make repair ships standby with rest of fleet if there is no one to repair (instead of advancing towards the enemy stations)
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101
src/lib/ecs/system/ai/StandbyExecutor.cpp
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101
src/lib/ecs/system/ai/StandbyExecutor.cpp
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#include "StandbyExecutor.h"
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#include <optional>
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#include <QVector2D>
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#include "BehaviorKind.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 "MovementIntentComponent.h"
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#include "PositionComponent.h"
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#include "SelectedBehaviorComponent.h"
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#include "ShipIdentityComponent.h"
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#include "StandbyBehavior.h"
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#include "StationBodyComponent.h"
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#include "tracing.h"
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namespace
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{
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// Accumulates positions to produce their centroid (the center between them).
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struct Centroid
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{
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QVector2D sum;
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int count = 0;
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void add(const QVector2D& point)
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{
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sum += point;
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count += 1;
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}
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std::optional<QVector2D> value() const
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{
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if (count == 0) { return std::nullopt; }
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return sum / static_cast<float>(count);
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}
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};
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}
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void StandbyExecutor::execute(EntityAdmin& admin)
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{
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TRACE();
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// Centroid of each faction's alive ships; a standing-by ship steers toward the
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// center of its other same-faction ships so it stays among potential patients.
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Centroid enemyShips;
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Centroid playerShips;
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admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&enemyShips, &playerShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
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const PositionComponent& pos, const FactionComponent& faction,
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const HealthComponent& health)
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{
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if (health.hp <= 0.0f) { return; }
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Centroid& centroid = faction.isEnemy ? enemyShips : playerShips;
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centroid.add(pos.value);
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});
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// Fallback per faction: the centroid of that side's own alive defence stations.
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Centroid enemyStations;
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Centroid playerStations;
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admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
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[&enemyStations, &playerStations](entt::entity /*e*/,
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const StationBodyComponent& /*sb*/, const PositionComponent& pos,
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const FactionComponent& faction, const HealthComponent& health)
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{
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if (health.hp <= 0.0f) { return; }
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Centroid& centroid = faction.isEnemy ? enemyStations : playerStations;
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centroid.add(pos.value);
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});
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const std::optional<QVector2D> enemyStationCenter = enemyStations.value();
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const std::optional<QVector2D> playerStationCenter = playerStations.value();
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admin.forEach<StandbyBehavior, SelectedBehaviorComponent, PositionComponent,
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FactionComponent, MovementIntentComponent>(
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[&](entt::entity /*e*/, const StandbyBehavior& /*standby*/,
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const SelectedBehaviorComponent& selected, const PositionComponent& pos,
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const FactionComponent& faction, MovementIntentComponent& intent)
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{
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if (selected.winner != BehaviorKind::Standby) { return; }
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const Centroid& allyShips = faction.isEnemy ? enemyShips : playerShips;
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const std::optional<QVector2D>& friendlyStationCenter =
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faction.isEnemy ? enemyStationCenter : playerStationCenter;
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// Aim at the centroid of the other allied ships (excluding self), then
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// fall back to the friendly stations, then hold position when alone.
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QVector2D target = pos.value;
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if (allyShips.count > 1)
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{
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target = (allyShips.sum - pos.value)
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/ static_cast<float>(allyShips.count - 1);
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}
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else if (friendlyStationCenter)
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{
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target = *friendlyStationCenter;
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}
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intent = MovementIntentComponent{true, target};
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});
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}
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