refactor AI system

This commit is contained in:
2026-06-15 09:16:56 +02:00
parent 8451f5a281
commit e8dd73bcb0
67 changed files with 1731 additions and 919 deletions

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@@ -17,6 +17,8 @@
#include "ModuleOwnerComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "RepairSystem.h"
#include "SalvagerSystem.h"
#include "ScrapSystem.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
@@ -51,11 +53,16 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
// Arena fights are symmetric and aggressive: player-faction ships must not
// retreat (REQ-BAL-SIM-AI). Only one faction would otherwise get retreat.
m_shipSystem->setRetreatEnabled(false);
m_aiSystem = std::make_unique<AiSystem>();
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
placeStructures();
spawnShips();
@@ -250,13 +257,11 @@ ArenaStatus ArenaSimulation::status() const
void ArenaSimulation::tick()
{
// Ship behavior systems (tick step 7).
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
m_shipSystem->clearMovementIntents();
m_aiSystem->tickHomeReturnBehavior(m_admin);
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem);
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem);
m_aiSystem->tickRepairTools(m_admin);
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
m_repairSystem->tick();
// Combat resolution (tick step 8).
std::vector<WeaponFiredEvent> weaponFiredEvents;

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@@ -22,6 +22,8 @@ class BuildingSystem;
class CombatSystem;
class DynamicBodySystem;
class MovementIntentSystem;
class RepairSystem;
class SalvagerSystem;
class ShipSystem;
class ScrapSystem;
@@ -96,6 +98,8 @@ private:
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
std::unique_ptr<CombatSystem> m_combatSystem;
std::unique_ptr<ScrapSystem> m_scrapSystem;
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
std::unique_ptr<RepairSystem> m_repairSystem;
entt::entity m_team1HqEntity;
entt::entity m_team2HqEntity;

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@@ -0,0 +1,9 @@
#pragma once
// Baseline fallback behavior, present on every ship. The executor moves the ship
// toward the opposing side (direction derived from FactionComponent), so a ship
// with no better behavior keeps advancing.
struct AdvanceBehavior
{
float score = 0.0f;
};

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@@ -0,0 +1,13 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
// Combat behavior for ships with weapons (was ThreatResponseBehaviorComponent).
// The evaluator sets currentTarget; the executor pushes it to in-range weapons.
struct AttackBehavior
{
std::optional<entt::entity> currentTarget;
float score = 0.0f;
};

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@@ -0,0 +1,15 @@
#pragma once
// Identifies a ship behavior. Written into SelectedBehaviorComponent by the
// AiSystem selection pass so each behavior's executor can tell whether it won.
enum class BehaviorKind
{
None,
Advance,
Rally,
Retreat,
Attack,
Repair,
SalvageScrap,
DeliverScrap
};

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@@ -0,0 +1,22 @@
#pragma once
// Score bands for ship-behavior evaluation. The AiSystem selection pass picks
// the behavior with the highest score per ship; these constants define a single
// comparable scale so the desired priority falls out:
// Retreat > Attack > Repair / Salvage / Deliver > Rally > Advance.
// Evaluators may return kInactive when their behavior does not apply this tick.
namespace BehaviorScores
{
constexpr float kInactive = 0.0f;
constexpr float kAdvance = 0.05f; // baseline fallback; always present
constexpr float kRally = 0.20f;
constexpr float kDeliver = 0.50f; // cargo full
constexpr float kRepair = 0.55f;
constexpr float kSalvage = 0.55f; // cargo not full and scrap in range
constexpr float kAttack = 0.60f; // healthy and target in sensor range
constexpr float kRetreat = 0.90f;
// Health fraction at/below which a ship is considered "low HP" — used by the
// Attack evaluator (do not attack when low) and the Retreat evaluator.
constexpr float kLowHpFraction = 0.3f;
}

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@@ -1,24 +1,29 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/AdvanceBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/AttackBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/BehaviorKind.h
${CMAKE_CURRENT_SOURCE_DIR}/BehaviorScores.h
${CMAKE_CURRENT_SOURCE_DIR}/DeliverScrapBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/DespawnAtComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/FacingComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/FactionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HealthComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HomeReturnBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/HqProxyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/PositionComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairToolComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/RetreatBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageCargoComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvageScrapBehavior.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapDataComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/SensorRangeComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipIdentityComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/StationBodyComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/ThreatResponseBehaviorComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/WeaponComponent.h
PARENT_SCOPE
)

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@@ -0,0 +1,12 @@
#pragma once
#include "BuildingId.h"
// Deliver-scrap behavior (one half of the old SalvageBehaviorComponent). Scored
// high only when cargo is full. The evaluator assigns the nearest SalvageBay;
// SalvagerSystem performs the actual delivery.
struct DeliverScrapBehavior
{
BuildingId deliveryBay = kInvalidBuildingId;
float score = 0.0f;
};

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@@ -1,9 +0,0 @@
#pragma once
#include <QVector2D>
struct HomeReturnBehaviorComponent
{
float retreatHpFraction;
QVector2D homePos;
};

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@@ -2,11 +2,12 @@
#include <QVector2D>
// A ship-behavior system writes this each tick before movement runs; the
// highest-priority write wins. Priority order is fixed globally — see
// architecture.md "Movement Arbitration".
// The winning behavior's executor writes this each tick before movement runs.
// `active` is false when no behavior set a destination (the ship brakes); the
// score-based selection (see architecture.md "Movement Arbitration") decides
// which single executor writes here.
struct MovementIntentComponent
{
int priority;
bool active = false;
QVector2D target;
};

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@@ -0,0 +1,11 @@
#pragma once
#include <QVector2D>
// Player combat ships loiter at the rally point until the departure timer
// removes this component (ShipSystem::triggerRallyDeparture).
struct RallyBehavior
{
QVector2D rallyPoint;
float score = 0.0f;
};

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@@ -1,8 +0,0 @@
#pragma once
#include <QVector2D>
struct RallyBehaviorComponent
{
QVector2D rallyPoint;
};

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@@ -0,0 +1,15 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
// Repair behavior for ships with repair modules. The evaluator picks the nearest
// damaged friendly as currentTarget; the executor moves toward it and assigns
// in-range repair tools. RepairSystem applies the actual healing.
struct RepairBehavior
{
std::optional<entt::entity> currentTarget;
float maxRepairRange_tiles = 0.0f;
float score = 0.0f;
};

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@@ -1,11 +0,0 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct RepairBehaviorComponent
{
std::optional<entt::entity> currentTarget;
float maxRepairRange_tiles = 0.0f;
};

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@@ -0,0 +1,13 @@
#pragma once
#include <QVector2D>
// Player-only retreat behavior (replaces HomeReturnBehaviorComponent). Scored
// high when HP is low, or when an enemy is in sensor range and the ship cannot
// fight back. The executor moves the ship to retreatPoint (the rally point).
struct RetreatBehavior
{
float retreatHpFraction = 0.0f;
QVector2D retreatPoint;
float score = 0.0f;
};

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@@ -1,14 +0,0 @@
#pragma once
#include <optional>
#include <QVector2D>
#include "BuildingId.h"
struct SalvageBehaviorComponent
{
std::optional<QVector2D> scrapTarget;
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
float maxCollectionRange_tiles = 0.0f;
};

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@@ -0,0 +1,14 @@
#pragma once
#include <optional>
#include <QVector2D>
// Collect-scrap behavior (one half of the old SalvageBehaviorComponent). The
// evaluator finds the nearest scrap and sets scrapTarget when cargo is not full.
struct SalvageScrapBehavior
{
std::optional<QVector2D> scrapTarget;
float maxCollectionRange_tiles = 0.0f;
float score = 0.0f;
};

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@@ -0,0 +1,11 @@
#pragma once
#include "BehaviorKind.h"
// Result of the AiSystem selection pass: the highest-scoring behavior for a
// ship this tick. Each behavior's executor acts only when it is the winner.
struct SelectedBehaviorComponent
{
BehaviorKind winner = BehaviorKind::None;
float bestScore = 0.0f;
};

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@@ -1,10 +0,0 @@
#pragma once
#include <optional>
#include "entt/entity/entity.hpp"
struct ThreatResponseBehaviorComponent
{
std::optional<entt::entity> currentTarget;
};

