define ship roles via added modules and allow multiple weapons
This commit is contained in:
@@ -7,8 +7,13 @@
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#include <utility>
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#include <vector>
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#include <QPoint>
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#include "toml.hpp"
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#include "Rotation.h"
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#include "ShipLayout.h"
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namespace
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{
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@@ -207,6 +212,42 @@ toml::table parseFile(const std::string& path, const std::string& file)
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}
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}
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Rotation parseRotationString(const std::string& s)
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{
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if (s == "east") { return Rotation::East; }
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if (s == "south") { return Rotation::South; }
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if (s == "west") { return Rotation::West; }
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return Rotation::North;
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}
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std::vector<PlacedModule> parsePlacedModules(const toml::array& arr,
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const std::string& file,
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const std::string& path)
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{
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std::vector<PlacedModule> result;
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result.reserve(arr.size());
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for (std::size_t i = 0; i < arr.size(); ++i)
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{
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const std::string elemPath = path + "[" + std::to_string(i) + "]";
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const toml::table* t = arr[i].as_table();
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if (t == nullptr) { continue; }
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toml::table& mt = const_cast<toml::table&>(*t);
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const std::optional<std::string> type = mt["type"].value<std::string>();
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const std::optional<int64_t> x = mt["x"].value<int64_t>();
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const std::optional<int64_t> y = mt["y"].value<int64_t>();
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const std::optional<std::string> rot = mt["rotation"].value<std::string>();
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if (!type || !x || !y || !rot) { continue; }
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PlacedModule pm;
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pm.moduleId = *type;
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pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
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pm.rotation = parseRotationString(*rot);
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result.push_back(std::move(pm));
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}
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return result;
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}
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} // namespace
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@@ -418,43 +459,13 @@ ShipsConfig ConfigLoader::loadShips(const std::string& path)
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def.loot.scrapDrop = static_cast<int>(requireInt(lMt["scrap_drop"], file, lPath + ".scrap_drop"));
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}
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// Optional: combat
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if (mt.contains("combat"))
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// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
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if (mt.contains("default_modules"))
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{
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const std::string cPath = elemPath + ".combat";
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const toml::table& cTable = requireTable(mt["combat"], file, cPath);
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toml::table& cMt = const_cast<toml::table&>(cTable);
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ShipCombat combat {
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requireFormula(cMt["damage_formula"], file, cPath + ".damage_formula"),
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requireFormula(cMt["attack_range_formula"], file, cPath + ".attack_range_formula"),
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requireFormula(cMt["attack_rate_formula"], file, cPath + ".attack_rate_formula"),
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};
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def.combat = std::move(combat);
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}
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// Optional: salvage
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if (mt.contains("salvage"))
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{
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const std::string sPath = elemPath + ".salvage";
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const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
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toml::table& sMt = const_cast<toml::table&>(sTable);
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ShipSalvage salvage;
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salvage.collectionRange = requireDouble(sMt["collection_range"], file, sPath + ".collection_range");
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salvage.cargoCapacity = static_cast<int>(requireInt(sMt["cargo_capacity"], file, sPath + ".cargo_capacity"));
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def.salvage = salvage;
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}
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// Optional: repair
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if (mt.contains("repair"))
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{
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const std::string rPath = elemPath + ".repair";
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const toml::table& rTable = requireTable(mt["repair"], file, rPath);
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toml::table& rMt = const_cast<toml::table&>(rTable);
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ShipRepair repair {
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requireFormula(rMt["repair_rate_formula"], file, rPath + ".repair_rate_formula"),
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requireFormula(rMt["repair_range_formula"], file, rPath + ".repair_range_formula"),
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};
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def.repair = std::move(repair);
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const toml::array& modArr = requireArray(mt["default_modules"], file,
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elemPath + ".default_modules");
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def.defaultModules = parsePlacedModules(modArr, file,
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elemPath + ".default_modules");
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}
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cfg.ships.push_back(std::move(def));
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@@ -514,9 +525,11 @@ static const StatEntry kKnownStats[] = {
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{"health", "hp"},
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{"movement", "speed"},
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{"sensor", "sensor_range"},
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{"combat", "damage"},
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{"combat", "attack_range"},
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{"combat", "attack_rate"},
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{"weapon", "damage"},
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{"weapon", "attack_range"},
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{"weapon", "attack_rate"},
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{"salvage", "collection_range"},
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{"salvage", "cargo_capacity"},
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{"repair", "repair_rate"},
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{"repair", "repair_range"},
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};
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@@ -597,6 +610,60 @@ ModulesConfig ConfigLoader::loadModules(const std::string& path)
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}
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}
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// Weapon capability section: [module.weapon] with base stat formulas
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if (mt.contains("weapon"))
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{
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const std::string wPath = elemPath + ".weapon";
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const toml::table& wTable = requireTable(mt["weapon"], file, wPath);
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toml::table& wMt = const_cast<toml::table&>(wTable);
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if (wMt.contains("damage_formula") || wMt.contains("attack_range_formula")
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|| wMt.contains("attack_rate_formula"))
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{
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ModuleWeaponCapability cap;
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cap.damageFormula = requireFormula(wMt["damage_formula"],
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file, wPath + ".damage_formula");
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cap.attackRangeFormula = requireFormula(wMt["attack_range_formula"],
