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7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| ac97652c60 | |||
| 4153b7e2f5 | |||
| 6b7c3df64a | |||
| e8dd73bcb0 | |||
| 8451f5a281 | |||
| 0a1b58442c | |||
| 997a7778e0 |
@@ -7,6 +7,8 @@ tile_size_m = 10
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belt_speed_mps = 20
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tunnel_max_distance_tiles = 10
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departure_interval_seconds = 20
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orbit_factor = 0.8
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rally_orbit_radius_tiles = 5.0
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[regions]
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asteroid_width_tiles = 40
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@@ -22,6 +24,11 @@ cost_building_blocks = 200
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push_expand_columns_tiles = 10
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boss_advance_seconds = 60
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[targeting]
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target_score_formula = "1 / (1 + x)" # x = distance / max weapon range; higher = better, clamped to >=0
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overclaim_penalty_formula = "max(0.5, 1 - 0.1*x)" # x = competing claim count; multiplies score, clamped to [0,1]
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target_hysteresis = 0.10 # keep current target unless a challenger beats it by >10%
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[waves]
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threat_rate_formula = "x"
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ship_level_formula = "1"
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@@ -7,6 +7,8 @@ tile_size_m = 10
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belt_speed_mps = 20
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tunnel_max_distance_tiles = 10
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departure_interval_seconds = 20
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orbit_factor = 0.8
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rally_orbit_radius_tiles = 5.0
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[regions]
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asteroid_width_tiles = 40
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@@ -22,6 +24,11 @@ cost_building_blocks = 200
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push_expand_columns_tiles = 20
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boss_advance_seconds = 60
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[targeting]
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target_score_formula = "1 / (1 + x)" # x = distance / max weapon range; higher = better, clamped to >=0
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overclaim_penalty_formula = "max(0.5, 1 - 0.1*x)" # x = competing claim count; multiplies score, clamped to [0,1]
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target_hysteresis = 0.10 # keep current target unless a challenger beats it by >10%
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[waves]
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threat_rate_formula = "x"
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ship_level_formula = "1 + x / 10"
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@@ -52,13 +52,13 @@ See REQ-GW-COORDS for the authoritative tile-coordinate convention. This section
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Simulation types shared across subsystems:
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- `EntityId` — strictly increasing integer handle, allocated centrally by the simulation. Assigned to every targetable entity: ships, scrap drops, **and** buildings (including HQ and defence stations). Buildings additionally retain their anchor tile for spatial lookups and placement; the `EntityId` is the canonical reference used by ship-component target fields (`Weapon.currentTarget`, `RepairTool.currentTarget`, `ThreatResponse.currentTarget`, etc.), so a combat ship can target either another ship or a defence station uniformly.
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- `EntityId` — strictly increasing integer handle, allocated centrally by the simulation. Assigned to every targetable entity: ships, scrap drops, **and** buildings (including HQ and defence stations). Buildings additionally retain their anchor tile for spatial lookups and placement; the `EntityId` is the canonical reference used by ship-component target fields (`Weapon.currentTarget`, `RepairTool.currentTarget`, `AttackBehavior.currentTarget`, etc.), so a combat ship can target either another ship or a defence station uniformly.
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- `Rotation` — enum `{ North, East, South, West }`. The rotation applied to a building's surface_mask when placed.
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- `BuildingType` — enum covering every building type in requirements.md (Miner, Smelter, Assembler, ReprocessingPlant, Shipyard, SalvageBay, Belt, Splitter, Hq, PlayerDefenceStation, EnemyDefenceStation). `Belt` and `Splitter` share the enum for cost, construction, placement, and `visuals.toml` lookup, but their runtime data lives inside the belt subsystem rather than in `Building` instances (see Belt Subsystem).
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- `ItemType` — tagged id of every transportable material (ores, ingots, intermediates, building_blocks, scrap).
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- `Item` — `struct Item { ItemType type; }`. Items on belts have no persistent identity across ticks.
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- `Port` — `struct Port { QPoint tile; Rotation direction; }`. Identifies a belt-adjacent cell and the direction of flow across that cell.
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- `MovementIntent` — `struct MovementIntent { int priority; QVector2D target; }`. Priority follows the order declared under Movement Arbitration. Cleared at the start of each tick; the highest-priority write wins; `tickMovement` reads the winner.
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- `MovementIntent` — `struct MovementIntent { bool active; QVector2D target; }`. Written by the winning behavior's executor (see Movement Arbitration). Cleared (`active = false`) at the start of each tick; `tickMovement` brakes when inactive, otherwise drives toward `target`.
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- `WeaponFiredEvent` — `struct WeaponFiredEvent : public Event { entt::entity shooter; entt::entity target; Tick emittedAt; }`. Transient record emitted each time a weapon fires (REQ-SHP-FIRING, REQ-SHP-FIRING-BEAM). Buffered in a sim-owned vector during the tick, then drained and re-emitted via EventManager by the UI frame handler; see Sim → UI Events.
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- `SchematicChoiceOption` — `struct SchematicChoiceOption { string schematicId; SchematicType type; string displayName; bool isNewUnlock; int targetLevel; }`. Describes one option in the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP). Up to three are generated when an enemy station set is destroyed. `SchematicType` is `Ship`, `Module`, or `Recipe`.
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- `SchematicChoicesAvailableEvent` — EventManager event carrying a `vector<SchematicChoiceOption>`. Sent by the UI each frame when pending choices are detected; handled by `MainWindow` which opens the schematic choice dialog.
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@@ -107,8 +107,8 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
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4. **Building production** — advance production timers; start new cycles when inputs and output-buffer space permit (REQ-MAT-CYCLE); on completion, deposit output.
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5. **Building → belt push** — buildings push items from output buffer onto the belt tile at their output port (REQ-MAT-OUTPUT-PORT).
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6. **Belt tick** — advance items along belt tiles; apply splitter routing (REQ-BLD-SPLITTER).
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7. **Ship behavior systems** — clear `MovementIntent` on each ship, then run `tickThreatResponse`, `tickScrapCollector`, `tickRepairBehavior`, `tickHomeReturn` in any order (arbitration is via intent priority).
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8. **Combat resolution** — ships and defence stations acquire targets, fire, apply damage; queue deaths. Each fire appends a `WeaponFiredEvent` to the sim's weapon-fired-event queue (REQ-SHP-FIRING-BEAM).
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7. **Ship behavior systems** — clear `MovementIntent` on each ship, then the `AiSystem` runs three batched phases: every behavior **evaluator** scores its behavior and sets its target data; a **selection** pass records the highest-scoring behavior per ship in `SelectedBehaviorComponent`; each behavior **executor** runs for the winner, writing `MovementIntent` and preferred module targets. The module systems then perform world mutation: `SalvagerSystem` (scrap collection/delivery) and `RepairSystem` (healing). See Movement Arbitration.
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8. **Combat resolution** — ships and defence stations validate/acquire targets, fire, apply damage; queue deaths. Each fire appends a `WeaponFiredEvent` to the sim's weapon-fired-event queue (REQ-SHP-FIRING-BEAM).
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9. **Deaths & loot** — process queued deaths: drop scrap (REQ-RES-SCRAP-DROP); if a full enemy-defence-station set was destroyed this tick, generate up to 3 schematic choice options (REQ-DEF-SCHEMATIC-DROP) stored as pending state for the UI to present; remove entities.
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10. **`tickMovement`** — advance ship positions based on final `MovementIntent`.
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11. **Scrap despawn** — decrement scrap timers; remove expired scrap (REQ-RES-SCRAP-DROP).
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@@ -217,16 +217,20 @@ struct RepairTool { float ratePerTick; std::optional<EntityId> currentTarget;
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### Behavior Components
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Behaviors are decomposed, not bundled into per-role monolithic AIs. This is the critical modeling choice: adding a capability (e.g., putting a `Weapon` on a repair ship) must not require rewriting AI code.
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Behaviors are decomposed, not bundled into per-role monolithic AIs. This is the critical modeling choice: adding a capability (e.g., putting a `Weapon` on a repair ship) must not require rewriting AI code. Each behavior is a small component carrying its own target data plus a `float score` written by its evaluator each tick.
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```cpp
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struct ThreatResponse { float engagementRange; CombatStance stance;
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CombatTargetPriority priority;
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std::optional<EntityId> currentTarget; };
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struct ScrapCollector { std::optional<QVector2D> scrapTarget; EntityId deliveryBay; };
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struct RepairBehavior { RepairTargetPriority priority;
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std::optional<EntityId> currentTarget; };
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struct HomeReturn { float retreatHpFraction; QVector2D homePos; };
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struct AdvanceBehavior { float score; }; // baseline fallback, all ships
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struct RallyBehavior { QVector2D rallyPoint; float score; }; // player combat ships
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struct RetreatBehavior { float retreatHpFraction; QVector2D retreatPoint; // player ships
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float score; };
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struct AttackBehavior { std::optional<EntityId> currentTarget; float score; };
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struct RepairBehavior { std::optional<EntityId> currentTarget;
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float maxRepairRange_tiles; float score; };
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struct SalvageScrapBehavior { std::optional<QVector2D> scrapTarget;
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float maxCollectionRange_tiles; float score; };
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struct DeliverScrapBehavior { BuildingId deliveryBay; float score; };
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struct SelectedBehaviorComponent { BehaviorKind winner; float bestScore; }; // selection result
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```
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### Ship
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@@ -246,38 +250,42 @@ struct Ship {
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std::optional<SalvageCargo> cargo;
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std::optional<RepairTool> repairTool;
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// Behaviors
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std::optional<ThreatResponse> threatResponse;
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std::optional<ScrapCollector> scrapCollector;
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// Behaviors (attached per capability; AdvanceBehavior + SelectedBehaviorComponent
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// on every ship, RetreatBehavior on player ships, etc.)
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std::optional<AttackBehavior> attackBehavior;
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std::optional<SalvageScrapBehavior> salvageScrapBehavior;
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std::optional<DeliverScrapBehavior> deliverScrapBehavior;
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std::optional<RepairBehavior> repairBehavior;
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std::optional<HomeReturn> homeReturn;
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// Written by behavior systems, read by movement.
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// Written by the winning behavior's executor, read by movement.
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MovementIntent intent;
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};
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```
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### Systems
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Each behavior has its own tick system. A system iterates a flat `std::vector<Ship>` and skips ships that do not have the relevant components.
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Each behavior is split into a stateless **evaluator** and **executor** class (one per behavior, e.g. `AttackEvaluator`/`AttackExecutor`), orchestrated by `AiSystem`. Evaluators and executors only read/write behavior components and module target fields — they never mutate the game world. World mutation lives in dedicated module systems that run every tick, independent of which behavior won:
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- `tickThreatResponse` — requires `threatResponse` + `weapon`. Acquires target, fires, manages cooldown.
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- `tickScrapCollector` — requires `scrapCollector` + `cargo`. Flies to scrap, picks up, returns to delivery bay.
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- `tickRepairBehavior` — requires `repairBehavior` + `repairTool`. Finds damaged target, moves to range, repairs.
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- `tickHomeReturn` — requires `homeReturn`. Overrides movement if hp drops below threshold.
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- `tickMovement` — reads `intent`, advances `position`.
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- `CombatSystem` — validates each weapon's executor-set target, falls back to nearest-target acquisition, fires, applies damage.
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- `SalvagerSystem` — collects scrap into cargo and delivers full cargo at a `SalvageBay`.
