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

@@ -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;
});
}