t>(entity));
|
||||
hasher.append(c.amount);
|
||||
@@ -1238,14 +1238,14 @@ const ShipSystem& Simulation::getShips() const
|
||||
return *m_shipSystem;
|
||||
}
|
||||
|
||||
ScrapSystem& Simulation::getScraps()
|
||||
DebrisSystem& Simulation::getDebrisSystem()
|
||||
{
|
||||
return *m_scrapSystem;
|
||||
return *m_debrisSystem;
|
||||
}
|
||||
|
||||
const ScrapSystem& Simulation::getScraps() const
|
||||
const DebrisSystem& Simulation::getDebrisSystem() const
|
||||
{
|
||||
return *m_scrapSystem;
|
||||
return *m_debrisSystem;
|
||||
}
|
||||
|
||||
EntityAdmin& Simulation::getAdmin()
|
||||
|
||||
@@ -33,7 +33,7 @@ class MovementIntentSystem;
|
||||
class RepairSystem;
|
||||
class SalvagerSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
class DebrisSystem;
|
||||
class WaveSystem;
|
||||
|
||||
class Simulation: public CombinedEventHandler<TracePrintRequestedEvent>
|
||||
@@ -122,8 +122,8 @@ public:
|
||||
const BeltSystem& getBelts() const;
|
||||
ShipSystem& getShips();
|
||||
const ShipSystem& getShips() const;
|
||||
ScrapSystem& getScraps();
|
||||
const ScrapSystem& getScraps() const;
|
||||
DebrisSystem& getDebrisSystem();
|
||||
const DebrisSystem& getDebrisSystem() const;
|
||||
EntityAdmin& getAdmin();
|
||||
const EntityAdmin& getAdmin() const;
|
||||
|
||||
@@ -172,7 +172,7 @@ private:
|
||||
// Stores their IDs in m_currentEnemyStationIds.
|
||||
void placeEnemyStationSet(int generation);
|
||||
|
||||
// Tick step 9: remove dead ships and buildings, drop scrap, handle push.
|
||||
// Tick step 9: remove dead ships and buildings, drop debris, handle push.
|
||||
void tickDeathsAndLoot();
|
||||
|
||||
// Generate up to 3 schematic choices (REQ-DEF-SCHEMATIC-DROP) for the player.
|
||||
@@ -269,7 +269,7 @@ private:
|
||||
std::unique_ptr<AiSystem> m_aiSystem;
|
||||
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
|
||||
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
|
||||
std::unique_ptr<ScrapSystem> m_scrapSystem;
|
||||
std::unique_ptr<DebrisSystem> m_debrisSystem;
|
||||
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
|
||||
std::unique_ptr<RepairSystem> m_repairSystem;
|
||||
std::unique_ptr<WaveSystem> m_waveSystem;
|
||||
|
||||
@@ -66,7 +66,7 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
|
||||
ThreatCostTable table;
|
||||
|
||||
// Scrap threat (REQ-THREAT-SCRAP) is the constant inverse of the scrap-drop
|
||||
// conversion (REQ-RES-SCRAP-DROP): one scrap is worth 1 / scrap_per_threat.
|
||||
// conversion (REQ-RES-DEBRIS-DROP): one scrap is worth 1 / scrap_per_threat.
|
||||
// Set it up front so reprocessing-only item threats (below) can use it, and so
|
||||
// it no longer depends on any ship's threat cost.
|
||||
table.scrapThreat = config.world.scrapPerThreat > 0.0
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SalvagerComponent.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
@@ -70,7 +70,7 @@ struct Fixture
|
||||
RepairSystem repair;
|
||||
MovementIntentSystem movementIntent;
|
||||
DynamicBodySystem dynamicBody;
|
||||
ScrapSystem scraps;
|
||||
DebrisSystem scraps;
|
||||
Tick tick;
|
||||
std::vector<BeamFiredEvent> beamEvents;
|
||||
|
||||
@@ -1288,7 +1288,7 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
|
||||
|
||||
f.decide();
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<SalvageScrapBehavior>(ship).scrapTarget.has_value());
|
||||
REQUIRE_FALSE(f.admin.get<SalvageScrapBehavior>(ship).debrisTarget.has_value());
|
||||
REQUIRE(intent(f.admin, ship).target.x() > pos(f.admin, ship).value.x());
|
||||
}
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ add_files(
|
||||
BuildingTest.cpp
|
||||
BuildingConfigTest.cpp
|
||||
ShipTest.cpp
|
||||
ScrapTest.cpp
|
||||
DebrisTest.cpp
|
||||
BehaviorSystemTest.cpp
|
||||
WaveSystemTest.cpp
|
||||
CombatSystemTest.cpp
|
||||
|
||||
@@ -14,8 +14,8 @@
|
||||
#include "HealthComponent.h"
|
||||
#include "HqProxyComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "Simulation.h"
|
||||
#include "AttackBehavior.h"
|
||||
@@ -408,7 +408,7 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
|
||||
Simulation sim(loadConfig(), 42);
|
||||
|
||||
// Scrap dropped on death is derived from the ship's as-built threat cost
|
||||
// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat). The interceptor's
|
||||
// (REQ-RES-DEBRIS-DROP): round(threat * scrap_per_threat). The interceptor's
|
||||
// threat is 59.0 and the test config sets scrap_per_threat = 1.0, so it drops
|
||||
// round(59.0 * 1.0) = 59 scrap.