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- `RepairSystem` — validates each repair tool's target, falls back to nearest damaged friendly, applies healing.
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- `MovementIntentSystem` (`tickMovement`) — reads `MovementIntent`, advances `position`; brakes when inactive.
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### Movement Arbitration
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When multiple behaviors want to drive movement, a fixed global priority resolves the conflict. Each behavior system writes a `MovementIntent` carrying its priority; a higher-priority write overwrites a lower-priority one. `tickMovement` reads the final winner.
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Arbitration is **score-based**, not fixed-priority. In a single tick `AiSystem` runs three phases:
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Initial priority order (subject to tuning):
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1. **Evaluate** — every behavior's evaluator iterates the ships that have its component, sets its target data, and writes a `float score` (see `BehaviorScores.h`). An evaluator returns an inactive score when its behavior does not apply.
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2. **Select** — `selectWinningBehaviors` resets each `SelectedBehaviorComponent`, then compares every behavior's score per ship, recording the highest as `winner`. Behaviors are considered highest-band first so a strict `>` breaks ties toward the more urgent behavior.
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3. **Execute** — each behavior's executor runs only for ships where it is the `winner`, writing the single `MovementIntent` and any preferred module targets.
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`AdvanceBehavior` is present on every ship with the lowest score, guaranteeing a winner. The resulting band order:
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```
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HomeReturn > ThreatResponse > RepairBehavior > ScrapCollector
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Retreat > Attack / Repair / SalvageScrap / DeliverScrap > Rally > Advance
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```
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`tickMovement` runs last. Intents are cleared at the start of each tick.
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`MovementIntent` is cleared (inactive) at the start of each tick; `tickMovement` runs last.
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### Why Not ECS
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@@ -4,7 +4,7 @@
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Config files use the TOML format. The following config files drive game parameters:
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- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, boss wave timing, enemy ship level formula, belt speed, starting building blocks, departure interval.
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- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, wave timing, boss wave timing, enemy ship level formula, belt speed, starting building blocks, departure interval, ship orbit factor, rally orbit radius, and combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis).
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- **buildings.toml** — building block cost and construction time per building type.
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- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities. Assembler recipe entries may optionally define `unlock_at_station_level` (integer): -1 means the recipe is explicitly unlocked at game start; a value ≥ 0 means the recipe starts locked and a schematic for it can be awarded via defence station destruction (see REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP).
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- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as formulas of ship level, required build materials, player production level, the station level at which the schematic becomes available for unlock (`unlock_at_station_level`; -1 means the player starts with the schematic already unlocked), a layout grid defining the ship's module slots, a `scrap_drop` loot value, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES).
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@@ -153,22 +153,35 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
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- REQ-SHP-SPAWN-PLAYER: A ship produced by a shipyard spawns centered on the shipyard's output port tile.
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- REQ-SHP-SPAWN-ENEMY: Enemy ships spawn at a uniformly random position within the current enemy buffer zone — random X across the buffer's width and random Y across the world height.
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- REQ-SHP-MOVEMENT: Ships move using a physics-based model. Each ship has a velocity and a facing direction, both updated each tick. The main acceleration (`main_acceleration_formula`) is applied along the ship's current facing direction only. The maneuvering acceleration (`maneuvering_acceleration_formula`) can be applied in any direction independently of the facing direction, enabling lateral or braking movement without rotating. The angular acceleration (`angular_acceleration_formula`) controls how quickly the ship rotates. Linear speed is capped at the ship's `speed_formula` value; rotation rate is capped at the ship's `max_rotation_speed_formula` value. Ship position refers to the ship's center for all range, sensor, and attack checks.
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- REQ-SHP-ORBIT: Several behaviors keep a ship circling its target at a fixed standoff distance (an **orbit**) rather than approaching a fixed point. The orbit radius depends on the behavior:
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- **Combat engagement** (REQ-SHP-COMBAT, REQ-SHP-ENEMY-AI): `world.toml [world].orbit_factor` multiplied by the maximum weapon `attack_range` across the ship's weapon module instances.
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- **Repair** (REQ-SHP-REPAIR): `orbit_factor` multiplied by the maximum `repair_range` across the ship's repair module instances.
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- **Salvage** (REQ-SHP-SALVAGE): `orbit_factor` multiplied by the maximum `collection_range` across the ship's salvage module instances.
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- **Rally** (REQ-SHP-RALLY): `world.toml [world].rally_orbit_radius_tiles` — a fixed radius in tiles, independent of any tool range (the rally point is a position, not a tool-bearing target).
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All tool ranges incorporate passive module modifiers (REQ-MOD-STAT-CALC). While orbiting, the ship navigates to maintain the orbit radius from the target's current center (REQ-SHP-MOVEMENT) while moving tangentially around it: if it is farther than the orbit radius it closes in, if it is nearer it backs off, and at the radius it circles. The orbit direction (clockwise or counter-clockwise) is fixed for the duration of orbiting a given target. Orbiting uses the standard physics movement model (REQ-SHP-MOVEMENT) and introduces no new movement constraints. Orbiting does not by itself trigger tool use — weapons, repair tools, and salvage bays still fire/heal/collect strictly per their own range and rate checks (REQ-SHP-FIRING, REQ-SHP-REPAIR, REQ-SHP-SALVAGE). With `orbit_factor` ≤ 1 the orbit lies within the maximum tool range, so the longest-range tool of that type remains in range while the ship orbits.
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- REQ-SHP-NO-COLLISION: Ships do not collide with each other or with defence stations; they may visually overlap.
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- REQ-SHP-SENSOR: A ship perceives only entities within its sensor range. Behavior is driven by what is in sensor range; entities outside sensor range are ignored.
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- REQ-SHP-FIRING: All weapons — on ships and on defence stations — fire when off cooldown and the target is within attack range. Firing emits a fire event and starts a 0.15-second damage delay (half the beam duration). When that delay expires, damage is applied to the target — unless the target has already been destroyed, in which case the damage is silently dropped. If the shooter is destroyed before the delay expires, damage is still applied when the delay expires. There is no projectile entity and no intervening collision. The weapon's cooldown begins at the moment of firing, not at damage application.
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- REQ-SHP-FIRING-BEAM: Each fire event produces a visual laser beam drawn from the shooter's position to the target for 0.3 seconds. The beam endpoint is not the target's center but a point randomly offset from it: the offset direction is uniformly random and the offset magnitude is uniformly random up to half the target's visual size (for ships: half their rendered radius; for buildings/stations: half the shorter side of their tile footprint, in world units). The offset is chosen once per fire event and held fixed for the beam's lifetime. The beam is a pure rendering effect and has no simulation state (does not block movement, does not re-apply damage over its lifetime). Beams follow the shooter and target positions if either moves during the 0.3-second window. The beam is rendered for its full 0.3-second duration even if the shooter or target is destroyed before it expires.
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- REQ-SHP-COMBAT: Ships with at least one **weapon module** (player) — engage enemy ships within sensor range. The player can configure the following per shipyard (applied to all ships produced by that shipyard):
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- REQ-SHP-COMBAT: Ships with at least one **weapon module** (player) — engage enemy ships within sensor range. When engaging an enemy, the ship orbits it at the combat orbit radius (REQ-SHP-ORBIT) rather than approaching its center. The player can configure the following per shipyard (applied to all ships produced by that shipyard):
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- Stance: aggressive (advance toward enemies) / defensive (hold position near asteroid).
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- Target priority: closest / highest HP / structures first.
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- REQ-SHP-RALLY: After spawning, aggressive-stance ships with weapon modules move to and loiter at the **rally point** — the midpoint between the two player defence stations (center of their Y-span, at the player defence stations' X position). While at the rally point, ships still engage any enemy that enters sensor range. Every `world.toml [world].departure_interval_seconds` seconds (default 20), all ships with weapon modules currently at the rally point depart simultaneously and begin their normal aggressive advance toward the enemy. The departure timer is global and shared across all shipyards; it is not reset by individual ship arrivals at the rally point.
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- REQ-SHP-SALVAGE: Ships with at least one **salvage module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, move to it; when it is within a module's `collection_range`, that module collects it (consuming the scrap entity). Once all cargo is full, fly to a Salvage Bay and deliver; after delivery, resume patrol. If an enemy ship enters sensor range while not currently targeting or carrying scrap, turn back (move toward the asteroid) until the enemy is no longer in sensor range, then resume patrol. Ships with salvage modules are vulnerable to enemy ships while operating.
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- REQ-SHP-RALLY: After spawning, aggressive-stance ships with weapon modules move to and orbit the **rally point** — the midpoint between the two player defence stations (center of their Y-span, at the player defence stations' X position) — at the rally orbit radius (REQ-SHP-ORBIT). While orbiting the rally point, ships still engage any enemy that enters sensor range (switching to the combat orbit per REQ-SHP-COMBAT). Every `world.toml [world].departure_interval_seconds` seconds (default 20), all ships with weapon modules currently at the rally point depart simultaneously and begin their normal aggressive advance toward the enemy. The departure timer is global and shared across all shipyards; it is not reset by individual ship arrivals at the rally point.
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- REQ-SHP-SALVAGE: Ships with at least one **salvage module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If scrap enters sensor range, navigate toward it by orbiting it at the salvage orbit radius (REQ-SHP-ORBIT); when it is within a module's `collection_range`, that module collects it (consuming the scrap entity). Once all cargo is full, fly to a Salvage Bay and deliver (a direct approach, not an orbit — the ship must reach the bay); after delivery, resume patrol. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range, then resumes patrol — this applies regardless of whether the ship is targeting or carrying scrap. Ships with salvage modules are vulnerable to enemy ships while operating.
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Each salvage module instance operates independently: it has its own cargo hold (`cargo_capacity`), collection range (`collection_range`), and collection rate (`collection_rate`, in collections per second). After collecting a piece of scrap, the module cannot collect again until `1 / collection_rate` seconds have elapsed. A ship with multiple salvage modules can therefore collect multiple pieces of scrap per tick (one per ready module), and installs of different module types may have different ranges and rates. The ship navigates based on the maximum collection range across all installed salvage modules.
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- REQ-SHP-REPAIR: Ships with at least one **repair module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If a damaged player defence station or player ship enters sensor range, move to it and repair. If an enemy ship enters sensor range while not currently repairing, turn back (move toward the asteroid) until the enemy is no longer in sensor range, then resume patrol. The player can configure the target priority per shipyard:
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Salvage collection and delivery are world-state changes performed every tick regardless of which behavior the ship is currently executing; the salvage behavior only governs where the ship navigates (toward scrap, toward a Salvage Bay, or — when retreating — toward the rally point).
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- REQ-SHP-REPAIR: Ships with at least one **repair module** (player) — patrol by moving forward (rightward, away from the asteroid) while searching sensor range. If a damaged player defence station or player ship enters sensor range, navigate toward it by orbiting it at the repair orbit radius (REQ-SHP-ORBIT) and repair. If an enemy ship enters sensor range, the ship retreats (REQ-SHP-RETREAT) until no enemy is in sensor range, then resumes patrol. The player can configure the target priority per shipyard:
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- Defence stations first / ships first / nearest target.
