implement ship behaviors
This commit is contained in:
@@ -1,6 +1,7 @@
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#include "BuildingSystem.h"
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#include <cassert>
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#include <limits>
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#include <random>
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#include <set>
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@@ -659,3 +660,61 @@ bool BuildingSystem::isTileOccupied(QPoint tile) const
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{
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return m_tileOccupancy.count({tile.x(), tile.y()}) > 0;
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}
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const Building* BuildingSystem::findNearestBuilding(QVector2D worldPos,
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BuildingType type) const
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{
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const Building* best = nullptr;
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float bestDist = std::numeric_limits<float>::max();
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for (const Building& b : m_buildings)
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{
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if (b.type != type)
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{
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continue;
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}
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QVector2D center(b.anchor.x() + b.footprint.width() / 2.0f,
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b.anchor.y() + b.footprint.height() / 2.0f);
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float dist = (center - worldPos).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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best = &b;
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}
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}
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return best;
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}
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bool BuildingSystem::deliverScrapToSalvageBay(EntityId bayId)
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{
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Building* bay = nullptr;
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for (Building& b : m_buildings)
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{
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if (b.id == bayId)
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{
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bay = &b;
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break;
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}
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}
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if (!bay || bay->type != BuildingType::SalvageBay)
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{
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return false;
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}
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if (static_cast<int>(bay->outputBuffer.items.size()) >= bay->outputBuffer.capacity)
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{
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return false;
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}
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bay->outputBuffer.items.push_back(Item{ItemType{"scrap"}});
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return true;
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}
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void BuildingSystem::healBuilding(EntityId id, float amount)
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{
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for (Building& b : m_buildings)
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{
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if (b.id == id)
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{
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b.hp = std::min(b.hp + amount, b.maxHp);
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return;
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}
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}
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}
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@@ -10,6 +10,7 @@
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#include <vector>
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#include <QPoint>
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#include <QVector2D>
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#include "BeltSystem.h"
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#include "Building.h"
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@@ -60,6 +61,16 @@ public:
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std::vector<ConstructionSite> allSites() const;
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bool isTileOccupied(QPoint tile) const;
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// Find nearest operational building of the given type; nullptr if none.
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const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
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// Place one "scrap" item into a SalvageBay's output buffer.
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// Returns false if bay not found, wrong type, or output buffer is full.
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bool deliverScrapToSalvageBay(EntityId bayId);
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// Increase a building's HP by amount, clamped to maxHp.
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void healBuilding(EntityId id, float amount);
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private:
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struct BeltEntry
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{
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@@ -1,6 +1,7 @@
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#include "ScrapSystem.h"
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#include <algorithm>
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#include <optional>
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ScrapSystem::ScrapSystem(std::function<EntityId()> allocateId)
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: m_allocateId(std::move(allocateId))
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@@ -38,6 +39,20 @@ const Scrap* ScrapSystem::findScrap(EntityId id) const
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return nullptr;
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}
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std::optional<Scrap> ScrapSystem::consume(EntityId id)
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{
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for (auto it = m_scraps.begin(); it != m_scraps.end(); ++it)
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{
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if (it->id == id)
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{
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Scrap result = *it;
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m_scraps.erase(it);
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return result;
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}
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}
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return std::nullopt;
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}
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std::vector<Scrap> ScrapSystem::allScraps() const
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{
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return m_scraps;
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@@ -1,6 +1,7 @@
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#pragma once
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#include <functional>
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#include <optional>
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#include <vector>
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#include <QVector2D>
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@@ -14,8 +15,9 @@ class ScrapSystem
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public:
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explicit ScrapSystem(std::function<EntityId()> allocateId);
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EntityId spawn(QVector2D position, int amount, Tick despawnAt);
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void tickDespawn(Tick currentTick);
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EntityId spawn(QVector2D position, int amount, Tick despawnAt);
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void tickDespawn(Tick currentTick);
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std::optional<Scrap> consume(EntityId id); // removes and returns scrap, or nullopt
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const Scrap* findScrap(EntityId id) const;
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std::vector<Scrap> allScraps() const;
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@@ -23,8 +23,9 @@ struct Weapon
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struct SalvageCargo
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{
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int capacity;
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int current;
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int capacity;
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int current;