|
||||
const entt::entity ship = sim.getShips().spawn("interceptor",
|
||||
@@ -417,9 +417,9 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
|
||||
|
||||
sim.tick();
|
||||
|
||||
const std::vector<ScrapInfo> scraps = sim.getScraps().getAllScrapInfo();
|
||||
const std::vector<DebrisInfo> scraps = sim.getDebrisSystem().getAllDebrisInfo();
|
||||
REQUIRE(scraps.size() == 1);
|
||||
CHECK(sim.getAdmin().get<ScrapDataComponent>(scraps[0].entity).amount == 59);
|
||||
CHECK(sim.getAdmin().get<DebrisComponent>(scraps[0].entity).amount == 59);
|
||||
}
|
||||
|
||||
TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")
|
||||
|
||||
@@ -212,7 +212,7 @@ TEST_CASE("Missing field in world.toml is rejected with the field path", "[confi
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
scrap_despawn_seconds = 30
|
||||
debris_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
tile_size_m = 10
|
||||
belt_speed_mps = 20
|
||||
@@ -264,7 +264,7 @@ TEST_CASE("Malformed formula in world.toml is rejected with field identification
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
scrap_despawn_seconds = 30
|
||||
debris_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
tile_size_m = 10
|
||||
belt_speed_mps = 20
|
||||
@@ -317,7 +317,7 @@ TEST_CASE("Inverted wave gap range is rejected", "[config]")
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
scrap_despawn_seconds = 30
|
||||
debris_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
tile_size_m = 10
|
||||
belt_speed_mps = 20
|
||||
|
||||
@@ -8,8 +8,8 @@
|
||||
#include "DespawnAtComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "EntityHitTest.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "DebrisSystem.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -23,15 +23,15 @@ bool contains(const std::vector<entt::entity>& v, entt::entity e)
|
||||
// Spawn
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ScrapSystem: spawn returns a valid entity with correct scrap data", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: spawn returns a valid entity with correct debris data", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(3.0f, 4.0f), 5, 100);
|
||||
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.get<ScrapDataComponent>(e).amount == 5);
|
||||
REQUIRE(admin.get<DebrisComponent>(e).amount == 5);
|
||||
REQUIRE(admin.get<DespawnAtComponent>(e).tick == 100);
|
||||
}
|
||||
|
||||
@@ -39,10 +39,10 @@ TEST_CASE("ScrapSystem: spawn returns a valid entity with correct scrap data", "
|
||||
// Despawn timing
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ScrapSystem: scrap still present one tick before despawnAt", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: debris still present one tick before despawnAt", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(0.0f, 0.0f), 1, 50);
|
||||
|
||||
@@ -50,10 +50,10 @@ TEST_CASE("ScrapSystem: scrap still present one tick before despawnAt", "[scrap]
|
||||
REQUIRE(admin.isValid(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ScrapSystem: scrap removed at despawnAt tick", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: debris removed at despawnAt tick", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(0.0f, 0.0f), 1, 50);
|
||||
|
||||
@@ -65,10 +65,10 @@ TEST_CASE("ScrapSystem: scrap removed at despawnAt tick", "[scrap]")
|
||||
// Selective removal
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ScrapSystem: tickDespawn removes only expired scraps", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: tickDespawn removes only expired debris", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity earlyE = ss.spawn(QVector2D(0.0f, 0.0f), 1, 30);
|
||||
const entt::entity lateE = ss.spawn(QVector2D(1.0f, 0.0f), 2, 60);
|
||||
@@ -83,10 +83,10 @@ TEST_CASE("ScrapSystem: tickDespawn removes only expired scraps", "[scrap]")
|
||||
// Consume
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ScrapSystem: consume returns amount and destroys entity", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: consume returns amount and destroys entity", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(0.0f, 0.0f), 7, 100);
|
||||
|
||||
@@ -96,10 +96,10 @@ TEST_CASE("ScrapSystem: consume returns amount and destroys entity", "[scrap]")
|
||||
REQUIRE_FALSE(admin.isValid(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ScrapSystem: consume returns nullopt for invalid entity", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: consume returns nullopt for invalid entity", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const std::optional<int> amount = ss.consume(entt::null);
|
||||
REQUIRE_FALSE(amount.has_value());
|
||||
@@ -109,118 +109,118 @@ TEST_CASE("ScrapSystem: consume returns nullopt for invalid entity", "[scrap]")
|
||||
// collectOne
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ScrapSystem: collectOne depletes one scrap and keeps the pile until empty", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: collectOne depletes one scrap and keeps the debris until empty", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(0.0f, 0.0f), 3, 100);
|
||||
|
||||
REQUIRE(ss.collectOne(e));
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.get<ScrapDataComponent>(e).amount == 2);
|
||||
REQUIRE(admin.get<DebrisComponent>(e).amount == 2);
|
||||
|
||||
REQUIRE(ss.collectOne(e));
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.get<ScrapDataComponent>(e).amount == 1);
|
||||
REQUIRE(admin.get<DebrisComponent>(e).amount == 1);
|
||||
|
||||
// Final unit collected: the pile is removed once depleted.
|
||||
// Final unit collected: the debris is removed once depleted.