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Each repair module instance operates independently: it has its own repair rate (`repair_rate`) and repair range (`repair_range`). On each tick, a module first attempts to heal the ship's current behavior-level navigation target if that target is within the module's `repair_range` and is damaged (HP above zero and below maximum HP). If those conditions are not met — because the target is out of the module's `repair_range`, already at full health, or destroyed — the module independently searches for the nearest damaged friendly (player ship or player defence station) within its own `repair_range` and heals that instead. If no valid target is found within range, the module idles. A ship with multiple repair modules can therefore heal different targets simultaneously. Navigation is driven solely by the behavior-level target; individual module fallback targets do not affect which direction the ship moves.
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- REQ-SHP-ENEMY-AI: **Enemy ships** — engage the closest valid target (player defence station, HQ, or player ship) within their sensor range. If no target is in sensor range, they move toward the asteroid (leftward in world coordinates).
|
||||
Each repair module instance operates independently: it has its own repair rate (`repair_rate`) and repair range (`repair_range`). On each tick, a module first attempts to heal the ship's current behavior-level navigation target if that target is within the module's `repair_range` and is damaged (HP above zero and below maximum HP). If those conditions are not met — because the target is out of the module's `repair_range`, already at full health, or destroyed — the module independently searches for the nearest damaged friendly (player ship or player defence station) within its own `repair_range` and heals that instead. If no valid target is found within range, the module idles. A ship with multiple repair modules can therefore heal different targets simultaneously. Navigation is driven solely by the behavior-level target; individual module fallback targets do not affect which direction the ship moves. Repair healing is a world-state change applied every tick regardless of which behavior the ship is currently executing.
|
||||
- REQ-SHP-RETREAT: **Player ships retreat to the rally point (REQ-SHP-RALLY) when threatened.** A ship retreats while either condition holds: (a) its HP is below a low-HP threshold (currently 30% of its maximum HP); or (b) it has no weapon modules and an enemy ship is within its sensor range. Retreating takes priority over the ship's other behaviors and moves it toward the rally point; the ship resumes its normal behavior once neither condition holds. Enemy ships never retreat (REQ-SHP-ENEMY-AI).
|
||||
- REQ-SHP-ENEMY-AI: **Enemy ships** — engage the closest valid target (player defence station, HQ, or player ship) within their sensor range, orbiting the engaged target at the combat orbit radius (REQ-SHP-ORBIT). If no target is in sensor range, they move toward the asteroid (leftward in world coordinates).
|
||||
- REQ-SHP-TARGET-SELECT: **Combat target selection.** Both player combat ships (REQ-SHP-COMBAT) and enemy ships (REQ-SHP-ENEMY-AI) pick which hostile to engage by scoring every valid target (an opposing-faction ship, defence station, or HQ) within sensor range and engaging the highest-scoring one. A target's score is the product of a **base desirability** and an **overclaim penalty** (REQ-SHP-TARGET-CLAIM). The base desirability is `world.toml [targeting].target_score_formula` evaluated with `x` set to the target's distance from the ship divided by the ship's maximum weapon `attack_range` (falling back to sensor range for a ship with no weapon), clamped to a minimum of 0. The default formula `1 / (1 + x)` decreases with distance, so — absent any claims — the nearest target is chosen, realizing the closest-target priority referenced by REQ-SHP-COMBAT and REQ-SHP-ENEMY-AI. A ship engages at most one target at a time; all of its weapons fire on that target subject to their own range and rate checks (REQ-SHP-FIRING).
|
||||
- REQ-SHP-TARGET-CLAIM: **Overclaim penalty.** To stop every ship from dogpiling the same hostile, each target a ship is currently engaging counts as a **claim** on that target. When scoring a candidate, its base desirability (REQ-SHP-TARGET-SELECT) is multiplied by `world.toml [targeting].overclaim_penalty_formula` evaluated with `x` set to the number of ships currently claiming that candidate — a ship never counts its own claim against the target it already holds — clamped to the range [0, 1]. The penalty is 1 (no reduction) at zero claims and decreases as claims accumulate, so heavily-claimed targets become less attractive and ships spread across the available hostiles. The default formula `max(0.5, 1 - 0.1*x)` reduces desirability by 0.1 per claim down to a floor of 0.5. Because claims reflect the previous tick's engagements, target distribution converges over successive ticks rather than instantaneously.
|
||||
- REQ-SHP-TARGET-HYSTERESIS: **Target stickiness.** A ship keeps engaging its current target as long as that target remains valid and within sensor range, switching to a different target only when the best alternative's score exceeds the current target's score by more than the fractional margin `world.toml [targeting].target_hysteresis` (default 0.10). This prevents ships from rapidly oscillating between targets of near-equal score and preserves focus fire.
|
||||
- REQ-SHP-SCHEMATICS: The player selects a schematic per shipyard by clicking it. New schematics are unlocked by destroying enemy defence station sets (REQ-DEF-SCHEMATIC-DROP) — there is no physical loot to collect.
|
||||
|
||||
## Ship Modules
|
||||
|
||||
@@ -17,6 +17,8 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairSystem.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipSystem.h"
|
||||
@@ -51,11 +53,16 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
|
||||
m_rng);
|
||||
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
// Arena fights are symmetric and aggressive: player-faction ships must not
|
||||
// retreat (REQ-BAL-SIM-AI). Only one faction would otherwise get retreat.
|
||||
m_shipSystem->setRetreatEnabled(false);
|
||||
m_aiSystem = std::make_unique<AiSystem>(m_gameConfig);
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
|
||||
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
|
||||
|
||||
placeStructures();
|
||||
spawnShips();
|
||||
@@ -250,13 +257,11 @@ ArenaStatus ArenaSimulation::status() const
|
||||
|
||||
void ArenaSimulation::tick()
|
||||
{
|
||||
// Ship behavior systems (tick step 7).
|
||||
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
|
||||
m_shipSystem->clearMovementIntents();
|
||||
m_aiSystem->tickHomeReturnBehavior(m_admin);
|
||||
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem);
|
||||
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem);
|
||||
m_aiSystem->tickRepairTools(m_admin);
|
||||
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
|
||||
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
|
||||
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
|
||||
m_repairSystem->tick();
|
||||
|
||||
// Combat resolution (tick step 8).
|
||||
std::vector<WeaponFiredEvent> weaponFiredEvents;
|
||||
|
||||
@@ -22,6 +22,8 @@ class BuildingSystem;
|
||||
class CombatSystem;
|
||||
class DynamicBodySystem;
|
||||
class MovementIntentSystem;
|
||||
class RepairSystem;
|
||||
class SalvagerSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
|
||||
@@ -96,6 +98,8 @@ private:
|
||||
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
|
||||
std::unique_ptr<CombatSystem> m_combatSystem;
|
||||
std::unique_ptr<ScrapSystem> m_scrapSystem;
|
||||
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
|
||||
std::unique_ptr<RepairSystem> m_repairSystem;
|
||||
|
||||
entt::entity m_team1HqEntity;
|
||||
entt::entity m_team2HqEntity;
|
||||
|
||||
@@ -268,6 +268,8 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
|
||||
cfg.tunnelMaxDistance_tiles = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
|
||||
cfg.departureIntervalSeconds = requireDouble(tbl["world"]["departure_interval_seconds"], file, "world.departure_interval_seconds");
|
||||
cfg.orbitFactor = requireDouble(tbl["world"]["orbit_factor"], file, "world.orbit_factor");
|
||||
cfg.rallyOrbitRadius_tiles = requireDouble(tbl["world"]["rally_orbit_radius_tiles"], file, "world.rally_orbit_radius_tiles");
|
||||
|
||||
cfg.regions.asteroidWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["asteroid_width_tiles"], file, "regions.asteroid_width_tiles"));
|
||||
cfg.regions.playerBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["player_buffer_width_tiles"], file, "regions.player_buffer_width_tiles"));
|
||||
@@ -295,6 +297,10 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
throw makeError(file, "waves", "gap_min_seconds > gap_max_seconds");
|
||||
}
|
||||
|
||||
cfg.targeting.targetScoreFormula = requireFormula(tbl["targeting"]["target_score_formula"], file, "targeting.target_score_formula");
|
||||
cfg.targeting.overclaimPenaltyFormula = requireFormula(tbl["targeting"]["overclaim_penalty_formula"], file, "targeting.overclaim_penalty_formula");
|
||||
cfg.targeting.hysteresis = requireDouble(tbl["targeting"]["target_hysteresis"], file, "targeting.target_hysteresis");
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,14 @@
|
||||
|
||||
#include "tinyexpr.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// tinyexpr has no built-in min/max; expose them so config formulas can
|
||||
// clamp (e.g. a floored overclaim penalty "max(0.5, 1 - 0.1*x)").
|
||||
double formulaMin(double a, double b) { return a < b ? a : b; }
|
||||
double formulaMax(double a, double b) { return a > b ? a : b; }
|
||||
}
|
||||
|
||||
Formula::Formula(Formula&& other) noexcept
|
||||
: m_source(std::move(other.m_source))
|
||||
, m_x(std::move(other.m_x))
|
||||
@@ -37,11 +45,14 @@ Formula Formula::compile(const std::string& source)
|
||||
result.m_x = std::make_unique<double>(0.0);
|
||||
|
||||
const te_variable variables[] = {
|
||||
{ "x", result.m_x.get(), 0, nullptr },
|
||||
{ "x", result.m_x.get(), TE_VARIABLE, nullptr },
|
||||
{ "min", reinterpret_cast<const void*>(&formulaMin), TE_FUNCTION2 | TE_FLAG_PURE, nullptr },
|
||||
{ "max", reinterpret_cast<const void*>(&formulaMax), TE_FUNCTION2 | TE_FLAG_PURE, nullptr },
|
||||
};
|
||||
|
||||
int errorPos = 0;
|
||||
result.m_expr = te_compile(result.m_source.c_str(), variables, 1, &errorPos);
|
||||
const int variableCount = static_cast<int>(sizeof(variables) / sizeof(variables[0]));
|
||||
result.m_expr = te_compile(result.m_source.c_str(), variables, variableCount, &errorPos);
|
||||
|
||||
if (result.m_expr == nullptr)
|
||||
{
|
||||
@@ -66,3 +77,4 @@ double Formula::evaluate(double x) const
|
||||
*m_x = x;
|
||||
return te_eval(m_expr);
|
||||
}
|
||||
|
||||
|
||||
@@ -39,6 +39,14 @@ struct WorldWaves
|
||||
double bossQuietAfterSeconds; // suppress normal waves this long after boss (REQ-WAV-QUIET)
|
||||
};
|
||||
|
||||
// Ship target selection (claim-aware scoring).
|
||||
struct WorldTargeting
|
||||
{
|
||||
Formula targetScoreFormula; // x = distance / max weapon range; higher = better
|
||||
Formula overclaimPenaltyFormula; // x = competing claim count; factor in [0,1]
|
||||
double hysteresis; // fractional margin a challenger must beat the current target by
|
||||
};
|
||||
|
||||
struct WorldConfig
|
||||
{
|
||||
int heightTiles; // REQ-GW-HEIGHT
|
||||
@@ -49,9 +57,12 @@ struct WorldConfig
|
||||
double beltSpeed_tps; // REQ-GW-BELT-SPEED (tiles/s, converted from m/s in config)
|
||||
int tunnelMaxDistance_tiles; // REQ-BLD-TUNNEL-PAIR
|
||||
double departureIntervalSeconds; // REQ-SHP-RALLY
|
||||
double orbitFactor; // REQ-SHP-ORBIT (multiplies tool range for orbit radius)
|
||||
double rallyOrbitRadius_tiles; // REQ-SHP-ORBIT (fixed orbit radius around the rally point)
|
||||
|
||||
WorldRegions regions;
|
||||
WorldExpansion expansion;
|
||||
WorldPush push;
|
||||
WorldWaves waves;
|
||||
WorldTargeting targeting;
|
||||
};
|
||||
|
||||
9
src/lib/ecs/component/AdvanceBehavior.h
Normal file
9
src/lib/ecs/component/AdvanceBehavior.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
// Baseline fallback behavior, present on every ship. The executor moves the ship
|
||||
// toward the opposing side (direction derived from FactionComponent), so a ship
|
||||
// with no better behavior keeps advancing.