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float collectionRange; // copy of ShipDef.salvage.collectionRange (tile units)
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};
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struct RepairTool
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@@ -76,6 +77,8 @@ struct Ship
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int level;
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std::string blueprintId;
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bool isEnemy = false; // true for enemy-faction ships (used by behavior systems)
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std::optional<Weapon> weapon;
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std::optional<SalvageCargo> cargo;
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std::optional<RepairTool> repairTool;
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@@ -2,7 +2,13 @@
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#include <algorithm>
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#include <cassert>
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#include <limits>
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "Scrap.h"
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#include "ScrapSystem.h"
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#include "Tick.h"
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ShipSystem::ShipSystem(const GameConfig& config,
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@@ -24,7 +30,8 @@ const ShipDef* ShipSystem::findShipDef(const std::string& blueprintId) const
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return nullptr;
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}
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EntityId ShipSystem::spawn(const std::string& blueprintId, int level, QVector2D position)
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EntityId ShipSystem::spawn(const std::string& blueprintId, int level, QVector2D position,
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bool isEnemy)
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{
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const ShipDef* def = findShipDef(blueprintId);
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assert(def != nullptr);
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@@ -42,6 +49,7 @@ EntityId ShipSystem::spawn(const std::string& blueprintId, int level, QVector2D
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/ static_cast<float>(kTickRateHz);
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ship.level = level;
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ship.blueprintId = blueprintId;
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ship.isEnemy = isEnemy;
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ship.intent = MovementIntent{0, QVector2D(0.0f, 0.0f)};
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if (def->combat)
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@@ -61,8 +69,9 @@ EntityId ShipSystem::spawn(const std::string& blueprintId, int level, QVector2D
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if (def->salvage)
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{
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SalvageCargo cargo;
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cargo.capacity = def->salvage->cargoCapacity;
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cargo.current = 0;
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cargo.capacity = def->salvage->cargoCapacity;
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cargo.current = 0;
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cargo.collectionRange = static_cast<float>(def->salvage->collectionRange);
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ship.cargo = cargo;
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ScrapCollector sc;
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@@ -118,3 +127,526 @@ void ShipSystem::forEach(std::function<void(Ship&)> fn)
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fn(s);
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}
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}
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// ---------------------------------------------------------------------------
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// Private helpers
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// ---------------------------------------------------------------------------
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static QVector2D buildingCenter(const Building& b)
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{
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return QVector2D(b.anchor.x() + b.footprint.width() / 2.0f,
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b.anchor.y() + b.footprint.height() / 2.0f);
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}
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bool ShipSystem::isTargetValid(EntityId id, float range, const Ship& ship,
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const BuildingSystem& buildings) const
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{
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if (id == kInvalidEntityId)
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{
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return false;
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}
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// Check ship pool first.
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const Ship* target = findShip(id);
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if (target)
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{
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return (target->position - ship.position).length() <= range;
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}
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// Check building pool (HQ and defence stations are targetable).
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const Building* bld = buildings.findBuilding(id);
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if (bld)
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{
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return (buildingCenter(*bld) - ship.position).length() <= range;
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}
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return false;
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}
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bool ShipSystem::healShip(EntityId id, float amount)
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{
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for (Ship& s : m_ships)
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{
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if (s.id == id)
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{
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s.hp = std::min(s.hp + amount, s.maxHp);
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return true;
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}
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}
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return false;
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}
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// ---------------------------------------------------------------------------
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// clearMovementIntents
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// ---------------------------------------------------------------------------
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void ShipSystem::clearMovementIntents()
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{
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for (Ship& s : m_ships)
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{
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s.intent = MovementIntent{0, QVector2D(0.0f, 0.0f)};
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}
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}
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// ---------------------------------------------------------------------------
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// tickHomeReturn (priority 4)
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// ---------------------------------------------------------------------------
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void ShipSystem::tickHomeReturn()
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{
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for (Ship& s : m_ships)
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{
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if (!s.homeReturn)
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{
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continue;
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}
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if (s.hp / s.maxHp < s.homeReturn->retreatHpFraction)
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{
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if (4 > s.intent.priority)
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{
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s.intent = MovementIntent{4, s.homeReturn->homePos};
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}
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}
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}
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse (priority 3)
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// ---------------------------------------------------------------------------
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void ShipSystem::tickThreatResponse(const BuildingSystem& buildings)
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{
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// Snapshot all buildings once (used for enemy targeting).