|
||||
REQUIRE(ss.collectOne(e));
|
||||
REQUIRE_FALSE(admin.isValid(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ScrapSystem: collectOne returns false for an invalid entity", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: collectOne returns false for an invalid entity", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
REQUIRE_FALSE(ss.collectOne(entt::null));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// allScrapInfo
|
||||
// getAllDebrisInfo
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ScrapSystem: allScrapInfo returns all spawned scrap", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: getAllDebrisInfo returns all spawned debris", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
ss.spawn(QVector2D(1.0f, 2.0f), 3, 100);
|
||||
ss.spawn(QVector2D(4.0f, 5.0f), 6, 200);
|
||||
|
||||
const std::vector<ScrapInfo> info = ss.getAllScrapInfo();
|
||||
const std::vector<DebrisInfo> info = ss.getAllDebrisInfo();
|
||||
REQUIRE(info.size() == 2);
|
||||
}
|
||||
|
||||
TEST_CASE("ScrapSystem: allScrapInfo reports each pile's remaining amount", "[scrap]")
|
||||
TEST_CASE("DebrisSystem: getAllDebrisInfo reports each debris entry.s remaining amount", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity a = ss.spawn(QVector2D(1.0f, 2.0f), 3, 100);
|
||||
const entt::entity b = ss.spawn(QVector2D(4.0f, 5.0f), 6, 200);
|
||||
|
||||
const std::vector<ScrapInfo> info = ss.getAllScrapInfo();
|
||||
const std::vector<DebrisInfo> info = ss.getAllDebrisInfo();
|
||||
REQUIRE(info.size() == 2);
|
||||
for (const ScrapInfo& i : info)
|
||||
for (const DebrisInfo& i : info)
|
||||
{
|
||||
if (i.entity == a) { REQUIRE(i.amount == 3); }
|
||||
else if (i.entity == b) { REQUIRE(i.amount == 6); }
|
||||
else { FAIL("unexpected scrap entity"); }
|
||||
else { FAIL("unexpected debris entity"); }
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Selection hit-testing (REQ-UI-SCRAP-CLICK-SELECT, REQ-UI-SCRAP-MULTI-SELECT)
|
||||
// Selection hit-testing (REQ-UI-DEBRIS-CLICK-SELECT, REQ-UI-DEBRIS-MULTI-SELECT)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("scrapAtWorldPos returns the pile near a point and null when far", "[scrap]")
|
||||
TEST_CASE("debrisAtWorldPos returns the debris near a point and null when far", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(3.0f, 4.0f), 5, 100);
|
||||
|
||||
// Extra parens keep Catch from decomposing the comparison, which is ambiguous
|
||||
// between Catch's expression templates and entt's entity operator==.
|
||||
REQUIRE((scrapAtWorldPos(admin, QVector2D(3.1f, 4.0f)) == e));
|
||||
REQUIRE((scrapAtWorldPos(admin, QVector2D(10.0f, 10.0f)) == entt::null));
|
||||
REQUIRE((debrisAtWorldPos(admin, QVector2D(3.1f, 4.0f)) == e));
|
||||
REQUIRE((debrisAtWorldPos(admin, QVector2D(10.0f, 10.0f)) == entt::null));
|
||||
}
|
||||
|
||||
TEST_CASE("scrapAtWorldPos returns the nearest of several piles", "[scrap]")
|
||||
TEST_CASE("debrisAtWorldPos returns the nearest of several debris", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity near = ss.spawn(QVector2D(2.0f, 2.0f), 1, 100);
|
||||
ss.spawn(QVector2D(2.4f, 2.0f), 1, 100);
|
||||
|
||||
REQUIRE((scrapAtWorldPos(admin, QVector2D(2.05f, 2.0f)) == near));
|
||||
REQUIRE((debrisAtWorldPos(admin, QVector2D(2.05f, 2.0f)) == near));
|
||||
}
|
||||
|
||||
TEST_CASE("entityAtWorldPos never returns a scrap pile", "[scrap]")
|
||||
TEST_CASE("entityAtWorldPos never returns debris", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
ss.spawn(QVector2D(3.0f, 4.0f), 5, 100);
|
||||
|
||||
// Scrap has no HealthComponent, so the actor hit-test ignores it entirely.
|
||||
// Debris has no HealthComponent, so the actor hit-test ignores it entirely.
|
||||
REQUIRE((entityAtWorldPos(admin, QVector2D(3.0f, 4.0f)) == entt::null));
|
||||
}
|
||||
|
||||
TEST_CASE("scrapInBox returns exactly the piles inside the tile rectangle", "[scrap]")
|
||||
TEST_CASE("debrisInBox returns exactly the debris inside the tile rectangle", "[debris]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
ScrapSystem ss(admin);
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
const entt::entity inA = ss.spawn(QVector2D(1.2f, 2.7f), 1, 100); // tile (1,2)
|
||||
const entt::entity inB = ss.spawn(QVector2D(4.9f, 5.1f), 1, 100); // tile (4,5)
|
||||
const entt::entity outX = ss.spawn(QVector2D(10.0f, 10.0f), 1, 100);
|
||||
|
||||
// Box given in reversed corner order to confirm normalization.
|
||||
const std::vector<entt::entity> hit = scrapInBox(admin, QPoint(5, 5), QPoint(0, 0));
|
||||
const std::vector<entt::entity> hit = debrisInBox(admin, QPoint(5, 5), QPoint(0, 0));
|
||||
|
||||
REQUIRE(hit.size() == 2);
|
||||
REQUIRE(contains(hit, inA));
|
||||
@@ -228,7 +228,7 @@ TEST_CASE("scrapInBox returns exactly the piles inside the tile rectangle", "[sc
|
||||
REQUIRE_FALSE(contains(hit, outX));
|
||||
}
|
||||
|
||||
TEST_CASE("actorsInBox returns living ships and stations, excluding scrap and dead actors",
|
||||
TEST_CASE("actorsInBox returns living ships and stations, excluding debris and dead actors",
|
||||
"[actor]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
@@ -256,8 +256,8 @@ TEST_CASE("actorsInBox returns living ships and stations, excluding scrap and de
|
||||
const entt::entity station = admin.spawnStation(
|
||||
QPoint(2, 2), QSize(2, 1), stationCells, 200.0f, 200.0f, true);
|
||||
|
||||
// Scrap and the HQ proxy are never actors.
|
||||
admin.spawnScrap(QVector2D(1.0f, 1.0f), 5, Tick(1000));
|
||||
// Debris and the HQ proxy are never actors.
