advance towards enemy buildings
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@@ -1,30 +1,112 @@
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#include "AdvanceExecutor.h"
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#include <optional>
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#include <QVector2D>
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#include "AdvanceBehavior.h"
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#include "BehaviorKind.h"
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "HealthComponent.h"
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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 "SelectedBehaviorComponent.h"
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#include "StationBodyComponent.h"
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#include "tracing.h"
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namespace
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{
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// Accumulates positions to produce their centroid (the center between them).
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struct Centroid
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{
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QVector2D sum;
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int count = 0;
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void add(const QVector2D& point)
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{
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sum += point;
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count += 1;
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}
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std::optional<QVector2D> value() const
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{
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if (count == 0) { return std::nullopt; }
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return sum / static_cast<float>(count);
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}
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};
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}
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void AdvanceExecutor::execute(EntityAdmin& admin)
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{
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TRACE();
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// Centroid of each faction's alive defence stations. In the arena the HQ is
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// spawned as a station, so it is part of this centroid; in the main game the
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// enemy side has only its defence stations.
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Centroid enemyStations;
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Centroid playerStations;
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admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&enemyStations, &playerStations](entt::entity /*e*/,
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const StationBodyComponent& /*sb*/, const PositionComponent& pos,
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const FactionComponent& faction, const HealthComponent& health)
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{
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if (health.hp <= 0.0f) { return; }
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Centroid& centroid = faction.isEnemy ? enemyStations : playerStations;
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centroid.add(pos.value);
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});
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// Fallback target per faction: the HQ proxy (main game only), used when a side
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// has lost all of its defence stations.
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Centroid enemyHq;
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Centroid playerHq;
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admin.forEach<HqProxyComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&enemyHq, &playerHq](entt::entity /*e*/, const HqProxyComponent& /*hq*/,
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const PositionComponent& pos, const FactionComponent& faction,
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const HealthComponent& health)
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{
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if (health.hp <= 0.0f) { return; }
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Centroid& centroid = faction.isEnemy ? enemyHq : playerHq;
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centroid.add(pos.value);
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});
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const std::optional<QVector2D> enemyStationCenter = enemyStations.value();
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const std::optional<QVector2D> playerStationCenter = playerStations.value();
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const std::optional<QVector2D> enemyHqCenter = enemyHq.value();
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const std::optional<QVector2D> playerHqCenter = playerHq.value();
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admin.forEach<AdvanceBehavior, SelectedBehaviorComponent, PositionComponent,
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FactionComponent, MovementIntentComponent>(
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[](entt::entity /*e*/, const AdvanceBehavior& /*advance*/,
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const SelectedBehaviorComponent& selected, const PositionComponent& pos,
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const FactionComponent& faction, MovementIntentComponent& intent)
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[&](entt::entity /*e*/, const AdvanceBehavior& /*advance*/,
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const SelectedBehaviorComponent& selected, const PositionComponent& pos,
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const FactionComponent& faction, MovementIntentComponent& intent)
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{
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if (selected.winner != BehaviorKind::Advance) { return; }
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const QVector2D target = faction.isEnemy
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? QVector2D(-10000.0f, pos.value.y())
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: QVector2D(pos.value.x() + 1000.0f, pos.value.y());
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// Aim at the center between the opposing side's defence stations; fall
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// back to the opposing HQ, then to an off-world point in the advance
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// direction so the ship keeps moving when no target structure exists.
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const std::optional<QVector2D>& stationCenter =
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faction.isEnemy ? playerStationCenter : enemyStationCenter;
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const std::optional<QVector2D>& hqCenter =
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faction.isEnemy ? playerHqCenter : enemyHqCenter;
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QVector2D target;
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if (stationCenter)
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{
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target = *stationCenter;
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}
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else if (hqCenter)
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{
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target = *hqCenter;
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}
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else
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{
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target = faction.isEnemy
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? QVector2D(-10000.0f, pos.value.y())
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: QVector2D(pos.value.x() + 1000.0f, pos.value.y());
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}
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intent = MovementIntentComponent{true, target};
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});
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}
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