switch to ECS architecture

This commit is contained in:
2026-05-22 20:31:39 +02:00
parent c18c4e4804
commit ca07cbaf0e
34 changed files with 1943 additions and 2074 deletions

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@@ -5,6 +5,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/Rotation.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h
${CMAKE_CURRENT_SOURCE_DIR}/EcsComponents.h
${CMAKE_CURRENT_SOURCE_DIR}/Blueprint.h
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
${CMAKE_CURRENT_SOURCE_DIR}/Item.h

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@@ -0,0 +1,107 @@
#pragma once
#include <string>
#include <vector>
#include <QPoint>
#include <QSize>
#include <QVector2D>
#include "EntityId.h"
#include "Tick.h"
#include "entt/entity/entity.hpp"
// ---------------------------------------------------------------------------
// Shared components (used by ships, stations, scrap, HQ proxy)
// ---------------------------------------------------------------------------
struct Position
{
QVector2D value;
};
struct Health
{
float hp;
float maxHp;
};
struct Faction
{
bool isEnemy;
};
// ---------------------------------------------------------------------------
// Ship components (always present on every ship)
// ---------------------------------------------------------------------------
struct Velocity
{
QVector2D value;
};
struct Facing
{
float radians;
float rotationSpeed;
};
struct ShipDynamics
{
float maxSpeedPerTick;
float mainAccelerationPerTick;
float maneuveringAccelerationPerTick;
float angularAccelerationPerTick;
float maxRotationSpeedPerTick;
};
struct SensorRange
{
float value;
};
struct ShipIdentity
{
int level;
std::string schematicId;
};
// ---------------------------------------------------------------------------
// Ship optional components (hardware + behavior, in Ship.h)
// ---------------------------------------------------------------------------
// Weapon, SalvageCargo, RepairTool, ThreatResponse, ScrapCollector,
// RepairBehavior, HomeReturn, RallyBehavior remain defined in Ship.h.
// ---------------------------------------------------------------------------
// Station components
// ---------------------------------------------------------------------------
struct StationBody
{
QPoint anchor;
QSize footprint;
std::vector<QPoint> bodyCells;
};
// StationWeapon remains defined in Building.h.
// ---------------------------------------------------------------------------
// Scrap components
// ---------------------------------------------------------------------------
struct ScrapData
{
int amount;
};
struct DespawnAt
{
Tick tick;
};
// ---------------------------------------------------------------------------
// HQ proxy (empty tag)
// ---------------------------------------------------------------------------
struct HqProxy { char unused = 0; };

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@@ -1,11 +1,14 @@
#include "EntityAdmin.h"
#include "EcsComponents.h"
#include "MovementIntent.h"
entt::entity EntityAdmin::createEntity()
{
return m_registry.create();
}
bool EntityAdmin::isValid(entt::entity entity)
bool EntityAdmin::isValid(entt::entity entity) const
{
return m_registry.valid(entity);
}
@@ -19,3 +22,57 @@ void EntityAdmin::clear()
{
m_registry.clear();
}
entt::entity EntityAdmin::spawnShip(QVector2D position, float hp, float maxHp,
float maxSpeedPerTick, float mainAccelPerTick,
float maneuveringAccelPerTick, float angularAccelPerTick,
float maxRotationSpeedPerTick, float sensorRange,
int level, const std::string& schematicId, bool isEnemy)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{isEnemy});
add<Velocity>(entity, Velocity{QVector2D(0.0f, 0.0f)});
add<Facing>(entity, Facing{0.0f, 0.0f});
add<ShipDynamics>(entity, ShipDynamics{
maxSpeedPerTick, mainAccelPerTick, maneuveringAccelPerTick,
angularAccelPerTick, maxRotationSpeedPerTick});
add<SensorRange>(entity, SensorRange{sensorRange});
add<ShipIdentity>(entity, ShipIdentity{level, schematicId});
add<MovementIntent>(entity, MovementIntent{0, QVector2D(0.0f, 0.0f)});
return entity;
}
entt::entity EntityAdmin::spawnStation(QPoint anchor, QSize footprint,
const std::vector<QPoint>& bodyCells,
float hp, float maxHp, bool isEnemy)
{
entt::entity entity = createEntity();
QVector2D center(anchor.x() + footprint.width() / 2.0f,
anchor.y() + footprint.height() / 2.0f);
add<Position>(entity, Position{center});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{isEnemy});
add<StationBody>(entity, StationBody{anchor, footprint, bodyCells});
return entity;
}
entt::entity EntityAdmin::spawnScrap(QVector2D position, int amount, Tick despawnAt)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<ScrapData>(entity, ScrapData{amount});
add<DespawnAt>(entity, DespawnAt{despawnAt});
return entity;
}
entt::entity EntityAdmin::spawnHqProxy(QVector2D position, float hp, float maxHp)
{
entt::entity entity = createEntity();
add<Position>(entity, Position{position});
add<Health>(entity, Health{hp, maxHp});
add<Faction>(entity, Faction{false});
add<HqProxy>(entity);
return entity;
}