|
||||
admin.spawnDebris(QVector2D(1.0f, 1.0f), 5, Tick(1000));
|
||||
admin.spawnHqProxy(QVector2D(0.5f, 0.5f), 500.0f, 500.0f);
|
||||
|
||||
const std::vector<entt::entity> hit = actorsInBox(admin, QPoint(5, 5), QPoint(0, 0));
|
||||
@@ -225,7 +225,7 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
|
||||
REQUIRE(admin.get<CargoComponent>(e).maxCapacity == 10);
|
||||
REQUIRE(admin.get<CargoComponent>(e).current == 0);
|
||||
REQUIRE_FALSE(admin.get<DeliverScrapBehavior>(e).deliveryBay.has_value());
|
||||
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).scrapTarget.has_value());
|
||||
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).debrisTarget.has_value());
|
||||
REQUIRE(admin.get<SalvageScrapBehavior>(e).maxCollectionRange_tiles == Approx(50.0f));
|
||||
}
|
||||
|
||||
|
||||
@@ -52,15 +52,15 @@
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "ScrapSelectionChangedEvent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisSelectionChangedEvent.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "SelectionChangedEvent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "Simulation.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "ScrapDataComponent.h"
|
||||
#include "DebrisComponent.h"
|
||||
#include "SurfaceMask.h"
|
||||
#include "Tick.h"
|
||||
#include "TunnelCompletion.h"
|
||||
@@ -350,9 +350,9 @@ void GameWorldView::onFrame()
|
||||
m_activeBeams = std::move(live);
|
||||
}
|
||||
|
||||
// Drop selected scrap piles that were collected or despawned this frame, so the
|
||||
// panel stops counting them and the selection empties out (REQ-UI-SCRAP-CLICK-SELECT).
|
||||
pruneDespawnedScrap();
|
||||
// Drop selected debris that were collected or despawned this frame, so the
|
||||
// panel stops counting them and the selection empties out (REQ-UI-DEBRIS-CLICK-SELECT).
|
||||
pruneDespawnedDebris();
|
||||
pruneDespawnedActors();
|
||||
|
||||
// Expire copy/paste flashes. Lifetime is wall-clock (the frame delta), so the
|
||||
@@ -504,7 +504,7 @@ void GameWorldView::paintGL()
|
||||
drawCopyConfigFeedback(painter);
|
||||
drawStations(painter);
|
||||
drawBeltItems(painter);
|
||||
drawScrap(painter);
|
||||
drawDebris(painter);
|
||||
if (m_debugDraw)
|
||||
{
|
||||
drawDebugSensorRanges(painter);
|
||||
@@ -779,33 +779,33 @@ std::optional<QVector2D> GameWorldView::entityPosition(entt::entity entity) cons
|
||||
return m_sim->getAdmin().get<PositionComponent>(entity).value;
|
||||
}
|
||||
|
||||
void GameWorldView::clearScrapSelection()
|
||||
void GameWorldView::clearDebrisSelection()
|
||||
{
|
||||
if (m_selectedScrap.empty()) { return; }
|
||||
m_selectedScrap.clear();
|
||||
if (m_selectedDebris.empty()) { return; }
|
||||
m_selectedDebris.clear();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ScrapSelectionChangedEvent>(m_selectedScrap));
|
||||
std::make_shared<DebrisSelectionChangedEvent>(m_selectedDebris));
|
||||
}
|
||||
|
||||
void GameWorldView::pruneDespawnedScrap()
|
||||
void GameWorldView::pruneDespawnedDebris()
|
||||
{
|
||||
if (m_selectedScrap.empty()) { return; }
|
||||
if (m_selectedDebris.empty()) { return; }
|
||||
|
||||
std::vector<entt::entity> live;
|
||||
for (const ScrapInfo& info : m_sim->getScraps().getAllScrapInfo())
|
||||
for (const DebrisInfo& info : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
{
|
||||
if (std::find(m_selectedScrap.begin(), m_selectedScrap.end(), info.entity)
|
||||
!= m_selectedScrap.end())
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
|
||||
!= m_selectedDebris.end())
|
||||
{
|
||||
live.push_back(info.entity);
|
||||
}
|
||||
}
|
||||
|
||||
if (live.size() != m_selectedScrap.size())
|
||||
if (live.size() != m_selectedDebris.size())
|
||||
{
|
||||
m_selectedScrap = std::move(live);
|
||||
m_selectedDebris = std::move(live);
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ScrapSelectionChangedEvent>(m_selectedScrap));
|
||||
std::make_shared<DebrisSelectionChangedEvent>(m_selectedDebris));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1510,16 +1510,16 @@ void GameWorldView::drawSelectionHighlights(QPainter& painter)
|
||||
painter.drawRect(rect->adjusted(-1, -1, 1, 1));
|
||||
}
|
||||
|
||||
// A ring around each selected scrap pile, sitting just outside the pile's
|
||||
// rendered circle (radius getTilePx()*0.2, matching drawScrap) (REQ-UI-SCRAP-CLICK-SELECT).
|
||||
if (!m_selectedScrap.empty())
|
||||
// A ring around each selected piece of debris, sitting just outside the debris's
|
||||
// rendered circle (radius getTilePx()*0.2, matching drawDebris) (REQ-UI-DEBRIS-CLICK-SELECT).
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
const qreal outlineRadius = static_cast<qreal>(getTilePx() * 0.2f) + 3.0;
|
||||
for (const ScrapInfo& scrap : m_sim->getScraps().getAllScrapInfo())
|
||||
for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
{
|
||||
if (std::find(m_selectedScrap.begin(), m_selectedScrap.end(), scrap.entity)
|
||||
== m_selectedScrap.end()) { continue; }
|
||||
painter.drawEllipse(worldToWidget(scrap.position), outlineRadius, outlineRadius);
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), debris.entity)
|
||||
== m_selectedDebris.end()) { continue; }
|
||||
painter.drawEllipse(worldToWidget(debris.position), outlineRadius, outlineRadius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1646,12 +1646,12 @@ void GameWorldView::drawBeltItems(QPainter& painter)
|
||||
});
|
||||
}
|
||||
|
||||
void GameWorldView::drawScrap(QPainter& painter)
|
||||
void GameWorldView::drawDebris(QPainter& painter)
|
||||
{
|
||||
const float r = getTilePx() * 0.2f;
|
||||
for (const ScrapInfo& scrap : m_sim->getScraps().getAllScrapInfo())
|
||||
for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
{
|
||||
const QPointF center = worldToWidget(scrap.position);
|
||||
const QPointF center = worldToWidget(debris.position);
|
||||
painter.setBrush(QColor(128, 110, 90));
|
||||
painter.setPen(QPen(QColor(50, 40, 30), 1));
|
||||
painter.drawEllipse(center,
|
||||
@@ -1838,9 +1838,9 @@ void GameWorldView::drawDebugTargetLines(QPainter& painter)
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& si,
|
||||
const PositionComponent& pos, const SalvageScrapBehavior& salvage)
|
||||
{
|
||||
if (!salvage.scrapTarget.has_value()) { return; }
|
||||
if (!salvage.debrisTarget.has_value()) { return; }
|
||||
|
||||
drawTargetLine(si.schematicId, pos.value, *salvage.scrapTarget);
|
||||
drawTargetLine(si.schematicId, pos.value, *salvage.debrisTarget);
|
||||
});
|
||||
}
|
||||
|
||||
@@ -2567,7 +2567,7 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
const bool ctrl = (event->modifiers() & Qt::ControlModifier) != 0;
|
||||
const QVector2D worldPos = widgetToWorld(event->pos());
|
||||
|
||||
// Point hit-test precedence: buildings win over actors, which win over scrap
|
||||
// Point hit-test precedence: buildings win over actors, which win over debris
|
||||
// (REQ-UI-SELECTION-CATEGORIES).