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@@ -1,587 +1,82 @@
#include "AiSystem.h"
#include <optional>
#include <unordered_map>
#include <vector>
#include <limits>
#include <QVector2D>
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HomeReturnBehaviorComponent.h"
#include "HqProxyComponent.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RepairToolComponent.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "ScrapSystem.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
#include "ThreatResponseBehaviorComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RetreatBehavior.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
// ---------------------------------------------------------------------------
// Shared helpers for repair targeting
// ---------------------------------------------------------------------------
struct RepairableInfo
namespace
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isShip;
float hp;
float maxHp;
};
static std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
{
std::vector<RepairableInfo> repairables;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
});
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
});
return repairables;
}
// ---------------------------------------------------------------------------
// tickHomeReturnBehavior (priority 4)
// ---------------------------------------------------------------------------
void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
{
TRACE();
admin.forEach<HomeReturnBehaviorComponent, HealthComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const HomeReturnBehaviorComponent& homeReturnBehavior,
const HealthComponent& h, MovementIntentComponent& intent)
{
if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
{
if (4 > intent.priority)
{
intent = MovementIntentComponent{4, homeReturnBehavior.homePos};
}
}
});
}
// ---------------------------------------------------------------------------
// tickThreatResponseBehavior (priority 3)
// ---------------------------------------------------------------------------
void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
{
TRACE();
// Snapshot all combatant entities for target acquisition.
struct CombatantInfo
// Records a behavior's score for its owning ship, keeping the highest seen.
// Considered high-priority first, so strict '>' breaks ties toward priority.
template <typename Behavior>
void consider(EntityAdmin& admin, BehaviorKind kind)
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isStation;
};
std::vector<CombatantInfo> combatants;
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
{
combatants.push_back({e, pos.value, f.isEnemy, false});
});
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const StationBodyComponent& /*sb*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const HqProxyComponent& /*hq*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<ThreatResponseBehaviorComponent, PositionComponent, FactionComponent,
SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, ThreatResponseBehaviorComponent& threatResponseBehavior,
PositionComponent& pos, FactionComponent& faction,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float range = sensor.value_tiles;
// Validate current target.
bool targetValid = false;
if (threatResponseBehavior.currentTarget)
admin.forEach<Behavior, SelectedBehaviorComponent>(
[kind](entt::entity /*e*/, const Behavior& behavior,
SelectedBehaviorComponent& selected)
{
const entt::entity t = *threatResponseBehavior.currentTarget;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
if (behavior.score > selected.bestScore)
{
const float dist =
(admin.get<PositionComponent>(t).value - pos.value).length();
if (dist <= range)
{
targetValid = true;
}
selected.bestScore = behavior.score;
selected.winner = kind;
}
}
if (!targetValid)
{
threatResponseBehavior.currentTarget = std::nullopt;
float bestDist = range;
for (const CombatantInfo& c : combatants)
{
if (c.entity == e) { continue; }
bool isValidTarget = false;
if (!faction.isEnemy)
{
isValidTarget = c.isEnemy;
}
else
{
isValidTarget = !c.isEnemy;
}
if (!isValidTarget) { continue; }
const float dist = (c.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
threatResponseBehavior.currentTarget = c.entity;
}
}
}
if (threatResponseBehavior.currentTarget)
{
const entt::entity t = *threatResponseBehavior.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
dest = admin.get<PositionComponent>(t).value;
}
if (3 > intent.priority)
{
intent = MovementIntentComponent{3, dest};
}
}
else
{
if (3 > intent.priority)
{
if (admin.hasAll<RallyBehaviorComponent>(e))
{
intent = MovementIntentComponent{
3, admin.get<RallyBehaviorComponent>(e).rallyPoint};
}
else if (!faction.isEnemy)
{
intent = MovementIntentComponent{
3, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
else
{
intent = MovementIntentComponent{
3, QVector2D(-10000.0f, pos.value.y())};
}
}
}
});
});
}
}
// ---------------------------------------------------------------------------
// tickRepairBehavior (priority 2)
// ---------------------------------------------------------------------------
void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
const ScrapSystem& scraps)
{
TRACE();
std::vector<RepairableInfo> repairables = buildRepairables(admin);
TRACE();
// Snapshot enemy ships for threat detection.
struct EnemyInfo
{
QVector2D position;
};
std::vector<EnemyInfo> enemies;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemies](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy)
{
enemies.push_back({pos.value});
}
});
// Phase 1: evaluators score behaviors and set their target data.
m_advanceEvaluator.evaluate(admin);
m_rallyEvaluator.evaluate(admin);
m_retreatEvaluator.evaluate(admin);
m_attackEvaluator.evaluate(admin);
m_repairEvaluator.evaluate(admin);
m_salvageScrapEvaluator.evaluate(admin, scraps);
m_deliverScrapEvaluator.evaluate(admin, buildings);
admin.forEach<RepairBehaviorComponent, PositionComponent,
FactionComponent, SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, RepairBehaviorComponent& rb,
PositionComponent& pos, FactionComponent& /*faction*/,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
// Flee if enemy nearby.
bool enemyNearby = false;
for (const EnemyInfo& enemy : enemies)
{
if ((enemy.position - pos.value).length() <= sensor.value_tiles)
{
enemyNearby = true;
break;
}
}
if (enemyNearby)
{
if (2 > intent.priority)
{
intent = MovementIntentComponent{
2, QVector2D(-10000.0f, pos.value.y())};
}
return;
}
// Phase 2: pick the highest-scoring behavior per ship.
selectWinningBehaviors(admin);
// Validate current target.
bool targetValid = false;
if (rb.currentTarget)
{
const entt::entity t = *rb.currentTarget;
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
{
const HealthComponent& th = admin.get<HealthComponent>(t);
if (th.hp > 0.0f && th.hp < th.maxHp)
{
targetValid = true;
}
}
}
if (!targetValid)
{
rb.currentTarget = std::nullopt;
float bestDist = sensor.value_tiles;
for (const RepairableInfo& r : repairables)
{
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;
}
}
}
if (!rb.currentTarget)
{
if (2 > intent.priority)
{
intent = MovementIntentComponent{
2, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
return;
}
const entt::entity target = *rb.currentTarget;
QVector2D targetPos = pos.value;
if (admin.isValid(target) && admin.hasAll<PositionComponent>(target))
{
targetPos = admin.get<PositionComponent>(target).value;
}
if (2 > intent.priority)
{
intent = MovementIntentComponent{2, targetPos};
}
});
// Phase 3: executors run for the winning behavior.
m_advanceExecutor.execute(admin);
m_rallyExecutor.execute(admin);
m_retreatExecutor.execute(admin);
m_attackExecutor.execute(admin);
m_repairExecutor.execute(admin);
m_salvageScrapExecutor.execute(admin);
m_deliverScrapExecutor.execute(admin, buildings);
}
// ---------------------------------------------------------------------------
// tickRepairTools
// ---------------------------------------------------------------------------
void AiSystem::tickRepairTools(EntityAdmin& admin)
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
{
TRACE();
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*e*/, RepairToolComponent& rt, const ModuleOwnerComponent& owner)
TRACE();
admin.forEach<SelectedBehaviorComponent>(
[](entt::entity /*e*/, SelectedBehaviorComponent& selected)
{
if (!admin.hasAll<RepairBehaviorComponent>(owner.owner)) { return; }
const RepairBehaviorComponent& rb =
admin.get<RepairBehaviorComponent>(owner.owner);
const PositionComponent& ownerPos =
admin.get<PositionComponent>(owner.owner);
// Try the ship's preferred nav target first.
if (rb.currentTarget)
{
const entt::entity preferred = *rb.currentTarget;
if (admin.isValid(preferred) && admin.hasAll<HealthComponent>(preferred)
&& admin.hasAll<PositionComponent>(preferred))
{
HealthComponent& th = admin.get<HealthComponent>(preferred);
const float dist =
(admin.get<PositionComponent>(preferred).value
- ownerPos.value).length();
if (th.hp > 0.0f && th.hp < th.maxHp && dist <= rt.range_tiles)
{
rt.currentTarget = rb.currentTarget;
th.hp = std::min(th.hp + rt.ratePerTick, th.maxHp);
return;
}
}
}
// Preferred target unavailable; scan for nearest damaged friendly in range.
rt.currentTarget = std::nullopt;
float bestDist = rt.range_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
const float dist = (r.position - ownerPos.value).length();
if (dist < bestDist)
{
bestDist = dist;
rt.currentTarget = r.entity;
}
}
if (!rt.currentTarget) { return; }
HealthComponent& targetHealth =
admin.get<HealthComponent>(*rt.currentTarget);
targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick, targetHealth.maxHp);
});
}
// ---------------------------------------------------------------------------
// tickSalvageBehavior (priority 1)
// ---------------------------------------------------------------------------
void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
BuildingSystem& buildings)
{
TRACE();
// Snapshot enemy ships for threat detection.
struct EnemyShipPos
{
QVector2D position;
};
std::vector<EnemyShipPos> enemyShips;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy)
{
enemyShips.push_back({pos.value});
}
});
// Aggregate cargo across all salvage-module children per owning ship.
struct AggregatedCargo
{
int totalCurrent = 0;
int totalCapacity = 0;
};
std::unordered_map<entt::entity, AggregatedCargo> cargoByShip;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, const SalvageCargoComponent& c, const ModuleOwnerComponent& o)
{
AggregatedCargo& agg = cargoByShip[o.owner];
agg.totalCurrent += c.current;
agg.totalCapacity += c.capacity;
});
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
// Tick down per-module collection cooldowns.
admin.forEach<SalvageCargoComponent>(
[](entt::entity /*e*/, SalvageCargoComponent& c)
{
if (c.cooldownTicksRemaining > 0) { --c.cooldownTicksRemaining; }
});
admin.forEach<SalvageBehaviorComponent, PositionComponent,
SensorRangeComponent, MovementIntentComponent>(
[&](entt::entity e, SalvageBehaviorComponent& salvageBehavior,
PositionComponent& pos,
SensorRangeComponent& sensor, MovementIntentComponent& intent)
{
const float collectRange = salvageBehavior.maxCollectionRange_tiles;
const AggregatedCargo& cargoState = cargoByShip[e];
// Assign nearest SalvageBay if needed.
if (salvageBehavior.deliveryBay == kInvalidBuildingId)
{
const Building* bay = buildings.findNearestBuilding(pos.value,
BuildingType::SalvageBay);
if (bay)
{
salvageBehavior.deliveryBay = bay->id;
}
}
const BuildingId bayId = salvageBehavior.deliveryBay;
QVector2D bayPos = pos.value;
if (bayId != kInvalidBuildingId)
{
const Building* bay = buildings.findBuilding(bayId);
if (bay)
{
bayPos = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
bay->anchor.y() + bay->footprint.height() / 2.0f);
}
}
const bool cargoFull = (cargoState.totalCurrent >= cargoState.totalCapacity
&& cargoState.totalCapacity > 0);
if (cargoFull)
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{1, bayPos};
}
if (bayId != kInvalidBuildingId
&& (pos.value - bayPos).length() <= 1.0f)
{
// Decrement first non-empty salvage child.
bool delivered = false;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
const ModuleOwnerComponent& o)
{
if (delivered || o.owner != e || c.current <= 0) { return; }
if (buildings.deliverScrapToSalvageBay(bayId))
{
--c.current;
delivered = true;
}
});
}
return;
}
// Retreat if enemy near and cargo empty.
bool retreating = false;
if (cargoState.totalCurrent == 0)
{
for (const EnemyShipPos& enemy : enemyShips)
{
if ((enemy.position - pos.value).length() <= collectRange)
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{
1, QVector2D(-10000.0f, pos.value.y())};
}
retreating = true;
break;
}
}
}
if (retreating) { return; }
// Per-module independent collection: each ready module collects one scrap.
bool anythingCollected = false;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
const ModuleOwnerComponent& o)
{
if (o.owner != e || c.current >= c.capacity
|| c.cooldownTicksRemaining > 0)
{
return;
}
for (const ScrapInfo& si : allScrap)
{
if ((si.position - pos.value).length() > c.collectionRange_tiles) { continue; }
if (scraps.consume(si.entity))
{
++c.current;
c.cooldownTicksRemaining = c.collectionIntervalTicks;
anythingCollected = true;
break;
}
}
});
if (anythingCollected)
{
salvageBehavior.scrapTarget = std::nullopt;
}
// Move toward scrap target or find a new one.
if (salvageBehavior.scrapTarget)
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{1, *salvageBehavior.scrapTarget};
}
}
else
{
float bestDist = sensor.value_tiles;
std::optional<QVector2D> bestPos;
for (const ScrapInfo& si : allScrap)
{
const float dist = (si.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
bestPos = si.position;
}
}
if (bestPos)
{
salvageBehavior.scrapTarget = bestPos;
if (1 > intent.priority)
{
intent = MovementIntentComponent{1, *bestPos};
}
}
else
{
if (1 > intent.priority)
{
intent = MovementIntentComponent{
1, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
}
}
}
selected.winner = BehaviorKind::None;
selected.bestScore = std::numeric_limits<float>::lowest();
});
// Highest priority first so ties resolve toward the more urgent behavior.
consider<RetreatBehavior>(admin, BehaviorKind::Retreat);
consider<AttackBehavior>(admin, BehaviorKind::Attack);
consider<RepairBehavior>(admin, BehaviorKind::Repair);
consider<SalvageScrapBehavior>(admin, BehaviorKind::SalvageScrap);
consider<DeliverScrapBehavior>(admin, BehaviorKind::DeliverScrap);
consider<RallyBehavior>(admin, BehaviorKind::Rally);
consider<AdvanceBehavior>(admin, BehaviorKind::Advance);
}