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file, wPath + ".attack_range_formula");
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cap.attackRateFormula = requireFormula(wMt["attack_rate_formula"],
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file, wPath + ".attack_rate_formula");
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def.weaponCapability = std::move(cap);
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}
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}
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// Salvage capability section: [module.salvage] with base stat formulas
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if (mt.contains("salvage"))
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{
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const std::string sPath = elemPath + ".salvage";
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const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
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toml::table& sMt = const_cast<toml::table&>(sTable);
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if (sMt.contains("collection_range_formula") || sMt.contains("cargo_capacity_formula"))
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{
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ModuleSalvageCapability cap;
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cap.collectionRangeFormula = requireFormula(sMt["collection_range_formula"],
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file, sPath + ".collection_range_formula");
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cap.cargoCapacityFormula = requireFormula(sMt["cargo_capacity_formula"],
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file, sPath + ".cargo_capacity_formula");
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def.salvageCapability = std::move(cap);
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}
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}
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// Repair capability section: [module.repair] with base stat formulas
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if (mt.contains("repair"))
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{
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const std::string rPath = elemPath + ".repair";
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const toml::table& rTable = requireTable(mt["repair"], file, rPath);
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toml::table& rMt = const_cast<toml::table&>(rTable);
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if (rMt.contains("repair_rate_formula") || rMt.contains("repair_range_formula"))
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{
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ModuleRepairCapability cap;
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cap.repairRateFormula = requireFormula(rMt["repair_rate_formula"],
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file, rPath + ".repair_rate_formula");
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cap.repairRangeFormula = requireFormula(rMt["repair_range_formula"],
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file, rPath + ".repair_range_formula");
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def.repairCapability = std::move(cap);
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}
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}
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cfg.modules.push_back(std::move(def));
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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@@ -15,6 +16,26 @@ struct ModuleStatModifier
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Formula formula;
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};
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// Capability sections — present when the module grants that capability.
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struct ModuleWeaponCapability
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{
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Formula damageFormula;
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Formula attackRangeFormula;
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Formula attackRateFormula;
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};
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struct ModuleSalvageCapability
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{
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Formula collectionRangeFormula;
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Formula cargoCapacityFormula;
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};
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struct ModuleRepairCapability
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{
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Formula repairRateFormula;
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Formula repairRangeFormula;
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};
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struct ModuleDef
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{
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std::string id;
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@@ -26,6 +47,10 @@ struct ModuleDef
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std::string fillColor;
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std::string glyph;
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std::vector<ModuleStatModifier> statModifiers;
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std::optional<ModuleWeaponCapability> weaponCapability;
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std::optional<ModuleSalvageCapability> salvageCapability;
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std::optional<ModuleRepairCapability> repairCapability;
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};
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struct ModulesConfig
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@@ -1,11 +1,11 @@
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#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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#include "Formula.h"
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#include "RecipesConfig.h" // for RecipeIngredient
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#include "ShipLayout.h" // for PlacedModule
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// Build materials and initial per-schematic production level
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// (REQ-BLD-SHIPYARD, REQ-DEF-SCHEMATIC-DROP).
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@@ -42,27 +42,6 @@ struct ShipSensor
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Formula sensorRangeFormula; // REQ-SHP-SENSOR, REQ-SHP-STATS
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};
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struct ShipCombat
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{
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Formula damageFormula;
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Formula attackRangeFormula;
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Formula attackRateFormula; // shots per second
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};
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// Optional; present only on salvage ships (REQ-SHP-SALVAGE).
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struct ShipSalvage
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{
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double collectionRange;
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int cargoCapacity;
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};
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// Optional; present only on repair ships (REQ-SHP-REPAIR).
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struct ShipRepair
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{
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Formula repairRateFormula;
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Formula repairRangeFormula;
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};
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// Scrap dropped on destruction (REQ-RES-SCRAP-DROP).
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struct ShipLoot
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{
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@@ -82,12 +61,8 @@ struct ShipDef
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ShipSensor sensor;
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ShipLoot loot;
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// Role-specific sections. A ship is a combat ship if combat is present,
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// a salvage ship if salvage is present, etc. A ship may have multiple
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// of these set (hybrid ships) once the behavior systems support it.
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std::optional<ShipCombat> combat;
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std::optional<ShipSalvage> salvage;
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std::optional<ShipRepair> repair;
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// Module layout used for enemy wave ships (REQ-WAV-DEFAULT-MODULES).
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std::vector<PlacedModule> defaultModules;
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};
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struct ShipsConfig
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@@ -18,6 +18,11 @@ entt::entity EntityAdmin::createEntity()
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return m_registry.create();
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}
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entt::entity EntityAdmin::createModuleEntity()
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{
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return m_registry.create();
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}
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bool EntityAdmin::isValid(entt::entity entity) const
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{
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return m_registry.valid(entity);
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@@ -66,6 +66,10 @@ public:
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entt::entity spawnHqProxy(QVector2D position, float hp, float maxHp);
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// Creates a bare entity for module child entities (weapons, salvage, repair).
