switch to ECS architecture
This commit is contained in:
@@ -5,6 +5,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/Rotation.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.h
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${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
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${CMAKE_CURRENT_SOURCE_DIR}/EcsComponents.h
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${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
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${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
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${CMAKE_CURRENT_SOURCE_DIR}/Item.h
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107
src/lib/core/EcsComponents.h
Normal file
107
src/lib/core/EcsComponents.h
Normal file
@@ -0,0 +1,107 @@
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#pragma once
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#include <string>
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#include <vector>
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#include <QPoint>
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#include <QSize>
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#include <QVector2D>
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#include "EntityId.h"
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#include "Tick.h"
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#include "entt/entity/entity.hpp"
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// ---------------------------------------------------------------------------
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// Shared components (used by ships, stations, scrap, HQ proxy)
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// ---------------------------------------------------------------------------
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struct Position
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{
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QVector2D value;
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};
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struct Health
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{
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float hp;
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float maxHp;
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};
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struct Faction
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{
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bool isEnemy;
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};
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// ---------------------------------------------------------------------------
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// Ship components (always present on every ship)
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// ---------------------------------------------------------------------------
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struct Velocity
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{
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QVector2D value;
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};
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struct Facing
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{
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float radians;
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float rotationSpeed;
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};
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struct ShipDynamics
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{
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float maxSpeedPerTick;
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float mainAccelerationPerTick;
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float maneuveringAccelerationPerTick;
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float angularAccelerationPerTick;
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float maxRotationSpeedPerTick;
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};
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struct SensorRange
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{
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float value;
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};
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struct ShipIdentity
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{
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int level;
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std::string schematicId;
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};
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// ---------------------------------------------------------------------------
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// Ship optional components (hardware + behavior, in Ship.h)
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// ---------------------------------------------------------------------------
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// Weapon, SalvageCargo, RepairTool, ThreatResponse, ScrapCollector,
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// RepairBehavior, HomeReturn, RallyBehavior remain defined in Ship.h.
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// ---------------------------------------------------------------------------
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// Station components
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// ---------------------------------------------------------------------------
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struct StationBody
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{
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QPoint anchor;
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QSize footprint;
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std::vector<QPoint> bodyCells;
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};
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// StationWeapon remains defined in Building.h.
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// ---------------------------------------------------------------------------
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// Scrap components
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// ---------------------------------------------------------------------------
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struct ScrapData
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{
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int amount;
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};
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struct DespawnAt
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{
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Tick tick;
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};
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// ---------------------------------------------------------------------------
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// HQ proxy (empty tag)
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// ---------------------------------------------------------------------------
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struct HqProxy { char unused = 0; };
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@@ -1,11 +1,14 @@
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#include "EntityAdmin.h"
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#include "EcsComponents.h"
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#include "MovementIntent.h"
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entt::entity EntityAdmin::createEntity()
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{
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return m_registry.create();
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}
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bool EntityAdmin::isValid(entt::entity entity)
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bool EntityAdmin::isValid(entt::entity entity) const
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{
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return m_registry.valid(entity);
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}
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@@ -19,3 +22,57 @@ void EntityAdmin::clear()
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{
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m_registry.clear();
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}
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entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
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float maxSpeedPerTick, float mainAccelPerTick,
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float maneuveringAccelPerTick, float angularAccelPerTick,
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float maxRotationSpeedPerTick, float sensorRange,
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int level, const std::string& schematicId, bool isEnemy)
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{
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entt::entity entity = createEntity();
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add<Position>(entity, Position{position});
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add<Health>(entity, Health{hp, maxHp});
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add<Faction>(entity, Faction{isEnemy});
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add<Velocity>(entity, Velocity{QVector2D(0.0f, 0.0f)});
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add<Facing>(entity, Facing{0.0f, 0.0f});
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add<ShipDynamics>(entity, ShipDynamics{
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maxSpeedPerTick, mainAccelPerTick, maneuveringAccelPerTick,
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angularAccelPerTick, maxRotationSpeedPerTick});
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add<SensorRange>(entity, SensorRange{sensorRange});
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add<ShipIdentity>(entity, ShipIdentity{level, schematicId});
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add<MovementIntent>(entity, MovementIntent{0, QVector2D(0.0f, 0.0f)});
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return entity;
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}
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entt::entity EntityAdmin::spawnStation(QPoint anchor, QSize footprint,
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const std::vector<QPoint>& bodyCells,
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float hp, float maxHp, bool isEnemy)
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{
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entt::entity entity = createEntity();
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QVector2D center(anchor.x() + footprint.width() / 2.0f,
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anchor.y() + footprint.height() / 2.0f);
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add<Position>(entity, Position{center});
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add<Health>(entity, Health{hp, maxHp});
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add<Faction>(entity, Faction{isEnemy});
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add<StationBody>(entity, StationBody{anchor, footprint, bodyCells});
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return entity;
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}
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entt::entity EntityAdmin::spawnScrap(QVector2D position, int amount, Tick despawnAt)
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{
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entt::entity entity = createEntity();
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add<Position>(entity, Position{position});
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add<ScrapData>(entity, ScrapData{amount});
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add<DespawnAt>(entity, DespawnAt{despawnAt});
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return entity;
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}
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entt::entity EntityAdmin::spawnHqProxy(QVector2D position, float hp, float maxHp)
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{
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entt::entity entity = createEntity();
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add<Position>(entity, Position{position});
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add<Health>(entity, Health{hp, maxHp});
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add<Faction>(entity, Faction{false});
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add<HqProxy>(entity);
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return entity;
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}
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@@ -1,6 +1,15 @@
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#ifndef ENTITY_ADMIN_H
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#define ENTITY_ADMIN_H
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#include <string>
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#include <vector>
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#include <QPoint>
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#include <QSize>
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#include <QVector2D>
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#include "Tick.h"
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#include "entt/entity/registry.hpp"
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class EntityAdmin
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@@ -10,36 +19,84 @@ public:
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EntityAdmin(const EntityAdmin&) = delete;
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EntityAdmin& operator=(const EntityAdmin&) = delete;
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// -- Queries / iteration ------------------------------------------------
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template <typename... Ts, typename Func>
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void forEach(Func&& f);
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template <typename... Ts, typename Func>
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void forEach(Func&& f) const;
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template <typename... Ts>
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bool hasAll(entt::entity entity);
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template <typename T>
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T& get(entt::entity entity);
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bool isValid(entt::entity entity);
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template <typename T>
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const T& get(entt::entity entity) const;
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bool isValid(entt::entity entity) const;
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void destroy(entt::entity entity);
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void clear();
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/*
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factory methods (like spawnShip, spawnScrap, etc shall go here)
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*/
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// -- Public component attachment ----------------------------------------
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// Used by systems (e.g. ShipSystem) to attach optional components after
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// a factory method has created the base entity.
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template <typename T, typename... Args>
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void addComponent(entt::entity entity, Args&&... args);
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template <typename T>
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void removeComponent(entt::entity entity);
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// -- Factory methods ----------------------------------------------------
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entt::entity spawnShip(QVector2D position, float hp, float maxHp,
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float maxSpeedPerTick, float mainAccelPerTick,
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float maneuveringAccelPerTick, float angularAccelPerTick,
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float maxRotationSpeedPerTick, float sensorRange,
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int level, const std::string& schematicId, bool isEnemy);
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entt::entity spawnStation(QPoint anchor, QSize footprint,
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const std::vector<QPoint>& bodyCells,
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float hp, float maxHp, bool isEnemy);
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entt::entity spawnScrap(QVector2D position, int amount, Tick despawnAt);
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entt::entity spawnHqProxy(QVector2D position, float hp, float maxHp);
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private:
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entt::entity createEntity();
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template <typename T, typename... Args>
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T& add(entt::entity entity, Args&&... args);
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void add(entt::entity entity, Args&&... args);
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entt::registry m_registry;
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};
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// ---------------------------------------------------------------------------
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// Template implementations
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// ---------------------------------------------------------------------------
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template <typename... Ts, typename Func>
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void EntityAdmin::forEach(Func&& f)
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{
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m_registry.view<Ts...>().each(std::forward<Func>(f));
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// Avoid view.each() — MSVC 2017 ICEs on the extended_storage_iterator it instantiates.
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for (entt::entity entity : m_registry.view<Ts...>())
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{
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f(entity, m_registry.get<Ts>(entity)...);
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}
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}
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template <typename... Ts, typename Func>
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void EntityAdmin::forEach(Func&& f) const
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{
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entt::registry& reg = const_cast<entt::registry&>(m_registry);
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for (entt::entity entity : reg.view<Ts...>())
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{
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f(entity, reg.get<Ts>(entity)...);
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}
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}
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template <typename... Ts>
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@@ -54,10 +111,28 @@ T& EntityAdmin::get(entt::entity entity)
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return m_registry.get<T>(entity);
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}
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template <typename T, typename... Args>
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T& EntityAdmin::add(entt::entity entity, Args&&... args)
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template <typename T>
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const T& EntityAdmin::get(entt::entity entity) const
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{
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return m_registry.emplace<T>(entity, std::forward<Args>(args)...);
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return m_registry.get<T>(entity);
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}
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template <typename T, typename... Args>
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void EntityAdmin::addComponent(entt::entity entity, Args&&... args)
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{
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m_registry.emplace<T>(entity, std::forward<Args>(args)...);
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}
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template <typename T>
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void EntityAdmin::removeComponent(entt::entity entity)
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{
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m_registry.remove<T>(entity);
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}
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template <typename T, typename... Args>
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void EntityAdmin::add(entt::entity entity, Args&&... args)
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{
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m_registry.emplace<T>(entity, std::forward<Args>(args)...);
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}
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#endif // ENTITY_ADMIN_H
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@@ -1,14 +1,15 @@
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#pragma once
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#include "EntityId.h"
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#include "Tick.h"
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#include "entt/entity/entity.hpp"
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// Transient record emitted each time a weapon fires (REQ-SHP-FIRING,
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// REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the
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// renderer each frame to draw the 0.3-second laser beam.
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struct FireEvent
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{
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EntityId shooter;
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EntityId target;
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entt::entity shooter;
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entt::entity target;
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Tick emittedAt;
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};
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@@ -8,456 +8,440 @@
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "EcsComponents.h"
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#include "EntityAdmin.h"
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#include "EntityId.h"
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#include "MovementIntent.h"
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#include "Scrap.h"
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#include "ScrapSystem.h"
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#include "Ship.h"
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#include "ShipSystem.h"
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static QVector2D buildingCenter(const Building& b)
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{
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return QVector2D(b.anchor.x() + b.footprint.width() / 2.0f,
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b.anchor.y() + b.footprint.height() / 2.0f);
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}
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static bool isTargetValid(EntityId id, float range, const Ship& ship,
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const ShipSystem& ships,
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const BuildingSystem& buildings)
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{
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if (id == kInvalidEntityId) { return false; }
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const Ship* target = ships.findShip(id);
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if (target) { return (target->position - ship.position).length() <= range; }
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const Building* bld = buildings.findBuilding(id);
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if (bld) { return (buildingCenter(*bld) - ship.position).length() <= range; }
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return false;
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}
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// ---------------------------------------------------------------------------
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// tickHomeReturn (priority 4)
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// ---------------------------------------------------------------------------
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void AiSystem::tickHomeReturn(ShipSystem& ships)
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void AiSystem::tickHomeReturn(EntityAdmin& admin)
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{
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ships.forEach([&](Ship& s)
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{
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if (!s.homeReturn) { return; }
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if (s.hp / s.maxHp < s.homeReturn->retreatHpFraction)
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admin.forEach<HomeReturn, Health, MovementIntent>(
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[](entt::entity /*e*/, const HomeReturn& hr, const Health& h, MovementIntent& intent)
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{
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if (4 > s.intent.priority)
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if (h.hp / h.maxHp < hr.retreatHpFraction)
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{
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s.intent = MovementIntent{4, s.homeReturn->homePos};
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if (4 > intent.priority)
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{
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intent = MovementIntent{4, hr.homePos};
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}
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}
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}
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});
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});
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}
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// ---------------------------------------------------------------------------
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// tickThreatResponse (priority 3)
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// ---------------------------------------------------------------------------
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void AiSystem::tickThreatResponse(ShipSystem& ships, const BuildingSystem& buildings)
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void AiSystem::tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buildings)
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{
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const std::vector<Building> allBuildings = buildings.allBuildings();
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const std::vector<Ship> allShips = ships.allShips();
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ships.forEach([&](Ship& s)
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// Snapshot all combatant entities for target acquisition.
|
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struct CombatantInfo
|
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{
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if (!s.threatResponse) { return; }
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entt::entity entity;
|
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QVector2D position;
|
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bool isEnemy;
|
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bool isStation;
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};
|
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std::vector<CombatantInfo> combatants;
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const float range = s.sensorRange;
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if (!s.isEnemy)
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admin.forEach<Position, Faction, ShipIdentity>(
|
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[&combatants](entt::entity e, const Position& pos, const Faction& f, const ShipIdentity& /*si*/)
|
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{
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if (!isTargetValid(s.threatResponse->currentTarget.value_or(kInvalidEntityId),
|
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range, s, ships, buildings))
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combatants.push_back({e, pos.value, f.isEnemy, false});
|
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});
|
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|
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admin.forEach<Position, Faction, StationBody>(
|
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[&combatants](entt::entity e, const Position& pos, const Faction& f, const StationBody& /*sb*/)
|
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{
|
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combatants.push_back({e, pos.value, f.isEnemy, true});
|
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});
|
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|
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admin.forEach<Position, Faction, HqProxy>(
|
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[&combatants](entt::entity e, const Position& pos, const Faction& f, const HqProxy& /*hq*/)
|
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{
|
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combatants.push_back({e, pos.value, f.isEnemy, true});
|
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});
|
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|
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admin.forEach<ThreatResponse, Position, Faction, SensorRange, MovementIntent>(
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[&](entt::entity e, ThreatResponse& threat, Position& pos, Faction& faction,
|
||||
SensorRange& sensor, MovementIntent& intent)
|
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{
|
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const float range = sensor.value;
|
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|
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// Validate current target.
