define ship roles via added modules and allow multiple weapons
This commit is contained in:
@@ -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);
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const bool cargoFull = (cargoState.totalCurrent >= cargoState.totalCapacity
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&& cargoState.totalCapacity > 0);
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if (cargoFull)
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{
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@@ -389,17 +424,26 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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if (bayId != kInvalidBuildingId
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&& (pos.value - bayPos).length() <= 1.0f)
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{
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if (buildings.deliverScrapToSalvageBay(bayId))
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{
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--cargo.current;
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}
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// Decrement first non-empty salvage child.
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bool delivered = false;
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admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
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[&](entt::entity /*ce*/, SalvageCargoComponent& c,
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const ModuleOwnerComponent& o)
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{
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if (delivered || o.owner != e || c.current <= 0) { return; }
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if (buildings.deliverScrapToSalvageBay(bayId))
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{
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--c.current;
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delivered = true;
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}
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});
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}
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return;
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}
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// Retreat if enemy near and cargo empty.
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bool retreating = false;
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if (cargo.current == 0)
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if (cargoState.totalCurrent == 0)
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{
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for (const EnemyShipPos& enemy : enemyShips)
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{
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@@ -417,16 +461,24 @@ void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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}
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if (retreating) { return; }
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// Collect nearby scrap.
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// Collect nearby scrap — increment first non-full salvage child.
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for (const ScrapInfo& si : allScrap)
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{
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if ((si.position - pos.value).length() <= collectRange)
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{
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if (scraps.consume(si.entity))
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{
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++cargo.current;
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salvageBehavior.scrapTarget = std::nullopt;
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}
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bool collected = false;
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admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
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[&](entt::entity /*ce*/, SalvageCargoComponent& c,
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const ModuleOwnerComponent& o)
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{
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if (collected || o.owner != e || c.current >= c.capacity) { return; }
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if (scraps.consume(si.entity))
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{
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++c.current;
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salvageBehavior.scrapTarget = std::nullopt;
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collected = true;
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}
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});
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break;
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}
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}
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@@ -10,5 +10,6 @@ public:
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void tickHomeReturnBehavior(EntityAdmin& admin);
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void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
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void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
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void tickRepairTools(EntityAdmin& admin);
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void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
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};
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@@ -2,8 +2,8 @@
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "StationBodyComponent.h"
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#include "HealthComponent.h"
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#include "ModuleOwnerComponent.h"
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#include "PositionComponent.h"
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#include "SensorRangeComponent.h"
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#include "ShipIdentityComponent.h"
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@@ -22,24 +22,18 @@ void CombatSystem::tick(Tick currentTick,
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BuildingSystem& /*buildings*/,
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std::vector<FireEvent>& outFireEvents)
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{
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// Ship weapons.
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admin.forEach<WeaponComponent, ThreatResponseBehaviorComponent,
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PositionComponent, FactionComponent>(
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[&](entt::entity e, WeaponComponent& weapon,
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ThreatResponseBehaviorComponent& threatResponseBehavior,
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PositionComponent& pos, FactionComponent& faction)
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// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
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admin.forEach<WeaponComponent, ModuleOwnerComponent>(
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[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
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{
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weapon.currentTarget = threatResponseBehavior.currentTarget;
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resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
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});
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// Station weapons (entities with StationBodyComponent; ships are excluded because
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// they lack that component and are already handled by the ship loop above).
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admin.forEach<WeaponComponent, PositionComponent, FactionComponent, StationBodyComponent>(
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[&](entt::entity e, WeaponComponent& weapon, PositionComponent& pos,
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FactionComponent& faction, const StationBodyComponent& /*sb*/)
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{
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resolveWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
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if (admin.hasAll<ThreatResponseBehaviorComponent>(owner.owner))
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{
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weapon.currentTarget =
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admin.get<ThreatResponseBehaviorComponent>(owner.owner).currentTarget;
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}
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const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
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const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
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resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outFireEvents);
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});
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}
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@@ -3,11 +3,13 @@
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#include <cassert>
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#include <map>
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#include <utility>
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#include <vector>
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#include "DynamicBodyComponent.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 "ModuleOwnerComponent.h"
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#include "ModulesConfig.h"
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#include "MovementIntentComponent.h"
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#include "RallyBehaviorComponent.h"
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@@ -85,17 +87,182 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
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angularAccelPerTick, maxRotationSpeedPerTick, sensorRange,
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level, schematicId, isEnemy);
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// Optional components based on ship role.
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if (def->combat)
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{
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WeaponComponent w;
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w.damage = static_cast<float>(def->combat->damageFormula.evaluate(x));
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w.range = static_cast<float>(def->combat->attackRangeFormula.evaluate(x));
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w.fireRateHz = static_cast<float>(def->combat->attackRateFormula.evaluate(x));
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w.cooldownTicks = 0.0f;
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w.currentTarget = std::nullopt;
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m_admin.addComponent<WeaponComponent>(entity, w);
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// Determine module list: configured layout takes precedence over default.