View File

@@ -1,15 +1,52 @@
#pragma once
#include "AdvanceEvaluator.h"
#include "AdvanceExecutor.h"
#include "AttackEvaluator.h"
#include "AttackExecutor.h"
#include "DeliverScrapEvaluator.h"
#include "DeliverScrapExecutor.h"
#include "RallyEvaluator.h"
#include "RallyExecutor.h"
#include "RepairEvaluator.h"
#include "RepairExecutor.h"
#include "RetreatEvaluator.h"
#include "RetreatExecutor.h"
#include "SalvageScrapEvaluator.h"
#include "SalvageScrapExecutor.h"
class BuildingSystem;
class EntityAdmin;
class ScrapSystem;
// Orchestrates ship-behavior decision-making in three batched phases:
// 1. evaluators score each behavior and set its target data,
// 2. selectWinningBehaviors picks the highest-scoring behavior per ship,
// 3. executors run for the winning behavior, setting movement intent and
// preferred module targets.
// All world mutation (collection, healing, damage) is left to the module
// systems (SalvagerSystem, RepairSystem, CombatSystem).
class AiSystem
{
public:
void tickHomeReturnBehavior(EntityAdmin& admin);
void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
void tickRepairTools(EntityAdmin& admin);
void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const ScrapSystem& scraps);
private:
void selectWinningBehaviors(EntityAdmin& admin);
AdvanceEvaluator m_advanceEvaluator;
RallyEvaluator m_rallyEvaluator;
RetreatEvaluator m_retreatEvaluator;
AttackEvaluator m_attackEvaluator;
RepairEvaluator m_repairEvaluator;
SalvageScrapEvaluator m_salvageScrapEvaluator;
DeliverScrapEvaluator m_deliverScrapEvaluator;
AdvanceExecutor m_advanceExecutor;
RallyExecutor m_rallyExecutor;
RetreatExecutor m_retreatExecutor;
AttackExecutor m_attackExecutor;
RepairExecutor m_repairExecutor;
SalvageScrapExecutor m_salvageScrapExecutor;
DeliverScrapExecutor m_deliverScrapExecutor;
};

View File

@@ -1,9 +1,26 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapEvaluator.h
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapExecutor.h
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.h
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
PARENT_SCOPE
@@ -11,10 +28,27 @@ SET(HDRS
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapEvaluator.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapExecutor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
PARENT_SCOPE
@@ -23,5 +57,6 @@ SET(SRCS
set(LIB_INCLUDE_PATH
${LIB_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/ai
PARENT_SCOPE
)

View File

@@ -7,7 +7,6 @@
#include "PositionComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "ThreatResponseBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
@@ -25,14 +24,11 @@ void CombatSystem::tick(Tick currentTick,
{
TRACE();
// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
// AttackExecutor has already set each weapon's preferred (in-range) target; here we
// validate it, fall back to nearest-target acquisition, and fire.
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
{
if (admin.hasAll<ThreatResponseBehaviorComponent>(owner.owner))
{
weapon.currentTarget =
admin.get<ThreatResponseBehaviorComponent>(owner.owner).currentTarget;
}
const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outWeaponFiredEvents);

View File

@@ -29,7 +29,7 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
DynamicBodyComponent& body, const MovementIntentComponent& intent)
{
if (intent.priority == 0)
if (!intent.active)
{
// No movement intent: brake using available thrust.
const float linearBraking = std::min(body.velocity_tpt.length(),

View File

@@ -0,0 +1,70 @@
#include "RepairSystem.h"
#include <algorithm>
#include <optional>
#include <vector>
#include <QVector2D>
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "RepairToolComponent.h"
#include "tracing.h"
RepairSystem::RepairSystem(EntityAdmin& admin)
: m_admin(admin)
{
}
void RepairSystem::tick()
{
TRACE();
const std::vector<RepairableInfo> repairables = buildRepairables(m_admin);
m_admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
{
if (!m_admin.hasAll<PositionComponent>(owner.owner)) { return; }
const QVector2D ownerPos = m_admin.get<PositionComponent>(owner.owner).value;
// Honour the executor-set target if it is still valid and in range.
if (tool.currentTarget)
{
const entt::entity t = *tool.currentTarget;
if (m_admin.isValid(t) && m_admin.hasAll<HealthComponent, PositionComponent>(t))
{
HealthComponent& th = m_admin.get<HealthComponent>(t);
const float dist =
(m_admin.get<PositionComponent>(t).value - ownerPos).length();
if (th.hp > 0.0f && th.hp < th.maxHp && dist <= tool.range_tiles)
{
th.hp = std::min(th.hp + tool.ratePerTick, th.maxHp);
return;
}
}
}
// Fallback: heal the nearest damaged friendly within tool range.
tool.currentTarget = std::nullopt;
float bestDist = tool.range_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
const float dist = (r.position - ownerPos).length();
if (dist < bestDist)
{
bestDist = dist;
tool.currentTarget = r.entity;
}
}
if (!tool.currentTarget) { return; }
HealthComponent& targetHealth = m_admin.get<HealthComponent>(*tool.currentTarget);
targetHealth.hp = std::min(targetHealth.hp + tool.ratePerTick, targetHealth.maxHp);
});
}

View File

@@ -0,0 +1,17 @@
#pragma once
class EntityAdmin;
// World-mutation system for repair modules: validates each tool's target (set by
// RepairExecutor), falls back to the nearest damaged friendly in range, and
// applies healing. Runs every tick, independent of behavior selection.
class RepairSystem
{
public:
explicit RepairSystem(EntityAdmin& admin);
void tick();
private:
EntityAdmin& m_admin;
};

View File

@@ -0,0 +1,79 @@
#include "SalvagerSystem.h"
#include <vector>
#include <QVector2D>
#include "Building.h"
#include "BuildingSystem.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SalvageCargoComponent.h"
#include "ScrapSystem.h"
#include "tracing.h"
SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
: m_admin(admin)
{
}
void SalvagerSystem::tick(ScrapSystem& scraps, BuildingSystem& buildings)
{
TRACE();
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
// Tick down per-module collection cooldowns.
m_admin.forEach<SalvageCargoComponent>(
[](entt::entity /*e*/, SalvageCargoComponent& c)
{
if (c.cooldownTicksRemaining > 0) { --c.cooldownTicksRemaining; }
});
// Collection: each ready, in-range module collects one scrap.
m_admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c, const ModuleOwnerComponent& o)
{
if (c.current >= c.capacity || c.cooldownTicksRemaining > 0) { return; }
if (!m_admin.hasAll<PositionComponent>(o.owner)) { return; }
const QVector2D ownerPos = m_admin.get<PositionComponent>(o.owner).value;
for (const ScrapInfo& si : allScrap)
{
if ((si.position - ownerPos).length() > c.collectionRange_tiles) { continue; }
if (scraps.consume(si.entity))
{
++c.current;
c.cooldownTicksRemaining = c.collectionIntervalTicks;
break;
}
}
});
// Delivery: a ship at its assigned bay hands over one unit of cargo per tick.
m_admin.forEach<DeliverScrapBehavior, PositionComponent>(
[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
{
if (deliver.deliveryBay == kInvalidBuildingId) { return; }
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
if (!bay) { return; }
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
bay->anchor.y() + bay->footprint.height() / 2.0f);
if ((pos.value - bayCenter).length() > 1.0f) { return; }
// Decrement the first non-empty salvage child belonging to this ship.
bool delivered = false;
m_admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&](entt::entity /*ce*/, SalvageCargoComponent& c, const ModuleOwnerComponent& o)
{
if (delivered || o.owner != ship || c.current <= 0) { return; }
if (buildings.deliverScrapToSalvageBay(deliver.deliveryBay))
{
--c.current;
delivered = true;
}
});
});
}

View File

@@ -0,0 +1,19 @@
#pragma once
class BuildingSystem;
class EntityAdmin;
class ScrapSystem;
// World-mutation system for salvage modules: collects scrap into cargo and
// delivers full cargo at a SalvageBay. Runs every tick, independent of which
// behavior the AiSystem selected.
class SalvagerSystem
{
public:
explicit SalvagerSystem(EntityAdmin& admin);
void tick(ScrapSystem& scraps, BuildingSystem& buildings);
private:
EntityAdmin& m_admin;
};