|
||||
struct AdvanceBehavior
|
||||
{
|
||||
float score = 0.0f;
|
||||
};
|
||||
14
src/lib/ecs/component/AttackBehavior.h
Normal file
14
src/lib/ecs/component/AttackBehavior.h
Normal file
@@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
// Combat behavior for ships with weapons (was ThreatResponseBehaviorComponent).
|
||||
// The evaluator sets currentTarget; the executor pushes it to in-range weapons.
|
||||
struct AttackBehavior
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
|
||||
float score = 0.0f;
|
||||
};
|
||||
15
src/lib/ecs/component/BehaviorKind.h
Normal file
15
src/lib/ecs/component/BehaviorKind.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
// Identifies a ship behavior. Written into SelectedBehaviorComponent by the
|
||||
// AiSystem selection pass so each behavior's executor can tell whether it won.
|
||||
enum class BehaviorKind
|
||||
{
|
||||
None,
|
||||
Advance,
|
||||
Rally,
|
||||
Retreat,
|
||||
Attack,
|
||||
Repair,
|
||||
SalvageScrap,
|
||||
DeliverScrap
|
||||
};
|
||||
22
src/lib/ecs/component/BehaviorScores.h
Normal file
22
src/lib/ecs/component/BehaviorScores.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
// Score bands for ship-behavior evaluation. The AiSystem selection pass picks
|
||||
// the behavior with the highest score per ship; these constants define a single
|
||||
// comparable scale so the desired priority falls out:
|
||||
// Retreat > Attack > Repair / Salvage / Deliver > Rally > Advance.
|
||||
// Evaluators may return kInactive when their behavior does not apply this tick.
|
||||
namespace BehaviorScores
|
||||
{
|
||||
constexpr float kInactive = 0.0f;
|
||||
constexpr float kAdvance = 0.05f; // baseline fallback; always present
|
||||
constexpr float kRally = 0.20f;
|
||||
constexpr float kDeliver = 0.50f; // cargo full
|
||||
constexpr float kRepair = 0.55f;
|
||||
constexpr float kSalvage = 0.55f; // cargo not full and scrap in range
|
||||
constexpr float kAttack = 0.60f; // healthy and target in sensor range
|
||||
constexpr float kRetreat = 0.90f;
|
||||
|
||||
// Health fraction at/below which a ship is considered "low HP" — used by the
|
||||
// Attack evaluator (do not attack when low) and the Retreat evaluator.
|
||||
constexpr float kLowHpFraction = 0.3f;
|
||||
}
|
||||
@@ -1,24 +1,29 @@
|
||||
SET(HDRS
|
||||
${HDRS}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/AdvanceBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/AttackBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BehaviorKind.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BehaviorScores.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DeliverScrapBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DespawnAtComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodyComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FacingComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FactionComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HealthComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HomeReturnBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HqProxyComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/PositionComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairToolComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvageBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RetreatBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvageCargoComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvageScrapBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ScrapDataComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SensorRangeComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipIdentityComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/StationBodyComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ThreatResponseBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WeaponComponent.h
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
12
src/lib/ecs/component/DeliverScrapBehavior.h
Normal file
12
src/lib/ecs/component/DeliverScrapBehavior.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include "BuildingId.h"
|
||||
|
||||
// Deliver-scrap behavior (one half of the old SalvageBehaviorComponent). Scored
|
||||
// high only when cargo is full. The evaluator assigns the nearest SalvageBay;
|
||||
// SalvagerSystem performs the actual delivery.
|
||||
struct DeliverScrapBehavior
|
||||
{
|
||||
BuildingId deliveryBay = kInvalidBuildingId;
|
||||
float score = 0.0f;
|
||||
};
|
||||
@@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
struct HomeReturnBehaviorComponent
|
||||
{
|
||||
float retreatHpFraction;
|
||||
QVector2D homePos;
|
||||
};
|
||||
@@ -2,11 +2,12 @@
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
// A ship-behavior system writes this each tick before movement runs; the
|
||||
// highest-priority write wins. Priority order is fixed globally — see
|
||||
// architecture.md "Movement Arbitration".
|
||||
// The winning behavior's executor writes this each tick before movement runs.
|
||||
// `active` is false when no behavior set a destination (the ship brakes); the
|
||||
// score-based selection (see architecture.md "Movement Arbitration") decides
|
||||
// which single executor writes here.
|
||||
struct MovementIntentComponent
|
||||
{
|
||||
int priority;
|
||||
bool active = false;
|
||||
QVector2D target;
|
||||
};
|
||||
|
||||
12
src/lib/ecs/component/RallyBehavior.h
Normal file
12
src/lib/ecs/component/RallyBehavior.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
// Player combat ships loiter at the rally point until the departure timer
|
||||
// removes this component (ShipSystem::triggerRallyDeparture).
|
||||
struct RallyBehavior
|
||||
{
|
||||
QVector2D rallyPoint;
|
||||
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
|
||||
float score = 0.0f;
|
||||
};
|
||||
@@ -1,8 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
struct RallyBehaviorComponent
|
||||
{
|
||||
QVector2D rallyPoint;
|
||||
};
|
||||
16
src/lib/ecs/component/RepairBehavior.h
Normal file
16
src/lib/ecs/component/RepairBehavior.h
Normal file
@@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
// Repair behavior for ships with repair modules. The evaluator picks the nearest
|
||||
// damaged friendly as currentTarget; the executor moves toward it and assigns
|
||||
// in-range repair tools. RepairSystem applies the actual healing.
|
||||
struct RepairBehavior
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
float maxRepairRange_tiles = 0.0f;
|
||||
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
|
||||
float score = 0.0f;
|
||||
};
|
||||
@@ -1,11 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
struct RepairBehaviorComponent
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
float maxRepairRange_tiles = 0.0f;
|
||||
};
|
||||
13
src/lib/ecs/component/RetreatBehavior.h
Normal file
13
src/lib/ecs/component/RetreatBehavior.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
// Player-only retreat behavior (replaces HomeReturnBehaviorComponent). Scored
|
||||
// high when HP is low, or when an enemy is in sensor range and the ship cannot
|
||||
// fight back. The executor moves the ship to retreatPoint (the rally point).
|
||||
struct RetreatBehavior
|
||||
{
|
||||
float retreatHpFraction = 0.0f;
|
||||
QVector2D retreatPoint;
|
||||
float score = 0.0f;
|
||||
};
|
||||
@@ -1,14 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BuildingId.h"
|
||||
|
||||
struct SalvageBehaviorComponent
|
||||
{
|
||||
std::optional<QVector2D> scrapTarget;
|
||||
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
|
||||
float maxCollectionRange_tiles = 0.0f;
|
||||
};
|
||||
15
src/lib/ecs/component/SalvageScrapBehavior.h
Normal file
15
src/lib/ecs/component/SalvageScrapBehavior.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
// Collect-scrap behavior (one half of the old SalvageBehaviorComponent). The
|
||||
// evaluator finds the nearest scrap and sets scrapTarget when cargo is not full.
|
||||
struct SalvageScrapBehavior
|
||||
{
|
||||
std::optional<QVector2D> scrapTarget;
|
||||
float maxCollectionRange_tiles = 0.0f;
|
||||
float orbitRadius_tiles = 0.0f; // REQ-SHP-ORBIT
|
||||
float score = 0.0f;
|
||||
};
|
||||
11
src/lib/ecs/component/SelectedBehaviorComponent.h
Normal file
11
src/lib/ecs/component/SelectedBehaviorComponent.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
|
||||
// Result of the AiSystem selection pass: the highest-scoring behavior for a
|
||||
// ship this tick. Each behavior's executor acts only when it is the winner.
|
||||
struct SelectedBehaviorComponent
|
||||
{
|
||||
BehaviorKind winner = BehaviorKind::None;
|
||||
float bestScore = 0.0f;
|
||||
};
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
struct ThreatResponseBehaviorComponent
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
@@ -1,587 +1,89 @@
|
||||
#include "AiSystem.h"
|
||||
|
||||
#include <optional>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include <limits>
|
||||
|
||||
#include <QVector2D>
|
||||
#include "GameConfig.h"
|
||||
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "BuildingType.h"
|
||||
#include "BuildingId.h"
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "HomeReturnBehaviorComponent.h"
|
||||
#include "HqProxyComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RallyBehaviorComponent.h"
|
||||
#include "RepairBehaviorComponent.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "SalvageBehaviorComponent.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shared helpers for repair targeting
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
struct RepairableInfo
|
||||
namespace
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
bool isEnemy;
|
||||
bool isShip;
|
||||
float hp;
|
||||
float maxHp;
|
||||
};
|
||||
|
||||
static std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
|
||||
{
|
||||
std::vector<RepairableInfo> repairables;
|
||||
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& f,
|
||||
const HealthComponent& h)
|
||||
// Records a behavior's score for its owning ship, keeping the highest seen.
|
||||
// Considered high-priority first, so strict '>' breaks ties toward priority.
|
||||
template <typename Behavior>
|
||||
void consider(EntityAdmin& admin, BehaviorKind kind)
|
||||
{
|
||||
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
|
||||
});
|
||||
|
||||
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
|
||||
const PositionComponent& pos, const FactionComponent& f,
|
||||
const HealthComponent& h)
|
||||
admin.forEach<Behavior, SelectedBehaviorComponent>(
|
||||
[kind](entt::entity /*e*/, const Behavior& behavior,
|
||||
SelectedBehaviorComponent& selected)
|
||||
{
|
||||
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
|
||||
if (behavior.score > selected.bestScore)
|
||||
{
|
||||
selected.bestScore = behavior.score;
|
||||
selected.winner = kind;
|
||||
}
|
||||
});
|
||||
|
||||
return repairables;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickHomeReturnBehavior (priority 4)
|
||||
// ---------------------------------------------------------------------------
|
||||
AiSystem::AiSystem(const GameConfig& config)
|
||||
: m_attackEvaluator(config.world.targeting)
|
||||
{
|
||||
}
|
||||
|
||||
void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
|
||||
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
const ScrapSystem& scraps)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<HomeReturnBehaviorComponent, HealthComponent, MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, const HomeReturnBehaviorComponent& homeReturnBehavior,
|
||||
const HealthComponent& h, MovementIntentComponent& intent)
|
||||
{
|
||||
if (h.hp / h.maxHp < homeReturnBehavior.retreatHpFraction)
|
||||
{
|
||||
if (4 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{4, homeReturnBehavior.homePos};
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Phase 1: evaluators score behaviors and set their target data.