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bool targetValid = false;
|
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if (threat.currentTarget)
|
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{
|
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s.threatResponse->currentTarget = std::nullopt;
|
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const entt::entity t = *threat.currentTarget;
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if (admin.isValid(t) && admin.hasAll<Position>(t))
|
||||
{
|
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const float dist = (admin.get<Position>(t).value - pos.value).length();
|
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if (dist <= range)
|
||||
{
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targetValid = true;
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}
|
||||
}
|
||||
}
|
||||
|
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if (!targetValid)
|
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{
|
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threat.currentTarget = std::nullopt;
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float bestDist = range;
|
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for (const Ship& candidate : allShips)
|
||||
{
|
||||
if (!candidate.isEnemy) { continue; }
|
||||
float dist = (candidate.position - s.position).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
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s.threatResponse->currentTarget = candidate.id;
|
||||
}
|
||||
}
|
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|
||||
for (const Building& b : allBuildings)
|
||||
for (const CombatantInfo& c : combatants)
|
||||
{
|
||||
if (b.type != BuildingType::EnemyDefenceStation) { continue; }
|
||||
float dist = (buildingCenter(b) - s.position).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
s.threatResponse->currentTarget = b.id;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (c.entity == e) { continue; }
|
||||
|
||||
if (s.threatResponse->currentTarget)
|
||||
{
|
||||
QVector2D dest;
|
||||
const Ship* tShip = ships.findShip(*s.threatResponse->currentTarget);
|
||||
if (tShip)
|
||||
{
|
||||
dest = tShip->position;
|
||||
}
|
||||
else
|
||||
{
|
||||
const Building* tBld = buildings.findBuilding(
|
||||
*s.threatResponse->currentTarget);
|
||||
dest = tBld ? buildingCenter(*tBld) : s.position;
|
||||
}
|
||||
if (3 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{3, dest};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (3 > s.intent.priority)
|
||||
{
|
||||
if (s.rallyBehavior)
|
||||
bool isValidTarget = false;
|
||||
if (!faction.isEnemy)
|
||||
{
|
||||
s.intent = MovementIntent{3, s.rallyBehavior->rallyPoint};
|
||||
isValidTarget = c.isEnemy;
|
||||
}
|
||||
else
|
||||
{
|
||||
s.intent = MovementIntent{3, QVector2D(s.position.x() + 1000.0f,
|
||||
s.position.y())};
|
||||
isValidTarget = !c.isEnemy;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!isTargetValid(s.threatResponse->currentTarget.value_or(kInvalidEntityId),
|
||||
range, s, ships, buildings))
|
||||
{
|
||||
s.threatResponse->currentTarget = std::nullopt;
|
||||
float bestDist = range;
|
||||
if (!isValidTarget) { continue; }
|
||||
|
||||
for (const Ship& candidate : allShips)
|
||||
{
|
||||
if (candidate.isEnemy) { continue; }
|
||||
float dist = (candidate.position - s.position).length();
|
||||
const float dist = (c.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
s.threatResponse->currentTarget = candidate.id;
|
||||
}
|
||||
}
|
||||
|
||||
for (const Building& b : allBuildings)
|
||||
{
|
||||
if (b.type != BuildingType::PlayerDefenceStation
|
||||
&& b.type != BuildingType::Hq)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
float dist = (buildingCenter(b) - s.position).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
s.threatResponse->currentTarget = b.id;
|
||||
threat.currentTarget = c.entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (s.threatResponse->currentTarget)
|
||||
if (threat.currentTarget)
|
||||
{
|
||||
QVector2D dest;
|
||||
const Ship* tShip = ships.findShip(*s.threatResponse->currentTarget);
|
||||
if (tShip)
|
||||
const entt::entity t = *threat.currentTarget;
|
||||
QVector2D dest = pos.value;
|
||||
if (admin.isValid(t) && admin.hasAll<Position>(t))
|
||||
{
|
||||
dest = tShip->position;
|
||||
dest = admin.get<Position>(t).value;
|
||||
}
|
||||
else
|
||||
if (3 > intent.priority)
|
||||
{
|
||||
const Building* tBld = buildings.findBuilding(
|
||||
*s.threatResponse->currentTarget);
|
||||
dest = tBld ? buildingCenter(*tBld) : s.position;
|
||||
}
|
||||
if (3 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{3, dest};
|
||||
intent = MovementIntent{3, dest};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (3 > s.intent.priority)
|
||||
if (3 > intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{3, QVector2D(-10000.0f, s.position.y())};
|
||||
if (admin.hasAll<RallyBehavior>(e))
|
||||
{
|
||||
intent = MovementIntent{3, admin.get<RallyBehavior>(e).rallyPoint};
|
||||
}
|
||||
else if (!faction.isEnemy)
|
||||
{
|
||||
intent = MovementIntent{3, QVector2D(pos.value.x() + 1000.0f,
|
||||
pos.value.y())};
|
||||
}
|
||||
else
|
||||
{
|
||||
intent = MovementIntent{3, QVector2D(-10000.0f, pos.value.y())};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickRepairBehavior (priority 2)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickRepairBehavior(ShipSystem& ships, BuildingSystem& buildings)
|
||||
void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
|
||||
{
|
||||
const std::vector<Building> allBuildings = buildings.allBuildings();
|
||||
const std::vector<Ship> allShips = ships.allShips();
|
||||
|
||||
ships.forEach([&](Ship& s)
|
||||
// Snapshot all entities with health for repair targeting.
|
||||
struct RepairableInfo
|
||||
{
|
||||
if (!s.repairBehavior || !s.repairTool) { return; }
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
bool isEnemy;
|
||||
bool isShip;
|
||||
float hp;
|
||||
float maxHp;
|
||||
};
|
||||
std::vector<RepairableInfo> repairables;
|
||||
|
||||
const float repairRange = s.repairTool->range;
|
||||
admin.forEach<ShipIdentity, Position, Faction, Health>(
|
||||
[&repairables](entt::entity e, const ShipIdentity& /*si*/,
|
||||
const Position& pos, const Faction& f, const Health& h)
|
||||
{
|
||||
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
|
||||
});
|
||||
|
||||
bool enemyNearby = false;
|
||||
for (const Ship& candidate : allShips)
|
||||
admin.forEach<StationBody, Position, Faction, Health>(
|
||||
[&repairables](entt::entity e, const StationBody& /*sb*/,
|
||||
const Position& pos, const Faction& f, const Health& h)
|
||||
{
|
||||
if (candidate.isEnemy
|
||||
&& (candidate.position - s.position).length() <= s.sensorRange)
|
||||
{
|
||||
enemyNearby = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (enemyNearby)
|
||||
{
|
||||
if (2 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{2, QVector2D(-10000.0f, s.position.y())};
|
||||
}
|
||||
return;
|
||||
}
|
||||
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
|
||||
});
|
||||
|
||||
EntityId currentId = s.repairBehavior->currentTarget.value_or(kInvalidEntityId);
|
||||
bool targetValid = false;
|
||||
if (currentId != kInvalidEntityId)
|
||||
// Snapshot enemy ships for threat detection.
|
||||
struct EnemyInfo
|
||||
{
|
||||
QVector2D position;
|
||||
};
|
||||
std::vector<EnemyInfo> enemies;
|
||||
admin.forEach<ShipIdentity, Position, Faction>(
|
||||
[&enemies](entt::entity /*e*/, const ShipIdentity& /*si*/,
|
||||
const Position& pos, const Faction& f)
|
||||
{
|
||||
const Ship* tShip = ships.findShip(currentId);
|
||||
if (tShip && !tShip->isEnemy && tShip->hp < tShip->maxHp)
|
||||
if (f.isEnemy)
|
||||
{
|
||||
targetValid = true;
|
||||
enemies.push_back({pos.value});
|
||||
}
|
||||
else
|
||||
});
|
||||
|
||||
admin.forEach<RepairBehavior, RepairTool, Position, Faction, SensorRange, MovementIntent>(
|
||||
[&](entt::entity e, RepairBehavior& rb, RepairTool& rt, Position& pos,
|
||||
Faction& /*faction*/, SensorRange& sensor, MovementIntent& intent)
|
||||
{
|
||||
const float repairRange = rt.range;
|
||||
|
||||
// Flee if enemy nearby.
|
||||
bool enemyNearby = false;
|
||||
for (const EnemyInfo& enemy : enemies)
|
||||
{
|
||||
const Building* tBld = buildings.findBuilding(currentId);
|
||||
if (tBld && tBld->type == BuildingType::PlayerDefenceStation
|
||||
&& tBld->hp < tBld->maxHp)
|
||||
if ((enemy.position - pos.value).length() <= sensor.value)
|
||||
{
|
||||
targetValid = true;
|
||||
enemyNearby = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetValid)
|
||||
{
|
||||
s.repairBehavior->currentTarget = std::nullopt;
|
||||
currentId = kInvalidEntityId;
|
||||
float bestDist = s.sensorRange;
|
||||
|
||||
for (const Ship& candidate : allShips)
|
||||
if (enemyNearby)
|
||||
{
|
||||
if (candidate.isEnemy || candidate.id == s.id
|
||||
|| candidate.hp >= candidate.maxHp)
|
||||
if (2 > intent.priority)
|
||||
{
|
||||
continue;
|
||||
intent = MovementIntent{2, QVector2D(-10000.0f, pos.value.y())};
|
||||
}
|
||||
float dist = (candidate.position - s.position).length();
|
||||
if (dist < bestDist)
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate current target.
|
||||
bool targetValid = false;
|
||||
if (rb.currentTarget)
|
||||
{
|
||||
const entt::entity t = *rb.currentTarget;
|
||||
if (admin.isValid(t) && admin.hasAll<Health>(t))
|
||||
{
|
||||
bestDist = dist;
|
||||
s.repairBehavior->currentTarget = candidate.id;
|
||||
const Health& th = admin.get<Health>(t);
|
||||
if (th.hp > 0.0f && th.hp < th.maxHp)
|
||||
{
|
||||
targetValid = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const Building& b : allBuildings)
|
||||
if (!targetValid)
|
||||
{
|
||||
if (b.type != BuildingType::PlayerDefenceStation
|
||||
|| b.hp >= b.maxHp)
|
||||
rb.currentTarget = std::nullopt;
|
||||
float bestDist = sensor.value;
|
||||
|
||||
for (const RepairableInfo& r : repairables)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
float dist = (buildingCenter(b) - s.position).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
s.repairBehavior->currentTarget = b.id;
|
||||
if (r.entity == e) { continue; }
|
||||
if (r.isEnemy) { continue; }
|
||||
if (r.hp >= r.maxHp) { continue; }
|
||||
const float dist = (r.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
rb.currentTarget = r.entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
currentId = s.repairBehavior->currentTarget.value_or(kInvalidEntityId);
|
||||
}
|
||||
|
||||
if (currentId == kInvalidEntityId)
|
||||
{
|
||||
if (2 > s.intent.priority)
|
||||
if (!rb.currentTarget)
|
||||
{
|
||||
s.intent = MovementIntent{2, QVector2D(s.position.x() + 1000.0f,
|
||||
s.position.y())};
|
||||
if (2 > intent.priority)
|
||||
{
|
||||
intent = MovementIntent{2, QVector2D(pos.value.x() + 1000.0f,
|
||||
pos.value.y())};
|
||||
}
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
QVector2D targetPos;
|
||||
bool isShipTarget = false;
|
||||
const Ship* tShip = ships.findShip(currentId);
|
||||
if (tShip)
|
||||
{
|
||||
targetPos = tShip->position;
|
||||
isShipTarget = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
const Building* tBld = buildings.findBuilding(currentId);
|
||||
targetPos = tBld ? buildingCenter(*tBld) : s.position;
|
||||
}
|
||||
|
||||
float distToTarget = (targetPos - s.position).length();
|
||||
if (distToTarget <= repairRange)
|
||||
{
|
||||
if (isShipTarget)
|
||||
const entt::entity target = *rb.currentTarget;
|
||||
QVector2D targetPos = pos.value;
|
||||
bool isShipTarget = false;
|
||||
if (admin.isValid(target) && admin.hasAll<Position>(target))
|
||||
{
|
||||
ships.healShip(currentId, s.repairTool->ratePerTick);
|
||||
targetPos = admin.get<Position>(target).value;
|
||||
isShipTarget = admin.hasAll<ShipIdentity>(target);
|
||||
}
|
||||
else
|
||||
{
|
||||
buildings.healBuilding(currentId, s.repairTool->ratePerTick);
|
||||
}
|
||||
}
|
||||
|
||||
if (2 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{2, targetPos};
|
||||
}
|
||||
});
|
||||
const float distToTarget = (targetPos - pos.value).length();
|
||||
if (distToTarget <= repairRange)
|
||||
{
|
||||
if (admin.isValid(target) && admin.hasAll<Health>(target))
|
||||
{
|
||||
Health& targetHealth = admin.get<Health>(target);
|
||||
targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick,
|
||||
targetHealth.maxHp);
|
||||
}
|
||||
}
|
||||
|
||||
if (2 > intent.priority)
|
||||
{
|
||||
intent = MovementIntent{2, targetPos};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickScrapCollector (priority 1)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickScrapCollector(ShipSystem& ships, ScrapSystem& scraps,
|
||||
void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
|
||||
BuildingSystem& buildings)
|
||||
{
|
||||
const std::vector<Ship> allShips = ships.allShips();
|
||||
|
||||
ships.forEach([&](Ship& s)
|
||||
// Snapshot enemy ships for threat detection.