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// Caller is responsible for attaching all required components.
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entt::entity createModuleEntity();
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private:
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entt::entity createEntity();
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9
src/lib/ecs/component/ModuleOwnerComponent.h
Normal file
9
src/lib/ecs/component/ModuleOwnerComponent.h
Normal file
@@ -0,0 +1,9 @@
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#pragma once
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#include "entt/entity/entity.hpp"
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// Links a capability module child entity back to its owner ship or station.
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struct ModuleOwnerComponent
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{
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entt::entity owner;
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};
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@@ -7,4 +7,5 @@
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struct RepairBehaviorComponent
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{
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std::optional<entt::entity> currentTarget;
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float maxRepairRange = 0.0f;
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};
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@@ -9,5 +9,6 @@
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struct SalvageBehaviorComponent
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{
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std::optional<QVector2D> scrapTarget;
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BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
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BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
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float maxCollectionRange = 0.0f;
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};
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@@ -1,6 +1,7 @@
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#include "AiSystem.h"
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#include <optional>
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#include <unordered_map>
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#include <vector>
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#include <QVector2D>
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@@ -14,6 +15,7 @@
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#include "HealthComponent.h"
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#include "HomeReturnBehaviorComponent.h"
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#include "HqProxyComponent.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 "RallyBehaviorComponent.h"
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@@ -224,13 +226,13 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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}
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});
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admin.forEach<RepairBehaviorComponent, RepairToolComponent, PositionComponent,
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admin.forEach<RepairBehaviorComponent, PositionComponent,
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FactionComponent, SensorRangeComponent, MovementIntentComponent>(
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[&](entt::entity e, RepairBehaviorComponent& rb, RepairToolComponent& rt,
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[&](entt::entity e, RepairBehaviorComponent& rb,
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PositionComponent& pos, FactionComponent& /*faction*/,
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SensorRangeComponent& sensor, MovementIntentComponent& intent)
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{
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const float repairRange = rt.range;
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const float repairRange = rb.maxRepairRange;
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// Flee if enemy nearby.
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bool enemyNearby = false;
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@@ -303,17 +305,6 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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targetPos = admin.get<PositionComponent>(target).value;
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}
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const float distToTarget = (targetPos - pos.value).length();
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if (distToTarget <= repairRange)
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{
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if (admin.isValid(target) && admin.hasAll<HealthComponent>(target))
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{
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HealthComponent& targetHealth = admin.get<HealthComponent>(target);
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targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick,
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targetHealth.maxHp);
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}
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}
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if (2 > intent.priority)
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{
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intent = MovementIntentComponent{2, targetPos};
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@@ -321,6 +312,33 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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});
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}
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// ---------------------------------------------------------------------------
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// tickRepairTools
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// ---------------------------------------------------------------------------
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void AiSystem::tickRepairTools(EntityAdmin& admin)
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{
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admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
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[&](entt::entity /*e*/, RepairToolComponent& rt, const ModuleOwnerComponent& owner)
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{
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if (!admin.hasAll<RepairBehaviorComponent>(owner.owner)) { return; }
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const RepairBehaviorComponent& rb =
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admin.get<RepairBehaviorComponent>(owner.owner);
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if (!rb.currentTarget) { return; }
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const entt::entity target = *rb.currentTarget;
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if (!admin.isValid(target) || !admin.hasAll<HealthComponent>(target)) { return; }
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const PositionComponent& ownerPos = admin.get<PositionComponent>(owner.owner);
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const PositionComponent& targetPos = admin.get<PositionComponent>(target);
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const float dist = (targetPos.value - ownerPos.value).length();
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if (dist > rt.range) { return; }
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HealthComponent& targetHealth = admin.get<HealthComponent>(target);
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targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick, targetHealth.maxHp);
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});
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}
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// ---------------------------------------------------------------------------
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// tickSalvageBehavior (priority 1)
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// ---------------------------------------------------------------------------
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@@ -344,15 +362,31 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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}
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});
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// Aggregate cargo across all salvage-module children per owning ship.
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struct AggregatedCargo
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{
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int totalCurrent = 0;
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int totalCapacity = 0;
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};
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std::unordered_map<entt::entity, AggregatedCargo> cargoByShip;
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admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
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[&](entt::entity /*ce*/, const SalvageCargoComponent& c, const ModuleOwnerComponent& o)
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{
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AggregatedCargo& agg = cargoByShip[o.owner];
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agg.totalCurrent += c.current;
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agg.totalCapacity += c.capacity;
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});
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const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
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admin.forEach<SalvageBehaviorComponent, SalvageCargoComponent, PositionComponent,
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admin.forEach<SalvageBehaviorComponent, PositionComponent,
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SensorRangeComponent, MovementIntentComponent>(
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[&](entt::entity /*e*/, SalvageBehaviorComponent& salvageBehavior,
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SalvageCargoComponent& cargo, PositionComponent& pos,
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[&](entt::entity e, SalvageBehaviorComponent& salvageBehavior,
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PositionComponent& pos,
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SensorRangeComponent& sensor, MovementIntentComponent& intent)
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{
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const float collectRange = cargo.collectionRange;
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const float collectRange = salvageBehavior.maxCollectionRange;
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const AggregatedCargo& cargoState = cargoByShip[e];
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// Assign nearest SalvageBay if needed.