|
||||
m_advanceEvaluator.evaluate(admin);
|
||||
m_rallyEvaluator.evaluate(admin);
|
||||
m_retreatEvaluator.evaluate(admin);
|
||||
m_attackEvaluator.evaluate(admin);
|
||||
m_repairEvaluator.evaluate(admin);
|
||||
m_salvageScrapEvaluator.evaluate(admin, scraps);
|
||||
m_deliverScrapEvaluator.evaluate(admin, buildings);
|
||||
|
||||
// Phase 2: pick the highest-scoring behavior per ship.
|
||||
selectWinningBehaviors(admin);
|
||||
|
||||
// Phase 3: executors run for the winning behavior.
|
||||
m_advanceExecutor.execute(admin);
|
||||
m_rallyExecutor.execute(admin);
|
||||
m_retreatExecutor.execute(admin);
|
||||
m_attackExecutor.execute(admin);
|
||||
m_repairExecutor.execute(admin);
|
||||
m_salvageScrapExecutor.execute(admin);
|
||||
m_deliverScrapExecutor.execute(admin, buildings);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickThreatResponseBehavior (priority 3)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
|
||||
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
// Snapshot all combatant entities for target acquisition.
|
||||
struct CombatantInfo
|
||||
admin.forEach<SelectedBehaviorComponent>(
|
||||
[](entt::entity /*e*/, SelectedBehaviorComponent& selected)
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
bool isEnemy;
|
||||
bool isStation;
|
||||
};
|
||||
std::vector<CombatantInfo> combatants;
|
||||
|
||||
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
|
||||
[&combatants](entt::entity e, const PositionComponent& pos,
|
||||
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
|
||||
{
|
||||
combatants.push_back({e, pos.value, f.isEnemy, false});
|
||||
selected.winner = BehaviorKind::None;
|
||||
selected.bestScore = std::numeric_limits<float>::lowest();
|
||||
});
|
||||
|
||||
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
|
||||
[&combatants](entt::entity e, const PositionComponent& pos,
|
||||
const FactionComponent& f, const StationBodyComponent& /*sb*/)
|
||||
{
|
||||
combatants.push_back({e, pos.value, f.isEnemy, true});
|
||||
});
|
||||
|
||||
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
|
||||
[&combatants](entt::entity e, const PositionComponent& pos,
|
||||
const FactionComponent& f, const HqProxyComponent& /*hq*/)
|
||||
{
|
||||
combatants.push_back({e, pos.value, f.isEnemy, true});
|
||||
});
|
||||
|
||||
admin.forEach<ThreatResponseBehaviorComponent, PositionComponent, FactionComponent,
|
||||
SensorRangeComponent, MovementIntentComponent>(
|
||||
[&](entt::entity e, ThreatResponseBehaviorComponent& threatResponseBehavior,
|
||||
PositionComponent& pos, FactionComponent& faction,
|
||||
SensorRangeComponent& sensor, MovementIntentComponent& intent)
|
||||
{
|
||||
const float range = sensor.value_tiles;
|
||||
|
||||
// Validate current target.
|
||||
bool targetValid = false;
|
||||
if (threatResponseBehavior.currentTarget)
|
||||
{
|
||||
const entt::entity t = *threatResponseBehavior.currentTarget;
|
||||
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
|
||||
{
|
||||
const float dist =
|
||||
(admin.get<PositionComponent>(t).value - pos.value).length();
|
||||
if (dist <= range)
|
||||
{
|
||||
targetValid = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetValid)
|
||||
{
|
||||
threatResponseBehavior.currentTarget = std::nullopt;
|
||||
float bestDist = range;
|
||||
|
||||
for (const CombatantInfo& c : combatants)
|
||||
{
|
||||
if (c.entity == e) { continue; }
|
||||
|
||||
bool isValidTarget = false;
|
||||
if (!faction.isEnemy)
|
||||
{
|
||||
isValidTarget = c.isEnemy;
|
||||
}
|
||||
else
|
||||
{
|
||||
isValidTarget = !c.isEnemy;
|
||||
}
|
||||
if (!isValidTarget) { continue; }
|
||||
|
||||
const float dist = (c.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
threatResponseBehavior.currentTarget = c.entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (threatResponseBehavior.currentTarget)
|
||||
{
|
||||
const entt::entity t = *threatResponseBehavior.currentTarget;
|
||||
QVector2D dest = pos.value;
|
||||
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
|
||||
{
|
||||
dest = admin.get<PositionComponent>(t).value;
|
||||
}
|
||||
if (3 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{3, dest};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (3 > intent.priority)
|
||||
{
|
||||
if (admin.hasAll<RallyBehaviorComponent>(e))
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
3, admin.get<RallyBehaviorComponent>(e).rallyPoint};
|
||||
}
|
||||
else if (!faction.isEnemy)
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
3, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
|
||||
}
|
||||
else
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
3, QVector2D(-10000.0f, pos.value.y())};
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickRepairBehavior (priority 2)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
|
||||
{
|
||||
TRACE();
|
||||
std::vector<RepairableInfo> repairables = buildRepairables(admin);
|
||||
|
||||
// Snapshot enemy ships for threat detection.
|
||||
struct EnemyInfo
|
||||
{
|
||||
QVector2D position;
|
||||
};
|
||||
std::vector<EnemyInfo> enemies;
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
|
||||
[&enemies](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& f)
|
||||
{
|
||||
if (f.isEnemy)
|
||||
{
|
||||
enemies.push_back({pos.value});
|
||||
}
|
||||
});
|
||||
|
||||
admin.forEach<RepairBehaviorComponent, PositionComponent,
|
||||
FactionComponent, SensorRangeComponent, MovementIntentComponent>(
|
||||
[&](entt::entity e, RepairBehaviorComponent& rb,
|
||||
PositionComponent& pos, FactionComponent& /*faction*/,
|
||||
SensorRangeComponent& sensor, MovementIntentComponent& intent)
|
||||
{
|
||||
// Flee if enemy nearby.
|
||||
bool enemyNearby = false;
|
||||
for (const EnemyInfo& enemy : enemies)
|
||||
{
|
||||
if ((enemy.position - pos.value).length() <= sensor.value_tiles)
|
||||
{
|
||||
enemyNearby = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (enemyNearby)
|
||||
{
|
||||
if (2 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
2, QVector2D(-10000.0f, pos.value.y())};
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate current target.
|
||||
bool targetValid = false;
|
||||
if (rb.currentTarget)
|
||||
{
|
||||
const entt::entity t = *rb.currentTarget;
|
||||
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
|
||||
{
|
||||
const HealthComponent& th = admin.get<HealthComponent>(t);
|
||||
if (th.hp > 0.0f && th.hp < th.maxHp)
|
||||
{
|
||||
targetValid = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetValid)
|
||||
{
|
||||
rb.currentTarget = std::nullopt;
|
||||
float bestDist = sensor.value_tiles;
|
||||
|
||||
for (const RepairableInfo& r : repairables)
|
||||
{
|
||||
if (r.entity == e) { continue; }
|
||||
if (r.isEnemy) { continue; }
|
||||
if (r.hp >= r.maxHp) { continue; }
|
||||
const float dist = (r.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
rb.currentTarget = r.entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!rb.currentTarget)
|
||||
{
|
||||
if (2 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
2, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const entt::entity target = *rb.currentTarget;
|
||||
QVector2D targetPos = pos.value;
|
||||
if (admin.isValid(target) && admin.hasAll<PositionComponent>(target))
|
||||
{
|
||||
targetPos = admin.get<PositionComponent>(target).value;
|
||||
}
|
||||
|
||||
if (2 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{2, targetPos};
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickRepairTools
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickRepairTools(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
|
||||
|
||||
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*e*/, RepairToolComponent& rt, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
if (!admin.hasAll<RepairBehaviorComponent>(owner.owner)) { return; }
|
||||
|
||||
const RepairBehaviorComponent& rb =
|
||||
admin.get<RepairBehaviorComponent>(owner.owner);
|
||||
const PositionComponent& ownerPos =
|
||||
admin.get<PositionComponent>(owner.owner);
|
||||
|
||||
// Try the ship's preferred nav target first.
|
||||
if (rb.currentTarget)
|
||||
{
|
||||
const entt::entity preferred = *rb.currentTarget;
|
||||
if (admin.isValid(preferred) && admin.hasAll<HealthComponent>(preferred)
|
||||
&& admin.hasAll<PositionComponent>(preferred))
|
||||
{
|
||||
HealthComponent& th = admin.get<HealthComponent>(preferred);
|
||||
const float dist =
|
||||
(admin.get<PositionComponent>(preferred).value
|
||||
- ownerPos.value).length();
|
||||
if (th.hp > 0.0f && th.hp < th.maxHp && dist <= rt.range_tiles)
|
||||
{
|
||||
rt.currentTarget = rb.currentTarget;
|
||||
th.hp = std::min(th.hp + rt.ratePerTick, th.maxHp);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Preferred target unavailable; scan for nearest damaged friendly in range.
|
||||
rt.currentTarget = std::nullopt;
|
||||
float bestDist = rt.range_tiles;
|
||||
for (const RepairableInfo& r : repairables)
|
||||
{
|
||||
if (r.isEnemy) { continue; }
|
||||
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
|
||||
const float dist = (r.position - ownerPos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
rt.currentTarget = r.entity;
|
||||
}
|
||||
}
|
||||
|
||||
if (!rt.currentTarget) { return; }
|
||||
|
||||
HealthComponent& targetHealth =
|
||||
admin.get<HealthComponent>(*rt.currentTarget);
|
||||
targetHealth.hp = std::min(targetHealth.hp + rt.ratePerTick, targetHealth.maxHp);
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickSalvageBehavior (priority 1)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
|
||||
BuildingSystem& buildings)
|
||||
{
|
||||
TRACE();
|
||||
// Snapshot enemy ships for threat detection.
|
||||
struct EnemyShipPos
|
||||
{
|
||||
QVector2D position;
|
||||
};
|
||||
std::vector<EnemyShipPos> enemyShips;
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
|
||||
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& f)
|
||||
{
|
||||
if (f.isEnemy)
|
||||
{
|
||||
enemyShips.push_back({pos.value});
|
||||
}
|
||||
});
|
||||
|
||||
// Aggregate cargo across all salvage-module children per owning ship.
|
||||
struct AggregatedCargo
|
||||
{
|
||||
int totalCurrent = 0;
|
||||
int totalCapacity = 0;
|
||||
};
|
||||
std::unordered_map<entt::entity, AggregatedCargo> cargoByShip;
|
||||
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, const SalvageCargoComponent& c, const ModuleOwnerComponent& o)
|
||||
{
|
||||
AggregatedCargo& agg = cargoByShip[o.owner];
|
||||
agg.totalCurrent += c.current;
|
||||
agg.totalCapacity += c.capacity;
|
||||
});
|
||||
|
||||
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
|
||||
|
||||
// Tick down per-module collection cooldowns.
|
||||
admin.forEach<SalvageCargoComponent>(
|
||||
[](entt::entity /*e*/, SalvageCargoComponent& c)
|
||||
{
|
||||
if (c.cooldownTicksRemaining > 0) { --c.cooldownTicksRemaining; }
|
||||
});
|
||||
|
||||
admin.forEach<SalvageBehaviorComponent, PositionComponent,
|
||||
SensorRangeComponent, MovementIntentComponent>(
|
||||
[&](entt::entity e, SalvageBehaviorComponent& salvageBehavior,
|
||||
PositionComponent& pos,
|
||||
SensorRangeComponent& sensor, MovementIntentComponent& intent)
|
||||
{
|
||||
const float collectRange = salvageBehavior.maxCollectionRange_tiles;
|
||||
const AggregatedCargo& cargoState = cargoByShip[e];
|
||||
|
||||
// Assign nearest SalvageBay if needed.