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@@ -1,6 +1,15 @@
#ifndef ENTITY_ADMIN_H
#define ENTITY_ADMIN_H
#include <string>
#include <vector>
#include <QPoint>
#include <QSize>
#include <QVector2D>
#include "Tick.h"
#include "entt/entity/registry.hpp"
class EntityAdmin
@@ -10,36 +19,84 @@ public:
EntityAdmin(const EntityAdmin&) = delete;
EntityAdmin& operator=(const EntityAdmin&) = delete;
// -- Queries / iteration ------------------------------------------------
template <typename... Ts, typename Func>
void forEach(Func&& f);
template <typename... Ts, typename Func>
void forEach(Func&& f) const;
template <typename... Ts>
bool hasAll(entt::entity entity);
template <typename T>
T& get(entt::entity entity);
bool isValid(entt::entity entity);
template <typename T>
const T& get(entt::entity entity) const;
bool isValid(entt::entity entity) const;
void destroy(entt::entity entity);
void clear();
/*
factory methods (like spawnShip, spawnScrap, etc shall go here)
*/
// -- Public component attachment ----------------------------------------
// Used by systems (e.g. ShipSystem) to attach optional components after
// a factory method has created the base entity.
template <typename T, typename... Args>
void addComponent(entt::entity entity, Args&&... args);
template <typename T>
void removeComponent(entt::entity entity);
// -- Factory methods ----------------------------------------------------
entt::entity spawnShip(QVector2D position, float hp, float maxHp,
float maxSpeedPerTick, float mainAccelPerTick,
float maneuveringAccelPerTick, float angularAccelPerTick,
float maxRotationSpeedPerTick, float sensorRange,
int level, const std::string& schematicId, bool isEnemy);
entt::entity spawnStation(QPoint anchor, QSize footprint,
const std::vector<QPoint>& bodyCells,
float hp, float maxHp, bool isEnemy);
entt::entity spawnScrap(QVector2D position, int amount, Tick despawnAt);
entt::entity spawnHqProxy(QVector2D position, float hp, float maxHp);
private:
entt::entity createEntity();
template <typename T, typename... Args>
T& add(entt::entity entity, Args&&... args);
void add(entt::entity entity, Args&&... args);
entt::registry m_registry;
};
// ---------------------------------------------------------------------------
// Template implementations
// ---------------------------------------------------------------------------
template <typename... Ts, typename Func>
void EntityAdmin::forEach(Func&& f)
{
m_registry.view<Ts...>().each(std::forward<Func>(f));
// Avoid view.each() — MSVC 2017 ICEs on the extended_storage_iterator it instantiates.
for (entt::entity entity : m_registry.view<Ts...>())
{
f(entity, m_registry.get<Ts>(entity)...);
}
}
template <typename... Ts, typename Func>
void EntityAdmin::forEach(Func&& f) const
{
entt::registry& reg = const_cast<entt::registry&>(m_registry);
for (entt::entity entity : reg.view<Ts...>())
{
f(entity, reg.get<Ts>(entity)...);
}
}
template <typename... Ts>
@@ -54,10 +111,28 @@ T& EntityAdmin::get(entt::entity entity)
return m_registry.get<T>(entity);
}
template <typename T, typename... Args>
T& EntityAdmin::add(entt::entity entity, Args&&... args)
template <typename T>
const T& EntityAdmin::get(entt::entity entity) const
{
return m_registry.emplace<T>(entity, std::forward<Args>(args)...);
return m_registry.get<T>(entity);
}
template <typename T, typename... Args>
void EntityAdmin::addComponent(entt::entity entity, Args&&... args)
{
m_registry.emplace<T>(entity, std::forward<Args>(args)...);
}
template <typename T>
void EntityAdmin::removeComponent(entt::entity entity)
{
m_registry.remove<T>(entity);
}
template <typename T, typename... Args>
void EntityAdmin::add(entt::entity entity, Args&&... args)
{
m_registry.emplace<T>(entity, std::forward<Args>(args)...);
}
#endif // ENTITY_ADMIN_H

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@@ -1,14 +1,15 @@
#pragma once
#include "EntityId.h"
#include "Tick.h"
#include "entt/entity/entity.hpp"
// Transient record emitted each time a weapon fires (REQ-SHP-FIRING,
// REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the
// renderer each frame to draw the 0.3-second laser beam.
struct FireEvent
{
EntityId shooter;
EntityId target;
entt::entity shooter;
entt::entity target;
Tick emittedAt;
};