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