define ship roles via added modules and allow multiple weapons
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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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