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if (salvageBehavior.deliveryBay == kInvalidBuildingId)
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@@ -378,7 +412,8 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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}
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}
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const bool cargoFull = (cargo.current >= cargo.capacity);
|
||||
const bool cargoFull = (cargoState.totalCurrent >= cargoState.totalCapacity
|
||||
&& cargoState.totalCapacity > 0);
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
@@ -389,17 +424,26 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
|
||||
if (bayId != kInvalidBuildingId
|
||||
&& (pos.value - bayPos).length() <= 1.0f)
|
||||
{
|
||||
if (buildings.deliverScrapToSalvageBay(bayId))
|
||||
{
|
||||
--cargo.current;
|
||||
}
|
||||
// Decrement first non-empty salvage child.
|
||||
bool delivered = false;
|
||||
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
|
||||
const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (delivered || o.owner != e || c.current <= 0) { return; }
|
||||
if (buildings.deliverScrapToSalvageBay(bayId))
|
||||
{
|
||||
--c.current;
|
||||
delivered = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Retreat if enemy near and cargo empty.
|
||||
bool retreating = false;
|
||||
if (cargo.current == 0)
|
||||
if (cargoState.totalCurrent == 0)
|
||||
{
|
||||
for (const EnemyShipPos& enemy : enemyShips)
|
||||
{
|
||||
@@ -417,16 +461,24 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
|
||||
}
|
||||
if (retreating) { return; }
|
||||
|
||||
// Collect nearby scrap.
|
||||
// Collect nearby scrap — increment first non-full salvage child.
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
if ((si.position - pos.value).length() <= collectRange)
|
||||
{
|
||||
if (scraps.consume(si.entity))
|
||||
{
|
||||
++cargo.current;
|
||||
salvageBehavior.scrapTarget = std::nullopt;
|
||||
}
|
||||
bool collected = false;
|
||||
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
|
||||
const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (collected || o.owner != e || c.current >= c.capacity) { return; }
|
||||
if (scraps.consume(si.entity))
|
||||
{
|
||||
++c.current;
|
||||
salvageBehavior.scrapTarget = std::nullopt;
|
||||
collected = true;
|
||||
}
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,5 +10,6 @@ public:
|
||||
void tickHomeReturnBehavior(EntityAdmin& admin);
|
||||
void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
|
||||
void tickRepairTools(EntityAdmin& admin);
|
||||
void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
|
||||
};
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
@@ -22,24 +22,18 @@ void CombatSystem::tick(Tick currentTick,
|
||||
BuildingSystem& /*buildings*/,
|
||||
std::vector<FireEvent>& outFireEvents)
|
||||
{
|
||||
// Ship weapons.
|
||||
admin.forEach<WeaponComponent, ThreatResponseBehaviorComponent,
|
||||
PositionComponent, FactionComponent>(
|
||||
[&](entt::entity e, WeaponComponent& weapon,
|
||||
ThreatResponseBehaviorComponent& threatResponseBehavior,
|
||||
PositionComponent& pos, FactionComponent& faction)
|
||||
// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
|
||||
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
weapon.currentTarget = threatResponseBehavior.currentTarget;
|
||||
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
|
||||
});
|
||||
|
||||
// Station weapons (entities with StationBodyComponent; ships are excluded because
|
||||
// they lack that component and are already handled by the ship loop above).
|
||||
admin.forEach<WeaponComponent, PositionComponent, FactionComponent, StationBodyComponent>(
|
||||
[&](entt::entity e, WeaponComponent& weapon, PositionComponent& pos,
|
||||
FactionComponent& faction, const StationBodyComponent& /*sb*/)
|
||||
{
|
||||
resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
|
||||
if (admin.hasAll<ThreatResponseBehaviorComponent>(owner.owner))
|
||||
{
|
||||
weapon.currentTarget =
|
||||
admin.get<ThreatResponseBehaviorComponent>(owner.owner).currentTarget;
|
||||
}
|
||||
const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
|
||||
const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
|
||||
resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outFireEvents);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -3,11 +3,13 @@
|
||||
#include <cassert>
|
||||
#include <map>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "RallyBehaviorComponent.h"
|
||||
@@ -85,17 +87,182 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
angularAccelPerTick, maxRotationSpeedPerTick, sensorRange,
|
||||
level, schematicId, isEnemy);
|
||||
|
||||
// Optional components based on ship role.
|
||||
if (def->combat)
|
||||
{
|
||||
WeaponComponent w;
|
||||
w.damage = static_cast<float>(def->combat->damageFormula.evaluate(x));
|
||||
w.range = static_cast<float>(def->combat->attackRangeFormula.evaluate(x));
|
||||
w.fireRateHz = static_cast<float>(def->combat->attackRateFormula.evaluate(x));
|
||||
w.cooldownTicks = 0.0f;
|
||||
w.currentTarget = std::nullopt;
|
||||
m_admin.addComponent<WeaponComponent>(entity, w);
|
||||
// Determine module list: configured layout takes precedence over default.
