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