|
||||
struct EnemyShipPos
|
||||
{
|
||||
if (!s.scrapCollector || !s.cargo) { return; }
|
||||
|
||||
const float collectRange = s.cargo->collectionRange;
|
||||
|
||||
if (s.scrapCollector->deliveryBay == kInvalidEntityId)
|
||||
QVector2D position;
|
||||
};
|
||||
std::vector<EnemyShipPos> enemyShips;
|
||||
admin.forEach<ShipIdentity, Position, Faction>(
|
||||
[&enemyShips](entt::entity /*e*/, const ShipIdentity& /*si*/,
|
||||
const Position& pos, const Faction& f)
|
||||
{
|
||||
const Building* bay = buildings.findNearestBuilding(s.position,
|
||||
BuildingType::SalvageBay);
|
||||
if (bay)
|
||||
if (f.isEnemy)
|
||||
{
|
||||
s.scrapCollector->deliveryBay = bay->id;
|
||||
enemyShips.push_back({pos.value});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
const EntityId bayId = s.scrapCollector->deliveryBay;
|
||||
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
|
||||
|
||||
QVector2D bayPos = s.position;
|
||||
if (bayId != kInvalidEntityId)
|
||||
admin.forEach<ScrapCollector, SalvageCargo, Position, SensorRange, MovementIntent>(
|
||||
[&](entt::entity /*e*/, ScrapCollector& sc, SalvageCargo& cargo,
|
||||
Position& pos, SensorRange& sensor, MovementIntent& intent)
|
||||
{
|
||||
const Building* bay = buildings.findBuilding(bayId);
|
||||
if (bay)
|
||||
{
|
||||
bayPos = buildingCenter(*bay);
|
||||
}
|
||||
}
|
||||
const float collectRange = cargo.collectionRange;
|
||||
|
||||
const bool cargoFull = (s.cargo->current >= s.cargo->capacity);
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
if (1 > s.intent.priority)
|
||||
// Assign nearest SalvageBay if needed.
|
||||
if (sc.deliveryBay == kInvalidEntityId)
|
||||
{
|
||||
s.intent = MovementIntent{1, bayPos};
|
||||
}
|
||||
if (bayId != kInvalidEntityId
|
||||
&& (s.position - bayPos).length() <= 1.0f)
|
||||
{
|
||||
if (buildings.deliverScrapToSalvageBay(bayId))
|
||||
const Building* bay = buildings.findNearestBuilding(pos.value,
|
||||
BuildingType::SalvageBay);
|
||||
if (bay)
|
||||
{
|
||||
--s.cargo->current;
|
||||
sc.deliveryBay = bay->id;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
bool retreating = false;
|
||||
if (s.cargo->current == 0)
|
||||
{
|
||||
for (const Ship& candidate : allShips)
|
||||
const EntityId bayId = sc.deliveryBay;
|
||||
|
||||
QVector2D bayPos = pos.value;
|
||||
if (bayId != kInvalidEntityId)
|
||||
{
|
||||
if (candidate.isEnemy
|
||||
&& (candidate.position - s.position).length() <= collectRange)
|
||||
const Building* bay = buildings.findBuilding(bayId);
|
||||
if (bay)
|
||||
{
|
||||
if (1 > s.intent.priority)
|
||||
bayPos = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
bay->anchor.y() + bay->footprint.height() / 2.0f);
|
||||
}
|
||||
}
|
||||
|
||||
const bool cargoFull = (cargo.current >= cargo.capacity);
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntent{1, bayPos};
|
||||
}
|
||||
if (bayId != kInvalidEntityId
|
||||
&& (pos.value - bayPos).length() <= 1.0f)
|
||||
{
|
||||
if (buildings.deliverScrapToSalvageBay(bayId))
|
||||
{
|
||||
s.intent = MovementIntent{1, QVector2D(-10000.0f, s.position.y())};
|
||||
--cargo.current;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Retreat if enemy near and cargo empty.
|
||||
bool retreating = false;
|
||||
if (cargo.current == 0)
|
||||
{
|
||||
for (const EnemyShipPos& enemy : enemyShips)
|
||||
{
|
||||
if ((enemy.position - pos.value).length() <= collectRange)
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntent{1, QVector2D(-10000.0f, pos.value.y())};
|
||||
}
|
||||
retreating = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (retreating) { return; }
|
||||
|
||||
// Collect nearby scrap.
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
if ((si.position - pos.value).length() <= collectRange)
|
||||
{
|
||||
if (scraps.consume(si.entity))
|
||||
{
|
||||
++cargo.current;
|
||||
sc.scrapTarget = std::nullopt;
|
||||
}
|
||||
retreating = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (retreating) { return; }
|
||||
|
||||
for (const Scrap& sc : scraps.allScraps())
|
||||
{
|
||||
if ((sc.position - s.position).length() <= collectRange)
|
||||
// Move toward scrap target or find a new one.
|
||||
if (sc.scrapTarget)
|
||||
{
|
||||
if (scraps.consume(sc.id))
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
++s.cargo->current;
|
||||
s.scrapCollector->scrapTarget = std::nullopt;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (s.scrapCollector->scrapTarget)
|
||||
{
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1, *s.scrapCollector->scrapTarget};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float bestDist = s.sensorRange;
|
||||
std::optional<QVector2D> bestPos;
|
||||
for (const Scrap& sc : scraps.allScraps())
|
||||
{
|
||||
float dist = (sc.position - s.position).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
bestPos = sc.position;
|
||||
}
|
||||
}
|
||||
if (bestPos)
|
||||
{
|
||||
s.scrapCollector->scrapTarget = bestPos;
|
||||
if (1 > s.intent.priority)
|
||||
{
|
||||
s.intent = MovementIntent{1, *bestPos};
|
||||
intent = MovementIntent{1, *sc.scrapTarget};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (1 > s.intent.priority)
|
||||
float bestDist = sensor.value;
|
||||
std::optional<QVector2D> bestPos;
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
s.intent = MovementIntent{1, QVector2D(s.position.x() + 1000.0f,
|
||||
s.position.y())};
|
||||
const float dist = (si.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
bestPos = si.position;
|
||||
}
|
||||
}
|
||||
if (bestPos)
|
||||
{
|
||||
sc.scrapTarget = bestPos;
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntent{1, *bestPos};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntent{1, QVector2D(pos.value.x() + 1000.0f,
|
||||
pos.value.y())};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,14 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
class ShipSystem;
|
||||
|
||||
class AiSystem
|
||||
{
|
||||
public:
|
||||
void tickHomeReturn(ShipSystem& ships);
|
||||
void tickThreatResponse(ShipSystem& ships, const BuildingSystem& buildings);
|
||||
void tickRepairBehavior(ShipSystem& ships, BuildingSystem& buildings);
|
||||
void tickScrapCollector(ShipSystem& ships, ScrapSystem& scraps, BuildingSystem& buildings);
|
||||
void tickHomeReturn(EntityAdmin& admin);
|
||||
void tickThreatResponse(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
|
||||
void tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
|
||||
};
|
||||
|
||||
@@ -10,6 +10,8 @@
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "EntityId.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "Item.h"
|
||||
#include "ItemType.h"
|
||||
#include "Port.h"
|
||||
@@ -62,7 +64,7 @@ struct StationWeapon
|
||||
float range;
|
||||
float fireRateHz;
|
||||
float cooldownTicks;
|
||||
std::optional<EntityId> currentTarget;
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
|
||||
// A fully constructed, operational building.
|
||||
|
||||
@@ -1152,3 +1152,20 @@ void BuildingSystem::forEachBuilding(std::function<void(Building&)> fn)
|
||||
fn(b);
|
||||
}
|
||||
}
|
||||
|
||||
void BuildingSystem::registerTileOccupancy(const std::vector<QPoint>& cells,
|
||||
EntityId ownerPlaceholder)
|
||||
{
|
||||
for (const QPoint& cell : cells)
|
||||
{
|
||||
m_tileOccupancy[{cell.x(), cell.y()}] = ownerPlaceholder;
|
||||
}
|
||||
}
|
||||
|
||||
void BuildingSystem::unregisterTileOccupancy(const std::vector<QPoint>& cells)
|
||||
{
|
||||
for (const QPoint& cell : cells)
|
||||
{
|
||||
m_tileOccupancy.erase({cell.x(), cell.y()});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,6 +96,10 @@ public:
|
||||
// Find nearest operational building of the given type; nullptr if none.
|
||||
const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
|
||||
|
||||
// Register / unregister tile occupancy for ECS station entities.
|
||||
void registerTileOccupancy(const std::vector<QPoint>& cells, EntityId ownerPlaceholder);
|
||||
void unregisterTileOccupancy(const std::vector<QPoint>& cells);
|
||||
|
||||
// Place one "scrap" item into a SalvageBay's output buffer.
|
||||
// Returns false if bay not found, wrong type, or output buffer is full.
|
||||
bool deliverScrapToSalvageBay(EntityId bayId);
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
#include "CombatSystem.h"
|
||||
|
||||
#include "BuildingSystem.h"
|
||||
#include "BuildingType.h"
|
||||
#include "Ship.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "EntityAdmin.h"
|
||||
|
||||
static constexpr Tick kWeaponImpactDelayTicks = 5; // 0.15 s × 30 Hz, rounded to nearest
|
||||
static constexpr Tick kWeaponImpactDelayTicks = 5;
|
||||
|
||||
CombatSystem::CombatSystem(const GameConfig& config)
|
||||
: m_config(config)
|
||||
@@ -13,199 +11,169 @@ CombatSystem::CombatSystem(const GameConfig& config)
|
||||
}
|
||||
|
||||
void CombatSystem::tick(Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings,
|
||||
EntityAdmin& admin,
|
||||
BuildingSystem& /*buildings*/,
|
||||
std::vector<FireEvent>& outFireEvents)
|
||||
{
|
||||
// Ships: iterate and resolve weapon for each combat ship.
|
||||
ships.forEach([&](Ship& ship)
|
||||
{
|
||||
resolveShipWeapon(ship, currentTick, ships, buildings, outFireEvents);
|
||||
});
|
||||
|
||||
// Defence stations: acquire targets and fire.
|
||||
buildings.forEachBuilding([&](Building& building)
|
||||
{
|
||||
if (building.type == BuildingType::PlayerDefenceStation ||
|
||||
building.type == BuildingType::EnemyDefenceStation)
|
||||
// Ship weapons.
|
||||
admin.forEach<Weapon, ThreatResponse, Position>(
|
||||
[&](entt::entity e, Weapon& weapon, ThreatResponse& threat, Position& pos)
|
||||
{
|
||||
resolveStationWeapon(building, currentTick, ships, buildings, outFireEvents);
|
||||
}
|
||||
});
|
||||
resolveShipWeapon(e, weapon, threat, pos, currentTick, admin, outFireEvents);
|
||||
});
|
||||
|
||||
// Station weapons.