|
||||
std::optional<BuildingId> buildingHit = buildingAtTile(tile);
|
||||
if (!buildingHit.has_value()) { buildingHit = siteAtTile(tile); }
|
||||
@@ -2576,9 +2576,9 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
{
|
||||
const BuildingId id = *buildingHit;
|
||||
// A building selection is exclusive: it clears any field selection —
|
||||
// actors and scrap — because buildings win (REQ-UI-SELECTION-CATEGORIES).
|
||||
// actors and debris — because buildings win (REQ-UI-SELECTION-CATEGORIES).
|
||||
clearEntitySelection();
|
||||
clearScrapSelection();
|
||||
clearDebrisSelection();
|
||||
if (ctrl)
|
||||
{
|
||||
bool found = false;
|
||||
@@ -2600,8 +2600,8 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
return;
|
||||
}
|
||||
|
||||
// Selecting a field object (actor or scrap) clears any building selection but
|
||||
// lets actors and scrap coexist (REQ-UI-SELECTION-CATEGORIES).
|
||||
// Selecting a field object (actor or debris) clears any building selection but
|
||||
// lets actors and debris coexist (REQ-UI-SELECTION-CATEGORIES).
|
||||
const entt::entity actorHit = entityAtWorldPos(m_sim->getAdmin(), worldPos);
|
||||
if (actorHit != entt::null)
|
||||
{
|
||||
@@ -2613,7 +2613,7 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
}
|
||||
if (ctrl)
|
||||
{
|
||||
// Toggle this actor within the field selection, leaving scrap intact
|
||||
// Toggle this actor within the field selection, leaving debris intact
|
||||
// (REQ-UI-ENTITY-CLICK-SELECT).
|
||||
bool found = false;
|
||||
std::vector<entt::entity> newSel;
|
||||
@@ -2629,15 +2629,15 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
{
|
||||
// A plain click makes this actor the sole selection.
|
||||
m_selectedEntities = { actorHit };
|
||||
clearScrapSelection();
|
||||
clearDebrisSelection();
|
||||
}
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<EntitySelectionChangedEvent>(m_selectedEntities));
|
||||
return;
|
||||
}
|
||||
|
||||
if (const entt::entity scrapHit =
|
||||
scrapAtWorldPos(m_sim->getAdmin(), worldPos); scrapHit != entt::null)
|
||||
if (const entt::entity debrisHit =
|
||||
debrisAtWorldPos(m_sim->getAdmin(), worldPos); debrisHit != entt::null)
|
||||
{
|
||||
if (!m_selectedBuildingIds.empty())
|
||||
{
|
||||
@@ -2647,26 +2647,26 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
}
|
||||
if (ctrl)
|
||||
{
|
||||
// Toggle this pile within the field selection, leaving actors intact
|
||||
// (REQ-UI-SCRAP-MULTI-SELECT).
|
||||
// Toggle this debris within the field selection, leaving actors intact
|
||||
// (REQ-UI-DEBRIS-MULTI-SELECT).
|
||||
bool found = false;
|
||||
std::vector<entt::entity> newSel;
|
||||
for (entt::entity sel : m_selectedScrap)
|
||||
for (entt::entity sel : m_selectedDebris)
|
||||
{
|
||||
if (sel == scrapHit) { found = true; }
|
||||
if (sel == debrisHit) { found = true; }
|
||||
else { newSel.push_back(sel); }
|
||||
}
|
||||
if (!found) { newSel.push_back(scrapHit); }
|
||||
m_selectedScrap = newSel;
|
||||
if (!found) { newSel.push_back(debrisHit); }
|
||||
m_selectedDebris = newSel;
|
||||
}
|
||||
else
|
||||
{
|
||||
// A plain click makes this pile the sole selection.
|
||||
m_selectedScrap = { scrapHit };
|
||||
// A plain click makes this debris the sole selection.
|
||||
m_selectedDebris = { debrisHit };
|
||||
clearEntitySelection();
|
||||
}
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ScrapSelectionChangedEvent>(m_selectedScrap));
|
||||
std::make_shared<DebrisSelectionChangedEvent>(m_selectedDebris));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -2681,7 +2681,7 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
|
||||
std::make_shared<SelectionChangedEvent>(m_selectedBuildingIds));
|
||||
}
|
||||
clearEntitySelection();
|
||||
clearScrapSelection();
|
||||
clearDebrisSelection();
|
||||
}
|
||||
m_boxSelecting = true;
|
||||
m_boxStartTile = tile;
|
||||
@@ -2815,9 +2815,9 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
if (!boxIds.empty())
|
||||
{
|
||||
// A box covering any building selects buildings; field objects (actors and
|
||||
// scrap) in the box are ignored — buildings win (REQ-UI-MULTI-SELECT).