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const std::vector<Building> allBuildings = buildings.allBuildings();
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for (Ship& s : m_ships)
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{
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if (!s.threatResponse)
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{
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continue;
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}
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const float range = s.threatResponse->engagementRange;
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if (!s.isEnemy)
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{
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// Player combat ship: target nearest enemy ship.
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if (!isTargetValid(s.threatResponse->currentTarget.value_or(kInvalidEntityId),
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range, s, buildings))
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{
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s.threatResponse->currentTarget = std::nullopt;
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float bestDist = range;
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for (const Ship& candidate : m_ships)
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{
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if (!candidate.isEnemy)
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{
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continue;
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}
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float dist = (candidate.position - s.position).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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s.threatResponse->currentTarget = candidate.id;
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}
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}
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}
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if (s.threatResponse->currentTarget)
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{
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const Ship* target = findShip(*s.threatResponse->currentTarget);
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if (target && 3 > s.intent.priority)
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{
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s.intent = MovementIntent{3, target->position};
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}
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}
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else
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{
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// No target: patrol rightward (aggressive).
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if (3 > s.intent.priority)
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{
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s.intent = MovementIntent{3, QVector2D(s.position.x() + 1000.0f,
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s.position.y())};
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}
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}
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}
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else
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{
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// Enemy ship: target nearest player ship or player building.
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if (!isTargetValid(s.threatResponse->currentTarget.value_or(kInvalidEntityId),
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range, s, buildings))
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{
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s.threatResponse->currentTarget = std::nullopt;
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float bestDist = range;
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for (const Ship& candidate : m_ships)
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{
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if (candidate.isEnemy)
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{
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continue;
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}
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float dist = (candidate.position - s.position).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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s.threatResponse->currentTarget = candidate.id;
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}
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}
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for (const Building& b : allBuildings)
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{
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if (b.type != BuildingType::PlayerDefenceStation
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&& b.type != BuildingType::Hq)
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{
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continue;
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}
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float dist = (buildingCenter(b) - s.position).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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s.threatResponse->currentTarget = b.id;
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}
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}
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}
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if (s.threatResponse->currentTarget)
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{
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// Move toward target (building or ship).
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QVector2D dest;
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const Ship* tShip = findShip(*s.threatResponse->currentTarget);
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if (tShip)
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{
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dest = tShip->position;
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}
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else
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{
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const Building* tBld = buildings.findBuilding(
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*s.threatResponse->currentTarget);
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dest = tBld ? buildingCenter(*tBld) : s.position;
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}
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if (3 > s.intent.priority)
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{
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s.intent = MovementIntent{3, dest};
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}
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}
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else
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{
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// No target: move toward asteroid (leftward).
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if (3 > s.intent.priority)
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{
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s.intent = MovementIntent{3, QVector2D(-10000.0f, s.position.y())};
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}
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}
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}
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}
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}
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// ---------------------------------------------------------------------------
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// tickRepairBehavior (priority 2)
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// ---------------------------------------------------------------------------
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void ShipSystem::tickRepairBehavior(BuildingSystem& buildings)
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{
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const std::vector<Building> allBuildings = buildings.allBuildings();
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const float kPatrolRange = 3.0f; // scan radius relative to repair range
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for (Ship& s : m_ships)
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{
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if (!s.repairBehavior || !s.repairTool)
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{
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continue;
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}
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const float repairRange = s.repairTool->range;
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// Check for nearby enemies; if present, retreat.