|
||||
const std::vector<PlacedModule>& modules =
|
||||
layout.has_value() ? layout->placedModules : def->defaultModules;
|
||||
|
||||
// --- Pass 1: create capability child entities ----------------------------
|
||||
std::vector<entt::entity> weaponChildren;
|
||||
std::vector<entt::entity> salvageChildren;
|
||||
std::vector<entt::entity> repairChildren;
|
||||
|
||||
for (const PlacedModule& pm : modules)
|
||||
{
|
||||
const ModuleDef* modDef = findModuleDef(pm.moduleId);
|
||||
if (!modDef) { continue; }
|
||||
|
||||
const double mx = static_cast<double>(modDef->playerProductionLevel);
|
||||
|
||||
if (modDef->weaponCapability)
|
||||
{
|
||||
WeaponComponent w;
|
||||
w.damage = static_cast<float>(
|
||||
modDef->weaponCapability->damageFormula.evaluate(mx));
|
||||
w.range = static_cast<float>(
|
||||
modDef->weaponCapability->attackRangeFormula.evaluate(mx));
|
||||
w.fireRateHz = static_cast<float>(
|
||||
modDef->weaponCapability->attackRateFormula.evaluate(mx));
|
||||
w.cooldownTicks = 0.0f;
|
||||
w.currentTarget = std::nullopt;
|
||||
|
||||
entt::entity child = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<WeaponComponent>(child, w);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
|
||||
weaponChildren.push_back(child);
|
||||
}
|
||||
|
||||
if (modDef->salvageCapability)
|
||||
{
|
||||
SalvageCargoComponent cargo;
|
||||
cargo.capacity = static_cast<int>(
|
||||
modDef->salvageCapability->cargoCapacityFormula.evaluate(mx));
|
||||
cargo.current = 0;
|
||||
cargo.collectionRange = static_cast<float>(
|
||||
modDef->salvageCapability->collectionRangeFormula.evaluate(mx));
|
||||
|
||||
entt::entity child = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<SalvageCargoComponent>(child, cargo);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
|
||||
salvageChildren.push_back(child);
|
||||
}
|
||||
|
||||
if (modDef->repairCapability)
|
||||
{
|
||||
RepairToolComponent rt;
|
||||
rt.ratePerTick = static_cast<float>(
|
||||
modDef->repairCapability->repairRateFormula.evaluate(mx))
|
||||
/ static_cast<float>(kTickRateHz);
|
||||
rt.range = static_cast<float>(
|
||||
modDef->repairCapability->repairRangeFormula.evaluate(mx));
|
||||
rt.currentTarget = std::nullopt;
|
||||
|
||||
entt::entity child = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<RepairToolComponent>(child, rt);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
|
||||
repairChildren.push_back(child);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Pass 2: apply passive stat modifiers --------------------------------
|
||||
|
||||
// Accumulate hull-level modifiers.
|
||||
std::map<std::string, std::pair<double, double>> hullMods;
|
||||
// Per-capability-type modifier accumulators (applied to each child).
|
||||
std::map<std::string, std::pair<double, double>> weaponMods;
|
||||
std::map<std::string, std::pair<double, double>> salvageMods;
|
||||
std::map<std::string, std::pair<double, double>> repairMods;
|
||||
|
||||
for (const PlacedModule& pm : modules)
|
||||
{
|
||||
const ModuleDef* modDef = findModuleDef(pm.moduleId);
|
||||
if (!modDef) { continue; }
|
||||
|
||||
const double mx = static_cast<double>(modDef->playerProductionLevel);
|
||||
|
||||
for (const ModuleStatModifier& sm : modDef->statModifiers)
|
||||
{
|
||||
const double val = sm.formula.evaluate(mx);
|
||||
|
||||
// Route modifier to the correct accumulator by stat category.
|
||||
// weapon/salvage/repair stats go to the corresponding child map;
|
||||
// hull stats (hp, speed, sensor_range, …) go to hullMods.
|
||||
const bool isWeaponStat = (sm.stat == "damage"
|
||||
|| sm.stat == "attack_range"
|
||||
|| sm.stat == "attack_rate");
|
||||
const bool isSalvageStat = (sm.stat == "collection_range"
|
||||
|| sm.stat == "cargo_capacity");
|
||||
const bool isRepairStat = (sm.stat == "repair_rate"
|
||||
|| sm.stat == "repair_range");
|
||||
|
||||
std::map<std::string, std::pair<double, double>>* target = &hullMods;
|
||||
if (isWeaponStat) { target = &weaponMods; }
|
||||
if (isSalvageStat) { target = &salvageMods; }
|
||||
if (isRepairStat) { target = &repairMods; }
|
||||
|
||||
std::pair<double, double>& acc = (*target)[sm.stat];
|
||||
if (sm.modifierType == "multiplicative")
|
||||
{
|
||||
acc.first += (val - 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
acc.second += val;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper: apply a modifier map to a float stat.
