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

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;
};