|
||||
// debris) in the box are ignored — buildings win (REQ-UI-MULTI-SELECT).
|
||||
clearEntitySelection();
|
||||
clearScrapSelection();
|
||||
clearDebrisSelection();
|
||||
if (!ctrl)
|
||||
{
|
||||
m_selectedBuildingIds = boxIds;
|
||||
@@ -2840,12 +2840,12 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
}
|
||||
|
||||
// No buildings in the box: select the field objects it covers — ships, defence
|
||||
// stations, and scrap together (REQ-UI-MULTI-SELECT, REQ-UI-SCRAP-MULTI-SELECT).
|
||||
// stations, and debris together (REQ-UI-MULTI-SELECT, REQ-UI-DEBRIS-MULTI-SELECT).
|
||||
const std::vector<entt::entity> boxActors =
|
||||
actorsInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
|
||||
const std::vector<entt::entity> boxScrap =
|
||||
scrapInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
|
||||
if (!boxActors.empty() || !boxScrap.empty())
|
||||
const std::vector<entt::entity> boxDebris =
|
||||
debrisInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
|
||||
if (!boxActors.empty() || !boxDebris.empty())
|
||||
{
|
||||
if (!m_selectedBuildingIds.empty())
|
||||
{
|
||||
@@ -2856,7 +2856,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
if (!ctrl)
|
||||
{
|
||||
m_selectedEntities = boxActors;
|
||||
m_selectedScrap = boxScrap;
|
||||
m_selectedDebris = boxDebris;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -2869,20 +2869,20 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
}
|
||||
if (!found) { m_selectedEntities.push_back(e); }
|
||||
}
|
||||
for (entt::entity e : boxScrap)
|
||||
for (entt::entity e : boxDebris)
|
||||
{
|
||||
bool found = false;
|
||||
for (entt::entity sel : m_selectedScrap)
|
||||
for (entt::entity sel : m_selectedDebris)
|
||||
{
|
||||
if (sel == e) { found = true; break; }
|
||||
}
|
||||
if (!found) { m_selectedScrap.push_back(e); }
|
||||
if (!found) { m_selectedDebris.push_back(e); }
|
||||
}
|
||||
}
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<EntitySelectionChangedEvent>(m_selectedEntities));
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<ScrapSelectionChangedEvent>(m_selectedScrap));
|
||||
std::make_shared<DebrisSelectionChangedEvent>(m_selectedDebris));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -2893,7 +2893,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<SelectionChangedEvent>(m_selectedBuildingIds));
|
||||
clearEntitySelection();
|
||||
clearScrapSelection();
|
||||
clearDebrisSelection();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3115,7 +3115,7 @@ void GameWorldView::resetForNewGame()
|
||||
std::make_shared<DeconstructModeChangedEvent>(false));
|
||||
m_selectedBuildingIds.clear();
|
||||
clearEntitySelection();
|
||||
clearScrapSelection();
|
||||
clearDebrisSelection();
|
||||
m_copiedConfig = std::nullopt;
|
||||
m_copyConfigFlashes.clear();
|
||||
m_boxSelecting = false;
|
||||
@@ -3151,7 +3151,7 @@ void GameWorldView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
|
||||
{
|
||||
// Endpoint offset is a fraction of the target's visual size (REQ-SHP-FIRING-BEAM):
|
||||
// half a ship's rendered radius, half a station's shorter footprint side, or
|
||||
// half a scrap pile's rendered radius (scrap is drawn at getTilePx()*0.2).
|
||||
// half a piece of debris's rendered radius (debris is drawn at getTilePx()*0.2).
|
||||
float maxRadius = 0.125f;
|
||||
if (m_sim->getAdmin().isValid(event->target)
|
||||
&& m_sim->getAdmin().hasAll<StationBodyComponent>(event->target))
|
||||
@@ -3161,7 +3161,7 @@ void GameWorldView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
|
||||
maxRadius = shorter / 2.0f;
|
||||
}
|
||||
else if (m_sim->getAdmin().isValid(event->target)
|
||||
&& m_sim->getAdmin().hasAll<ScrapDataComponent>(event->target))
|
||||
&& m_sim->getAdmin().hasAll<DebrisComponent>(event->target))
|
||||
{
|
||||
maxRadius = 0.1f;
|
||||
}
|
||||
|
||||
@@ -128,7 +128,7 @@ private:
|
||||
void drawCopyConfigFeedback(QPainter& painter);
|
||||
void drawStations(QPainter& painter);
|
||||
void drawBeltItems(QPainter& painter);
|
||||
void drawScrap(QPainter& painter);
|
||||
void drawDebris(QPainter& painter);
|
||||
void drawShips(QPainter& painter);
|
||||
void drawHpBar(QPainter& painter, qreal left, qreal top, qreal width,
|
||||
float fraction, bool isEnemy);
|
||||
@@ -206,13 +206,13 @@ private:
|
||||
void placeBlueprintAtTile(QPoint center);
|
||||
|
||||
std::optional<QVector2D> entityPosition(entt::entity entity) const;
|
||||
// Clears the scrap selection, emitting an empty ScrapSelectionChangedEvent when
|
||||
// it was non-empty (REQ-UI-SCRAP-CLICK-SELECT). Used when another selection
|
||||
// Clears the debris selection, emitting an empty DebrisSelectionChangedEvent when
|
||||
// it was non-empty (REQ-UI-DEBRIS-CLICK-SELECT). Used when another selection
|
||||
// category takes over.
|
||||
void clearScrapSelection();
|
||||
// Drops despawned or fully-collected piles from the scrap selection and re-emits
|
||||
// when it changed (REQ-UI-SCRAP-CLICK-SELECT). Called each frame from onFrame().
|
||||
void pruneDespawnedScrap();
|
||||
void clearDebrisSelection();
|
||||
// Drops despawned or fully-collected debris from the selection and re-emits
|
||||
// when it changed (REQ-UI-DEBRIS-CLICK-SELECT). Called each frame from onFrame().
