change repair_tool application and add beams for salvager and repair_tool

This commit is contained in:
2026-06-18 22:14:09 +02:00
parent 7924e037aa
commit 9573b9789a
37 changed files with 498 additions and 199 deletions

View File

@@ -28,6 +28,7 @@
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
#include "ScrapDataComponent.h"
namespace
{
@@ -111,11 +112,11 @@ void ArenaView::onFrame()
// Emit fire events via EventManager
{
const std::vector<WeaponFiredEvent> fires = m_sim->drainWeaponFiredEvents();
for (const WeaponFiredEvent& fe : fires)
const std::vector<BeamFiredEvent> fires = m_sim->drainBeamFiredEvents();
for (const BeamFiredEvent& fe : fires)
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<WeaponFiredEvent>(fe));
std::make_shared<BeamFiredEvent>(fe));
}
}
@@ -140,7 +141,7 @@ void ArenaView::onFrame()
update();
}
void ArenaView::handleEvent(std::shared_ptr<const WeaponFiredEvent> event)
void ArenaView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
{
float maxRadius = 0.125f;
if (m_sim->admin().isValid(event->target)
@@ -151,6 +152,11 @@ void ArenaView::handleEvent(std::shared_ptr<const WeaponFiredEvent> event)
sb.footprint.height());
maxRadius = shorter / 2.0f;
}
else if (m_sim->admin().isValid(event->target)
&& m_sim->admin().hasAll<ScrapDataComponent>(event->target))
{
maxRadius = 0.1f;
}
std::uniform_real_distribution<float> angleDist(0.0f, 6.28318530f);
std::uniform_real_distribution<float> radiusDist(0.0f, maxRadius);
@@ -526,12 +532,20 @@ void ArenaView::drawDebugTargetLines(QPainter& painter)
void ArenaView::drawBeams(QPainter& painter)
{
painter.setPen(QPen(m_visuals->beams.color, m_visuals->beams.widthPx));
for (const ActiveBeam& beam : m_activeBeams)
{
const std::optional<QVector2D> shooterPos = entityPosition(beam.event.shooter);
const std::optional<QVector2D> targetPos = entityPosition(beam.event.target);
if (!shooterPos.has_value() || !targetPos.has_value()) { continue; }
QColor color = m_visuals->beams.weaponColor;
switch (beam.event.kind)
{
case BeamKind::Weapon: color = m_visuals->beams.weaponColor; break;
case BeamKind::Repair: color = m_visuals->beams.repairColor; break;
case BeamKind::Salvage: color = m_visuals->beams.salvageColor; break;
}
painter.setPen(QPen(color, m_visuals->beams.widthPx));
painter.drawLine(worldToWidget(*shooterPos),
worldToWidget(*targetPos + beam.targetOffset));
}