dedupe AttackExecutor and RepairExecutor via executeOrbitAndAssign
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@@ -2,12 +2,8 @@
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#include "AttackBehavior.h"
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#include "BehaviorKind.h"
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#include "DynamicBodyComponent.h"
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#include "EntityAdmin.h"
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#include "ModuleOwnerComponent.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 "OrbitAndAssignExecutor.h"
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#include "tracing.h"
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#include "WeaponComponent.h"
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@@ -15,55 +11,7 @@ void AttackExecutor::execute(EntityAdmin& admin)
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{
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TRACE();
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// Ships: move toward the behavior target.
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admin.forEach<AttackBehavior, SelectedBehaviorComponent, PositionComponent,
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MovementIntentComponent>(
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[&](entt::entity /*e*/, const AttackBehavior& attack,
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const SelectedBehaviorComponent& selected, const PositionComponent& pos,
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MovementIntentComponent& intent)
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{
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if (selected.winner != BehaviorKind::Attack) { return; }
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if (!attack.currentTarget) { return; }
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const entt::entity t = *attack.currentTarget;
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QVector2D center = pos.value;
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float radius = 0.0f;
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QVector2D centerVelocity;
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if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
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{
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center = admin.get<PositionComponent>(t).value;
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radius = attack.orbitRadius_tiles;
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if (admin.hasAll<DynamicBodyComponent>(t))
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{
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centerVelocity = admin.get<DynamicBodyComponent>(t).velocity_tpt;
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}
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}
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intent = MovementIntentComponent{true, center, radius, centerVelocity};
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});
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// Weapons: assign the behavior target only if it is within this weapon's range.
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admin.forEach<WeaponComponent, ModuleOwnerComponent>(
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[&](entt::entity /*we*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
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{
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if (!admin.hasAll<AttackBehavior, SelectedBehaviorComponent>(owner.owner))
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{
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return;
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}
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const SelectedBehaviorComponent& selected =
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admin.get<SelectedBehaviorComponent>(owner.owner);
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if (selected.winner != BehaviorKind::Attack) { return; }
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const AttackBehavior& attack = admin.get<AttackBehavior>(owner.owner);
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if (!attack.currentTarget) { return; }
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const entt::entity t = *attack.currentTarget;
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if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
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const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
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const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
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if (dist <= weapon.range_tiles)
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{
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weapon.currentTarget = t;
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}
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});
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// Orbit the attack target and hand it to every weapon that can reach it
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// (REQ-SHP-ORBIT).
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executeOrbitAndAssign<AttackBehavior, WeaponComponent>(admin, BehaviorKind::Attack);
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}
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