|
||||
admin.forEach<StationWeapon, Position, Faction>(
|
||||
[&](entt::entity e, StationWeapon& weapon, Position& pos, Faction& faction)
|
||||
{
|
||||
resolveStationWeapon(e, weapon, pos, faction, currentTick, admin, outFireEvents);
|
||||
});
|
||||
}
|
||||
|
||||
void CombatSystem::resolveShipWeapon(Ship& ship, Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings,
|
||||
void CombatSystem::resolveShipWeapon(entt::entity shipEntity, Weapon& weapon,
|
||||
const ThreatResponse& threat,
|
||||
const Position& pos, Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
std::vector<FireEvent>& out)
|
||||
{
|
||||
if (!ship.weapon || !ship.threatResponse ||
|
||||
!ship.threatResponse->currentTarget)
|
||||
if (!threat.currentTarget)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Weapon& w = *ship.weapon;
|
||||
|
||||
// Decrement cooldown toward zero.
|
||||
if (w.cooldownTicks > 0.0f)
|
||||
if (weapon.cooldownTicks > 0.0f)
|
||||
{
|
||||
w.cooldownTicks -= 1.0f;
|
||||
weapon.cooldownTicks -= 1.0f;
|
||||
}
|
||||
|
||||
if (w.cooldownTicks > 0.0f)
|
||||
if (weapon.cooldownTicks > 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const EntityId targetId = *ship.threatResponse->currentTarget;
|
||||
|
||||
const std::optional<QVector2D> tPos = targetPosition(targetId, ships, buildings);
|
||||
if (!tPos)
|
||||
{
|
||||
ship.threatResponse->currentTarget = std::nullopt;
|
||||
return;
|
||||
}
|
||||
|
||||
const float dist = (ship.position - *tPos).length();
|
||||
if (dist > w.range)
|
||||
const entt::entity targetEntity = *threat.currentTarget;
|
||||
if (!admin.isValid(targetEntity) || !admin.hasAll<Position>(targetEntity))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_pendingDamage.push_back({targetId, w.damage, currentTick + kWeaponImpactDelayTicks});
|
||||
const QVector2D targetPos = admin.get<Position>(targetEntity).value;
|
||||
const float dist = (pos.value - targetPos).length();
|
||||
if (dist > weapon.range)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_pendingDamage.push_back({targetEntity, weapon.damage,
|
||||
currentTick + kWeaponImpactDelayTicks});
|
||||
|
||||
FireEvent evt;
|
||||
evt.shooter = ship.id;
|
||||
evt.target = targetId;
|
||||
evt.shooter = shipEntity;
|
||||
evt.target = targetEntity;
|
||||
evt.emittedAt = currentTick;
|
||||
out.push_back(evt);
|
||||
|
||||
w.cooldownTicks = static_cast<float>(kTickRateHz) / w.fireRateHz;
|
||||
weapon.cooldownTicks = static_cast<float>(kTickRateHz) / weapon.fireRateHz;
|
||||
}
|
||||
|
||||
void CombatSystem::resolveStationWeapon(Building& station, Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings,
|
||||
void CombatSystem::resolveStationWeapon(entt::entity stationEntity,
|
||||
StationWeapon& weapon,
|
||||
const Position& stationPos,
|
||||
const Faction& stationFaction,
|
||||
Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
std::vector<FireEvent>& out)
|
||||
{
|
||||
if (!station.weapon)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
StationWeapon& w = *station.weapon;
|
||||
const bool stationIsEnemy = (station.type == BuildingType::EnemyDefenceStation);
|
||||
|
||||
const QVector2D stationCenter(
|
||||
station.anchor.x() + station.footprint.width() / 2.0f,
|
||||
station.anchor.y() + station.footprint.height() / 2.0f);
|
||||
|
||||
// Validate or clear existing target.
|
||||
if (w.currentTarget)
|
||||
if (weapon.currentTarget)
|
||||
{
|
||||
const std::optional<QVector2D> tPos =
|
||||
targetPosition(*w.currentTarget, ships, buildings);
|
||||
if (!tPos || (stationCenter - *tPos).length() > w.range)
|
||||
const entt::entity t = *weapon.currentTarget;
|
||||
if (!admin.isValid(t) || !admin.hasAll<Position>(t))
|
||||
{
|
||||
w.currentTarget = std::nullopt;
|
||||
weapon.currentTarget = std::nullopt;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float dist = (stationPos.value - admin.get<Position>(t).value).length();
|
||||
if (dist > weapon.range)
|
||||
{
|
||||
weapon.currentTarget = std::nullopt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Acquire a new target if needed.
|
||||
if (!w.currentTarget)
|
||||
// Acquire a new target if needed (nearest opposing-faction ship).
|
||||
if (!weapon.currentTarget)
|
||||
{
|
||||
w.currentTarget = acquireStationTarget(station, stationIsEnemy, ships);
|
||||
float bestDist = weapon.range;
|
||||
admin.forEach<ShipIdentity, Position, Faction>(
|
||||
[&](entt::entity candidate, const ShipIdentity& /*si*/,
|
||||
const Position& candidatePos, const Faction& candidateFaction)
|
||||
{
|
||||
const bool isValidTarget = stationFaction.isEnemy
|
||||
? !candidateFaction.isEnemy
|
||||
: candidateFaction.isEnemy;
|
||||
if (!isValidTarget)
|
||||
{
|
||||
return;
|
||||
}
|
||||
const float dist = (candidatePos.value - stationPos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
weapon.currentTarget = candidate;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (!w.currentTarget)
|
||||
if (!weapon.currentTarget)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Decrement cooldown.
|
||||
if (w.cooldownTicks > 0.0f)
|
||||
if (weapon.cooldownTicks > 0.0f)
|
||||
{
|
||||
w.cooldownTicks -= 1.0f;
|
||||
weapon.cooldownTicks -= 1.0f;
|
||||
}
|
||||
|
||||
if (w.cooldownTicks > 0.0f)
|
||||
if (weapon.cooldownTicks > 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const EntityId targetId = *w.currentTarget;
|
||||
const std::optional<QVector2D> tPos = targetPosition(targetId, ships, buildings);
|
||||
if (!tPos)
|
||||
const entt::entity targetEntity = *weapon.currentTarget;
|
||||
if (!admin.isValid(targetEntity) || !admin.hasAll<Position>(targetEntity))
|
||||
{
|
||||
w.currentTarget = std::nullopt;
|
||||
weapon.currentTarget = std::nullopt;
|
||||
return;
|
||||
}
|
||||
|
||||
if ((stationCenter - *tPos).length() > w.range)
|
||||
const QVector2D targetPos = admin.get<Position>(targetEntity).value;
|
||||
if ((stationPos.value - targetPos).length() > weapon.range)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_pendingDamage.push_back({targetId, w.damage, currentTick + kWeaponImpactDelayTicks});
|
||||
m_pendingDamage.push_back({targetEntity, weapon.damage,
|
||||
currentTick + kWeaponImpactDelayTicks});
|
||||
|
||||
FireEvent evt;
|
||||
evt.shooter = station.id;
|
||||
evt.target = targetId;
|
||||
evt.shooter = stationEntity;
|
||||
evt.target = targetEntity;
|
||||
evt.emittedAt = currentTick;
|
||||
out.push_back(evt);
|
||||
|
||||
w.cooldownTicks = static_cast<float>(kTickRateHz) / w.fireRateHz;
|
||||
weapon.cooldownTicks = static_cast<float>(kTickRateHz) / weapon.fireRateHz;
|
||||
}
|
||||
|
||||
std::optional<EntityId> CombatSystem::acquireStationTarget(
|
||||
const Building& station, bool stationIsEnemy,
|
||||
const ShipSystem& ships) const
|
||||
void CombatSystem::applyPendingDamage(Tick currentTick, EntityAdmin& admin)
|
||||
{
|
||||
const QVector2D stationCenter(
|
||||
station.anchor.x() + station.footprint.width() / 2.0f,
|
||||
station.anchor.y() + station.footprint.height() / 2.0f);
|
||||
const float range = station.weapon->range;
|
||||
|
||||
std::optional<EntityId> best;
|
||||
float bestDist = range;
|
||||
|
||||
// Scan ships for valid targets.
|
||||
for (const Ship& candidate : ships.allShips())
|
||||
{
|
||||
const bool isValidTarget = stationIsEnemy ? !candidate.isEnemy
|
||||
: candidate.isEnemy;
|
||||
if (!isValidTarget)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const float dist = (candidate.position - stationCenter).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
best = candidate.id;
|
||||
}
|
||||
}
|
||||
|
||||
return best;
|
||||
}
|
||||
|
||||
void CombatSystem::applyPendingDamage(Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings)
|
||||
{
|
||||
auto it = m_pendingDamage.begin();
|
||||
std::vector<PendingDamage>::iterator it = m_pendingDamage.begin();
|
||||
while (it != m_pendingDamage.end())
|
||||
{
|
||||
if (it->appliesAt <= currentTick)
|
||||
{
|
||||
if (ships.findShip(it->target))
|
||||
if (admin.isValid(it->target) && admin.hasAll<Health>(it->target))
|
||||
{
|
||||
ships.damageShip(it->target, it->amount);
|
||||
}
|
||||
else if (buildings.findBuilding(it->target))
|
||||
{
|
||||
buildings.damageBuilding(it->target, it->amount);
|
||||
admin.get<Health>(it->target).hp -= it->amount;
|
||||
}
|
||||
it = m_pendingDamage.erase(it);
|
||||
}
|
||||
@@ -215,22 +183,3 @@ void CombatSystem::applyPendingDamage(Tick currentTick,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::optional<QVector2D> CombatSystem::targetPosition(
|
||||
EntityId id,
|
||||
const ShipSystem& ships,
|
||||
const BuildingSystem& buildings) const
|
||||
{
|
||||
const Ship* ship = ships.findShip(id);
|
||||
if (ship)
|
||||
{
|
||||
return ship->position;
|
||||
}
|
||||
const Building* bld = buildings.findBuilding(id);
|
||||
if (bld)
|
||||
{
|
||||
return QVector2D(bld->anchor.x() + bld->footprint.width() / 2.0f,
|
||||
bld->anchor.y() + bld->footprint.height() / 2.0f);
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
@@ -6,67 +6,52 @@
|
||||
#include <QVector2D>
|
||||
|
||||
#include "Building.h"
|
||||
#include "EntityId.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "FireEvent.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Ship.h"
|
||||
#include "Tick.h"
|
||||
|
||||
class BuildingSystem;
|
||||
class ShipSystem;
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
|
||||
// Resolves all weapon fire for ships and defence stations (tick-order step 8).
|
||||
// REQ-SHP-FIRING, REQ-DEF-PLAYER-FIRE, REQ-DEF-ENEMY-FIRE.
|
||||
class CombatSystem
|
||||
{
|
||||
public:
|
||||
explicit CombatSystem(const GameConfig& config);
|
||||
|
||||
// Advance weapon cooldowns, acquire targets for stations, fire when ready,
|
||||
// queue deferred damage, and append FireEvents. Call applyPendingDamage()
|
||||
// after tick() (step 8b) and before death processing (step 9).
|
||||
void tick(Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
EntityAdmin& admin,
|
||||
BuildingSystem& buildings,
|
||||
std::vector<FireEvent>& outFireEvents);
|
||||
|
||||
// Apply any queued damage whose impact tick has arrived. Silently drops
|
||||
// damage if the target no longer exists.
|
||||
void applyPendingDamage(Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings);
|
||||
void applyPendingDamage(Tick currentTick, EntityAdmin& admin);
|
||||
|
||||
private:
|
||||
struct PendingDamage
|
||||
{
|
||||
EntityId target;
|
||||
float amount;
|
||||
Tick appliesAt;
|
||||
entt::entity target;
|
||||
float amount;
|
||||
Tick appliesAt;
|
||||
};
|
||||
|
||||
std::vector<PendingDamage> m_pendingDamage;
|
||||
// Process one ship's weapon for this tick.
|
||||
void resolveShipWeapon(Ship& ship, Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings,
|
||||
|
||||
void resolveShipWeapon(entt::entity shipEntity, Weapon& weapon,
|
||||
const ThreatResponse& threat,
|
||||
const Position& pos, Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
std::vector<FireEvent>& out);
|
||||
|
||||
// Process one defence-station's weapon for this tick.
|
||||
void resolveStationWeapon(Building& station, Tick currentTick,
|
||||
ShipSystem& ships,
|
||||
BuildingSystem& buildings,
|
||||
void resolveStationWeapon(entt::entity stationEntity,
|
||||
StationWeapon& weapon,
|
||||
const Position& stationPos,
|
||||
const Faction& stationFaction,
|
||||
Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
std::vector<FireEvent>& out);
|
||||
|
||||
// Find the nearest valid target for a defence station within its range.
|
||||
// Both enemy and player stations target ships of the opposing faction only.
|
||||
std::optional<EntityId> acquireStationTarget(
|
||||
const Building& station, bool stationIsEnemy,
|
||||
const ShipSystem& ships) const;
|
||||
|
||||
// Return the world position of the entity, or nullopt if it no longer exists.