View File

@@ -6,6 +6,10 @@
#include <utility>
#include <vector>
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BehaviorScores.h"
#include "DeliverScrapBehavior.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
@@ -13,14 +17,15 @@
#include "ModuleOwnerComponent.h"
#include "ModulesConfig.h"
#include "MovementIntentComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "SalvageBehaviorComponent.h"
#include "RetreatBehavior.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
@@ -321,15 +326,30 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
// --- Pass 3: attach behavior components based on capability presence -----
// Baseline: every ship can always fall back to advancing, and needs a slot
// for the per-tick behavior selection result.
m_admin.addComponent<AdvanceBehavior>(entity, AdvanceBehavior{});
m_admin.addComponent<SelectedBehaviorComponent>(entity, SelectedBehaviorComponent{});
// Player ships retreat to the rally point when threatened or badly damaged
// (disabled by the balancing tool to keep arena fights symmetric).
if (!isEnemy && m_retreatEnabled)
{
RetreatBehavior retreat;
retreat.retreatHpFraction = BehaviorScores::kLowHpFraction;
retreat.retreatPoint = m_rallyPoint;
m_admin.addComponent<RetreatBehavior>(entity, retreat);
}
if (!weaponChildren.empty())
{
m_admin.addComponent<ThreatResponseBehaviorComponent>(
entity, ThreatResponseBehaviorComponent{});
m_admin.addComponent<AttackBehavior>(entity, AttackBehavior{});
if (!isEnemy)
{
m_admin.addComponent<RallyBehaviorComponent>(
entity, RallyBehaviorComponent{m_rallyPoint});
RallyBehavior rally;
rally.rallyPoint = m_rallyPoint;
m_admin.addComponent<RallyBehavior>(entity, rally);
}
}
@@ -342,11 +362,14 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
if (r > maxCollRange) { maxCollRange = r; }
}
SalvageBehaviorComponent sb;
sb.scrapTarget = std::nullopt;
sb.deliveryBay = kInvalidBuildingId;
sb.maxCollectionRange_tiles = maxCollRange;
m_admin.addComponent<SalvageBehaviorComponent>(entity, sb);
SalvageScrapBehavior salvage;
salvage.scrapTarget = std::nullopt;
salvage.maxCollectionRange_tiles = maxCollRange;
m_admin.addComponent<SalvageScrapBehavior>(entity, salvage);
DeliverScrapBehavior deliver;
deliver.deliveryBay = kInvalidBuildingId;
m_admin.addComponent<DeliverScrapBehavior>(entity, deliver);
}
if (!repairChildren.empty())
@@ -358,10 +381,10 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
if (r > maxRepairRange) { maxRepairRange = r; }
}
RepairBehaviorComponent rb;
rb.currentTarget = std::nullopt;
rb.maxRepairRange_tiles = maxRepairRange;
m_admin.addComponent<RepairBehaviorComponent>(entity, rb);
RepairBehavior repair;
repair.currentTarget = std::nullopt;
repair.maxRepairRange_tiles = maxRepairRange;
m_admin.addComponent<RepairBehavior>(entity, repair);
}
return entity;
@@ -385,7 +408,7 @@ void ShipSystem::clearMovementIntents()
m_admin.forEach<MovementIntentComponent>(
[](entt::entity /*e*/, MovementIntentComponent& i)
{
i = MovementIntentComponent{0, QVector2D(0.0f, 0.0f)};
i = MovementIntentComponent{false, QVector2D(0.0f, 0.0f)};
});
}
@@ -394,12 +417,17 @@ void ShipSystem::setRallyPoint(QVector2D point)
m_rallyPoint = point;
}
void ShipSystem::setRetreatEnabled(bool enabled)
{
m_retreatEnabled = enabled;
}
void ShipSystem::triggerRallyDeparture()
{
TRACE();
std::vector<entt::entity> toRemove;
m_admin.forEach<RallyBehaviorComponent, FactionComponent>(
[&toRemove](entt::entity e, const RallyBehaviorComponent& /*rb*/,
m_admin.forEach<RallyBehavior, FactionComponent>(
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/,
const FactionComponent& f)
{
if (!f.isEnemy)
@@ -409,6 +437,6 @@ void ShipSystem::triggerRallyDeparture()
});
for (entt::entity e : toRemove)
{
m_admin.removeComponent<RallyBehaviorComponent>(e);
m_admin.removeComponent<RallyBehavior>(e);
}
}

View File

@@ -24,7 +24,7 @@ public:
const std::map<std::string, int>& moduleLevelOverrides = {});
void despawn(entt::entity entity);
// Reset all movement intents to priority 0 before behavior systems run.
// Reset all movement intents to inactive before behavior systems run.
void clearMovementIntents();
// Set the rally point that newly spawned player combat ships will loiter at.
@@ -33,6 +33,11 @@ public:
// Release all gathered player combat ships to advance toward the enemy.
void triggerRallyDeparture();
// Controls whether newly spawned player ships receive a RetreatBehavior. The
// balancing tool disables this so arena fights stay symmetric and aggressive
// (REQ-BAL-SIM-AI); the main game keeps it enabled (REQ-SHP-RETREAT).
void setRetreatEnabled(bool enabled);
private:
const ShipDef* findShipDef(const std::string& schematicId) const;
const ModuleDef* findModuleDef(const std::string& id) const;
@@ -40,4 +45,5 @@ private:
const GameConfig& m_config;
EntityAdmin& m_admin;
QVector2D m_rallyPoint;
bool m_retreatEnabled = true;
};

View File

@@ -0,0 +1,16 @@
#include "AdvanceEvaluator.h"
#include "AdvanceBehavior.h"
#include "BehaviorScores.h"
#include "EntityAdmin.h"
#include "tracing.h"
void AdvanceEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
admin.forEach<AdvanceBehavior>(
[](entt::entity /*e*/, AdvanceBehavior& advance)
{
advance.score = BehaviorScores::kAdvance;
});
}

View File

@@ -0,0 +1,11 @@
#pragma once
class EntityAdmin;
// Baseline fallback: gives every ship a constant low score so there is always a
// winning behavior. The actual movement direction is decided by AdvanceExecutor.
class AdvanceEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

View File

@@ -0,0 +1,30 @@
#include "AdvanceExecutor.h"
#include <QVector2D>
#include "AdvanceBehavior.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void AdvanceExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<AdvanceBehavior, SelectedBehaviorComponent, PositionComponent,
FactionComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const AdvanceBehavior& /*advance*/,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
const FactionComponent& faction, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Advance) { return; }
const QVector2D target = faction.isEnemy
? QVector2D(-10000.0f, pos.value.y())
: QVector2D(pos.value.x() + 1000.0f, pos.value.y());
intent = MovementIntentComponent{true, target};
});
}

View File

@@ -0,0 +1,11 @@
#pragma once
class EntityAdmin;
// Moves a ship toward the opposing side when Advance is the winning behavior:
// player ships advance toward +x (the enemy), enemy ships toward -x (the base).
class AdvanceExecutor
{
public:
void execute(EntityAdmin& admin);
};

View File

@@ -0,0 +1,71 @@
#include "AttackEvaluator.h"
#include <vector>
#include <QVector2D>
#include "AttackBehavior.h"
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "PositionComponent.h"
#include "SensorRangeComponent.h"
#include "tracing.h"
void AttackEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
const std::vector<CombatantInfo> combatants = buildCombatants(admin);
admin.forEach<AttackBehavior, PositionComponent, FactionComponent,
SensorRangeComponent, HealthComponent>(
[&](entt::entity e, AttackBehavior& attack, const PositionComponent& pos,
const FactionComponent& faction, const SensorRangeComponent& sensor,
const HealthComponent& health)
{
const float range = sensor.value_tiles;
// Validate current target: still valid, still in range.
bool targetValid = false;
if (attack.currentTarget)
{
const entt::entity t = *attack.currentTarget;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
const float dist =
(admin.get<PositionComponent>(t).value - pos.value).length();
if (dist <= range) { targetValid = true; }
}
}
// Acquire nearest valid target if needed.
if (!targetValid)
{
attack.currentTarget = std::nullopt;
float bestDist = range;
for (const CombatantInfo& c : combatants)
{
if (c.entity == e) { continue; }
const bool isValidTarget =
faction.isEnemy ? !c.isEnemy : c.isEnemy;
if (!isValidTarget) { continue; }
const float dist = (c.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
attack.currentTarget = c.entity;
}
}
}
const bool healthy =
(health.maxHp > 0.0f)
&& (health.hp / health.maxHp >= BehaviorScores::kLowHpFraction);
attack.score = (healthy && attack.currentTarget)
? BehaviorScores::kAttack
: BehaviorScores::kInactive;
});
}

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@@ -0,0 +1,11 @@
#pragma once
class EntityAdmin;
// Acquires/validates a combat target for ships with weapons. Scores high only
// when the ship's health is not low and a valid target is within sensor range.
class AttackEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

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@@ -0,0 +1,61 @@
#include "AttackExecutor.h"
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
#include "WeaponComponent.h"
void AttackExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Ships: move toward the behavior target.
admin.forEach<AttackBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const AttackBehavior& attack,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Attack) { return; }
if (!attack.currentTarget) { return; }
const entt::entity t = *attack.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
dest = admin.get<PositionComponent>(t).value;
}
intent = MovementIntentComponent{true, dest};
});
// Weapons: assign the behavior target only if it is within this weapon's range.
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
[&](entt::entity /*we*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<AttackBehavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != BehaviorKind::Attack) { return; }
const AttackBehavior& attack = admin.get<AttackBehavior>(owner.owner);
if (!attack.currentTarget) { return; }
const entt::entity t = *attack.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= weapon.range_tiles)
{
weapon.currentTarget = t;
}
});
}

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@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
// When Attack wins, moves the ship toward its target and assigns that target to
// each weapon that has it in range. Weapons whose range excludes the target are
// left untouched so CombatSystem can keep/acquire a closer target (no thrash).
class AttackExecutor
{
public:
void execute(EntityAdmin& admin);
};

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@@ -0,0 +1,81 @@
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "ModuleOwnerComponent.h"
#include "PositionComponent.h"
#include "SalvageCargoComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
{
std::vector<RepairableInfo> repairables;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
});
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
});
return repairables;
}
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin)
{
std::vector<CombatantInfo> combatants;
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
{
combatants.push_back({e, pos.value, f.isEnemy, false});
});
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const StationBodyComponent& /*sb*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const HqProxyComponent& /*hq*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
return combatants;
}
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin)
{
std::unordered_map<entt::entity, CargoState> cargoByShip;
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
[&cargoByShip](entt::entity /*ce*/, const SalvageCargoComponent& c,
const ModuleOwnerComponent& o)
{
CargoState& agg = cargoByShip[o.owner];
agg.current += c.current;
agg.capacity += c.capacity;
});
return cargoByShip;
}
bool isCargoFull(const CargoState& cargo)
{
return cargo.capacity > 0 && cargo.current >= cargo.capacity;
}

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@@ -0,0 +1,49 @@
#pragma once
#include <unordered_map>
#include <vector>
#include <QVector2D>
#include "entt/entity/entity.hpp"
class EntityAdmin;
// Shared, per-call target snapshots used by behavior evaluators and the repair
// system. Each caller builds its own snapshot (no cross-system caching).
struct RepairableInfo
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isShip;
float hp;
float maxHp;
};
struct CombatantInfo
{
entt::entity entity;
QVector2D position;
bool isEnemy;
bool isStation;
};
struct CargoState
{
int current = 0;
int capacity = 0;
};
// All ships and stations with health — candidates for repair targeting.
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin);
// All ships, stations, and the HQ proxy — candidates for attack targeting.
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin);
// Aggregated salvage cargo per owning ship, summed across its salvage modules.
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin);
// True when the ship's aggregated cargo is at capacity (and it has any capacity).
bool isCargoFull(const CargoState& cargo);

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@@ -0,0 +1,43 @@
#include "DeliverScrapEvaluator.h"
#include <unordered_map>
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "PositionComponent.h"
#include "tracing.h"
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& buildings)
{
TRACE();
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
admin.forEach<DeliverScrapBehavior, PositionComponent>(
[&](entt::entity e, DeliverScrapBehavior& deliver, const PositionComponent& pos)
{
const std::unordered_map<entt::entity, CargoState>::const_iterator it =
cargoByShip.find(e);
const bool cargoFull = (it != cargoByShip.end()) && isCargoFull(it->second);
if (!cargoFull)
{
deliver.score = BehaviorScores::kInactive;
return;
}
// Assign nearest SalvageBay if not yet assigned.
if (deliver.deliveryBay == kInvalidBuildingId)
{
const Building* bay =
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
if (bay) { deliver.deliveryBay = bay->id; }
}
deliver.score = BehaviorScores::kDeliver;
});
}

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@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
class BuildingSystem;
// Scores high only when the ship's cargo is full, and assigns the nearest
// SalvageBay as the delivery destination.
class DeliverScrapEvaluator
{
public:
void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
};