|
||||
auto applyMod = [](float& stat, const std::string& name,
|
||||
const std::map<std::string, std::pair<double, double>>& mods)
|
||||
{
|
||||
const auto it = mods.find(name);
|
||||
if (it != mods.end())
|
||||
{
|
||||
stat = static_cast<float>(
|
||||
static_cast<double>(stat) * (1.0 + it->second.first)
|
||||
+ it->second.second);
|
||||
}
|
||||
};
|
||||
|
||||
// Apply hull modifiers.
|
||||
{
|
||||
HealthComponent& health = m_admin.get<HealthComponent>(entity);
|
||||
DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
|
||||
SensorRangeComponent& sensor = m_admin.get<SensorRangeComponent>(entity);
|
||||
|
||||
applyMod(health.maxHp, "hp", hullMods);
|
||||
health.hp = health.maxHp;
|
||||
applyMod(dynamics.maxSpeedPerTick, "speed", hullMods);
|
||||
applyMod(dynamics.mainAccelerationPerTick, "main_acceleration", hullMods);
|
||||
applyMod(dynamics.maneuveringAccelerationPerTick, "maneuvering_acceleration", hullMods);
|
||||
applyMod(dynamics.angularAccelerationPerTick, "angular_acceleration", hullMods);
|
||||
applyMod(dynamics.maxRotationSpeedPerTick, "max_rotation_speed", hullMods);
|
||||
applyMod(sensor.value, "sensor_range", hullMods);
|
||||
}
|
||||
|
||||
// Apply weapon modifiers to each weapon child.
|
||||
for (entt::entity child : weaponChildren)
|
||||
{
|
||||
WeaponComponent& w = m_admin.get<WeaponComponent>(child);
|
||||
applyMod(w.damage, "damage", weaponMods);
|
||||
applyMod(w.range, "attack_range", weaponMods);
|
||||
applyMod(w.fireRateHz, "attack_rate", weaponMods);
|
||||
}
|
||||
|
||||
// Apply salvage modifiers to each salvage child.
|
||||
for (entt::entity child : salvageChildren)
|
||||
{
|
||||
SalvageCargoComponent& c = m_admin.get<SalvageCargoComponent>(child);
|
||||
float fRange = c.collectionRange;
|
||||
float fCapacity = static_cast<float>(c.capacity);
|
||||
applyMod(fRange, "collection_range", salvageMods);
|
||||
applyMod(fCapacity, "cargo_capacity", salvageMods);
|
||||
c.collectionRange = fRange;
|
||||
c.capacity = static_cast<int>(fCapacity);
|
||||
}
|
||||
|
||||
// Apply repair modifiers to each repair child.
|
||||
for (entt::entity child : repairChildren)
|
||||
{
|
||||
RepairToolComponent& rt = m_admin.get<RepairToolComponent>(child);
|
||||
applyMod(rt.ratePerTick, "repair_rate", repairMods);
|
||||
applyMod(rt.range, "repair_range", repairMods);
|
||||
}
|
||||
|
||||
// --- Pass 3: attach behavior components based on capability presence -----
|
||||
|
||||
if (!weaponChildren.empty())
|
||||
{
|
||||
m_admin.addComponent<ThreatResponseBehaviorComponent>(
|
||||
entity, ThreatResponseBehaviorComponent{});
|
||||
|
||||
@@ -106,95 +273,35 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
}
|
||||
}
|
||||
|
||||
if (def->salvage)
|
||||
if (!salvageChildren.empty())
|
||||
{
|
||||
SalvageCargoComponent cargo;
|
||||
cargo.capacity = def->salvage->cargoCapacity;
|
||||
cargo.current = 0;
|
||||
cargo.collectionRange = static_cast<float>(def->salvage->collectionRange);
|
||||
m_admin.addComponent<SalvageCargoComponent>(entity, cargo);
|
||||
float maxCollRange = 0.0f;
|
||||
for (entt::entity child : salvageChildren)
|
||||
{
|
||||
const float r = m_admin.get<SalvageCargoComponent>(child).collectionRange;
|
||||
if (r > maxCollRange) { maxCollRange = r; }
|
||||
}
|
||||
|
||||
SalvageBehaviorComponent salvageBehavior;
|
||||
salvageBehavior.scrapTarget = std::nullopt;
|
||||
salvageBehavior.deliveryBay = kInvalidBuildingId;
|
||||
m_admin.addComponent<SalvageBehaviorComponent>(entity, salvageBehavior);
|
||||
SalvageBehaviorComponent sb;
|
||||
sb.scrapTarget = std::nullopt;
|
||||
sb.deliveryBay = kInvalidBuildingId;
|
||||
sb.maxCollectionRange = maxCollRange;
|
||||
m_admin.addComponent<SalvageBehaviorComponent>(entity, sb);
|
||||
}
|
||||
|
||||
if (def->repair)
|
||||
if (!repairChildren.empty())
|
||||
{
|
||||
RepairToolComponent rt;
|
||||
rt.ratePerTick = static_cast<float>(def->repair->repairRateFormula.evaluate(x));
|
||||
rt.range = static_cast<float>(def->repair->repairRangeFormula.evaluate(x));
|
||||
rt.currentTarget = std::nullopt;
|
||||
m_admin.addComponent<RepairToolComponent>(entity, rt);
|
||||
|
||||
m_admin.addComponent<RepairBehaviorComponent>(entity, RepairBehaviorComponent{});
|
||||
}
|
||||
|
||||
// Apply module stat modifiers (REQ-MOD-STAT-CALC).