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bool enemyNearby = false;
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for (const Ship& candidate : m_ships)
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{
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if (candidate.isEnemy
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&& (candidate.position - s.position).length() <= repairRange)
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{
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enemyNearby = true;
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break;
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}
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}
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if (enemyNearby)
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{
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if (2 > s.intent.priority)
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{
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s.intent = MovementIntent{2, QVector2D(-10000.0f, s.position.y())};
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}
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continue;
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}
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// Validate current repair target.
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EntityId currentId = s.repairBehavior->currentTarget.value_or(kInvalidEntityId);
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bool targetValid = false;
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if (currentId != kInvalidEntityId)
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{
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const Ship* tShip = findShip(currentId);
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if (tShip && !tShip->isEnemy && tShip->hp < tShip->maxHp)
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{
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targetValid = true;
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}
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else
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{
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const Building* tBld = buildings.findBuilding(currentId);
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if (tBld && tBld->type == BuildingType::PlayerDefenceStation
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&& tBld->hp < tBld->maxHp)
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{
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targetValid = true;
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}
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}
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}
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if (!targetValid)
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{
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s.repairBehavior->currentTarget = std::nullopt;
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currentId = kInvalidEntityId;
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float bestDist = repairRange * kPatrolRange;
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for (const Ship& candidate : m_ships)
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{
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if (candidate.isEnemy || candidate.id == s.id
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|| candidate.hp >= candidate.maxHp)
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{
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continue;
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}
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float dist = (candidate.position - s.position).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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s.repairBehavior->currentTarget = candidate.id;
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}
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}
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for (const Building& b : allBuildings)
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{
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if (b.type != BuildingType::PlayerDefenceStation
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|| b.hp >= b.maxHp)
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{
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continue;
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}
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float dist = (buildingCenter(b) - s.position).length();
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if (dist < bestDist)
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{
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bestDist = dist;
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s.repairBehavior->currentTarget = b.id;
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}
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}
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currentId = s.repairBehavior->currentTarget.value_or(kInvalidEntityId);
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}
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if (currentId == kInvalidEntityId)
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{
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// No target: patrol rightward.
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if (2 > s.intent.priority)
|
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{
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s.intent = MovementIntent{2, QVector2D(s.position.x() + 1000.0f,
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||||
s.position.y())};
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}
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continue;
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||||
}
|
||||
|
||||
// Compute target position and whether we are in repair range.
|
||||
QVector2D targetPos;
|
||||
bool isShipTarget = false;
|
||||
const Ship* tShip = findShip(currentId);
|
||||
if (tShip)
|
||||
{
|
||||
targetPos = tShip->position;
|
||||
isShipTarget = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
const Building* tBld = buildings.findBuilding(currentId);
|
||||
targetPos = tBld ? buildingCenter(*tBld) : s.position;
|
||||
}
|
||||
|
||||
float distToTarget = (targetPos - s.position).length();
|
||||
if (distToTarget <= repairRange)
|
||||
{
|
||||
if (isShipTarget)
|
||||
{
|
||||
healShip(currentId, s.repairTool->ratePerTick);
|
||||
}
|
||||
else
|
||||
{
|
||||
buildings.healBuilding(currentId, s.repairTool->ratePerTick);
|
||||
}
|
||||
}
|
||||
|
||||
if (2 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{2, targetPos};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickScrapCollector (priority 1)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void ShipSystem::tickScrapCollector(ScrapSystem& scraps, const BuildingSystem& buildings)
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
{
|
||||
if (!s.scrapCollector || !s.cargo)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const float collectRange = s.cargo->collectionRange;
|
||||
|
||||
// Assign delivery bay if not yet set.