|
||||
if (salvageBehavior.deliveryBay == kInvalidBuildingId)
|
||||
{
|
||||
const Building* bay = buildings.findNearestBuilding(pos.value,
|
||||
BuildingType::SalvageBay);
|
||||
if (bay)
|
||||
{
|
||||
salvageBehavior.deliveryBay = bay->id;
|
||||
}
|
||||
}
|
||||
|
||||
const BuildingId bayId = salvageBehavior.deliveryBay;
|
||||
|
||||
QVector2D bayPos = pos.value;
|
||||
if (bayId != kInvalidBuildingId)
|
||||
{
|
||||
const Building* bay = buildings.findBuilding(bayId);
|
||||
if (bay)
|
||||
{
|
||||
bayPos = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
bay->anchor.y() + bay->footprint.height() / 2.0f);
|
||||
}
|
||||
}
|
||||
|
||||
const bool cargoFull = (cargoState.totalCurrent >= cargoState.totalCapacity
|
||||
&& cargoState.totalCapacity > 0);
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{1, bayPos};
|
||||
}
|
||||
if (bayId != kInvalidBuildingId
|
||||
&& (pos.value - bayPos).length() <= 1.0f)
|
||||
{
|
||||
// Decrement first non-empty salvage child.
|
||||
bool delivered = false;
|
||||
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
|
||||
const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (delivered || o.owner != e || c.current <= 0) { return; }
|
||||
if (buildings.deliverScrapToSalvageBay(bayId))
|
||||
{
|
||||
--c.current;
|
||||
delivered = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Retreat if enemy near and cargo empty.
|
||||
bool retreating = false;
|
||||
if (cargoState.totalCurrent == 0)
|
||||
{
|
||||
for (const EnemyShipPos& enemy : enemyShips)
|
||||
{
|
||||
if ((enemy.position - pos.value).length() <= collectRange)
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
1, QVector2D(-10000.0f, pos.value.y())};
|
||||
}
|
||||
retreating = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (retreating) { return; }
|
||||
|
||||
// Per-module independent collection: each ready module collects one scrap.
|
||||
bool anythingCollected = false;
|
||||
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, SalvageCargoComponent& c,
|
||||
const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (o.owner != e || c.current >= c.capacity
|
||||
|| c.cooldownTicksRemaining > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
if ((si.position - pos.value).length() > c.collectionRange_tiles) { continue; }
|
||||
if (scraps.consume(si.entity))
|
||||
{
|
||||
++c.current;
|
||||
c.cooldownTicksRemaining = c.collectionIntervalTicks;
|
||||
anythingCollected = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
if (anythingCollected)
|
||||
{
|
||||
salvageBehavior.scrapTarget = std::nullopt;
|
||||
}
|
||||
|
||||
// Move toward scrap target or find a new one.
|
||||
if (salvageBehavior.scrapTarget)
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{1, *salvageBehavior.scrapTarget};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float bestDist = sensor.value_tiles;
|
||||
std::optional<QVector2D> bestPos;
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
const float dist = (si.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
bestPos = si.position;
|
||||
}
|
||||
}
|
||||
if (bestPos)
|
||||
{
|
||||
salvageBehavior.scrapTarget = bestPos;
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{1, *bestPos};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (1 > intent.priority)
|
||||
{
|
||||
intent = MovementIntentComponent{
|
||||
1, QVector2D(pos.value.x() + 1000.0f, pos.value.y())};
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
// Highest priority first so ties resolve toward the more urgent behavior.
|
||||
consider<RetreatBehavior>(admin, BehaviorKind::Retreat);
|
||||
consider<AttackBehavior>(admin, BehaviorKind::Attack);
|
||||
consider<RepairBehavior>(admin, BehaviorKind::Repair);
|
||||
consider<SalvageScrapBehavior>(admin, BehaviorKind::SalvageScrap);
|
||||
consider<DeliverScrapBehavior>(admin, BehaviorKind::DeliverScrap);
|
||||
consider<RallyBehavior>(admin, BehaviorKind::Rally);
|
||||
consider<AdvanceBehavior>(admin, BehaviorKind::Advance);
|
||||
}
|
||||
|
||||
@@ -1,15 +1,55 @@
|
||||
#pragma once
|
||||
|
||||
#include "AdvanceEvaluator.h"
|
||||
#include "AdvanceExecutor.h"
|
||||
#include "AttackEvaluator.h"
|
||||
#include "AttackExecutor.h"
|
||||
#include "DeliverScrapEvaluator.h"
|
||||
#include "DeliverScrapExecutor.h"
|
||||
#include "RallyEvaluator.h"
|
||||
#include "RallyExecutor.h"
|
||||
#include "RepairEvaluator.h"
|
||||
#include "RepairExecutor.h"
|
||||
#include "RetreatEvaluator.h"
|
||||
#include "RetreatExecutor.h"
|
||||
#include "SalvageScrapEvaluator.h"
|
||||
#include "SalvageScrapExecutor.h"
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
struct GameConfig;
|
||||
|
||||
// Orchestrates ship-behavior decision-making in three batched phases:
|
||||
// 1. evaluators score each behavior and set its target data,
|
||||
// 2. selectWinningBehaviors picks the highest-scoring behavior per ship,
|
||||
// 3. executors run for the winning behavior, setting movement intent and
|
||||
// preferred module targets.
|
||||
// All world mutation (collection, healing, damage) is left to the module
|
||||
// systems (SalvagerSystem, RepairSystem, CombatSystem).
|
||||
class AiSystem
|
||||
{
|
||||
public:
|
||||
void tickHomeReturnBehavior(EntityAdmin& admin);
|
||||
void tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
void tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings);
|
||||
void tickRepairTools(EntityAdmin& admin);
|
||||
void tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps, BuildingSystem& buildings);
|
||||
explicit AiSystem(const GameConfig& config);
|
||||
|
||||
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const ScrapSystem& scraps);
|
||||
|
||||
private:
|
||||
void selectWinningBehaviors(EntityAdmin& admin);
|
||||
|
||||
AdvanceEvaluator m_advanceEvaluator;
|
||||
RallyEvaluator m_rallyEvaluator;
|
||||
RetreatEvaluator m_retreatEvaluator;
|
||||
AttackEvaluator m_attackEvaluator;
|
||||
RepairEvaluator m_repairEvaluator;
|
||||
SalvageScrapEvaluator m_salvageScrapEvaluator;
|
||||
DeliverScrapEvaluator m_deliverScrapEvaluator;
|
||||
|
||||
AdvanceExecutor m_advanceExecutor;
|
||||
RallyExecutor m_rallyExecutor;
|
||||
RetreatExecutor m_retreatExecutor;
|
||||
AttackExecutor m_attackExecutor;
|
||||
RepairExecutor m_repairExecutor;
|
||||
SalvageScrapExecutor m_salvageScrapExecutor;
|
||||
DeliverScrapExecutor m_deliverScrapExecutor;
|
||||
};
|
||||
|
||||
@@ -1,9 +1,26 @@
|
||||
SET(HDRS
|
||||
${HDRS}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapEvaluator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapExecutor.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.h
|
||||
PARENT_SCOPE
|
||||
@@ -11,10 +28,27 @@ SET(HDRS
|
||||
|
||||
SET(SRCS
|
||||
${SRCS}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AdvanceExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/AttackExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/BehaviorTargeting.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/DeliverScrapExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RallyExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RepairExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/RetreatExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapEvaluator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai/SalvageScrapExecutor.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/AiSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/CombatSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DynamicBodySystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/MovementIntentSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvagerSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ScrapSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipSystem.cpp
|
||||
PARENT_SCOPE
|
||||
@@ -23,5 +57,6 @@ SET(SRCS
|
||||
set(LIB_INCLUDE_PATH
|
||||
${LIB_INCLUDE_PATH}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
#include "PositionComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
@@ -25,14 +24,11 @@ void CombatSystem::tick(Tick currentTick,
|
||||
{
|
||||
TRACE();
|
||||
// All weapons (ships and stations) are child entities linked via ModuleOwnerComponent.
|
||||
// AttackExecutor has already set each weapon's preferred (in-range) target; here we
|
||||
// validate it, fall back to nearest-target acquisition, and fire.
|
||||
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*e*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
if (admin.hasAll<ThreatResponseBehaviorComponent>(owner.owner))
|
||||
{
|
||||
weapon.currentTarget =
|
||||
admin.get<ThreatResponseBehaviorComponent>(owner.owner).currentTarget;
|
||||
}
|
||||
const PositionComponent& pos = admin.get<PositionComponent>(owner.owner);
|
||||
const FactionComponent& faction = admin.get<FactionComponent>(owner.owner);
|
||||
resolveWeapon(owner.owner, weapon, pos, faction, currentTick, admin, outWeaponFiredEvents);
|
||||
|
||||
@@ -29,7 +29,7 @@ void MovementIntentSystem::tick(EntityAdmin& admin)
|
||||
[](entt::entity /*e*/, const PositionComponent& pos, const FacingComponent& facing,
|
||||
DynamicBodyComponent& body, const MovementIntentComponent& intent)
|
||||
{
|
||||
if (intent.priority == 0)
|
||||
if (!intent.active)
|
||||
{
|
||||
// No movement intent: brake using available thrust.
|
||||
const float linearBraking = std::min(body.velocity_tpt.length(),
|
||||
|
||||
70
src/lib/ecs/system/RepairSystem.cpp
Normal file
70
src/lib/ecs/system/RepairSystem.cpp
Normal file
@@ -0,0 +1,70 @@
|
||||
#include "RepairSystem.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BehaviorTargeting.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
RepairSystem::RepairSystem(EntityAdmin& admin)
|
||||
: m_admin(admin)
|
||||
{
|
||||
}
|
||||
|
||||
void RepairSystem::tick()
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<RepairableInfo> repairables = buildRepairables(m_admin);
|
||||
|
||||
m_admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
if (!m_admin.hasAll<PositionComponent>(owner.owner)) { return; }
|
||||
const QVector2D ownerPos = m_admin.get<PositionComponent>(owner.owner).value;
|
||||
|
||||
// Honour the executor-set target if it is still valid and in range.
|
||||
if (tool.currentTarget)
|
||||
{
|
||||
const entt::entity t = *tool.currentTarget;
|
||||
if (m_admin.isValid(t) && m_admin.hasAll<HealthComponent, PositionComponent>(t))
|
||||
{
|
||||
HealthComponent& th = m_admin.get<HealthComponent>(t);
|
||||
const float dist =
|
||||
(m_admin.get<PositionComponent>(t).value - ownerPos).length();
|
||||
if (th.hp > 0.0f && th.hp < th.maxHp && dist <= tool.range_tiles)
|
||||
{
|
||||
th.hp = std::min(th.hp + tool.ratePerTick, th.maxHp);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: heal the nearest damaged friendly within tool range.
