show team EHP in balancing target
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@@ -44,7 +44,16 @@ struct ArenaStatus
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{
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std::string name;
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double threatLevel = 0.0; // accumulated threat of the team's configured ships
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// Remaining durability of the team's ships and defence stations (HQ
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// excluded). currentEhp is summed live; maxEhp is the fixed full-HP
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// baseline. See ehpPercentText() for the displayed value.
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double currentEhp = 0.0;
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double maxEhp = 0.0;
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std::vector<Entry> entries; // HQ first, then ships, then stations
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// Remaining EHP as a whole-number percentage ("NN%"), or "n/a" when the
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// team has no ships or stations (maxEhp == 0).
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std::string ehpPercentText() const;
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};
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TeamStatus teams[2];
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@@ -82,6 +91,7 @@ private:
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BuildingId allocateBuildingId();
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void placeStructures();
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void spawnShips();
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void computeTeamMaxEhp();
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void tick();
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void tickDeaths();
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void updateStatus();
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@@ -115,6 +125,10 @@ private:
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// Static accumulated threat per team, computed once from the configured roster.
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double m_teamThreat[2] = {0.0, 0.0};
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// Full-HP baseline per team (ships + defence stations, HQ excluded), computed
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// once after spawning; the EHP-percentage denominator.
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double m_teamMaxEhp[2] = {0.0, 0.0};
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std::vector<BeamFiredEvent> m_beamFiredEvents;
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mutable std::mutex m_statusMutex;
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