|
||||
if (s.scrapCollector->deliveryBay == kInvalidEntityId)
|
||||
{
|
||||
const Building* bay = buildings.findNearestBuilding(s.position,
|
||||
BuildingType::SalvageBay);
|
||||
if (bay)
|
||||
{
|
||||
s.scrapCollector->deliveryBay = bay->id;
|
||||
}
|
||||
}
|
||||
|
||||
const EntityId bayId = s.scrapCollector->deliveryBay;
|
||||
|
||||
// Compute bay position for movement.
|
||||
QVector2D bayPos = s.position;
|
||||
if (bayId != kInvalidEntityId)
|
||||
{
|
||||
const Building* bay = buildings.findBuilding(bayId);
|
||||
if (bay)
|
||||
{
|
||||
bayPos = buildingCenter(*bay);
|
||||
}
|
||||
}
|
||||
|
||||
const bool cargoFull = (s.cargo->current >= s.cargo->capacity);
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
// Return to bay and deliver.
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1, bayPos};
|
||||
}
|
||||
if (bayId != kInvalidEntityId
|
||||
&& (s.position - bayPos).length() <= 1.0f)
|
||||
{
|
||||
// Deliver one item per tick.
|
||||
if (const_cast<BuildingSystem&>(buildings).deliverScrapToSalvageBay(bayId))
|
||||
{
|
||||
--s.cargo->current;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Retreat from enemies when not carrying cargo.
|
||||
bool retreating = false;
|
||||
if (s.cargo->current == 0)
|
||||
{
|
||||
for (const Ship& candidate : m_ships)
|
||||
{
|
||||
if (candidate.isEnemy
|
||||
&& (candidate.position - s.position).length() <= collectRange)
|
||||
{
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1,
|
||||
QVector2D(-10000.0f, s.position.y())};
|
||||
}
|
||||
retreating = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (retreating)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Collect scrap if within range.
|
||||
for (const Scrap& sc : scraps.allScraps())
|
||||
{
|
||||
if ((sc.position - s.position).length() <= collectRange)
|
||||
{
|
||||
if (scraps.consume(sc.id))
|
||||
{
|
||||
++s.cargo->current;
|
||||
s.scrapCollector->scrapTarget = std::nullopt;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (s.scrapCollector->scrapTarget)
|
||||
{
|
||||
// Move toward known scrap target.
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1, *s.scrapCollector->scrapTarget};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Scan for nearest scrap within sensor range.
|
||||
const float sensorRange = collectRange * 5.0f;
|
||||
float bestDist = sensorRange;
|
||||
std::optional<QVector2D> bestPos;
|
||||
for (const Scrap& sc : scraps.allScraps())
|
||||
{
|
||||
float dist = (sc.position - s.position).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
bestPos = sc.position;
|
||||
}
|
||||
}
|
||||
if (bestPos)
|
||||
{
|
||||
s.scrapCollector->scrapTarget = bestPos;
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1, *bestPos};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No scrap in range: patrol rightward.
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1, QVector2D(s.position.x() + 1000.0f,
|
||||
s.position.y())};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickMovement (tick-order step 10)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void ShipSystem::tickMovement()
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
{
|
||||
if (s.intent.priority == 0)
|
||||
{
|
||||
s.velocity = QVector2D(0.0f, 0.0f);
|
||||
continue;
|
||||
}
|
||||
QVector2D delta = s.intent.target - s.position;
|
||||
float dist = delta.length();
|
||||
if (dist <= s.speedPerTick)
|
||||
{
|
||||
s.position = s.intent.target;
|
||||
s.velocity = QVector2D(0.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
s.velocity = delta.normalized() * s.speedPerTick;
|
||||
s.position += s.velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,22 +9,56 @@
|
||||
#include "GameConfig.h"
|
||||
#include "Ship.h"
|
||||
|
||||
class BuildingSystem;
|
||||
class ScrapSystem;
|
||||
|
||||
class ShipSystem
|
||||
{
|
||||
public:
|
||||
ShipSystem(const GameConfig& config,
|
||||
std::function<EntityId()> allocateId);
|
||||
|
||||
EntityId spawn(const std::string& blueprintId, int level, QVector2D position);
|
||||
// isEnemy defaults to false; set true for enemy-faction ships (step 7 wave spawning).