|
||||
std::optional<QVector2D> targetPosition(EntityId id,
|
||||
const ShipSystem& ships,
|
||||
const BuildingSystem& buildings) const;
|
||||
|
||||
const GameConfig& m_config;
|
||||
};
|
||||
|
||||
@@ -5,8 +5,9 @@
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "Ship.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntent.h"
|
||||
|
||||
static float wrapAngle(float a)
|
||||
{
|
||||
@@ -17,86 +18,88 @@ static float wrapAngle(float a)
|
||||
return a;
|
||||
}
|
||||
|
||||
void MovementSystem::tick(ShipSystem& ships)
|
||||
void MovementSystem::tick(EntityAdmin& admin)
|
||||
{
|
||||
ships.forEach([&](Ship& s)
|
||||
{
|
||||
if (s.intent.priority == 0)
|
||||
admin.forEach<Position, Velocity, Facing, ShipDynamics, MovementIntent>(
|
||||
[](entt::entity /*e*/, Position& pos, Velocity& vel, Facing& facing,
|
||||
ShipDynamics& dynamics, MovementIntent& intent)
|
||||
{
|
||||
s.velocity = QVector2D(0.0f, 0.0f);
|
||||
s.rotationSpeed = 0.0f;
|
||||
return;
|
||||
}
|
||||
if (intent.priority == 0)
|
||||
{
|
||||
vel.value = QVector2D(0.0f, 0.0f);
|
||||
facing.rotationSpeed = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
const QVector2D delta = s.intent.target - s.position;
|
||||
const float dist = delta.length();
|
||||
const QVector2D delta = intent.target - pos.value;
|
||||
const float dist = delta.length();
|
||||
|
||||
if (dist < 0.001f)
|
||||
{
|
||||
s.velocity = QVector2D(0.0f, 0.0f);
|
||||
return;
|
||||
}
|
||||
if (dist < 0.001f)
|
||||
{
|
||||
vel.value = QVector2D(0.0f, 0.0f);
|
||||
return;
|
||||
}
|
||||
|
||||
// ── Rotate toward target ──────────────────────────────────────────
|
||||
const float desiredAngle = std::atan2(delta.y(), delta.x());
|
||||
const float angleDiff = wrapAngle(desiredAngle - s.facing);
|
||||
// Rotate toward target.
|
||||
const float desiredAngle = std::atan2(delta.y(), delta.x());
|
||||
const float angleDiff = wrapAngle(desiredAngle - facing.radians);
|
||||
|
||||
const float rotDelta = std::max(-s.angularAccelerationPerTick,
|
||||
std::min(angleDiff, s.angularAccelerationPerTick));
|
||||
s.rotationSpeed += rotDelta;
|
||||
s.rotationSpeed = std::max(-s.maxRotationSpeedPerTick,
|
||||
std::min(s.rotationSpeed, s.maxRotationSpeedPerTick));
|
||||
const float rotDelta = std::max(-dynamics.angularAccelerationPerTick,
|
||||
std::min(angleDiff, dynamics.angularAccelerationPerTick));
|
||||
facing.rotationSpeed += rotDelta;
|
||||
facing.rotationSpeed = std::max(-dynamics.maxRotationSpeedPerTick,
|
||||
std::min(facing.rotationSpeed, dynamics.maxRotationSpeedPerTick));
|
||||
|
||||
const bool sameSign = (s.rotationSpeed >= 0.0f) == (angleDiff >= 0.0f);
|
||||
if (sameSign && std::abs(s.rotationSpeed) > std::abs(angleDiff))
|
||||
{
|
||||
s.rotationSpeed = angleDiff;
|
||||
}
|
||||
const bool sameSign = (facing.rotationSpeed >= 0.0f) == (angleDiff >= 0.0f);
|
||||
if (sameSign && std::abs(facing.rotationSpeed) > std::abs(angleDiff))
|
||||
{
|
||||
facing.rotationSpeed = angleDiff;
|
||||
}
|
||||
|
||||
s.facing = wrapAngle(s.facing + s.rotationSpeed);
|
||||
facing.radians = wrapAngle(facing.radians + facing.rotationSpeed);
|
||||
|
||||
// ── Desired velocity (with braking near target) ───────────────────
|
||||
const float manAccel = s.maneuveringAccelerationPerTick;
|
||||
const float stoppingDist = (s.maxSpeedPerTick * s.maxSpeedPerTick)
|
||||
/ (2.0f * manAccel);
|
||||
const float desiredSpeed = (dist <= stoppingDist)
|
||||
? std::sqrt(2.0f * manAccel * dist)
|
||||
: s.maxSpeedPerTick;
|
||||
const QVector2D desiredVel = delta.normalized() * desiredSpeed;
|
||||
const QVector2D velError = desiredVel - s.velocity;
|
||||
// Desired velocity (with braking near target).
|
||||
const float manAccel = dynamics.maneuveringAccelerationPerTick;
|
||||
const float stoppingDist = (dynamics.maxSpeedPerTick * dynamics.maxSpeedPerTick)
|
||||
/ (2.0f * manAccel);
|
||||
const float desiredSpeed = (dist <= stoppingDist)
|
||||
? std::sqrt(2.0f * manAccel * dist)
|
||||
: dynamics.maxSpeedPerTick;
|
||||
const QVector2D desiredVel = delta.normalized() * desiredSpeed;
|
||||
const QVector2D velError = desiredVel - vel.value;
|
||||
|
||||
// ── Main acceleration: forward only, along facing ─────────────────
|
||||
const QVector2D facingVec(std::cos(s.facing), std::sin(s.facing));
|
||||
const float mainAligned = std::max(0.0f,
|
||||
QVector2D::dotProduct(velError, facingVec));
|
||||
const float mainApplied = std::min(mainAligned, s.mainAccelerationPerTick);
|
||||
const QVector2D mainDelta = facingVec * mainApplied;
|
||||
// Main acceleration: forward only, along facing.
|
||||
const QVector2D facingVec(std::cos(facing.radians), std::sin(facing.radians));
|
||||
const float mainAligned = std::max(0.0f,
|
||||
QVector2D::dotProduct(velError, facingVec));
|
||||
const float mainApplied = std::min(mainAligned, dynamics.mainAccelerationPerTick);
|
||||
const QVector2D mainDelta = facingVec * mainApplied;
|
||||
|
||||
// ── Maneuvering acceleration: any direction, handles the remainder ─
|
||||
const QVector2D remaining = velError - mainDelta;
|
||||
const float remainLen = remaining.length();
|
||||
const QVector2D maneuverDelta = (remainLen > manAccel)
|
||||
? remaining.normalized() * manAccel
|
||||
: remaining;
|
||||
// Maneuvering acceleration: any direction, handles the remainder.
|
||||
const QVector2D remaining = velError - mainDelta;
|
||||
const float remainLen = remaining.length();
|
||||
const QVector2D maneuverDelta = (remainLen > manAccel)
|
||||
? remaining.normalized() * manAccel
|
||||
: remaining;
|
||||
|
||||
s.velocity += mainDelta + maneuverDelta;
|
||||
vel.value += mainDelta + maneuverDelta;
|
||||
|
||||
// ── Speed cap ─────────────────────────────────────────────────────
|
||||
const float speed = s.velocity.length();
|
||||
if (speed > s.maxSpeedPerTick)
|
||||
{
|
||||
s.velocity = s.velocity.normalized() * s.maxSpeedPerTick;
|
||||
}
|
||||
// Speed cap.
|
||||
const float speed = vel.value.length();
|
||||
if (speed > dynamics.maxSpeedPerTick)
|
||||
{
|
||||
vel.value = vel.value.normalized() * dynamics.maxSpeedPerTick;
|
||||
}
|
||||
|
||||
// ── Snap to target or advance ─────────────────────────────────────
|
||||
if (dist <= s.velocity.length())
|
||||
{
|
||||
s.position = s.intent.target;
|
||||
s.velocity = QVector2D(0.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
s.position += s.velocity;
|
||||
}
|
||||
});
|
||||
// Snap to target or advance.
|
||||
if (dist <= vel.value.length())
|
||||
{
|
||||
pos.value = intent.target;
|
||||
vel.value = QVector2D(0.0f, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
pos.value += vel.value;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
class ShipSystem;
|
||||
class EntityAdmin;
|
||||
|
||||
class MovementSystem
|
||||
{
|
||||
public:
|
||||
void tick(ShipSystem& ships);
|
||||
void tick(EntityAdmin& admin);
|
||||
};
|
||||
|
||||
@@ -1,59 +1,53 @@
|
||||
#include "ScrapSystem.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include "EntityAdmin.h"
|
||||
|
||||
ScrapSystem::ScrapSystem(std::function<EntityId()> allocateId)
|
||||
: m_allocateId(std::move(allocateId))
|
||||
ScrapSystem::ScrapSystem(EntityAdmin& admin)
|
||||
: m_admin(admin)
|
||||
{
|
||||
}
|
||||
|
||||
EntityId ScrapSystem::spawn(QVector2D position, int amount, Tick despawnAt)
|
||||
entt::entity ScrapSystem::spawn(QVector2D position, int amount, Tick despawnAt)
|
||||
{
|
||||
Scrap s;
|
||||
s.id = m_allocateId();
|
||||
s.position = position;
|
||||
s.amount = amount;
|
||||
s.despawnAt = despawnAt;
|
||||
m_scraps.push_back(s);
|
||||
return s.id;
|
||||
return m_admin.spawnScrap(position, amount, despawnAt);
|
||||
}
|
||||
|
||||
void ScrapSystem::tickDespawn(Tick currentTick)
|
||||
{
|
||||
m_scraps.erase(
|
||||
std::remove_if(m_scraps.begin(), m_scraps.end(),
|
||||
[currentTick](const Scrap& s) { return s.despawnAt <= currentTick; }),
|
||||
m_scraps.end());
|
||||
}
|
||||
|
||||
const Scrap* ScrapSystem::findScrap(EntityId id) const
|
||||
{
|
||||
for (const Scrap& s : m_scraps)
|
||||
{
|
||||
if (s.id == id)
|
||||
std::vector<entt::entity> expired;
|
||||
m_admin.forEach<DespawnAt>(
|
||||
[&expired, currentTick](entt::entity e, DespawnAt& d)
|
||||
{
|
||||
return &s;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
if (d.tick <= currentTick)
|
||||
{
|
||||
expired.push_back(e);
|
||||
}
|
||||
});
|
||||
|
||||
std::optional<Scrap> ScrapSystem::consume(EntityId id)
|
||||
{
|
||||
for (auto it = m_scraps.begin(); it != m_scraps.end(); ++it)
|
||||
for (entt::entity e : expired)
|
||||
{
|
||||
if (it->id == id)
|
||||
{
|
||||
Scrap result = *it;
|
||||
m_scraps.erase(it);
|
||||
return result;
|
||||
}
|
||||
m_admin.destroy(e);
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::vector<Scrap> ScrapSystem::allScraps() const
|
||||
std::optional<int> ScrapSystem::consume(entt::entity entity)
|
||||
{
|
||||
return m_scraps;
|
||||
if (!m_admin.isValid(entity) || !m_admin.hasAll<ScrapData>(entity))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
int amount = m_admin.get<ScrapData>(entity).amount;
|
||||
m_admin.destroy(entity);
|
||||
return amount;
|
||||
}
|
||||
|
||||
std::vector<ScrapInfo> ScrapSystem::allScrapInfo() const
|
||||
{
|
||||
std::vector<ScrapInfo> result;
|
||||
m_admin.forEach<ScrapData>(
|
||||
[&result, this](entt::entity e, const ScrapData& /*sd*/)
|
||||
{
|
||||
result.push_back(ScrapInfo{e, m_admin.get<Position>(e).value});
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -1,28 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "EntityId.h"
|
||||
#include "Scrap.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "Tick.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
struct ScrapInfo
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
};
|
||||
|
||||
class ScrapSystem
|
||||
{
|
||||
public:
|
||||
explicit ScrapSystem(std::function<EntityId()> allocateId);
|
||||
explicit ScrapSystem(EntityAdmin& admin);
|
||||
|
||||
EntityId spawn(QVector2D position, int amount, Tick despawnAt);
|
||||
void tickDespawn(Tick currentTick);
|
||||
std::optional<Scrap> consume(EntityId id); // removes and returns scrap, or nullopt
|
||||
entt::entity spawn(QVector2D position, int amount, Tick despawnAt);
|
||||
void tickDespawn(Tick currentTick);
|
||||
|
||||
const Scrap* findScrap(EntityId id) const;
|
||||
std::vector<Scrap> allScraps() const;
|
||||
// Removes the scrap and returns its amount, or nullopt if not found.
|
||||
std::optional<int> consume(entt::entity entity);
|
||||
|
||||
// Lightweight snapshot for callers that need to iterate all scrap.