|
||||
if (layout.has_value() && !layout->placedModules.empty())
|
||||
{
|
||||
std::map<std::string, std::pair<double, double>> mods;
|
||||
for (const PlacedModule& pm : layout->placedModules)
|
||||
float maxRepairRange = 0.0f;
|
||||
for (entt::entity child : repairChildren)
|
||||
{
|
||||
const ModuleDef* modDef = findModuleDef(pm.moduleId);
|
||||
if (!modDef)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
for (const ModuleStatModifier& sm : modDef->statModifiers)
|
||||
{
|
||||
const double val = sm.formula.evaluate(
|
||||
static_cast<double>(modDef->playerProductionLevel));
|
||||
std::pair<double, double>& acc = mods[sm.stat];
|
||||
if (sm.modifierType == "multiplicative")
|
||||
{
|
||||
acc.first += (val - 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
acc.second += val;
|
||||
}
|
||||
}
|
||||
const float r = m_admin.get<RepairToolComponent>(child).range;
|
||||
if (r > maxRepairRange) { maxRepairRange = r; }
|
||||
}
|
||||
|
||||
auto applyMod = [&mods](float& stat, const std::string& name) {
|
||||
const std::map<std::string, std::pair<double, double>>::const_iterator it =
|
||||
mods.find(name);
|
||||
if (it != mods.end())
|
||||
{
|
||||
stat = static_cast<float>(
|
||||
static_cast<double>(stat) * (1.0 + it->second.first)
|
||||
+ it->second.second);
|
||||
}
|
||||
};
|
||||
|
||||
HealthComponent& health = m_admin.get<HealthComponent>(entity);
|
||||
DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
|
||||
SensorRangeComponent& sensor = m_admin.get<SensorRangeComponent>(entity);
|
||||
|
||||
applyMod(health.maxHp, "hp");
|
||||
health.hp = health.maxHp;
|
||||
applyMod(dynamics.maxSpeedPerTick, "speed");
|
||||
applyMod(dynamics.mainAccelerationPerTick, "main_acceleration");
|
||||
applyMod(dynamics.maneuveringAccelerationPerTick, "maneuvering_acceleration");
|
||||
applyMod(dynamics.angularAccelerationPerTick, "angular_acceleration");
|
||||
applyMod(dynamics.maxRotationSpeedPerTick, "max_rotation_speed");
|
||||
applyMod(sensor.value, "sensor_range");
|
||||
|
||||
if (m_admin.hasAll<WeaponComponent>(entity))
|
||||
{
|
||||
WeaponComponent& weapon = m_admin.get<WeaponComponent>(entity);
|
||||
applyMod(weapon.damage, "damage");
|
||||
applyMod(weapon.range, "attack_range");
|
||||
applyMod(weapon.fireRateHz, "attack_rate");
|
||||
}
|
||||
if (m_admin.hasAll<RepairToolComponent>(entity))
|
||||
{
|
||||
RepairToolComponent& repairTool = m_admin.get<RepairToolComponent>(entity);
|
||||
applyMod(repairTool.ratePerTick, "repair_rate");
|
||||
applyMod(repairTool.range, "repair_range");
|
||||
}
|
||||
RepairBehaviorComponent rb;
|
||||
rb.currentTarget = std::nullopt;
|
||||
rb.maxRepairRange = maxRepairRange;
|
||||
m_admin.addComponent<RepairBehaviorComponent>(entity, rb);
|
||||
}
|
||||
|
||||
return entity;
|
||||
@@ -202,6 +309,13 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
|
||||
void ShipSystem::despawn(entt::entity entity)
|
||||
{
|
||||
std::vector<entt::entity> children;
|
||||
m_admin.forEach<ModuleOwnerComponent>(
|
||||
[&](entt::entity e, const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (o.owner == entity) { children.push_back(e); }
|
||||
});
|
||||
for (entt::entity child : children) { m_admin.destroy(child); }
|
||||
m_admin.destroy(entity);
|
||||
}
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "DynamicBodySystem.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
@@ -173,6 +174,7 @@ void Simulation::tick()
|
||||
m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
|
||||
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
|
||||
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
|
||||
m_aiSystem->tickRepairTools(m_admin);
|
||||
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
|
||||
|
||||
// Step 8: combat resolution
|
||||
@@ -255,7 +257,12 @@ void Simulation::placeInitialStructures()
|
||||
}
|
||||
m_playerStation1Entity = m_admin.spawnStation(
|
||||
anchor, psParsed.footprint, absCells, psHp, psHp, false);
|
||||
m_admin.addComponent<WeaponComponent>(m_playerStation1Entity, psWeapon);
|
||||
{
|
||||
entt::entity wChild = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<WeaponComponent>(wChild, psWeapon);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_playerStation1Entity});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
}
|
||||
{
|
||||
@@ -267,7 +274,12 @@ void Simulation::placeInitialStructures()
|
||||
}
|
||||
m_playerStation2Entity = m_admin.spawnStation(
|
||||
anchor, psParsed.footprint, absCells, psHp, psHp, false);
|
||||
m_admin.addComponent<WeaponComponent>(m_playerStation2Entity, psWeapon);