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@@ -0,0 +1,38 @@
#include "DeliverScrapExecutor.h"
#include <QVector2D>
#include "BehaviorKind.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "DeliverScrapBehavior.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
{
TRACE();
admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const DeliverScrapBehavior& deliver,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::DeliverScrap) { return; }
QVector2D dest = pos.value;
if (deliver.deliveryBay != kInvalidBuildingId)
{
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
if (bay)
{
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
bay->anchor.y() + bay->footprint.height() / 2.0f);
}
}
intent = MovementIntentComponent{true, dest};
});
}

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@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
class BuildingSystem;
// Moves a ship toward its delivery bay when DeliverScrap is the winning
// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
class DeliverScrapExecutor
{
public:
void execute(EntityAdmin& admin, const BuildingSystem& buildings);
};

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@@ -0,0 +1,16 @@
#include "RallyEvaluator.h"
#include "BehaviorScores.h"
#include "EntityAdmin.h"
#include "RallyBehavior.h"
#include "tracing.h"
void RallyEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
admin.forEach<RallyBehavior>(
[](entt::entity /*e*/, RallyBehavior& rally)
{
rally.score = BehaviorScores::kRally;
});
}

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@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
// Scores the rally behavior so player combat ships gather at the rally point
// until an enemy appears (Attack outscores it) or the departure timer removes
// the RallyBehavior component.
class RallyEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

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@@ -0,0 +1,20 @@
#include "RallyExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "RallyBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RallyExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<RallyBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const RallyBehavior& rally,
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Rally) { return; }
intent = MovementIntentComponent{true, rally.rallyPoint};
});
}

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@@ -0,0 +1,10 @@
#pragma once
class EntityAdmin;
// Moves a ship to its rally point when Rally is the winning behavior.
class RallyExecutor
{
public:
void execute(EntityAdmin& admin);
};

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@@ -0,0 +1,58 @@
#include "RepairEvaluator.h"
#include <vector>
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "PositionComponent.h"
#include "RepairBehavior.h"
#include "SensorRangeComponent.h"
#include "tracing.h"
void RepairEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
admin.forEach<RepairBehavior, PositionComponent, SensorRangeComponent>(
[&](entt::entity e, RepairBehavior& repair, const PositionComponent& pos,
const SensorRangeComponent& sensor)
{
// Validate current target: alive and still damaged.
bool targetValid = false;
if (repair.currentTarget)
{
const entt::entity t = *repair.currentTarget;
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
{
const HealthComponent& th = admin.get<HealthComponent>(t);
if (th.hp > 0.0f && th.hp < th.maxHp) { targetValid = true; }
}
}
// Acquire nearest damaged friendly within sensor range.
if (!targetValid)
{
repair.currentTarget = std::nullopt;
float bestDist = sensor.value_tiles;
for (const RepairableInfo& r : repairables)
{
if (r.entity == e) { continue; }
if (r.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
const float dist = (r.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
repair.currentTarget = r.entity;
}
}
}
repair.score = repair.currentTarget
? BehaviorScores::kRepair
: BehaviorScores::kInactive;
});
}

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@@ -0,0 +1,11 @@
#pragma once
class EntityAdmin;
// Picks the nearest damaged friendly within sensor range as the repair target.
// Scores high when such a target exists.
class RepairEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

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@@ -0,0 +1,61 @@
#include "RepairExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RepairExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Ships: move toward the repair target.
admin.forEach<RepairBehavior, SelectedBehaviorComponent, PositionComponent,
MovementIntentComponent>(
[&](entt::entity /*e*/, const RepairBehavior& repair,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Repair) { return; }
if (!repair.currentTarget) { return; }
const entt::entity t = *repair.currentTarget;
QVector2D dest = pos.value;
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
{
dest = admin.get<PositionComponent>(t).value;
}
intent = MovementIntentComponent{true, dest};
});
// Repair tools: prefer the behavior target if it is within tool range.
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
{
if (!admin.hasAll<RepairBehavior, SelectedBehaviorComponent>(owner.owner))
{
return;
}
const SelectedBehaviorComponent& selected =
admin.get<SelectedBehaviorComponent>(owner.owner);
if (selected.winner != BehaviorKind::Repair) { return; }
const RepairBehavior& repair = admin.get<RepairBehavior>(owner.owner);
if (!repair.currentTarget) { return; }
const entt::entity t = *repair.currentTarget;
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
if (dist <= tool.range_tiles)
{
tool.currentTarget = t;
}
});
}

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@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
// When Repair wins, moves the ship toward its target and assigns that target to
// each repair tool that has it in range. RepairSystem applies the healing and
// does fallback acquisition for tools whose preferred target is out of range.
class RepairExecutor
{
public:
void execute(EntityAdmin& admin);
};

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@@ -0,0 +1,56 @@
#include "RetreatEvaluator.h"
#include <vector>
#include <QVector2D>
#include "AttackBehavior.h"
#include "BehaviorScores.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "PositionComponent.h"
#include "RetreatBehavior.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "tracing.h"
void RetreatEvaluator::evaluate(EntityAdmin& admin)
{
TRACE();
// Snapshot enemy ship positions for threat detection.
std::vector<QVector2D> enemyShips;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f)
{
if (f.isEnemy) { enemyShips.push_back(pos.value); }
});
admin.forEach<RetreatBehavior, PositionComponent, HealthComponent, SensorRangeComponent>(
[&](entt::entity e, RetreatBehavior& retreat, const PositionComponent& pos,
const HealthComponent& health, const SensorRangeComponent& sensor)
{
const bool lowHp = (health.maxHp > 0.0f)
&& (health.hp / health.maxHp < retreat.retreatHpFraction);
bool threatened = false;
const bool hasWeapons = admin.hasAll<AttackBehavior>(e);
if (!hasWeapons)
{
for (const QVector2D& enemy : enemyShips)
{
if ((enemy - pos.value).length() <= sensor.value_tiles)
{
threatened = true;
break;
}
}
}
retreat.score = (lowHp || threatened)
? BehaviorScores::kRetreat
: BehaviorScores::kInactive;
});
}

View File

@@ -0,0 +1,12 @@
#pragma once
class EntityAdmin;
// Scores high (above all task behaviors) when the ship's health is below its
// retreat threshold, or when an enemy ship is within sensor range and the ship
// has no weapons to fight back with.
class RetreatEvaluator
{
public:
void evaluate(EntityAdmin& admin);
};

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@@ -0,0 +1,20 @@
#include "RetreatExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "RetreatBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void RetreatExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<RetreatBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const RetreatBehavior& retreat,
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Retreat) { return; }
intent = MovementIntentComponent{true, retreat.retreatPoint};
});
}

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@@ -0,0 +1,10 @@
#pragma once
class EntityAdmin;
// Moves a ship to its retreat point (the rally point) when Retreat wins.
class RetreatExecutor
{
public:
void execute(EntityAdmin& admin);
};

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@@ -0,0 +1,55 @@
#include "SalvageScrapEvaluator.h"
#include <optional>
#include <unordered_map>
#include <vector>
#include <QVector2D>
#include "BehaviorScores.h"
#include "BehaviorTargeting.h"
#include "EntityAdmin.h"
#include "PositionComponent.h"
#include "SalvageScrapBehavior.h"
#include "ScrapSystem.h"
#include "SensorRangeComponent.h"
#include "tracing.h"
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scraps)
{
TRACE();
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
admin.forEach<SalvageScrapBehavior, PositionComponent, SensorRangeComponent>(
[&](entt::entity e, SalvageScrapBehavior& salvage, const PositionComponent& pos,
const SensorRangeComponent& sensor)
{
const std::unordered_map<entt::entity, CargoState>::const_iterator it =
cargoByShip.find(e);
const bool cargoFull = (it != cargoByShip.end()) && isCargoFull(it->second);
if (cargoFull)
{
salvage.scrapTarget = std::nullopt;
salvage.score = BehaviorScores::kInactive;
return;
}
// Find nearest scrap within sensor range.
float bestDist = sensor.value_tiles;
std::optional<QVector2D> bestPos;
for (const ScrapInfo& si : allScrap)
{
const float dist = (si.position - pos.value).length();
if (dist < bestDist)
{
bestDist = dist;
bestPos = si.position;
}
}
salvage.scrapTarget = bestPos;
salvage.score = bestPos ? BehaviorScores::kSalvage : BehaviorScores::kInactive;
});
}

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@@ -0,0 +1,13 @@
#pragma once
class EntityAdmin;
class ScrapSystem;
// When cargo is not full, finds the nearest scrap within sensor range and sets
// it as the target, scoring high. Scores inactive when cargo is full or no scrap
// is in range (Advance then handles roaming).
class SalvageScrapEvaluator
{
public:
void evaluate(EntityAdmin& admin, const ScrapSystem& scraps);
};

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@@ -0,0 +1,21 @@
#include "SalvageScrapExecutor.h"
#include "BehaviorKind.h"
#include "EntityAdmin.h"
#include "MovementIntentComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void SalvageScrapExecutor::execute(EntityAdmin& admin)
{
TRACE();
admin.forEach<SalvageScrapBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
[](entt::entity /*e*/, const SalvageScrapBehavior& salvage,
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::SalvageScrap) { return; }
if (!salvage.scrapTarget) { return; }
intent = MovementIntentComponent{true, *salvage.scrapTarget};
});
}

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@@ -0,0 +1,10 @@
#pragma once
class EntityAdmin;
// Moves a ship toward its scrap target when SalvageScrap is the winning behavior.
class SalvageScrapExecutor
{
public:
void execute(EntityAdmin& admin);
};

View File

@@ -14,6 +14,8 @@
#include "ModuleOwnerComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "RepairSystem.h"
#include "SalvagerSystem.h"
#include "ScrapSystem.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
@@ -68,6 +70,8 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
@@ -169,6 +173,8 @@ void Simulation::reset(unsigned int seed)
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
@@ -238,11 +244,12 @@ void Simulation::tick()
}
m_shipSystem->clearMovementIntents();
m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
m_aiSystem->tickRepairTools(m_admin);
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
// Score-based behavior selection: evaluate, select winner, execute (sets
// movement intent + preferred module targets only — no world mutation).
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
// Module systems perform the world mutation (collection/delivery, healing).
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
m_repairSystem->tick();
// Step 8: combat resolution
m_combatSystem->tick(m_currentTick, m_admin,

View File

@@ -27,6 +27,8 @@ class BuildingSystem;
class CombatSystem;
class DynamicBodySystem;
class MovementIntentSystem;
class RepairSystem;
class SalvagerSystem;
class ShipSystem;
class ScrapSystem;
class WaveSystem;
@@ -185,6 +187,8 @@ private:
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
std::unique_ptr<ScrapSystem> m_scrapSystem;
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
std::unique_ptr<RepairSystem> m_repairSystem;
std::unique_ptr<WaveSystem> m_waveSystem;
std::unique_ptr<CombatSystem> m_combatSystem;

