define ship roles via added modules and allow multiple weapons
This commit is contained in:
@@ -24,8 +24,6 @@
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
@@ -62,13 +60,6 @@ Rotation rotateCounterClockwise(Rotation r)
|
||||
return Rotation::East;
|
||||
}
|
||||
|
||||
ShipRole shipRoleFromComponents(bool isEnemy, bool hasCargo, bool hasRepairTool)
|
||||
{
|
||||
if (isEnemy) { return ShipRole::Enemy; }
|
||||
if (hasCargo) { return ShipRole::Salvage; }
|
||||
if (hasRepairTool){ return ShipRole::Repair; }
|
||||
return ShipRole::PlayerCombat;
|
||||
}
|
||||
|
||||
QString toDisplayName(const std::string& id)
|
||||
{
|
||||
@@ -847,15 +838,12 @@ void GameWorldView::drawShips(QPainter& painter)
|
||||
{
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent, FacingComponent,
|
||||
FactionComponent>(
|
||||
[&](entt::entity e, const ShipIdentityComponent& /*si*/,
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& si,
|
||||
const PositionComponent& pos, const FacingComponent& facing,
|
||||
const FactionComponent& fac)
|
||||
const FactionComponent& /*fac*/)
|
||||
{
|
||||
const bool hasCargo = m_sim->admin().hasAll<SalvageCargoComponent>(e);
|
||||
const bool hasRepair = m_sim->admin().hasAll<RepairToolComponent>(e);
|
||||
const ShipRole role = shipRoleFromComponents(fac.isEnemy, hasCargo, hasRepair);
|
||||
const std::map<ShipRole, ShipVisuals>::const_iterator it =
|
||||
m_visuals->ships.find(role);
|
||||
const std::map<std::string, ShipVisuals>::const_iterator it =
|
||||
m_visuals->ships.find(si.schematicId);
|
||||
if (it == m_visuals->ships.end()) { return; }
|
||||
|
||||
const QPointF center = worldToWidget(pos.value);
|
||||
@@ -884,15 +872,12 @@ void GameWorldView::drawDebugSensorRanges(QPainter& painter)
|
||||
painter.setBrush(Qt::NoBrush);
|
||||
m_sim->admin().forEach<ShipIdentityComponent, PositionComponent, FacingComponent,
|
||||
FactionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, const ShipIdentityComponent& /*si*/,
|
||||
[&](entt::entity /*e*/, const ShipIdentityComponent& si,
|
||||
const PositionComponent& pos, const FacingComponent& /*facing*/,
|
||||
const FactionComponent& fac, const SensorRangeComponent& sensor)
|
||||
const FactionComponent& /*fac*/, const SensorRangeComponent& sensor)
|
||||
{
|
||||
const bool hasCargo = m_sim->admin().hasAll<SalvageCargoComponent>(e);
|
||||
const bool hasRepair = m_sim->admin().hasAll<RepairToolComponent>(e);
|
||||
const ShipRole role = shipRoleFromComponents(fac.isEnemy, hasCargo, hasRepair);
|
||||
const std::map<ShipRole, ShipVisuals>::const_iterator it =
|
||||
m_visuals->ships.find(role);
|
||||
const std::map<std::string, ShipVisuals>::const_iterator it =
|
||||
m_visuals->ships.find(si.schematicId);
|
||||
if (it == m_visuals->ships.end()) { return; }
|
||||
|
||||
const QPointF center = worldToWidget(pos.value);
|
||||
|
||||
Reference in New Issue
Block a user