|
||||
{
|
||||
entt::entity wChild = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<WeaponComponent>(wChild, psWeapon);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_playerStation2Entity});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
}
|
||||
|
||||
@@ -316,7 +328,12 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
}
|
||||
m_currentEnemyStationEntities[0] = m_admin.spawnStation(
|
||||
anchor, esParsed.footprint, absCells, esHp, esHp, true);
|
||||
m_admin.addComponent<WeaponComponent>(m_currentEnemyStationEntities[0], esWeapon);
|
||||
{
|
||||
entt::entity wChild = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<WeaponComponent>(wChild, esWeapon);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_currentEnemyStationEntities[0]});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
}
|
||||
{
|
||||
@@ -328,7 +345,12 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
}
|
||||
m_currentEnemyStationEntities[1] = m_admin.spawnStation(
|
||||
anchor, esParsed.footprint, absCells, esHp, esHp, true);
|
||||
m_admin.addComponent<WeaponComponent>(m_currentEnemyStationEntities[1], esWeapon);
|
||||
{
|
||||
entt::entity wChild = m_admin.createModuleEntity();
|
||||
m_admin.addComponent<WeaponComponent>(wChild, esWeapon);
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_currentEnemyStationEntities[1]});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
}
|
||||
}
|
||||
@@ -407,6 +429,15 @@ void Simulation::tickDeathsAndLoot()
|
||||
m_scrapSystem->spawn(pos.value, scrap, despawnAt);
|
||||
}
|
||||
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
|
||||
{
|
||||
std::vector<entt::entity> stationChildren;
|
||||
m_admin.forEach<ModuleOwnerComponent>(
|
||||
[&](entt::entity ce, const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (o.owner == deadEntity) { stationChildren.push_back(ce); }
|
||||
});
|
||||
for (entt::entity ce : stationChildren) { m_admin.destroy(ce); }
|
||||
}
|
||||
m_admin.destroy(deadEntity);
|
||||
}
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ void WaveSystem::tickWaveScheduler(Tick currentTick, ShipSystem& ships,
|
||||
if (currentTick >= entry.spawnAt)
|
||||
{
|
||||
ships.spawn(entry.schematicId, entry.level, entry.position,
|
||||
/*isEnemy=*/true);
|
||||
/*isEnemy=*/true, entry.layout);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -90,8 +90,9 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::composeWave(Tick currentTick,
|
||||
// Build eligible ship list with their costs at the current level.
|
||||
struct EligibleShip
|
||||
{
|
||||
std::string schematicId;
|
||||
double cost;
|
||||
std::string schematicId;
|
||||
double cost;
|
||||
std::vector<PlacedModule> defaultModules;
|
||||
};
|
||||
std::vector<EligibleShip> eligible;
|
||||
for (const ShipDef& def : m_config.ships.ships)
|
||||
@@ -100,8 +101,9 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::composeWave(Tick currentTick,
|
||||
if (cost > 0.0)
|
||||
{
|
||||
EligibleShip es;
|
||||
es.schematicId = def.id;
|
||||
es.cost = cost;
|
||||
es.schematicId = def.id;
|
||||
es.cost = cost;
|
||||
es.defaultModules = def.defaultModules;
|
||||
eligible.push_back(es);
|
||||
}
|
||||
}
|
||||
@@ -151,11 +153,12 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::composeWave(Tick currentTick,
|
||||
budget -= chosen.cost;
|
||||
|
||||
SpawnEntry entry;
|
||||
entry.schematicId = chosen.schematicId;
|
||||
entry.level = shipLevel;
|
||||
entry.spawnAt = 0; // set below after all picks are done
|
||||
entry.position = QVector2D(xDist(m_rng),
|
||||
static_cast<float>(yDist(m_rng)) + 0.5f);
|
||||
entry.schematicId = chosen.schematicId;
|
||||
entry.level = shipLevel;
|
||||
entry.spawnAt = 0; // set below after all picks are done
|
||||
entry.position = QVector2D(xDist(m_rng),
|
||||
static_cast<float>(yDist(m_rng)) + 0.5f);
|
||||
entry.layout.placedModules = chosen.defaultModules;
|
||||
picked.push_back(entry);
|
||||
}
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <QVector2D>
|
||||
|
||||
#include "GameConfig.h"
|
||||
#include "ShipLayout.h"
|
||||
#include "Tick.h"
|
||||
|
||||
class ShipSystem;
|
||||
@@ -40,10 +41,11 @@ public:
|
||||
private:
|
||||
struct SpawnEntry
|
||||
{
|
||||
std::string schematicId;
|
||||
int level;
|
||||
Tick spawnAt;
|
||||
QVector2D position;
|
||||
std::string schematicId;
|
||||
int level;
|
||||
Tick spawnAt;
|
||||
QVector2D position;
|
||||
ShipLayoutConfig layout;
|
||||
};
|
||||
|
||||
// Compose the next wave from the current threat budget, returning timed
|
||||
|
||||
Reference in New Issue
Block a user