View File

@@ -5,35 +5,40 @@
#include <QPoint>
#include <QVector2D>
#include "AdvanceBehavior.h"
#include "AiSystem.h"
#include "AttackBehavior.h"
#include "BehaviorKind.h"
#include "BeltSystem.h"
#include "ModuleOwnerComponent.h"
#include "ShipLayout.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "DeliverScrapBehavior.h"
#include "DynamicBodyComponent.h"
#include "DynamicBodySystem.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HomeReturnBehaviorComponent.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "RallyBehaviorComponent.h"
#include "RepairBehaviorComponent.h"
#include "RepairBehavior.h"
#include "RepairSystem.h"
#include "RepairToolComponent.h"
#include "RetreatBehavior.h"
#include "Rotation.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SalvagerSystem.h"
#include "ScrapSystem.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "ShipIdentityComponent.h"
#include "ShipLayout.h"
#include "ShipSystem.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
// ---------------------------------------------------------------------------
// Fixture
@@ -55,6 +60,8 @@ struct Fixture
BuildingSystem buildings;
ShipSystem ships;
AiSystem ai;
SalvagerSystem salvager;
RepairSystem repair;
MovementIntentSystem movementIntent;
DynamicBodySystem dynamicBody;
ScrapSystem scraps;
@@ -73,20 +80,32 @@ struct Fixture
[](const std::string&) -> bool { return true; },
rng)
, ships(cfg, admin)
, salvager(admin)
, repair(admin)
, scraps(admin)
, tick(0)
{
}
// Phase 1-3: clear intents, evaluate behaviors, select winners, execute.
void decide()
{
ships.clearMovementIntents();
ai.tick(admin, buildings, scraps);
}
// World mutation: collection/delivery and healing.
void runModules()
{
salvager.tick(scraps, buildings);
repair.tick();
}
// Run one full behavior+movement tick (steps 7 and 10).
void runBehaviorTick()
{
ships.clearMovementIntents();
ai.tickHomeReturnBehavior(admin);
ai.tickThreatResponseBehavior(admin, buildings);
ai.tickRepairBehavior(admin, buildings);
ai.tickRepairTools(admin);
ai.tickSalvageBehavior(admin, scraps, buildings);
decide();
runModules();
movementIntent.tick(admin);
dynamicBody.tick(admin);
++tick;
@@ -131,7 +150,6 @@ static entt::entity firstSalvageChild(EntityAdmin& admin, entt::entity ship)
return result;
}
// Helpers to read ECS data for a ship entity.
static entt::entity firstRepairChild(EntityAdmin& admin, entt::entity ship)
{
entt::entity result = entt::null;
@@ -159,6 +177,11 @@ static const MovementIntentComponent& intent(EntityAdmin& a, entt::entity e)
return a.get<MovementIntentComponent>(e);
}
static BehaviorKind winnerOf(EntityAdmin& a, entt::entity e)
{
return a.get<SelectedBehaviorComponent>(e).winner;
}
static const HealthComponent& health(EntityAdmin& a, entt::entity e)
{
return a.get<HealthComponent>(e);
@@ -173,16 +196,16 @@ static const PositionComponent& pos(EntityAdmin& a, entt::entity e)
// clearMovementIntents
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to priority 0",
TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to inactive",
"[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{3, QVector2D(10.0f, 0.0f)};
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(10.0f, 0.0f)};
f.ships.clearMovementIntents();
REQUIRE(intent(f.admin, e).priority == 0);
REQUIRE_FALSE(intent(f.admin, e).active);
}
// ---------------------------------------------------------------------------
@@ -196,7 +219,7 @@ TEST_CASE("BehaviorSystem: tickMovement advances ship by maxSpeed_tpt toward tar
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{1, QVector2D(100.0f, 0.0f)};
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(100.0f, 0.0f)};
f.movementIntent.tick(f.admin);
f.dynamicBody.tick(f.admin);
@@ -212,7 +235,7 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
const QVector2D target(speed * 0.5f, 0.0f);
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{1, target};
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, target};
f.movementIntent.tick(f.admin);
f.dynamicBody.tick(f.admin);
@@ -221,60 +244,65 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
}
// ---------------------------------------------------------------------------
// tickHomeReturnBehavior
// RetreatBehavior
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: tickHomeReturnBehavior does nothing when HP is above threshold",
"[behavior]")
TEST_CASE("BehaviorSystem: healthy player ship does not retreat", "[behavior]")
{
Fixture f;
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.admin.addComponent<HomeReturnBehaviorComponent>(e, HomeReturnBehaviorComponent{0.3f, QVector2D(-10.0f, 0.0f)});
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp; // full HP
f.ships.clearMovementIntents();
f.ai.tickHomeReturnBehavior(f.admin);
f.decide();
REQUIRE(intent(f.admin, e).priority == 0);
REQUIRE(winnerOf(f.admin, e) != BehaviorKind::Retreat);
}
TEST_CASE("BehaviorSystem: tickHomeReturnBehavior writes priority-4 intent toward homePos when HP is low",
"[behavior]")
TEST_CASE("BehaviorSystem: low-HP player ship retreats toward the rally point", "[behavior]")
{
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const QVector2D homePos(-10.0f, 0.0f);
f.admin.addComponent<HomeReturnBehaviorComponent>(e, HomeReturnBehaviorComponent{0.5f, homePos});
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp * 0.2f; // below threshold
f.ships.clearMovementIntents();
f.ai.tickHomeReturnBehavior(f.admin);
f.decide();
REQUIRE(intent(f.admin, e).priority == 4);
REQUIRE(intent(f.admin, e).target.x() == Approx(homePos.x()));
REQUIRE(winnerOf(f.admin, e) == BehaviorKind::Retreat);
REQUIRE(intent(f.admin, e).active);
REQUIRE(intent(f.admin, e).target.x() == Approx(rallyPoint.x()));
}
TEST_CASE("BehaviorSystem: tickHomeReturnBehavior priority-4 beats tickThreatResponseBehavior priority-3",
"[behavior]")
TEST_CASE("BehaviorSystem: low-HP retreat outranks attacking a nearby enemy", "[behavior]")
{
Fixture f;
const QVector2D rallyPoint(-50.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
const QVector2D homePos(-50.0f, 0.0f);
f.admin.addComponent<HomeReturnBehaviorComponent>(player, HomeReturnBehaviorComponent{0.5f, homePos});
f.admin.get<HealthComponent>(player).hp = f.admin.get<HealthComponent>(player).maxHp * 0.1f;
f.ships.clearMovementIntents();
f.ai.tickHomeReturnBehavior(f.admin);
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(intent(f.admin, player).priority == 4);
REQUIRE(intent(f.admin, player).target.x() == Approx(homePos.x()));
REQUIRE(winnerOf(f.admin, player) == BehaviorKind::Retreat);
REQUIRE(intent(f.admin, player).target.x() == Approx(rallyPoint.x()));
}
TEST_CASE("BehaviorSystem: enemy ships never retreat even at low HP", "[behavior]")
{
Fixture f;
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f),
/*isEnemy=*/true);
f.admin.get<HealthComponent>(enemy).hp = f.admin.get<HealthComponent>(enemy).maxHp * 0.05f;
f.decide();
REQUIRE_FALSE(f.admin.hasAll<RetreatBehavior>(enemy));
REQUIRE(winnerOf(f.admin, enemy) != BehaviorKind::Retreat);
}
// ---------------------------------------------------------------------------
// tickThreatResponseBehavior — player ships
// AttackBehavior — player ships
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in range",
@@ -285,13 +313,13 @@ TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in ran
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(f.admin.hasAll<ThreatResponseBehaviorComponent>(player));
const ThreatResponseBehaviorComponent& threatResponseBehavior = f.admin.get<ThreatResponseBehaviorComponent>(player);
REQUIRE(threatResponseBehavior.currentTarget.has_value());
REQUIRE(*threatResponseBehavior.currentTarget == enemy);
REQUIRE(f.admin.hasAll<AttackBehavior>(player));
const AttackBehavior& attack = f.admin.get<AttackBehavior>(player);
REQUIRE(attack.currentTarget.has_value());
REQUIRE(*attack.currentTarget == enemy);
REQUIRE(winnerOf(f.admin, player) == BehaviorKind::Attack);
}
TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
@@ -301,11 +329,11 @@ TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
const entt::entity e1 = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(f.admin.hasAll<ThreatResponseBehaviorComponent>(e1));
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(e1).currentTarget.has_value());
REQUIRE(f.admin.hasAll<AttackBehavior>(e1));
REQUIRE_FALSE(f.admin.get<AttackBehavior>(e1).currentTarget.has_value());
REQUIRE(winnerOf(f.admin, e1) != BehaviorKind::Attack);
}
TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement range",
@@ -315,14 +343,13 @@ TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement ra
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(player).currentTarget.has_value());
REQUIRE_FALSE(f.admin.get<AttackBehavior>(player).currentTarget.has_value());
}
// ---------------------------------------------------------------------------
// tickThreatResponseBehavior — enemy ships
// AttackBehavior — enemy ships
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
@@ -333,34 +360,34 @@ TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(f.admin.hasAll<ThreatResponseBehaviorComponent>(enemy));
const ThreatResponseBehaviorComponent& threatResponseBehavior = f.admin.get<ThreatResponseBehaviorComponent>(enemy);
REQUIRE(threatResponseBehavior.currentTarget.has_value());
REQUIRE(*threatResponseBehavior.currentTarget == player);
REQUIRE(f.admin.hasAll<AttackBehavior>(enemy));
const AttackBehavior& attack = f.admin.get<AttackBehavior>(enemy);
REQUIRE(attack.currentTarget.has_value());
REQUIRE(*attack.currentTarget == player);
REQUIRE(winnerOf(f.admin, enemy) == BehaviorKind::Attack);
}
TEST_CASE("BehaviorSystem: enemy ship with no target writes leftward movement intent",
TEST_CASE("BehaviorSystem: enemy ship with no target advances leftward",
"[behavior]")
{
Fixture f;
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(100.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(intent(f.admin, enemy).priority == 3);
REQUIRE(winnerOf(f.admin, enemy) == BehaviorKind::Advance);
REQUIRE(intent(f.admin, enemy).active);
REQUIRE(intent(f.admin, enemy).target.x() < 0.0f);
}
// ---------------------------------------------------------------------------
// tickRepairBehavior
// RepairBehavior
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: repair ship writes intent toward damaged friendly ship",
TEST_CASE("BehaviorSystem: repair ship moves toward damaged friendly ship",
"[behavior]")
{
Fixture f;
@@ -371,10 +398,10 @@ TEST_CASE("BehaviorSystem: repair ship writes intent toward damaged friendly shi
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(intent(f.admin, repairShip).priority == 2);
REQUIRE(winnerOf(f.admin, repairShip) == BehaviorKind::Repair);
REQUIRE(intent(f.admin, repairShip).active);
REQUIRE(intent(f.admin, repairShip).target.x() == Approx(5.0f));
}
@@ -383,16 +410,14 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
const float initialHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.admin.get<HealthComponent>(friendly).hp = initialHp;
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.ai.tickRepairTools(f.admin);
f.decide();
f.runModules();
REQUIRE(health(f.admin, friendly).hp > initialHp);
}
@@ -408,9 +433,8 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
for (int i = 0; i < 5; ++i)
{
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.ai.tickRepairTools(f.admin);
f.decide();
f.runModules();
}
const HealthComponent& h = health(f.admin, friendly);
@@ -419,10 +443,10 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
}
// ---------------------------------------------------------------------------
// tickRepairTools — per-module targeting
// RepairSystem — per-module targeting
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: rt.currentTarget is set to preferred target when in range and damaged",
TEST_CASE("RepairSystem: tool heals the in-range damaged target chosen by the executor",
"[behavior]")
{
Fixture f;
@@ -431,118 +455,117 @@ TEST_CASE("BehaviorSystem: rt.currentTarget is set to preferred target when in r
false, repairLayout);
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
const float initHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.admin.get<HealthComponent>(friendly).hp = initHp;
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.ai.tickRepairTools(f.admin);
f.decide();
f.runModules();
const entt::entity rc = firstRepairChild(f.admin, repairShip);
REQUIRE(f.admin.isValid(rc));
REQUIRE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == friendly);
REQUIRE(health(f.admin, friendly).hp > f.admin.get<HealthComponent>(friendly).maxHp * 0.5f);
REQUIRE(health(f.admin, friendly).hp > initHp);
}
TEST_CASE("BehaviorSystem: repair module falls back to in-range target when preferred is out of repair range",
TEST_CASE("RepairSystem: tool falls back to in-range target when its target is out of repair range",
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
// preferred: within sensor range (200) but beyond repair range (80)
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(90.0f, 0.0f));
// fallback: within repair range
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
// out of repair range (80) but in sensor range (200)
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(90.0f, 0.0f));
// within repair range
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
const float preferredInitHp = f.admin.get<HealthComponent>(preferred).maxHp * 0.5f;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
f.admin.get<HealthComponent>(preferred).hp = preferredInitHp;
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
// Force preferred as nav target without running full behavior tick.
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
f.ai.tickRepairTools(f.admin);
const float outInitHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
f.admin.get<HealthComponent>(outOfRange).hp = outInitHp;
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
// Seed the tool with an out-of-range target; RepairSystem must reacquire.
const entt::entity rc = firstRepairChild(f.admin, repairShip);
f.admin.get<RepairToolComponent>(rc).currentTarget = outOfRange;
f.repair.tick();
REQUIRE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == fallback);
REQUIRE(health(f.admin, fallback).hp > fallbackInitHp);
REQUIRE(health(f.admin, preferred).hp == Approx(preferredInitHp));
REQUIRE(health(f.admin, outOfRange).hp == Approx(outInitHp));
}
TEST_CASE("BehaviorSystem: repair module falls back when preferred target is fully healed",
TEST_CASE("RepairSystem: tool falls back when its target is fully healed",