|
||||
std::vector<ScrapInfo> allScrapInfo() const;
|
||||
|
||||
private:
|
||||
std::function<EntityId()> m_allocateId;
|
||||
std::vector<Scrap> m_scraps;
|
||||
EntityAdmin& m_admin;
|
||||
};
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
#include "EntityId.h"
|
||||
#include "MovementIntent.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Hardware components — derived from config at spawn, stored on ship
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -18,21 +20,21 @@ struct Weapon
|
||||
float range;
|
||||
float fireRateHz;
|
||||
float cooldownTicks;
|
||||
std::optional<EntityId> currentTarget;
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
|
||||
struct SalvageCargo
|
||||
{
|
||||
int capacity;
|
||||
int current;
|
||||
float collectionRange; // copy of ShipDef.salvage.collectionRange (tile units)
|
||||
float collectionRange;
|
||||
};
|
||||
|
||||
struct RepairTool
|
||||
{
|
||||
float ratePerTick;
|
||||
float range;
|
||||
std::optional<EntityId> currentTarget;
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -41,7 +43,7 @@ struct RepairTool
|
||||
|
||||
struct ThreatResponse
|
||||
{
|
||||
std::optional<EntityId> currentTarget;
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
|
||||
struct ScrapCollector
|
||||
@@ -52,7 +54,7 @@ struct ScrapCollector
|
||||
|
||||
struct RepairBehavior
|
||||
{
|
||||
std::optional<EntityId> currentTarget;
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
|
||||
struct HomeReturn
|
||||
@@ -65,41 +67,3 @@ struct RallyBehavior
|
||||
{
|
||||
QVector2D rallyPoint;
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Ship
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
struct Ship
|
||||
{
|
||||
EntityId id;
|
||||
QVector2D position;
|
||||
QVector2D velocity;
|
||||
float facing; // heading in radians (0 = east/+x)
|
||||
float rotationSpeed; // angular velocity in radians per tick
|
||||
float hp;
|
||||
float maxHp;
|
||||
float maxSpeedPerTick; // linear speed cap (tiles/tick)
|
||||
float mainAccelerationPerTick; // forward acceleration (tiles/tick²)
|
||||
float maneuveringAccelerationPerTick; // omnidirectional acceleration (tiles/tick²)
|
||||
float angularAccelerationPerTick; // angular acceleration (rad/tick²)
|
||||
float maxRotationSpeedPerTick; // angular velocity cap (rad/tick)
|
||||
float sensorRange; // pre-evaluated from sensorRangeFormula (REQ-SHP-SENSOR)
|
||||
int level;
|
||||
std::string schematicId;
|
||||
|
||||
bool isEnemy = false; // true for enemy-faction ships (used by behavior systems)
|
||||
|
||||
std::optional<Weapon> weapon;
|
||||
std::optional<SalvageCargo> cargo;
|
||||
std::optional<RepairTool> repairTool;
|
||||
std::optional<ThreatResponse> threatResponse;
|
||||
std::optional<ScrapCollector> scrapCollector;
|
||||
std::optional<RepairBehavior> repairBehavior;
|
||||
std::optional<HomeReturn> homeReturn;
|
||||
std::optional<RallyBehavior> rallyBehavior;
|
||||
|
||||
// Cleared at the start of the behavior step each tick; the highest-priority
|
||||
// write from behavior systems wins (architecture.md §Movement Arbitration).
|
||||
MovementIntent intent;
|
||||
};
|
||||
|
||||
@@ -1,17 +1,17 @@
|
||||
#include "ShipSystem.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <map>
|
||||
#include <utility>
|
||||
|
||||
#include "EcsComponents.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "Tick.h"
|
||||
|
||||
ShipSystem::ShipSystem(const GameConfig& config,
|
||||
std::function<EntityId()> allocateId)
|
||||
ShipSystem::ShipSystem(const GameConfig& config, EntityAdmin& admin)
|
||||
: m_config(config)
|
||||
, m_allocateId(std::move(allocateId))
|
||||
, m_admin(admin)
|
||||
{
|
||||
}
|
||||
|
||||
@@ -39,54 +39,47 @@ const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
EntityId ShipSystem::spawn(const std::string& schematicId, int level, QVector2D position,
|
||||
bool isEnemy,
|
||||
const std::optional<ShipLayoutConfig>& layout)
|
||||
entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVector2D position,
|
||||
bool isEnemy,
|
||||
const std::optional<ShipLayoutConfig>& layout)
|
||||
{
|
||||
const ShipDef* def = findShipDef(schematicId);
|
||||
assert(def != nullptr);
|
||||
|
||||
const double x = static_cast<double>(level);
|
||||
|
||||
Ship ship;
|
||||
ship.id = m_allocateId();
|
||||
ship.position = position;
|
||||
ship.velocity = QVector2D(0.0f, 0.0f);
|
||||
ship.facing = 0.0f;
|
||||
ship.rotationSpeed = 0.0f;
|
||||
ship.maxHp = static_cast<float>(def->health.hpFormula.evaluate(x));
|
||||
ship.hp = ship.maxHp;
|
||||
const float tickRate = static_cast<float>(kTickRateHz);
|
||||
ship.maxSpeedPerTick = static_cast<float>(def->movement.speedFormula.evaluate(x))
|
||||
/ tickRate;
|
||||
ship.mainAccelerationPerTick = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x))
|
||||
/ tickRate;
|
||||
ship.maneuveringAccelerationPerTick = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x))
|
||||
/ tickRate;
|
||||
ship.angularAccelerationPerTick = static_cast<float>(def->movement.angularAccelerationFormula.evaluate(x))
|
||||
/ tickRate;
|
||||
ship.maxRotationSpeedPerTick = static_cast<float>(def->movement.maxRotationSpeedFormula.evaluate(x))
|
||||
/ tickRate;
|
||||
ship.sensorRange = static_cast<float>(def->sensor.sensorRangeFormula.evaluate(x));
|
||||
ship.level = level;
|
||||
ship.schematicId = schematicId;
|
||||
ship.isEnemy = isEnemy;
|
||||
ship.intent = MovementIntent{0, QVector2D(0.0f, 0.0f)};
|
||||
|
||||
float hp = static_cast<float>(def->health.hpFormula.evaluate(x));
|
||||
float maxHp = hp;
|
||||
float maxSpeedPerTick = static_cast<float>(def->movement.speedFormula.evaluate(x)) / tickRate;
|
||||
float mainAccelPerTick = static_cast<float>(def->movement.mainAccelerationFormula.evaluate(x)) / tickRate;
|
||||
float maneuveringAccelPerTick = static_cast<float>(def->movement.maneuveringAccelerationFormula.evaluate(x)) / tickRate;
|
||||
float angularAccelPerTick = static_cast<float>(def->movement.angularAccelerationFormula.evaluate(x)) / tickRate;
|
||||
float maxRotationSpeedPerTick = static_cast<float>(def->movement.maxRotationSpeedFormula.evaluate(x)) / tickRate;
|
||||
float sensorRange = static_cast<float>(def->sensor.sensorRangeFormula.evaluate(x));
|
||||
|
||||
entt::entity entity = m_admin.spawnShip(
|
||||
position, hp, maxHp,
|
||||
maxSpeedPerTick, mainAccelPerTick, maneuveringAccelPerTick,
|
||||
angularAccelPerTick, maxRotationSpeedPerTick, sensorRange,
|
||||
level, schematicId, isEnemy);
|
||||
|
||||
// Optional components based on ship role.
|
||||
if (def->combat)
|
||||
{
|
||||
Weapon w;
|
||||
w.damage = static_cast<float>(def->combat->damageFormula.evaluate(x));
|
||||
w.range = static_cast<float>(def->combat->attackRangeFormula.evaluate(x));
|
||||
w.fireRateHz = static_cast<float>(def->combat->attackRateFormula.evaluate(x));
|
||||
w.damage = static_cast<float>(def->combat->damageFormula.evaluate(x));
|
||||
w.range = static_cast<float>(def->combat->attackRangeFormula.evaluate(x));
|
||||
w.fireRateHz = static_cast<float>(def->combat->attackRateFormula.evaluate(x));
|
||||
w.cooldownTicks = 0.0f;
|
||||
ship.weapon = w;
|
||||
w.currentTarget = std::nullopt;
|
||||
m_admin.addComponent<Weapon>(entity, w);
|
||||
|
||||
ship.threatResponse = ThreatResponse{};
|
||||
m_admin.addComponent<ThreatResponse>(entity, ThreatResponse{});
|
||||
|
||||
if (!isEnemy)
|
||||
{
|
||||
ship.rallyBehavior = RallyBehavior{m_rallyPoint};
|
||||
m_admin.addComponent<RallyBehavior>(entity, RallyBehavior{m_rallyPoint});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,23 +89,23 @@ EntityId ShipSystem::spawn(const std::string& schematicId, int level, QVector2D
|
||||
cargo.capacity = def->salvage->cargoCapacity;
|
||||
cargo.current = 0;
|
||||
cargo.collectionRange = static_cast<float>(def->salvage->collectionRange);
|
||||
ship.cargo = cargo;
|
||||
m_admin.addComponent<SalvageCargo>(entity, cargo);
|
||||
|
||||
ScrapCollector sc;
|
||||
sc.scrapTarget = std::nullopt;
|
||||
sc.deliveryBay = kInvalidEntityId;
|
||||
ship.scrapCollector = sc;
|
||||
m_admin.addComponent<ScrapCollector>(entity, sc);
|
||||
}
|
||||
|
||||
if (def->repair)
|
||||
{
|
||||
RepairTool rt;
|
||||
rt.ratePerTick = static_cast<float>(def->repair->repairRateFormula.evaluate(x));
|
||||
rt.range = static_cast<float>(def->repair->repairRangeFormula.evaluate(x));
|
||||
ship.repairTool = 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<RepairTool>(entity, rt);
|
||||
|
||||
RepairBehavior rb;
|
||||
ship.repairBehavior = rb;
|
||||
m_admin.addComponent<RepairBehavior>(entity, RepairBehavior{});
|
||||
}
|
||||
|
||||
// Apply module stat modifiers (REQ-MOD-STAT-CALC).
|
||||
@@ -152,106 +145,50 @@ EntityId ShipSystem::spawn(const std::string& schematicId, int level, QVector2D
|
||||
}
|
||||
};
|
||||
|
||||
applyMod(ship.maxHp, "hp");
|
||||
ship.hp = ship.maxHp;
|
||||
applyMod(ship.maxSpeedPerTick, "speed");
|
||||
applyMod(ship.mainAccelerationPerTick, "main_acceleration");
|
||||
applyMod(ship.maneuveringAccelerationPerTick, "maneuvering_acceleration");
|
||||
applyMod(ship.angularAccelerationPerTick, "angular_acceleration");
|
||||
applyMod(ship.maxRotationSpeedPerTick, "max_rotation_speed");
|
||||
applyMod(ship.sensorRange, "sensor_range");
|
||||
if (ship.weapon.has_value())
|
||||
Health& health = m_admin.get<Health>(entity);
|
||||
ShipDynamics& dynamics = m_admin.get<ShipDynamics>(entity);
|
||||
SensorRange& sensor = m_admin.get<SensorRange>(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<Weapon>(entity))
|
||||
{
|
||||
applyMod(ship.weapon->damage, "damage");
|
||||
applyMod(ship.weapon->range, "attack_range");
|
||||
applyMod(ship.weapon->fireRateHz, "attack_rate");
|
||||
Weapon& weapon = m_admin.get<Weapon>(entity);
|
||||
applyMod(weapon.damage, "damage");
|
||||
applyMod(weapon.range, "attack_range");
|
||||
applyMod(weapon.fireRateHz, "attack_rate");
|
||||
}
|
||||
if (ship.repairTool.has_value())
|
||||
if (m_admin.hasAll<RepairTool>(entity))
|
||||
{
|
||||
applyMod(ship.repairTool->ratePerTick, "repair_rate");
|
||||
applyMod(ship.repairTool->range, "repair_range");
|
||||
RepairTool& repairTool = m_admin.get<RepairTool>(entity);
|
||||
applyMod(repairTool.ratePerTick, "repair_rate");
|
||||
applyMod(repairTool.range, "repair_range");
|
||||
}
|
||||
}
|
||||
|
||||
m_ships.push_back(ship);
|
||||
return ship.id;
|
||||
return entity;
|
||||
}
|
||||
|
||||
void ShipSystem::despawn(EntityId id)
|
||||
void ShipSystem::despawn(entt::entity entity)
|
||||
{
|
||||
m_ships.erase(
|
||||
std::remove_if(m_ships.begin(), m_ships.end(),
|
||||
[id](const Ship& s) { return s.id == id; }),
|
||||
m_ships.end());
|
||||
m_admin.destroy(entity);
|
||||
}
|
||||
|
||||
const Ship* ShipSystem::findShip(EntityId id) const
|
||||
{
|
||||
for (const Ship& s : m_ships)
|
||||
{
|
||||
if (s.id == id)
|
||||
{
|
||||
return &s;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::vector<Ship> ShipSystem::allShips() const
|
||||
{
|
||||
return m_ships;
|
||||
}
|
||||
|
||||
void ShipSystem::forEach(std::function<void(Ship&)> fn)
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
{
|
||||
fn(s);
|
||||
}
|
||||
}
|
||||
|
||||
bool ShipSystem::healShip(EntityId id, float amount)
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
{
|
||||
if (s.id == id)
|
||||
{
|
||||
s.hp = std::min(s.hp + amount, s.maxHp);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ShipSystem::damageShip(EntityId id, float amount)
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
{
|
||||
if (s.id == id)
|
||||
{
|
||||
s.hp -= amount;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// clearMovementIntents
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void ShipSystem::clearMovementIntents()
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
m_admin.forEach<MovementIntent>([](entt::entity /*e*/, MovementIntent& i)
|
||||
{
|
||||
s.intent = MovementIntent{0, QVector2D(0.0f, 0.0f)};
|
||||
}
|
||||
i = MovementIntent{0, QVector2D(0.0f, 0.0f)};
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Rally point management (REQ-SHP-RALLY)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void ShipSystem::setRallyPoint(QVector2D point)
|
||||
{
|
||||
m_rallyPoint = point;
|
||||
@@ -259,11 +196,17 @@ void ShipSystem::setRallyPoint(QVector2D point)
|
||||
|
||||
void ShipSystem::triggerRallyDeparture()
|
||||
{
|
||||
for (Ship& s : m_ships)
|
||||
{
|
||||
if (!s.isEnemy)
|
||||
std::vector<entt::entity> toRemove;
|
||||
m_admin.forEach<RallyBehavior, Faction>(
|
||||
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/, const Faction& f)
|
||||
{
|
||||
s.rallyBehavior = std::nullopt;
|
||||
}
|
||||
if (!f.isEnemy)
|
||||
{
|
||||
toRemove.push_back(e);
|
||||
}
|
||||
});
|
||||
for (entt::entity e : toRemove)
|
||||
{
|
||||
m_admin.removeComponent<RallyBehavior>(e);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,30 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "EntityId.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Ship.h"
|
||||
#include "ShipLayout.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
class ShipSystem
|
||||
{
|
||||
public:
|
||||
ShipSystem(const GameConfig& config,
|
||||
std::function<EntityId()> allocateId);
|
||||
ShipSystem(const GameConfig& config, EntityAdmin& admin);
|
||||
|
||||
// isEnemy defaults to false; set true for enemy-faction ships (step 7 wave spawning).