|
||||
tool.currentTarget = std::nullopt;
|
||||
float bestDist = tool.range_tiles;
|
||||
for (const RepairableInfo& r : repairables)
|
||||
{
|
||||
if (r.isEnemy) { continue; }
|
||||
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
|
||||
const float dist = (r.position - ownerPos).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
tool.currentTarget = r.entity;
|
||||
}
|
||||
}
|
||||
|
||||
if (!tool.currentTarget) { return; }
|
||||
|
||||
HealthComponent& targetHealth = m_admin.get<HealthComponent>(*tool.currentTarget);
|
||||
targetHealth.hp = std::min(targetHealth.hp + tool.ratePerTick, targetHealth.maxHp);
|
||||
});
|
||||
}
|
||||
17
src/lib/ecs/system/RepairSystem.h
Normal file
17
src/lib/ecs/system/RepairSystem.h
Normal file
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// World-mutation system for repair modules: validates each tool's target (set by
|
||||
// RepairExecutor), falls back to the nearest damaged friendly in range, and
|
||||
// applies healing. Runs every tick, independent of behavior selection.
|
||||
class RepairSystem
|
||||
{
|
||||
public:
|
||||
explicit RepairSystem(EntityAdmin& admin);
|
||||
|
||||
void tick();
|
||||
|
||||
private:
|
||||
EntityAdmin& m_admin;
|
||||
};
|
||||
79
src/lib/ecs/system/SalvagerSystem.cpp
Normal file
79
src/lib/ecs/system/SalvagerSystem.cpp
Normal file
@@ -0,0 +1,79 @@
|
||||
#include "SalvagerSystem.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "tracing.h"
|
||||
|
||||
SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
|
||||
: m_admin(admin)
|
||||
{
|
||||
}
|
||||
|
||||
void SalvagerSystem::tick(ScrapSystem& scraps, BuildingSystem& buildings)
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
|
||||
|
||||
// Tick down per-module collection cooldowns.
|
||||
m_admin.forEach<SalvageCargoComponent>(
|
||||
[](entt::entity /*e*/, SalvageCargoComponent& c)
|
||||
{
|
||||
if (c.cooldownTicksRemaining > 0) { --c.cooldownTicksRemaining; }
|
||||
});
|
||||
|
||||
// Collection: each ready, in-range module collects one scrap.
|
||||
m_admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, SalvageCargoComponent& c, const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (c.current >= c.capacity || c.cooldownTicksRemaining > 0) { return; }
|
||||
if (!m_admin.hasAll<PositionComponent>(o.owner)) { return; }
|
||||
|
||||
const QVector2D ownerPos = m_admin.get<PositionComponent>(o.owner).value;
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
if ((si.position - ownerPos).length() > c.collectionRange_tiles) { continue; }
|
||||
if (scraps.consume(si.entity))
|
||||
{
|
||||
++c.current;
|
||||
c.cooldownTicksRemaining = c.collectionIntervalTicks;
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Delivery: a ship at its assigned bay hands over one unit of cargo per tick.
|
||||
m_admin.forEach<DeliverScrapBehavior, PositionComponent>(
|
||||
[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
|
||||
{
|
||||
if (deliver.deliveryBay == kInvalidBuildingId) { return; }
|
||||
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
|
||||
if (!bay) { return; }
|
||||
|
||||
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
bay->anchor.y() + bay->footprint.height() / 2.0f);
|
||||
if ((pos.value - bayCenter).length() > 1.0f) { return; }
|
||||
|
||||
// Decrement the first non-empty salvage child belonging to this ship.
|
||||
bool delivered = false;
|
||||
m_admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*ce*/, SalvageCargoComponent& c, const ModuleOwnerComponent& o)
|
||||
{
|
||||
if (delivered || o.owner != ship || c.current <= 0) { return; }
|
||||
if (buildings.deliverScrapToSalvageBay(deliver.deliveryBay))
|
||||
{
|
||||
--c.current;
|
||||
delivered = true;
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
19
src/lib/ecs/system/SalvagerSystem.h
Normal file
19
src/lib/ecs/system/SalvagerSystem.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
|
||||
// World-mutation system for salvage modules: collects scrap into cargo and
|
||||
// delivers full cargo at a SalvageBay. Runs every tick, independent of which
|
||||
// behavior the AiSystem selected.
|
||||
class SalvagerSystem
|
||||
{
|
||||
public:
|
||||
explicit SalvagerSystem(EntityAdmin& admin);
|
||||
|
||||
void tick(ScrapSystem& scraps, BuildingSystem& buildings);
|
||||
|
||||
private:
|
||||
EntityAdmin& m_admin;
|
||||
};
|
||||
@@ -6,6 +6,10 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorScores.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
@@ -13,14 +17,15 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "RallyBehaviorComponent.h"
|
||||
#include "RepairBehaviorComponent.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "SalvageBehaviorComponent.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "Tick.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
@@ -321,15 +326,42 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
|
||||
// --- Pass 3: attach behavior components based on capability presence -----
|
||||
|
||||
// Baseline: every ship can always fall back to advancing, and needs a slot
|
||||
// for the per-tick behavior selection result.
|
||||
m_admin.addComponent<AdvanceBehavior>(entity, AdvanceBehavior{});
|
||||
m_admin.addComponent<SelectedBehaviorComponent>(entity, SelectedBehaviorComponent{});
|
||||
|
||||
// Player ships retreat to the rally point when threatened or badly damaged
|
||||
// (disabled by the balancing tool to keep arena fights symmetric).
|
||||
if (!isEnemy && m_retreatEnabled)
|
||||
{
|
||||
RetreatBehavior retreat;
|
||||
retreat.retreatHpFraction = BehaviorScores::kLowHpFraction;
|
||||
retreat.retreatPoint = m_rallyPoint;
|
||||
m_admin.addComponent<RetreatBehavior>(entity, retreat);
|
||||
}
|
||||
|
||||
if (!weaponChildren.empty())
|
||||
{
|
||||
m_admin.addComponent<ThreatResponseBehaviorComponent>(
|
||||
entity, ThreatResponseBehaviorComponent{});
|
||||
float maxWeaponRange = 0.0f;
|
||||
for (entt::entity child : weaponChildren)
|
||||
{
|
||||
const float r = m_admin.get<WeaponComponent>(child).range_tiles;
|
||||
if (r > maxWeaponRange) { maxWeaponRange = r; }
|
||||
}
|
||||
|
||||
AttackBehavior attack;
|
||||
attack.orbitRadius_tiles =
|
||||
maxWeaponRange * static_cast<float>(m_config.world.orbitFactor);
|
||||
m_admin.addComponent<AttackBehavior>(entity, attack);
|
||||
|
||||
if (!isEnemy)
|
||||
{
|
||||
m_admin.addComponent<RallyBehaviorComponent>(
|
||||
entity, RallyBehaviorComponent{m_rallyPoint});
|
||||
RallyBehavior rally;
|
||||
rally.rallyPoint = m_rallyPoint;
|
||||
rally.orbitRadius_tiles =
|
||||
static_cast<float>(m_config.world.rallyOrbitRadius_tiles);
|
||||
m_admin.addComponent<RallyBehavior>(entity, rally);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -342,11 +374,16 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
if (r > maxCollRange) { maxCollRange = r; }
|
||||
}
|
||||
|
||||
SalvageBehaviorComponent sb;
|
||||
sb.scrapTarget = std::nullopt;
|
||||
sb.deliveryBay = kInvalidBuildingId;
|
||||
sb.maxCollectionRange_tiles = maxCollRange;
|
||||
m_admin.addComponent<SalvageBehaviorComponent>(entity, sb);
|
||||
SalvageScrapBehavior salvage;
|
||||
salvage.scrapTarget = std::nullopt;
|
||||
salvage.maxCollectionRange_tiles = maxCollRange;
|
||||
salvage.orbitRadius_tiles =
|
||||
maxCollRange * static_cast<float>(m_config.world.orbitFactor);
|
||||
m_admin.addComponent<SalvageScrapBehavior>(entity, salvage);
|
||||
|
||||
DeliverScrapBehavior deliver;
|
||||
deliver.deliveryBay = kInvalidBuildingId;
|
||||
m_admin.addComponent<DeliverScrapBehavior>(entity, deliver);
|
||||
}
|
||||
|
||||
if (!repairChildren.empty())
|
||||
@@ -358,10 +395,12 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
if (r > maxRepairRange) { maxRepairRange = r; }
|
||||
}
|
||||
|
||||
RepairBehaviorComponent rb;
|
||||
rb.currentTarget = std::nullopt;
|
||||
rb.maxRepairRange_tiles = maxRepairRange;
|
||||
m_admin.addComponent<RepairBehaviorComponent>(entity, rb);
|
||||
RepairBehavior repair;
|
||||
repair.currentTarget = std::nullopt;
|
||||
repair.maxRepairRange_tiles = maxRepairRange;
|
||||
repair.orbitRadius_tiles =
|
||||
maxRepairRange * static_cast<float>(m_config.world.orbitFactor);
|
||||
m_admin.addComponent<RepairBehavior>(entity, repair);
|
||||
}
|
||||
|
||||
return entity;
|
||||
@@ -385,7 +424,7 @@ void ShipSystem::clearMovementIntents()
|
||||
m_admin.forEach<MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, MovementIntentComponent& i)
|
||||
{
|
||||
i = MovementIntentComponent{0, QVector2D(0.0f, 0.0f)};
|
||||
i = MovementIntentComponent{false, QVector2D(0.0f, 0.0f)};
|
||||
});
|
||||
}
|
||||
|
||||
@@ -394,12 +433,17 @@ void ShipSystem::setRallyPoint(QVector2D point)
|
||||
m_rallyPoint = point;
|
||||
}
|
||||
|
||||
void ShipSystem::setRetreatEnabled(bool enabled)
|
||||
{
|
||||
m_retreatEnabled = enabled;
|
||||
}
|
||||
|
||||
void ShipSystem::triggerRallyDeparture()
|
||||
{
|
||||
TRACE();
|
||||
std::vector<entt::entity> toRemove;
|
||||
m_admin.forEach<RallyBehaviorComponent, FactionComponent>(
|
||||
[&toRemove](entt::entity e, const RallyBehaviorComponent& /*rb*/,
|
||||
m_admin.forEach<RallyBehavior, FactionComponent>(
|
||||
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/,
|
||||
const FactionComponent& f)
|
||||
{
|
||||
if (!f.isEnemy)
|
||||
@@ -409,6 +453,6 @@ void ShipSystem::triggerRallyDeparture()
|
||||
});
|
||||
for (entt::entity e : toRemove)
|
||||
{
|
||||
m_admin.removeComponent<RallyBehaviorComponent>(e);
|
||||
m_admin.removeComponent<RallyBehavior>(e);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
16
src/lib/ecs/system/ai/AdvanceEvaluator.cpp
Normal file
16
src/lib/ecs/system/ai/AdvanceEvaluator.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include "AdvanceEvaluator.h"
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "BehaviorScores.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void AdvanceEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<AdvanceBehavior>(
|
||||
[](entt::entity /*e*/, AdvanceBehavior& advance)
|
||||
{
|
||||
advance.score = BehaviorScores::kAdvance;
|
||||
});
|
||||
}
|
||||
11
src/lib/ecs/system/ai/AdvanceEvaluator.h
Normal file
11
src/lib/ecs/system/ai/AdvanceEvaluator.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Baseline fallback: gives every ship a constant low score so there is always a
|
||||
// winning behavior. The actual movement direction is decided by AdvanceExecutor.