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
// preferred is at full HP; only fallback needs repair
f.admin.get<HealthComponent>(preferred).hp = f.admin.get<HealthComponent>(preferred).maxHp;
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
f.ai.tickRepairTools(f.admin);
const entt::entity rc = firstRepairChild(f.admin, repairShip);
f.admin.get<RepairToolComponent>(rc).currentTarget = healed;
f.repair.tick();
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == fallback);
REQUIRE(health(f.admin, fallback).hp > fallbackInitHp);
}
TEST_CASE("BehaviorSystem: repair module falls back when preferred target is destroyed",
TEST_CASE("RepairSystem: tool falls back when its target is destroyed",
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const entt::entity gone = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
f.ships.despawn(preferred);
f.ai.tickRepairTools(f.admin);
const entt::entity rc = firstRepairChild(f.admin, repairShip);
f.admin.get<RepairToolComponent>(rc).currentTarget = gone;
f.ships.despawn(gone);
f.repair.tick();
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == fallback);
REQUIRE(health(f.admin, fallback).hp > fallbackInitHp);
}
TEST_CASE("BehaviorSystem: rt.currentTarget is cleared when no repairable target is in range",
TEST_CASE("RepairSystem: tool target is cleared when no repairable target is in range",
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
// friendly is beyond repair range (80) but within sensor range (200)
// damaged but beyond repair range (80)
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(150.0f, 0.0f));
const float initHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
f.admin.get<HealthComponent>(outOfRange).hp = initHp;
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = outOfRange;
f.ai.tickRepairTools(f.admin);
const entt::entity rc = firstRepairChild(f.admin, repairShip);
f.admin.get<RepairToolComponent>(rc).currentTarget = outOfRange;
f.repair.tick();
REQUIRE_FALSE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
REQUIRE(health(f.admin, outOfRange).hp == Approx(initHp));
}
TEST_CASE("BehaviorSystem: two repair modules both heal preferred target additively",
TEST_CASE("RepairSystem: two repair modules both heal the chosen target additively",
"[behavior]")
{
Fixture f;
@@ -554,9 +577,8 @@ TEST_CASE("BehaviorSystem: two repair modules both heal preferred target additiv
const float initHp = f.admin.get<HealthComponent>(targetA).maxHp * 0.5f;
f.admin.get<HealthComponent>(targetA).hp = initHp;
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.ai.tickRepairTools(f.admin);
f.decide();
f.runModules();
// Both modules should have healed targetA — total increase is 2 * ratePerTick.
const float ratePerTick = (5.0f + 1.0f) / static_cast<float>(kTickRateHz);
@@ -570,24 +592,27 @@ TEST_CASE("BehaviorSystem: two repair modules both heal preferred target additiv
}
}
TEST_CASE("BehaviorSystem: two repair modules both fall back and heal same target when preferred is fully healed",
TEST_CASE("RepairSystem: two modules both fall back and heal the same target",
"[behavior]")
{
Fixture f;
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity targetB = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
const entt::entity targetB = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
// preferred is at full HP so both modules must fall back
f.admin.get<HealthComponent>(preferred).hp = f.admin.get<HealthComponent>(preferred).maxHp;
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
const float initHp = f.admin.get<HealthComponent>(targetB).maxHp * 0.5f;
f.admin.get<HealthComponent>(targetB).hp = initHp;
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
// Seed both tools with the (fully-healed) target; they must reacquire targetB.
for (const entt::entity child : allRepairChildren(f.admin, repairShip))
{
f.admin.get<RepairToolComponent>(child).currentTarget = healed;
}
f.ai.tickRepairTools(f.admin);
f.repair.tick();
const float ratePerTick = (5.0f + 1.0f) / static_cast<float>(kTickRateHz);
REQUIRE(health(f.admin, targetB).hp == Approx(initHp + 2.0f * ratePerTick));
@@ -600,13 +625,12 @@ TEST_CASE("BehaviorSystem: two repair modules both fall back and heal same targe
}
}
TEST_CASE("BehaviorSystem: tickRepairTools does not crash when owner lacks RepairBehaviorComponent",
TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship",
"[behavior]")
{
Fixture f;
// Bare child entity: has RepairToolComponent and ModuleOwnerComponent but owner has no
// RepairBehaviorComponent.
// Bare child entity: RepairToolComponent + ModuleOwnerComponent, owner is a combat ship.
const entt::entity ownerShip = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
const entt::entity moduleEntity = f.admin.createModuleEntity();
RepairToolComponent rt;
@@ -616,17 +640,17 @@ TEST_CASE("BehaviorSystem: tickRepairTools does not crash when owner lacks Repai
f.admin.addComponent<RepairToolComponent>(moduleEntity, rt);
f.admin.addComponent<ModuleOwnerComponent>(moduleEntity, ModuleOwnerComponent{ownerShip});
// Must not crash.
f.ai.tickRepairTools(f.admin);
// Must not crash; no damaged friendly in range, so no target is set.
f.repair.tick();
REQUIRE_FALSE(f.admin.get<RepairToolComponent>(moduleEntity).currentTarget.has_value());
}
// ---------------------------------------------------------------------------
// tickSalvageBehavior
// SalvageScrapBehavior / DeliverScrapBehavior
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[behavior]")
TEST_CASE("BehaviorSystem: salvage ship moves toward nearest scrap", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
@@ -636,10 +660,10 @@ TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[b
const QVector2D scrapPos(100.0f, 0.0f);
f.scraps.spawn(scrapPos, 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.decide();
REQUIRE(intent(f.admin, ship).priority == 1);
REQUIRE(winnerOf(f.admin, ship) == BehaviorKind::SalvageScrap);
REQUIRE(intent(f.admin, ship).active);
REQUIRE(intent(f.admin, ship).target.x() == Approx(scrapPos.x()));
}
@@ -651,8 +675,7 @@ TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]"
false, salvageLayout);
const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
const entt::entity sc = firstSalvageChild(f.admin, ship);
REQUIRE(f.admin.isValid(sc));
@@ -687,11 +710,12 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
cargo.current = cargo.capacity; // full cargo
}
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.decide();
REQUIRE(winnerOf(f.admin, ship) == BehaviorKind::DeliverScrap);
REQUIRE(f.admin.get<DeliverScrapBehavior>(ship).deliveryBay == bayId);
const MovementIntentComponent& i = intent(f.admin, ship);
REQUIRE(i.priority == 1);
REQUIRE(i.active);
REQUIRE(i.target.x() < pos(f.admin, ship).value.x());
}
@@ -710,7 +734,7 @@ static int totalSalvageCurrent(EntityAdmin& admin, entt::entity ship)
return total;
}
TEST_CASE("BehaviorSystem: salvage module does not collect scrap beyond its collection range",
TEST_CASE("SalvagerSystem: module does not collect scrap beyond its collection range",
"[behavior]")
{
// collection_range_m_formula = "50"; scrap at distance 55 must not be collected.
@@ -720,13 +744,12 @@ TEST_CASE("BehaviorSystem: salvage module does not collect scrap beyond its coll
false, salvageLayout);
f.scraps.spawn(QVector2D(55.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
REQUIRE(f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).current == 0);
}
TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection range",
TEST_CASE("SalvagerSystem: module collects scrap within its collection range",
"[behavior]")
{
// collection_range_m_formula = "50"; scrap at distance 45 must be collected.
@@ -736,8 +759,7 @@ TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection r
false, salvageLayout);
f.scraps.spawn(QVector2D(45.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
REQUIRE(f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).current == 1);
}
@@ -746,7 +768,7 @@ TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection r
// Collection rate (per-module cooldown)
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavior]")
TEST_CASE("SalvagerSystem: collection sets cooldown on module", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
@@ -754,8 +776,7 @@ TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavi
false, salvageLayout);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
const SalvageCargoComponent& cargo =
f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship));
@@ -763,7 +784,7 @@ TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavi
REQUIRE(cargo.cooldownTicksRemaining == cargo.collectionIntervalTicks);
}
TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "[behavior]")
TEST_CASE("SalvagerSystem: module on cooldown does not collect scrap", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
@@ -773,13 +794,12 @@ TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "
f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).cooldownTicksRemaining = 10;
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
REQUIRE(f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).current == 0);
}
TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires", "[behavior]")
TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
@@ -788,8 +808,7 @@ TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires"
const entt::entity sc = firstSalvageChild(f.admin, ship);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
REQUIRE(f.admin.get<SalvageCargoComponent>(sc).current == 1);
// Shorten cooldown to 1 tick and place a second scrap.
@@ -797,8 +816,7 @@ TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires"
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
// Next tick: cooldown decrements to 0, module collects the second scrap.
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
REQUIRE(f.admin.get<SalvageCargoComponent>(sc).current == 2);
}
@@ -807,7 +825,7 @@ TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires"
// Multiple salvage modules
// ---------------------------------------------------------------------------
TEST_CASE("BehaviorSystem: two salvage modules collect independently in same tick", "[behavior]")
TEST_CASE("SalvagerSystem: two salvage modules collect independently in same tick", "[behavior]")
{
Fixture f;
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
@@ -817,13 +835,12 @@ TEST_CASE("BehaviorSystem: two salvage modules collect independently in same tic
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
REQUIRE(totalSalvageCurrent(f.admin, ship) == 2);
}
TEST_CASE("BehaviorSystem: second salvage module does not collect when first module is on cooldown",
TEST_CASE("SalvagerSystem: second salvage module does not collect when first is on cooldown",
"[behavior]")
{
// One module on cooldown, one ready: only the ready module collects.
@@ -847,8 +864,7 @@ TEST_CASE("BehaviorSystem: second salvage module does not collect when first mod
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.salvager.tick(f.scraps, f.buildings);
// Only one module was ready, so only one scrap is collected.
REQUIRE(totalSalvageCurrent(f.admin, ship) == 1);
@@ -866,7 +882,7 @@ TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn",
}
// ---------------------------------------------------------------------------
// Sensor range — tickThreatResponseBehavior
// Sensor range — AttackBehavior
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]")
@@ -876,10 +892,9 @@ TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor ran
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(190.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(f.admin.get<ThreatResponseBehaviorComponent>(player).currentTarget == enemy);
REQUIRE(f.admin.get<AttackBehavior>(player).currentTarget == enemy);
}
TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]")
@@ -888,10 +903,9 @@ TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor ran
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(player).currentTarget.has_value());
REQUIRE_FALSE(f.admin.get<AttackBehavior>(player).currentTarget.has_value());
}
TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]")
@@ -901,29 +915,29 @@ TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f),
/*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
f.decide();
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget.has_value());
REQUIRE_FALSE(f.admin.get<AttackBehavior>(enemy).currentTarget.has_value());
}
// ---------------------------------------------------------------------------
// Sensor range — tickRepairBehavior
// Sensor range — RetreatBehavior (unarmed ships flee threats)
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[sensor]")
{
Fixture f;
const QVector2D rallyPoint(-100.0f, 0.0f);
f.ships.setRallyPoint(rallyPoint);
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(intent(f.admin, repairShip).priority == 2);
REQUIRE(intent(f.admin, repairShip).target.x() < 0.0f);
REQUIRE(winnerOf(f.admin, repairShip) == BehaviorKind::Retreat);
REQUIRE(intent(f.admin, repairShip).target.x() == Approx(rallyPoint.x()));
}
TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor range", "[sensor]")
@@ -934,9 +948,9 @@ TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor ra
false, repairLayout);
f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.decide();
REQUIRE(winnerOf(f.admin, repairShip) != BehaviorKind::Retreat);
REQUIRE(intent(f.admin, repairShip).target.x() > pos(f.admin, repairShip).value.x());
}
@@ -949,14 +963,13 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
f.ships.clearMovementIntents();
f.ai.tickRepairBehavior(f.admin, f.buildings);
f.decide();
REQUIRE_FALSE(f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget.has_value());
REQUIRE_FALSE(f.admin.get<RepairBehavior>(repairShip).currentTarget.has_value());
}
// ---------------------------------------------------------------------------
// Sensor range — tickSalvageBehavior
// Sensor range — SalvageScrapBehavior
// ---------------------------------------------------------------------------
TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]")
@@ -967,9 +980,8 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
false, salvageLayout);
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
f.ships.clearMovementIntents();
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
f.decide();
REQUIRE_FALSE(f.admin.get<SalvageBehaviorComponent>(ship).scrapTarget.has_value());
REQUIRE_FALSE(f.admin.get<SalvageScrapBehavior>(ship).scrapTarget.has_value());
REQUIRE(intent(f.admin, ship).target.x() > pos(f.admin, ship).value.x());
}