|
||||
EntityId spawn(const std::string& schematicId, int level, QVector2D position,
|
||||
bool isEnemy = false,
|
||||
const std::optional<ShipLayoutConfig>& layout = std::nullopt);
|
||||
void despawn(EntityId id);
|
||||
|
||||
const Ship* findShip(EntityId id) const;
|
||||
std::vector<Ship> allShips() const;
|
||||
void forEach(std::function<void(Ship&)> fn);
|
||||
entt::entity spawn(const std::string& schematicId, int level, QVector2D position,
|
||||
bool isEnemy = false,
|
||||
const std::optional<ShipLayoutConfig>& layout = std::nullopt);
|
||||
void despawn(entt::entity entity);
|
||||
|
||||
// Reset all movement intents to priority 0 before behavior systems run.
|
||||
void clearMovementIntents();
|
||||
@@ -35,20 +32,11 @@ public:
|
||||
// Release all gathered player combat ships to advance toward the enemy.
|
||||
void triggerRallyDeparture();
|
||||
|
||||
// Reduce ship HP by amount. Does not remove the ship; step 9 handles death.
|
||||
// Returns false if ship not found.
|
||||
bool damageShip(EntityId id, float amount);
|
||||
|
||||
// Heal the ship with the given id by amount, clamped to maxHp.
|
||||
// Returns false if the ship is not found.
|
||||
bool healShip(EntityId id, float amount);
|
||||
|
||||
private:
|
||||
const ShipDef* findShipDef(const std::string& schematicId) const;
|
||||
const ModuleDef* findModuleDef(const std::string& id) const;
|
||||
|
||||
const GameConfig& m_config;
|
||||
std::function<EntityId()> m_allocateId;
|
||||
std::vector<Ship> m_ships;
|
||||
QVector2D m_rallyPoint;
|
||||
const GameConfig& m_config;
|
||||
EntityAdmin& m_admin;
|
||||
QVector2D m_rallyPoint;
|
||||
};
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
|
||||
#include "AiSystem.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "EcsComponents.h"
|
||||
#include "CombatSystem.h"
|
||||
#include "MovementSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
@@ -19,13 +20,14 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
, m_nextId(1)
|
||||
, m_buildingBlocksStock(m_config.world.startingBuildingBlocks)
|
||||
, m_gameOver(false)
|
||||
, m_hqId(kInvalidEntityId)
|
||||
, m_playerStation1Id(kInvalidEntityId)
|
||||
, m_playerStation2Id(kInvalidEntityId)
|
||||
, m_hqBuildingId(kInvalidEntityId)
|
||||
, m_hqProxyEntity(entt::null)
|
||||
, m_playerStation1Entity(entt::null)
|
||||
, m_playerStation2Entity(entt::null)
|
||||
, m_beltSystem(m_config.world.beltSpeedTilesPerSecond)
|
||||
{
|
||||
m_currentEnemyStationIds[0] = kInvalidEntityId;
|
||||
m_currentEnemyStationIds[1] = kInvalidEntityId;
|
||||
m_currentEnemyStationEntities[0] = entt::null;
|
||||
m_currentEnemyStationEntities[1] = entt::null;
|
||||
|
||||
m_buildingSystem = std::make_unique<BuildingSystem>(
|
||||
m_config,
|
||||
@@ -43,10 +45,10 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout);
|
||||
},
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, [this]() { return allocateId(); });
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
m_movementSystem = std::make_unique<MovementSystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>([this]() { return allocateId(); });
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
|
||||
@@ -82,15 +84,17 @@ void Simulation::reset(unsigned int seed)
|
||||
m_nextDepartureTick = secondsToTicks(m_config.world.departureIntervalSeconds);
|
||||
m_nextId = 1;
|
||||
m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
|
||||
m_gameOver = false;
|
||||
m_hqId = kInvalidEntityId;
|
||||
m_playerStation1Id = kInvalidEntityId;
|
||||
m_playerStation2Id = kInvalidEntityId;
|
||||
m_currentEnemyStationIds[0] = kInvalidEntityId;
|
||||
m_currentEnemyStationIds[1] = kInvalidEntityId;
|
||||
m_gameOver = false;
|
||||
m_hqBuildingId = kInvalidEntityId;
|
||||
m_hqProxyEntity = entt::null;
|
||||
m_playerStation1Entity = entt::null;
|
||||
m_playerStation2Entity = entt::null;
|
||||
m_currentEnemyStationEntities[0] = entt::null;
|
||||
m_currentEnemyStationEntities[1] = entt::null;
|
||||
m_fireEvents.clear();
|
||||
m_schematicDropEvents.clear();
|
||||
|
||||
m_admin.clear();
|
||||
m_beltSystem = BeltSystem(m_config.world.beltSpeedTilesPerSecond);
|
||||
m_buildingSystem = std::make_unique<BuildingSystem>(
|
||||
m_config,
|
||||
@@ -108,10 +112,10 @@ void Simulation::reset(unsigned int seed)
|
||||
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout);
|
||||
},
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, [this]() { return allocateId(); });
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
m_movementSystem = std::make_unique<MovementSystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>([this]() { return allocateId(); });
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
|
||||
@@ -158,17 +162,17 @@ void Simulation::tick()
|
||||
}
|
||||
|
||||
m_shipSystem->clearMovementIntents();
|
||||
m_aiSystem->tickHomeReturn(*m_shipSystem); // priority 4
|
||||
m_aiSystem->tickThreatResponse(*m_shipSystem, *m_buildingSystem); // priority 3
|
||||
m_aiSystem->tickRepairBehavior(*m_shipSystem, *m_buildingSystem); // priority 2
|
||||
m_aiSystem->tickScrapCollector(*m_shipSystem, *m_scrapSystem, *m_buildingSystem); // priority 1
|
||||
m_aiSystem->tickHomeReturn(m_admin); // priority 4
|
||||
m_aiSystem->tickThreatResponse(m_admin, *m_buildingSystem); // priority 3
|
||||
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
|
||||
m_aiSystem->tickScrapCollector(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
|
||||
|
||||
// Step 8: combat resolution
|
||||
m_combatSystem->tick(m_currentTick, *m_shipSystem,
|
||||
m_combatSystem->tick(m_currentTick, m_admin,
|
||||
*m_buildingSystem, m_fireEvents);
|
||||
|
||||
// Step 8b: deferred damage whose impact tick has arrived
|
||||
m_combatSystem->applyPendingDamage(m_currentTick, *m_shipSystem, *m_buildingSystem);
|
||||
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
|
||||
|
||||
// Step 9: deaths & loot
|
||||
if (!m_gameOver)
|
||||
@@ -177,7 +181,7 @@ void Simulation::tick()
|
||||
}
|
||||
|
||||
// Step 10: advance ship positions
|
||||
m_movementSystem->tick(*m_shipSystem);
|
||||
m_movementSystem->tick(m_admin);
|
||||
|
||||
// Step 11: scrap despawn
|
||||
m_scrapSystem->tickDespawn(m_currentTick);
|
||||
@@ -192,6 +196,7 @@ void Simulation::tick()
|
||||
void Simulation::placeInitialStructures()
|
||||
{
|
||||
// HQ — right edge of asteroid (rightmost asteroid tile is x = -1).
|
||||
// Placed as a Building (for belt input) plus an ECS proxy (for HP/targeting).
|
||||
const ParsedSurfaceMask hqParsed =
|
||||
parseSurfaceMask(m_config.stations.hq.surfaceMask, Rotation::East);
|
||||
const int hqAnchorX = -hqParsed.footprint.width();
|
||||
@@ -199,13 +204,18 @@ void Simulation::placeInitialStructures()
|
||||
(m_config.world.heightTiles - hqParsed.footprint.height()) / 2;
|
||||
const float hqHp =
|
||||
static_cast<float>(m_config.stations.hq.hpFormula.evaluate(0.0));
|
||||
m_hqId = m_buildingSystem->placeImmediate(
|
||||
m_hqBuildingId = m_buildingSystem->placeImmediate(
|
||||
BuildingType::Hq,
|
||||
m_config.stations.hq.surfaceMask,
|
||||
QPoint(hqAnchorX, hqAnchorY),
|
||||
Rotation::East, hqHp, hqHp);
|
||||
|
||||
// Player defence stations — right edge of player buffer zone.
|
||||
const QVector2D hqCenter(
|
||||
hqAnchorX + hqParsed.footprint.width() / 2.0f,
|
||||
hqAnchorY + hqParsed.footprint.height() / 2.0f);
|
||||
m_hqProxyEntity = m_admin.spawnHqProxy(hqCenter, hqHp, hqHp);
|
||||
|
||||
// Player defence stations — ECS entities with tile occupancy.
|
||||
const ParsedSurfaceMask psParsed =
|
||||
parseSurfaceMask(m_config.stations.playerStation.surfaceMask, Rotation::East);
|
||||
const int psAnchorX =
|
||||
@@ -222,21 +232,35 @@ void Simulation::placeInitialStructures()
|
||||
psWeapon.fireRateHz = static_cast<float>(
|
||||
m_config.stations.playerStation.fireRateFormula.evaluate(psLevel));
|
||||
psWeapon.cooldownTicks = 0.0f;
|
||||
psWeapon.currentTarget = std::nullopt;
|
||||
|
||||
const int ps1Y = m_config.world.heightTiles / 4;
|
||||
const int ps2Y = 3 * m_config.world.heightTiles / 4;
|
||||
|
||||
m_playerStation1Id = m_buildingSystem->placeImmediate(
|
||||
BuildingType::PlayerDefenceStation,
|
||||
m_config.stations.playerStation.surfaceMask,
|
||||
QPoint(psAnchorX, ps1Y), Rotation::East, psHp, psHp);
|
||||
m_buildingSystem->initStationWeapon(m_playerStation1Id, psWeapon);
|
||||
|
||||
m_playerStation2Id = m_buildingSystem->placeImmediate(
|
||||
BuildingType::PlayerDefenceStation,
|
||||
m_config.stations.playerStation.surfaceMask,
|
||||
QPoint(psAnchorX, ps2Y), Rotation::East, psHp, psHp);
|
||||
m_buildingSystem->initStationWeapon(m_playerStation2Id, psWeapon);
|
||||
{
|
||||
const QPoint anchor(psAnchorX, ps1Y);
|
||||
std::vector<QPoint> absCells;
|
||||
for (const QPoint& rel : psParsed.bodyCells)
|
||||
{
|
||||
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
|
||||
}
|
||||
m_playerStation1Entity = m_admin.spawnStation(
|
||||
anchor, psParsed.footprint, absCells, psHp, psHp, false);
|
||||
m_admin.addComponent<StationWeapon>(m_playerStation1Entity, psWeapon);
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
|
||||
}
|
||||
{
|
||||
const QPoint anchor(psAnchorX, ps2Y);
|
||||
std::vector<QPoint> absCells;
|
||||
for (const QPoint& rel : psParsed.bodyCells)
|
||||
{
|
||||
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
|
||||
}
|
||||
m_playerStation2Entity = m_admin.spawnStation(
|
||||
anchor, psParsed.footprint, absCells, psHp, psHp, false);
|
||||
m_admin.addComponent<StationWeapon>(m_playerStation2Entity, psWeapon);
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
|
||||
}
|
||||
|
||||
// Rally point: center of the player defence stations' X column, world vertical midpoint.