|
||||
void pruneDespawnedDebris();
|
||||
// Clears the actor selection, emitting an empty EntitySelectionChangedEvent when it was
|
||||
// non-empty (REQ-UI-ENTITY-CLICK-SELECT). Used when buildings take over.
|
||||
void clearEntitySelection();
|
||||
@@ -361,7 +361,7 @@ private:
|
||||
|
||||
std::vector<BuildingId> m_selectedBuildingIds;
|
||||
std::vector<entt::entity> m_selectedEntities;
|
||||
std::vector<entt::entity> m_selectedScrap;
|
||||
std::vector<entt::entity> m_selectedDebris;
|
||||
bool m_boxSelecting;
|
||||
QPoint m_boxStartTile;
|
||||
QPoint m_boxCurrentTile;
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
#include "RecipeSelectionDialog.h"
|
||||
#include "RecipeSelectionRequestedEvent.h"
|
||||
#include "Rotation.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "ShipLayoutPreview.h"
|
||||
#include "Simulation.h"
|
||||
#include "WeaponComponent.h"
|
||||
@@ -225,7 +225,7 @@ void SelectedBuildingPanel::onSelectionChanged(const std::vector<BuildingId>& id
|
||||
// A building selection is exclusive: it supersedes any field selection —
|
||||
// actors and scrap (REQ-UI-SELECTION-CATEGORIES).
|
||||
clearEntityDisplay();
|
||||
m_selectedScrap.clear();
|
||||
m_selectedDebris.clear();
|
||||
m_scrapLabel->hide();
|
||||
}
|
||||
rebuild();
|
||||
@@ -667,19 +667,19 @@ void SelectedBuildingPanel::handleEvent(
|
||||
|
||||
void SelectedBuildingPanel::refreshSelectionDisplay(RefreshReason reason)
|
||||
{
|
||||
if (!m_selectedEntities.empty() || !m_selectedScrap.empty())
|
||||
if (!m_selectedEntities.empty() || !m_selectedDebris.empty())
|
||||
{
|
||||
// Field selection. Keep the live values current: the single-actor stats panel,
|
||||
// the standalone scrap total, or the count summary (whose scrap line shrinks as
|
||||
// piles are collected) — matching the layout chosen by buildFieldSelection()
|
||||
// (REQ-UI-SHIP-STATS-PANEL, REQ-UI-SCRAP-PANEL).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedScrap.empty())
|
||||
// the single-debris stats panel (whose Scrap row shrinks as it is collected), or
|
||||
// the count summary (whose Scrap line shrinks likewise) — matching the layout
|
||||
// chosen by buildFieldSelection() (REQ-UI-SHIP-STATS-PANEL, REQ-UI-DEBRIS-PANEL).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
refreshEntityStats();
|
||||
}
|
||||
else if (m_selectedEntities.empty())
|
||||
else if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
refreshScrapTotal();
|
||||
buildDebrisSingle();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -936,7 +936,7 @@ void SelectedBuildingPanel::handleEvent(std::shared_ptr<const EntitySelectionCha
|
||||
|
||||
void SelectedBuildingPanel::buildFieldSelection()
|
||||
{
|
||||
if (m_selectedEntities.empty() && m_selectedScrap.empty())
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.empty())
|
||||
{
|
||||
// Nothing in the field category. Fall back to empty unless buildings own the panel.
|
||||
clearEntityDisplay();
|
||||
@@ -953,10 +953,11 @@ void SelectedBuildingPanel::buildFieldSelection()
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// Full single-actor stats are shown only for a lone actor with no scrap. As soon as
|
||||
// the selection holds more than one object (multiple actors, or an actor plus scrap),
|
||||
// the panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedScrap.empty())
|
||||
// A full single-object stats panel is shown only for a lone field object: one actor
|
||||
// with no debris, or one piece of debris with no actors. As soon as the selection holds
|
||||
// more than one object (multiple actors, multiple debris, or actors plus debris), the
|
||||
// panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
m_entitySummaryLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
@@ -978,25 +979,36 @@ void SelectedBuildingPanel::buildFieldSelection()
|
||||
return;
|
||||
}
|
||||
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
|
||||
if (m_selectedEntities.empty())
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
// Scrap only: a single "Scrap: N" line.
|
||||
// Single piece of debris: a "Debris" heading plus a "Scrap" stat row, styled like
|
||||
// the ship/station stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entitySummaryLabel->hide();
|
||||
refreshScrapTotal();
|
||||
m_scrapLabel->show();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
buildDebrisSingle();
|
||||
return;
|
||||
}
|
||||
|
||||
// Actor counts, with the scrap total appended into the same label so every line
|
||||
// shares the same spacing.
|
||||
// More than one field object: a compact count summary. buildEntitySummary() appends the
|
||||
// "Debris x N" and "Scrap x N" lines when debris is part of the selection.
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
buildEntitySummary();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildDebrisSingle()
|
||||
{
|
||||
// "Debris" heading + a single "Scrap" stat row for the piece's remaining amount,
|
||||
// mirroring the single-actor stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entityTitleLabel->setText(tr("Debris"));
|
||||
m_entityTitleLabel->show();
|
||||
m_scrapLabel->setText(tr("Scrap: %1").arg(selectedDebrisScrapTotal()));
|
||||
m_scrapLabel->show();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntitySummary()
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
@@ -1042,16 +1054,18 @@ void SelectedBuildingPanel::buildEntitySummary()
|
||||
}
|
||||
|
||||
// One "<type> x <count>" line per group (matching the recipe tooltip and the building
|
||||
// multi-selection). No total-count header, consistent with the building panel. The
|
||||
// scrap total, when present, is appended as another line in the same label so the
|
||||
// line spacing is uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-SCRAP-PANEL).