View File

@@ -17,9 +17,9 @@
#include "ScrapSystem.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "AttackBehavior.h"
#include "StationBodyComponent.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
@@ -80,17 +80,18 @@ struct CombatFixture
void wireEnemyTarget(entt::entity enemy, entt::entity playerTarget)
{
// Set target on weapon child entity (CombatSystem syncs from ThreatResponse each tick,
// but also setting directly ensures the first tick fires without waiting for sync).
// Set the target directly on the weapon child entity. CombatSystem now
// fires at whatever target a weapon already has (AttackExecutor would set
// it in a full tick); setting it here drives CombatSystem in isolation.
const entt::entity wc = findWeaponChild(admin, enemy);
if (wc != entt::null)
{
admin.get<WeaponComponent>(wc).currentTarget = playerTarget;
admin.get<WeaponComponent>(wc).cooldownTicks = 0.0f;
}
if (admin.hasAll<ThreatResponseBehaviorComponent>(enemy))
if (admin.hasAll<AttackBehavior>(enemy))
{
admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget = playerTarget;
admin.get<AttackBehavior>(enemy).currentTarget = playerTarget;
}
}
};

View File

@@ -6,22 +6,27 @@
#include <QPoint>
#include <QVector2D>
#include "AdvanceBehavior.h"
#include "AttackBehavior.h"
#include "BuildingId.h"
#include "ConfigLoader.h"
#include "DeliverScrapBehavior.h"
#include "DynamicBodyComponent.h"
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "RepairBehaviorComponent.h"
#include "RallyBehavior.h"
#include "RepairBehavior.h"
#include "RepairToolComponent.h"
#include "RetreatBehavior.h"
#include "Rotation.h"
#include "SalvageBehaviorComponent.h"
#include "SalvageCargoComponent.h"
#include "SalvageScrapBehavior.h"
#include "SelectedBehaviorComponent.h"
#include "SensorRangeComponent.h"
#include "ShipLayout.h"
#include "ShipSystem.h"
#include "Tick.h"
#include "ThreatResponseBehaviorComponent.h"
#include "WeaponComponent.h"
static GameConfig loadConfig()
@@ -81,7 +86,7 @@ static ShipLayoutConfig makeSingleModuleLayout(const std::string& moduleId)
// Combat ship (interceptor has default_modules = [laser_cannon])
// ---------------------------------------------------------------------------
TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no cargo or repair",
TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, no cargo or repair",
"[ship]")
{
EntityAdmin admin;
@@ -92,11 +97,47 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no
REQUIRE(admin.isValid(e));
REQUIRE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE(admin.hasAll<ThreatResponseBehaviorComponent>(e));
REQUIRE(admin.hasAll<AttackBehavior>(e));
// Every ship gets the baseline behaviors; a player combat ship also rallies
// and can retreat.
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
REQUIRE(admin.hasAll<SelectedBehaviorComponent>(e));
REQUIRE(admin.hasAll<RallyBehavior>(e));
REQUIRE(admin.hasAll<RetreatBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE_FALSE(admin.hasAll<RepairBehaviorComponent>(e));
REQUIRE_FALSE(admin.hasAll<SalvageBehaviorComponent>(e));
REQUIRE_FALSE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.hasAll<SalvageScrapBehavior>(e));
REQUIRE_FALSE(admin.hasAll<DeliverScrapBehavior>(e));
}
TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RallyBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
}
TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavior", "[ship]")
{
EntityAdmin admin;
const GameConfig cfg = loadConfig();
ShipSystem ss(cfg, admin);
ss.setRetreatEnabled(false);
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
// Other player behaviors are unaffected; only retreat is suppressed.
REQUIRE(admin.hasAll<AttackBehavior>(e));
REQUIRE(admin.hasAll<RallyBehavior>(e));
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
}
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
@@ -161,7 +202,8 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
REQUIRE(admin.hasAll<SalvageBehaviorComponent>(e));
REQUIRE(admin.hasAll<SalvageScrapBehavior>(e));
REQUIRE(admin.hasAll<DeliverScrapBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
}
@@ -180,9 +222,9 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
REQUIRE(admin.isValid(sc));
REQUIRE(admin.get<SalvageCargoComponent>(sc).capacity == 10);
REQUIRE(admin.get<SalvageCargoComponent>(sc).current == 0);
REQUIRE(admin.get<SalvageBehaviorComponent>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<SalvageBehaviorComponent>(e).scrapTarget.has_value());
REQUIRE(admin.get<SalvageBehaviorComponent>(e).maxCollectionRange_tiles == Approx(50.0f));
REQUIRE(admin.get<DeliverScrapBehavior>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).scrapTarget.has_value());
REQUIRE(admin.get<SalvageScrapBehavior>(e).maxCollectionRange_tiles == Approx(50.0f));
}
// ---------------------------------------------------------------------------
@@ -200,7 +242,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
REQUIRE(admin.hasAll<RepairBehaviorComponent>(e));
REQUIRE(admin.hasAll<RepairBehavior>(e));
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
}
@@ -221,7 +263,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
REQUIRE(admin.get<RepairToolComponent>(rc).ratePerTick == Approx(expectedRate));
// repair_range_m_formula = "800" m → 800/10 = 80 tiles
REQUIRE(admin.get<RepairToolComponent>(rc).range_tiles == Approx(80.0f));
REQUIRE(admin.get<RepairBehaviorComponent>(e).maxRepairRange_tiles == Approx(80.0f));
REQUIRE(admin.get<RepairBehavior>(e).maxRepairRange_tiles == Approx(80.0f));
}
// ---------------------------------------------------------------------------