|
||||
const float rallyX = static_cast<float>(psAnchorX) + psParsed.footprint.width() / 2.0f;
|
||||
@@ -252,7 +276,6 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
const ParsedSurfaceMask esParsed =
|
||||
parseSurfaceMask(m_config.stations.enemyStation.surfaceMask, Rotation::East);
|
||||
|
||||
// Right edge of contest zone, shifted right by (generation * pushExpandColumns).
|
||||
const int rightEdgeX = m_config.world.regions.playerBufferWidth
|
||||
+ m_config.world.regions.contestZoneWidth
|
||||
+ generation * m_config.world.push.pushExpandColumns;
|
||||
@@ -270,24 +293,35 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
esWeapon.fireRateHz = static_cast<float>(
|
||||
m_config.stations.enemyStation.fireRateFormula.evaluate(genD));
|
||||
esWeapon.cooldownTicks = 0.0f;
|
||||
esWeapon.currentTarget = std::nullopt;
|
||||
|
||||
const int y1 = m_config.world.heightTiles / 4;
|
||||
const int y2 = 3 * m_config.world.heightTiles / 4;
|
||||
|
||||
const EntityId id1 = m_buildingSystem->placeImmediate(
|
||||
BuildingType::EnemyDefenceStation,
|
||||
m_config.stations.enemyStation.surfaceMask,
|
||||
QPoint(anchorX, y1), Rotation::East, esHp, esHp);
|
||||
m_buildingSystem->initStationWeapon(id1, esWeapon);
|
||||
|
||||
const EntityId id2 = m_buildingSystem->placeImmediate(
|
||||
BuildingType::EnemyDefenceStation,
|
||||
m_config.stations.enemyStation.surfaceMask,
|
||||
QPoint(anchorX, y2), Rotation::East, esHp, esHp);
|
||||
m_buildingSystem->initStationWeapon(id2, esWeapon);
|
||||
|
||||
m_currentEnemyStationIds[0] = id1;
|
||||
m_currentEnemyStationIds[1] = id2;
|
||||
{
|
||||
const QPoint anchor(anchorX, y1);
|
||||
std::vector<QPoint> absCells;
|
||||
for (const QPoint& rel : esParsed.bodyCells)
|
||||
{
|
||||
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
|
||||
}
|
||||
m_currentEnemyStationEntities[0] = m_admin.spawnStation(
|
||||
anchor, esParsed.footprint, absCells, esHp, esHp, true);
|
||||
m_admin.addComponent<StationWeapon>(m_currentEnemyStationEntities[0], esWeapon);
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
|
||||
}
|
||||
{
|
||||
const QPoint anchor(anchorX, y2);
|
||||
std::vector<QPoint> absCells;
|
||||
for (const QPoint& rel : esParsed.bodyCells)
|
||||
{
|
||||
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
|
||||
}
|
||||
m_currentEnemyStationEntities[1] = m_admin.spawnStation(
|
||||
anchor, esParsed.footprint, absCells, esHp, esHp, true);
|
||||
m_admin.addComponent<StationWeapon>(m_currentEnemyStationEntities[1], esWeapon);
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -297,98 +331,92 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
void Simulation::tickDeathsAndLoot()
|
||||
{
|
||||
// --- Dead ships ---
|
||||
std::vector<EntityId> deadShipIds;
|
||||
m_shipSystem->forEach([&deadShipIds](Ship& s)
|
||||
{
|
||||
if (s.hp <= 0.0f)
|
||||
std::vector<entt::entity> deadShips;
|
||||
m_admin.forEach<ShipIdentity, Health>(
|
||||
[&deadShips](entt::entity e, const ShipIdentity& /*si*/, const Health& h)
|
||||
{
|
||||
deadShipIds.push_back(s.id);
|
||||
}
|
||||
});
|
||||
if (h.hp <= 0.0f)
|
||||
{
|
||||
deadShips.push_back(e);
|
||||
}
|
||||
});
|
||||
|
||||
for (EntityId deadId : deadShipIds)
|
||||
for (entt::entity deadEntity : deadShips)
|
||||
{
|
||||
const Ship* s = m_shipSystem->findShip(deadId);
|
||||
if (!s)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Look up scrap drop amount from config.
|
||||
const ShipIdentity& si = m_admin.get<ShipIdentity>(deadEntity);
|
||||
const Position& pos = m_admin.get<Position>(deadEntity);
|
||||
for (const ShipDef& def : m_config.ships.ships)
|
||||
{
|
||||
if (def.id == s->schematicId && def.loot.scrapDrop > 0)
|
||||
if (def.id == si.schematicId && def.loot.scrapDrop > 0)
|
||||
{
|
||||
const Tick despawnAt = m_currentTick
|
||||
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
|
||||
m_scrapSystem->spawn(s->position, def.loot.scrapDrop, despawnAt);
|
||||
m_scrapSystem->spawn(pos.value, def.loot.scrapDrop, despawnAt);
|
||||
break;
|
||||
}
|
||||
}
|
||||
m_shipSystem->despawn(deadId);
|
||||
m_shipSystem->despawn(deadEntity);
|
||||
}
|
||||
|
||||
// --- Dead buildings (HQ, player/enemy defence stations) ---
|
||||
std::vector<EntityId> deadBuildingIds;
|
||||
for (const Building& b : m_buildingSystem->allBuildings())
|
||||
{
|
||||
if (b.hp <= 0.0f &&
|
||||
(b.type == BuildingType::Hq ||
|
||||
b.type == BuildingType::PlayerDefenceStation ||
|
||||
b.type == BuildingType::EnemyDefenceStation))
|
||||
// --- Dead stations ---
|
||||
std::vector<entt::entity> deadStations;
|
||||
m_admin.forEach<StationBody, Health>(
|
||||
[&deadStations](entt::entity e, const StationBody& /*sb*/, const Health& h)
|
||||
{
|
||||
deadBuildingIds.push_back(b.id);
|
||||
}
|
||||
}
|
||||
if (h.hp <= 0.0f)
|
||||
{
|
||||
deadStations.push_back(e);
|
||||
}
|
||||
});
|
||||
|
||||
for (EntityId deadId : deadBuildingIds)
|
||||
for (entt::entity deadEntity : deadStations)
|
||||
{
|
||||
const Building* b = m_buildingSystem->findBuilding(deadId);
|
||||
if (!b)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const StationBody& sb = m_admin.get<StationBody>(deadEntity);
|
||||
const Position& pos = m_admin.get<Position>(deadEntity);
|
||||
const Faction& fac = m_admin.get<Faction>(deadEntity);
|
||||
|
||||
if (b->type == BuildingType::Hq)
|
||||
const Tick despawnAt = m_currentTick
|
||||
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
|
||||
int scrap = 0;
|
||||
if (!fac.isEnemy)
|
||||
{
|
||||
m_gameOver = true;
|
||||
const double lv = static_cast<double>(
|
||||
m_config.stations.playerStation.level);
|
||||
scrap = static_cast<int>(
|
||||
m_config.stations.playerStation.scrapDropFormula.evaluate(lv));
|
||||
}
|
||||
else
|
||||
{
|
||||
const QVector2D center(
|
||||
b->anchor.x() + b->footprint.width() / 2.0f,
|
||||
b->anchor.y() + b->footprint.height() / 2.0f);
|
||||
const Tick despawnAt = m_currentTick
|
||||
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
|
||||
int scrap = 0;
|
||||
if (b->type == BuildingType::PlayerDefenceStation)
|
||||
{
|
||||
const double lv = static_cast<double>(
|
||||
m_config.stations.playerStation.level);
|
||||
scrap = static_cast<int>(
|
||||
m_config.stations.playerStation.scrapDropFormula.evaluate(lv));
|
||||
}
|
||||
else if (b->type == BuildingType::EnemyDefenceStation)
|
||||
{
|
||||
const double genD = static_cast<double>(m_waveSystem->generation());
|
||||
scrap = static_cast<int>(
|
||||
m_config.stations.enemyStation.scrapDropFormula.evaluate(genD));
|
||||
}
|
||||
if (scrap > 0)
|
||||
{
|
||||
m_scrapSystem->spawn(center, scrap, despawnAt);
|
||||
}
|
||||
const double genD = static_cast<double>(m_waveSystem->generation());
|
||||
scrap = static_cast<int>(
|
||||
m_config.stations.enemyStation.scrapDropFormula.evaluate(genD));
|
||||
}
|
||||
if (scrap > 0)
|
||||
{
|
||||
m_scrapSystem->spawn(pos.value, scrap, despawnAt);
|
||||
}
|
||||
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
|
||||
m_admin.destroy(deadEntity);
|
||||
}
|
||||
|
||||
// --- HQ death check ---
|
||||
if (m_admin.isValid(m_hqProxyEntity))
|
||||
{
|
||||
const Health& hqHealth = m_admin.get<Health>(m_hqProxyEntity);
|
||||
if (hqHealth.hp <= 0.0f)
|
||||
{
|
||||
m_gameOver = true;
|
||||
}
|
||||
m_buildingSystem->removeBuilding(deadId);
|
||||
}
|
||||
|
||||
// --- Push check: if both current enemy stations are gone, trigger push ---
|
||||
const bool es0Gone =
|
||||
(m_buildingSystem->findBuilding(m_currentEnemyStationIds[0]) == nullptr);
|
||||
const bool es1Gone =
|
||||
(m_buildingSystem->findBuilding(m_currentEnemyStationIds[1]) == nullptr);
|
||||
const bool es0Gone = !m_admin.isValid(m_currentEnemyStationEntities[0])
|
||||
|| m_admin.get<Health>(m_currentEnemyStationEntities[0]).hp <= 0.0f;
|
||||
const bool es1Gone = !m_admin.isValid(m_currentEnemyStationEntities[1])
|
||||
|| m_admin.get<Health>(m_currentEnemyStationEntities[1]).hp <= 0.0f;
|
||||
|
||||
if (es0Gone && es1Gone &&
|
||||
m_currentEnemyStationIds[0] != kInvalidEntityId)
|
||||
m_currentEnemyStationEntities[0] != entt::null)
|
||||
{
|
||||
m_waveSystem->applyPush();
|
||||
placeEnemyStationSet(m_waveSystem->generation());
|
||||
@@ -548,6 +576,16 @@ const ScrapSystem& Simulation::scraps() const
|
||||
return *m_scrapSystem;
|
||||
}
|
||||
|
||||
EntityAdmin& Simulation::admin()
|
||||
{
|
||||
return m_admin;
|
||||
}
|
||||
|
||||
const EntityAdmin& Simulation::admin() const
|
||||
{
|
||||
return m_admin;
|
||||
}
|
||||
|
||||
EntityId Simulation::allocateId()
|
||||
{
|
||||
return m_nextId++;
|
||||
|
||||
@@ -9,6 +9,9 @@
|
||||
#include <QPoint>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "EntityAdmin.h"
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "SchematicDropEvent.h"
|
||||
#include "BuildingType.h"
|
||||
#include "EntityId.h"
|
||||
@@ -73,6 +76,8 @@ public:
|
||||
const ShipSystem& ships() const;
|
||||
ScrapSystem& scraps();
|
||||
const ScrapSystem& scraps() const;
|
||||
EntityAdmin& admin();
|
||||
const EntityAdmin& admin() const;
|
||||
|
||||
private:
|
||||
EntityId allocateId(); // Strictly increasing; never returns kInvalidEntityId.
|
||||
@@ -100,10 +105,11 @@ private:
|
||||
bool m_gameOver = false;
|
||||
|
||||
// Pre-placed structure IDs.
|
||||
EntityId m_hqId;
|
||||
EntityId m_playerStation1Id;
|
||||
EntityId m_playerStation2Id;
|
||||
EntityId m_currentEnemyStationIds[2];
|
||||
EntityId m_hqBuildingId; // Building id (for belt integration)
|
||||
entt::entity m_hqProxyEntity; // ECS entity (HP, targeting)
|
||||
entt::entity m_playerStation1Entity;
|
||||
entt::entity m_playerStation2Entity;
|
||||
entt::entity m_currentEnemyStationEntities[2];
|
||||
|
||||
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
|
||||
struct SchematicState
|
||||
@@ -113,6 +119,7 @@ private:
|
||||
};
|
||||
std::map<std::string, SchematicState> m_schematicLevels;
|
||||
|
||||
EntityAdmin m_admin;
|
||||
BeltSystem m_beltSystem;
|
||||
std::unique_ptr<BuildingSystem> m_buildingSystem;
|
||||
std::unique_ptr<ShipSystem> m_shipSystem;
|
||||
|
||||
Reference in New Issue
Block a user