|
||||
// multi-selection). No total-count header, consistent with the building panel. When
|
||||
// debris is part of the selection, a "Debris x <count>" line followed by a
|
||||
// "Scrap x <total>" line are appended into the same label so the line spacing is
|
||||
// uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
|
||||
QStringList lines;
|
||||
for (const QString& key : keys)
|
||||
{
|
||||
lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]);
|
||||
}
|
||||
if (!m_selectedScrap.empty())
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
lines << tr("Debris x %1").arg(static_cast<int>(m_selectedDebris.size()));
|
||||
lines << scrapTotalText();
|
||||
}
|
||||
m_entitySummaryLabel->setText(lines.join('\n'));
|
||||
@@ -1173,36 +1187,36 @@ void SelectedBuildingPanel::handleEvent(std::shared_ptr<const SelectionChangedEv
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(
|
||||
std::shared_ptr<const ScrapSelectionChangedEvent> event)
|
||||
std::shared_ptr<const DebrisSelectionChangedEvent> event)
|
||||
{
|
||||
m_selectedScrap = event->scrap;
|
||||
if (!m_selectedScrap.empty())
|
||||
m_selectedDebris = event->debris;
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
// Scrap is a field object: it supersedes any building selection but coexists
|
||||
// Debris is a field object: it supersedes any building selection but coexists
|
||||
// with actors (REQ-UI-SELECTION-CATEGORIES).
|
||||
m_selectedBuildingIds.clear();
|
||||
}
|
||||
buildFieldSelection();
|
||||
}
|
||||
|
||||
QString SelectedBuildingPanel::scrapTotalText() const
|
||||
int SelectedBuildingPanel::selectedDebrisScrapTotal() const
|
||||
{
|
||||
// Sum the remaining amounts of the still-living selected piles (REQ-UI-SCRAP-PANEL).
|
||||
// Sum the remaining scrap across the still-living selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int total = 0;
|
||||
for (const ScrapInfo& info : m_sim->getScraps().getAllScrapInfo())
|
||||
for (const DebrisInfo& info : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
{
|
||||
if (std::find(m_selectedScrap.begin(), m_selectedScrap.end(), info.entity)
|
||||
!= m_selectedScrap.end())
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
|
||||
!= m_selectedDebris.end())
|
||||
{
|
||||
total += info.amount;
|
||||
}
|
||||
}
|
||||
return tr("Scrap x %1").arg(total);
|
||||
return total;
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::refreshScrapTotal()
|
||||
QString SelectedBuildingPanel::scrapTotalText() const
|
||||
{
|
||||
m_scrapLabel->setText(scrapTotalText());
|
||||
return tr("Scrap x %1").arg(selectedDebrisScrapTotal());
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event)
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
#include "GameConfig.h"
|
||||
#include "PlayerCommandsAppliedEvent.h"
|
||||
#include "RecipesConfig.h"
|
||||
#include "ScrapSelectionChangedEvent.h"
|
||||
#include "DebrisSelectionChangedEvent.h"
|
||||
#include "SelectionChangedEvent.h"
|
||||
#include "ShipLayout.h"
|
||||
#include "ShipsConfig.h"
|
||||
@@ -38,7 +38,7 @@ class SelectedBuildingPanel : public QWidget,
|
||||
PlayerCommandsAppliedEvent,
|
||||
EntitySelectionChangedEvent,
|
||||
SelectionChangedEvent,
|
||||
ScrapSelectionChangedEvent,
|
||||
DebrisSelectionChangedEvent,
|
||||
DebugDrawToggledEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
@@ -53,7 +53,7 @@ private:
|
||||
void handleEvent(std::shared_ptr<const PlayerCommandsAppliedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const ScrapSelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebrisSelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event) override;
|
||||
|
||||
private slots:
|
||||
@@ -80,8 +80,9 @@ private:
|
||||
void buildEmpty();
|
||||
void buildSingle(BuildingId id);
|
||||
void buildMulti(const std::vector<BuildingId>& ids);
|
||||
void refreshScrapTotal();
|
||||
// "Scrap: N" for the summed remaining amount of the selected piles (REQ-UI-SCRAP-PANEL).
|
||||
// Summed remaining scrap across the selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int selectedDebrisScrapTotal() const;
|
||||
// "Scrap x N" line for the multi-object summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
QString scrapTotalText() const;
|
||||
void refreshBuffers(const Building* b);
|
||||
void refreshSiteProgress(const ConstructionSite* s);
|
||||
@@ -117,23 +118,26 @@ private:
|
||||
|
||||
bool m_debugDraw = false;
|
||||
// The selected ships/defence stations. Shares the "field" selection category with
|
||||
// scrap (m_selectedScrap): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES).
|
||||
// debris (m_selectedDebris): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES).
|
||||
std::vector<entt::entity> m_selectedEntities;
|
||||
ShipStatsPanel* m_entityStatsPanel;
|
||||
QLabel* m_entityTitleLabel;
|
||||
QLabel* m_stationStatsLabel;
|
||||
QLabel* m_entitySummaryLabel;
|
||||
|
||||
std::vector<entt::entity> m_selectedScrap;
|
||||
std::vector<entt::entity> m_selectedDebris;
|
||||
// Shows the debris "Scrap" stat row (single selection) — the scrap total for the
|
||||
// multi-object summary lives in m_entitySummaryLabel instead.
|
||||
QLabel* m_scrapLabel;
|
||||
|
||||
// Renders the combined field selection (actors + scrap): a single-actor stats panel
|
||||
// or a multi-actor summary, plus the scrap total when scrap is also selected
|
||||
// (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
// Renders the combined field selection (actors + debris): a single-object stats panel
|
||||
// (ship, station, or debris) or a multi-object count summary that appends the debris
|
||||
// count and scrap total when debris is also selected (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
void buildFieldSelection();
|
||||
void buildEntityShip(entt::entity entity);
|
||||
void buildEntityStation(entt::entity entity);
|
||||
void buildEntitySummary();
|
||||
void buildDebrisSingle();
|
||||
void refreshEntityStats();
|
||||
void clearEntityDisplay();
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user