|
||||
EntityId spawn(const std::string& blueprintId, int level, QVector2D position,
|
||||
bool isEnemy = false);
|
||||
void despawn(EntityId id);
|
||||
|
||||
const Ship* findShip(EntityId id) const;
|
||||
std::vector<Ship> allShips() const;
|
||||
void forEach(std::function<void(Ship&)> fn);
|
||||
|
||||
// -- Behavior tick methods (tick-order step 7) ---------------------------
|
||||
|
||||
// Reset all movement intents to priority 0 before behavior systems run.
|
||||
void clearMovementIntents();
|
||||
|
||||
// Priority 4: low-HP ships retreat to homePos.
|
||||
void tickHomeReturn();
|
||||
|
||||
// Priority 3: combat ships acquire targets and advance toward them.
|
||||
void tickThreatResponse(const BuildingSystem& buildings);
|
||||
|
||||
// Priority 2: repair ships find and heal damaged friendly ships/stations.
|
||||
void tickRepairBehavior(BuildingSystem& buildings);
|
||||
|
||||
// Priority 1: salvage ships collect scrap and deliver it.
|
||||
void tickScrapCollector(ScrapSystem& scraps, const BuildingSystem& buildings);
|
||||
|
||||
// -- Movement (tick-order step 10) ---------------------------------------
|
||||
void tickMovement();
|
||||
|
||||
private:
|
||||
const ShipDef* findShipDef(const std::string& blueprintId) const;
|
||||
|
||||
// True if the entity identified by id is alive and within range of ship.
|
||||
// Searches both the ship list and (for buildings) the supplied BuildingSystem.
|
||||
bool isTargetValid(EntityId id, float range, const Ship& ship,
|
||||
const BuildingSystem& buildings) const;
|
||||
|
||||
// Heal the ship with the given id by amount, clamped to maxHp.
|
||||
// Returns false if the ship is not found.
|
||||
bool healShip(EntityId id, float amount);
|
||||
|
||||
const GameConfig& m_config;
|
||||
std::function<EntityId()> m_allocateId;
|
||||
std::vector<Ship> m_ships;
|
||||
|
||||
@@ -27,11 +27,24 @@ Simulation::~Simulation() = default;
|
||||
void Simulation::tick()
|
||||
{
|
||||
m_buildingSystem->tickConstruction(m_currentTick);
|
||||
m_buildingSystem->tickBeltPull(); // tick order step 3
|
||||
m_buildingSystem->tickProduction(m_currentTick); // step 4
|
||||
m_buildingSystem->tickBeltPush(); // step 5
|
||||
m_beltSystem.tick(); // step 6
|
||||
m_scrapSystem->tickDespawn(m_currentTick); // step 11
|
||||
m_buildingSystem->tickBeltPull(); // tick order step 3
|
||||
m_buildingSystem->tickProduction(m_currentTick); // step 4
|
||||
m_buildingSystem->tickBeltPush(); // step 5
|
||||
m_beltSystem.tick(); // step 6
|
||||
|
||||
// Step 7: ship behavior systems (movement arbitration via intent priority).
|
||||
m_shipSystem->clearMovementIntents();
|
||||
m_shipSystem->tickHomeReturn(); // priority 4
|
||||
m_shipSystem->tickThreatResponse(*m_buildingSystem); // priority 3
|
||||
m_shipSystem->tickRepairBehavior(*m_buildingSystem); // priority 2
|
||||
m_shipSystem->tickScrapCollector(*m_scrapSystem, *m_buildingSystem); // priority 1
|
||||
|
||||
// Steps 8 & 9: combat resolution and deaths — added in implementation step 7.
|
||||
|
||||
// Step 10: advance ship positions from winning intents.
|
||||
m_shipSystem->tickMovement();
|
||||
|
||||
m_scrapSystem->tickDespawn(m_currentTick); // step 11
|
||||
|
||||
++m_currentTick;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user