add balancing tool target
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84
src/balancing/ArenaSimulation.h
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84
src/balancing/ArenaSimulation.h
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#pragma once
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#include <atomic>
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#include <memory>
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#include <mutex>
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#include <random>
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#include <string>
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#include <vector>
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#include "BalancingConfig.h"
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#include "BeltSystem.h"
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#include "EntityId.h"
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#include "FireEvent.h"
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#include "GameConfig.h"
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#include "Tick.h"
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class BuildingSystem;
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class CombatSystem;
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class ShipSystem;
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class ScrapSystem;
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struct ArenaStatus
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{
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struct Entry
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{
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std::string displayName;
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int level;
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int total;
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int surviving;
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};
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struct TeamStatus
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{
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std::string name;
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std::vector<Entry> entries; // HQ first, then ships, then stations
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};
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TeamStatus teams[2];
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bool finished = false;
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};
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class ArenaSimulation
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{
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public:
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ArenaSimulation(const GameConfig& gameConfig,
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ArenaConfig arenaConfig,
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unsigned int seed = 0);
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~ArenaSimulation();
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void run();
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void requestStop();
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ArenaStatus status() const;
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private:
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EntityId allocateId();
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void placeStructures();
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void spawnShips();
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void tick();
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void tickDeaths();
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void updateStatus();
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const GameConfig& m_gameConfig;
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ArenaConfig m_arenaConfig;
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std::mt19937 m_rng;
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Tick m_currentTick;
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EntityId m_nextId;
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BeltSystem m_beltSystem;
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std::unique_ptr<BuildingSystem> m_buildingSystem;
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std::unique_ptr<ShipSystem> m_shipSystem;
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std::unique_ptr<CombatSystem> m_combatSystem;
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std::unique_ptr<ScrapSystem> m_scrapSystem;
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EntityId m_team1HqId;
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EntityId m_team2HqId;
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bool m_finished;
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std::atomic<bool> m_stopRequested;
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mutable std::mutex m_statusMutex;
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ArenaStatus m_status;
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};
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