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const std::vector<PlacedModule>& modules =
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layout.has_value() ? layout->placedModules : def->defaultModules;
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// --- Pass 1: create capability child entities ----------------------------
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std::vector<entt::entity> weaponChildren;
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std::vector<entt::entity> salvageChildren;
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std::vector<entt::entity> repairChildren;
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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if (!modDef) { continue; }
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const double mx = static_cast<double>(modDef->playerProductionLevel);
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if (modDef->weaponCapability)
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{
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WeaponComponent w;
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w.damage = static_cast<float>(
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modDef->weaponCapability->damageFormula.evaluate(mx));
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w.range = static_cast<float>(
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modDef->weaponCapability->attackRangeFormula.evaluate(mx));
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w.fireRateHz = static_cast<float>(
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modDef->weaponCapability->attackRateFormula.evaluate(mx));
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w.cooldownTicks = 0.0f;
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w.currentTarget = std::nullopt;
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entt::entity child = m_admin.createModuleEntity();
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m_admin.addComponent<WeaponComponent>(child, w);
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m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
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weaponChildren.push_back(child);
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}
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if (modDef->salvageCapability)
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{
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SalvageCargoComponent cargo;
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cargo.capacity = static_cast<int>(
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modDef->salvageCapability->cargoCapacityFormula.evaluate(mx));
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cargo.current = 0;
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cargo.collectionRange = static_cast<float>(
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modDef->salvageCapability->collectionRangeFormula.evaluate(mx));
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entt::entity child = m_admin.createModuleEntity();
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m_admin.addComponent<SalvageCargoComponent>(child, cargo);
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m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
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salvageChildren.push_back(child);
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}
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if (modDef->repairCapability)
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{
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RepairToolComponent rt;
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rt.ratePerTick = static_cast<float>(
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modDef->repairCapability->repairRateFormula.evaluate(mx))
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/ static_cast<float>(kTickRateHz);
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rt.range = static_cast<float>(
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modDef->repairCapability->repairRangeFormula.evaluate(mx));
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rt.currentTarget = std::nullopt;
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entt::entity child = m_admin.createModuleEntity();
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m_admin.addComponent<RepairToolComponent>(child, rt);
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m_admin.addComponent<ModuleOwnerComponent>(child, ModuleOwnerComponent{entity});
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repairChildren.push_back(child);
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}
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}
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// --- Pass 2: apply passive stat modifiers --------------------------------
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// Accumulate hull-level modifiers.
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std::map<std::string, std::pair<double, double>> hullMods;
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// Per-capability-type modifier accumulators (applied to each child).
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std::map<std::string, std::pair<double, double>> weaponMods;
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std::map<std::string, std::pair<double, double>> salvageMods;
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std::map<std::string, std::pair<double, double>> repairMods;
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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if (!modDef) { continue; }
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const double mx = static_cast<double>(modDef->playerProductionLevel);
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for (const ModuleStatModifier& sm : modDef->statModifiers)
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{
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const double val = sm.formula.evaluate(mx);
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// Route modifier to the correct accumulator by stat category.
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// weapon/salvage/repair stats go to the corresponding child map;
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// hull stats (hp, speed, sensor_range, …) go to hullMods.
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const bool isWeaponStat = (sm.stat == "damage"
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|| sm.stat == "attack_range"
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|| sm.stat == "attack_rate");
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const bool isSalvageStat = (sm.stat == "collection_range"
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|| sm.stat == "cargo_capacity");
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const bool isRepairStat = (sm.stat == "repair_rate"
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|| sm.stat == "repair_range");
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std::map<std::string, std::pair<double, double>>* target = &hullMods;
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if (isWeaponStat) { target = &weaponMods; }
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if (isSalvageStat) { target = &salvageMods; }
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if (isRepairStat) { target = &repairMods; }
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std::pair<double, double>& acc = (*target)[sm.stat];
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if (sm.modifierType == "multiplicative")
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{
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acc.first += (val - 1.0);
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}
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else
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{
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acc.second += val;
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}
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}
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}
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// Helper: apply a modifier map to a float stat.
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auto applyMod = [](float& stat, const std::string& name,
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const std::map<std::string, std::pair<double, double>>& mods)
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{
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const auto it = mods.find(name);
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if (it != mods.end())
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{
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stat = static_cast<float>(
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static_cast<double>(stat) * (1.0 + it->second.first)
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+ it->second.second);
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}
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};
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// Apply hull modifiers.
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{
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HealthComponent& health = m_admin.get<HealthComponent>(entity);
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DynamicBodyComponent& dynamics = m_admin.get<DynamicBodyComponent>(entity);
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SensorRangeComponent& sensor = m_admin.get<SensorRangeComponent>(entity);
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applyMod(health.maxHp, "hp", hullMods);
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health.hp = health.maxHp;
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applyMod(dynamics.maxSpeedPerTick, "speed", hullMods);
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applyMod(dynamics.mainAccelerationPerTick, "main_acceleration", hullMods);
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applyMod(dynamics.maneuveringAccelerationPerTick, "maneuvering_acceleration", hullMods);
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applyMod(dynamics.angularAccelerationPerTick, "angular_acceleration", hullMods);
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applyMod(dynamics.maxRotationSpeedPerTick, "max_rotation_speed", hullMods);
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applyMod(sensor.value, "sensor_range", hullMods);
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}
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// Apply weapon modifiers to each weapon child.
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for (entt::entity child : weaponChildren)
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{
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WeaponComponent& w = m_admin.get<WeaponComponent>(child);
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applyMod(w.damage, "damage", weaponMods);
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applyMod(w.range, "attack_range", weaponMods);
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applyMod(w.fireRateHz, "attack_rate", weaponMods);
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}
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// Apply salvage modifiers to each salvage child.
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for (entt::entity child : salvageChildren)
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{
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SalvageCargoComponent& c = m_admin.get<SalvageCargoComponent>(child);
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float fRange = c.collectionRange;
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float fCapacity = static_cast<float>(c.capacity);
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applyMod(fRange, "collection_range", salvageMods);
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applyMod(fCapacity, "cargo_capacity", salvageMods);
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c.collectionRange = fRange;
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c.capacity = static_cast<int>(fCapacity);
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}
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// Apply repair modifiers to each repair child.
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for (entt::entity child : repairChildren)
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{
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RepairToolComponent& rt = m_admin.get<RepairToolComponent>(child);
|
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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);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user