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