|
||||
class AdvanceEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin);
|
||||
};
|
||||
112
src/lib/ecs/system/ai/AdvanceExecutor.cpp
Normal file
112
src/lib/ecs/system/ai/AdvanceExecutor.cpp
Normal file
@@ -0,0 +1,112 @@
|
||||
#include "AdvanceExecutor.h"
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "HqProxyComponent.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// Accumulates positions to produce their centroid (the center between them).
|
||||
struct Centroid
|
||||
{
|
||||
QVector2D sum;
|
||||
int count = 0;
|
||||
|
||||
void add(const QVector2D& point)
|
||||
{
|
||||
sum += point;
|
||||
count += 1;
|
||||
}
|
||||
|
||||
std::optional<QVector2D> value() const
|
||||
{
|
||||
if (count == 0) { return std::nullopt; }
|
||||
return sum / static_cast<float>(count);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void AdvanceExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
// Centroid of each faction's alive defence stations. In the arena the HQ is
|
||||
// spawned as a station, so it is part of this centroid; in the main game the
|
||||
// enemy side has only its defence stations.
|
||||
Centroid enemyStations;
|
||||
Centroid playerStations;
|
||||
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&enemyStations, &playerStations](entt::entity /*e*/,
|
||||
const StationBodyComponent& /*sb*/, const PositionComponent& pos,
|
||||
const FactionComponent& faction, const HealthComponent& health)
|
||||
{
|
||||
if (health.hp <= 0.0f) { return; }
|
||||
Centroid& centroid = faction.isEnemy ? enemyStations : playerStations;
|
||||
centroid.add(pos.value);
|
||||
});
|
||||
|
||||
// Fallback target per faction: the HQ proxy (main game only), used when a side
|
||||
// has lost all of its defence stations.
|
||||
Centroid enemyHq;
|
||||
Centroid playerHq;
|
||||
admin.forEach<HqProxyComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&enemyHq, &playerHq](entt::entity /*e*/, const HqProxyComponent& /*hq*/,
|
||||
const PositionComponent& pos, const FactionComponent& faction,
|
||||
const HealthComponent& health)
|
||||
{
|
||||
if (health.hp <= 0.0f) { return; }
|
||||
Centroid& centroid = faction.isEnemy ? enemyHq : playerHq;
|
||||
centroid.add(pos.value);
|
||||
});
|
||||
|
||||
const std::optional<QVector2D> enemyStationCenter = enemyStations.value();
|
||||
const std::optional<QVector2D> playerStationCenter = playerStations.value();
|
||||
const std::optional<QVector2D> enemyHqCenter = enemyHq.value();
|
||||
const std::optional<QVector2D> playerHqCenter = playerHq.value();
|
||||
|
||||
admin.forEach<AdvanceBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
FactionComponent, MovementIntentComponent>(
|
||||
[&](entt::entity /*e*/, const AdvanceBehavior& /*advance*/,
|
||||
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
|
||||
const FactionComponent& faction, MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::Advance) { return; }
|
||||
|
||||
// Aim at the center between the opposing side's defence stations; fall
|
||||
// back to the opposing HQ, then to an off-world point in the advance
|
||||
// direction so the ship keeps moving when no target structure exists.
|
||||
const std::optional<QVector2D>& stationCenter =
|
||||
faction.isEnemy ? playerStationCenter : enemyStationCenter;
|
||||
const std::optional<QVector2D>& hqCenter =
|
||||
faction.isEnemy ? playerHqCenter : enemyHqCenter;
|
||||
|
||||
QVector2D target;
|
||||
if (stationCenter)
|
||||
{
|
||||
target = *stationCenter;
|
||||
}
|
||||
else if (hqCenter)
|
||||
{
|
||||
target = *hqCenter;
|
||||
}
|
||||
else
|
||||
{
|
||||
target = faction.isEnemy
|
||||
? QVector2D(-10000.0f, pos.value.y())
|
||||
: QVector2D(pos.value.x() + 1000.0f, pos.value.y());
|
||||
}
|
||||
intent = MovementIntentComponent{true, target};
|
||||
});
|
||||
}
|
||||
11
src/lib/ecs/system/ai/AdvanceExecutor.h
Normal file
11
src/lib/ecs/system/ai/AdvanceExecutor.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship toward the opposing side when Advance is the winning behavior:
|
||||
// player ships advance toward +x (the enemy), enemy ships toward -x (the base).
|
||||
class AdvanceExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
147
src/lib/ecs/system/ai/AttackEvaluator.cpp
Normal file
147
src/lib/ecs/system/ai/AttackEvaluator.cpp
Normal file
@@ -0,0 +1,147 @@
|
||||
#include "AttackEvaluator.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorScores.h"
|
||||
#include "BehaviorTargeting.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "tracing.h"
|
||||
#include "WeaponComponent.h"
|
||||
#include "WorldConfig.h"
|
||||
|
||||
AttackEvaluator::AttackEvaluator(const WorldTargeting& targeting)
|
||||
: m_targeting(&targeting)
|
||||
{
|
||||
}
|
||||
|
||||
void AttackEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<CombatantInfo> combatants = buildCombatants(admin);
|
||||
|
||||
// Pass A: the maximum weapon range per ship, used to normalise target
|
||||
// distance. Ships without a weapon fall back to their sensor range below.
|
||||
std::unordered_map<entt::entity, float> maxWeaponRange_tiles;
|
||||
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
|
||||
[&maxWeaponRange_tiles](entt::entity /*we*/, const WeaponComponent& weapon,
|
||||
const ModuleOwnerComponent& owner)
|
||||
{
|
||||
float& best = maxWeaponRange_tiles[owner.owner];
|
||||
best = std::max(best, weapon.range_tiles);
|
||||
});
|
||||
|
||||
// Pass B: claim counts, taken from every ship's current target before any
|
||||
// target is reassigned this tick. Each ship reads the previous tick's claim
|
||||
// state and excludes its own contribution when scoring its current target.
|
||||
std::unordered_map<entt::entity, int> claimsByTarget;
|
||||
admin.forEach<AttackBehavior>(
|
||||
[&claimsByTarget, &admin](entt::entity /*e*/, const AttackBehavior& attack)
|
||||
{
|
||||
if (attack.currentTarget && admin.isValid(*attack.currentTarget))
|
||||
{
|
||||
++claimsByTarget[*attack.currentTarget];
|
||||
}
|
||||
});
|
||||
|
||||
// Pass C: per-ship target selection.
|
||||
admin.forEach<AttackBehavior, PositionComponent, FactionComponent,
|
||||
SensorRangeComponent, HealthComponent>(
|
||||
[&](entt::entity e, AttackBehavior& attack, const PositionComponent& pos,
|
||||
const FactionComponent& faction, const SensorRangeComponent& sensor,
|
||||
const HealthComponent& health)
|
||||
{
|
||||
const float sensorRange_tiles = sensor.value_tiles;
|
||||
|
||||
// Distance normaliser: max weapon range, or sensor range if unarmed.
|
||||
float weaponRange_tiles = sensorRange_tiles;
|
||||
const auto weaponRangeIt = maxWeaponRange_tiles.find(e);
|
||||
if (weaponRangeIt != maxWeaponRange_tiles.end() && weaponRangeIt->second > 0.0f)
|
||||
{
|
||||
weaponRange_tiles = weaponRangeIt->second;
|
||||
}
|
||||
|
||||
// Scores a single candidate: base desirability from distance, reduced
|
||||
// by the overclaim penalty. selfClaimed subtracts this ship's own claim
|
||||
// so it does not penalise the target it already holds.
|
||||
const auto scoreOf =
|
||||
[&](const QVector2D& candidatePos, entt::entity candidate) -> float
|
||||
{
|
||||
const float dist = (candidatePos - pos.value).length();
|
||||
const float x = dist / weaponRange_tiles;
|
||||
float base = static_cast<float>(m_targeting->targetScoreFormula.evaluate(x));
|
||||
base = std::max(base, 0.0f);
|
||||
|
||||
int claims = 0;
|
||||
const auto claimIt = claimsByTarget.find(candidate);
|
||||
if (claimIt != claimsByTarget.end()) { claims = claimIt->second; }
|
||||
if (attack.currentTarget && candidate == *attack.currentTarget) { --claims; }
|
||||
|
||||
float penalty = static_cast<float>(
|
||||
m_targeting->overclaimPenaltyFormula.evaluate(claims));
|
||||
penalty = std::clamp(penalty, 0.0f, 1.0f);
|
||||
|
||||
return base * penalty;
|
||||
};
|
||||
|
||||
// Find the best candidate among in-range enemies.
|
||||
std::optional<entt::entity> bestTarget;
|
||||
float bestScore = 0.0f;
|
||||
for (const CombatantInfo& c : combatants)
|
||||
{
|
||||
if (c.entity == e) { continue; }
|
||||
const bool isValidTarget = faction.isEnemy ? !c.isEnemy : c.isEnemy;
|
||||
if (!isValidTarget) { continue; }
|
||||
|
||||
const float dist = (c.position - pos.value).length();
|
||||
if (dist > sensorRange_tiles) { continue; }
|
||||
|
||||
const float score = scoreOf(c.position, c.entity);
|
||||
if (!bestTarget || score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
bestTarget = c.entity;
|
||||
}
|
||||
}
|
||||
|
||||
// Hysteresis: keep the current target if it is still valid and in
|
||||
// range, unless a challenger beats its score by more than the margin.
|
||||
bool keptCurrent = false;
|
||||
if (attack.currentTarget)
|
||||
{
|
||||
const entt::entity t = *attack.currentTarget;
|
||||
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
|
||||
{
|
||||
const QVector2D targetPos = admin.get<PositionComponent>(t).value;
|
||||
const float dist = (targetPos - pos.value).length();
|
||||
if (dist <= sensorRange_tiles)
|
||||
{
|
||||
const float currentScore = scoreOf(targetPos, t);
|
||||
const float margin = 1.0f + static_cast<float>(m_targeting->hysteresis);
|
||||
if (!bestTarget || bestScore <= currentScore * margin)
|
||||
{
|
||||
keptCurrent = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!keptCurrent) { attack.currentTarget = bestTarget; }
|
||||
|
||||
const bool healthy =
|
||||
(health.maxHp > 0.0f)
|
||||
&& (health.hp / health.maxHp >= BehaviorScores::kLowHpFraction);
|
||||
attack.score = (healthy && attack.currentTarget)
|
||||
? BehaviorScores::kAttack
|
||||
: BehaviorScores::kInactive;
|
||||
});
|
||||
}
|
||||
22
src/lib/ecs/system/ai/AttackEvaluator.h
Normal file
22
src/lib/ecs/system/ai/AttackEvaluator.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
struct WorldTargeting;
|
||||
|
||||
// Acquires/validates a combat target for ships with weapons. Scores high only
|
||||
// when the ship's health is not low and a valid target is within sensor range.
|
||||
//
|
||||
// Target choice is claim-aware: each tick the desirability of every candidate is
|
||||
// scored from a configurable distance formula and reduced by a soft overclaim
|
||||
// penalty that scales with how many other ships already target it, spreading
|
||||
// ships across enemies instead of dogpiling the nearest one.
|
||||
class AttackEvaluator
|
||||
{
|
||||
public:
|
||||
explicit AttackEvaluator(const WorldTargeting& targeting);
|
||||
|
||||
void evaluate(EntityAdmin& admin);
|
||||
|
||||
private:
|
||||
const WorldTargeting* m_targeting;
|
||||
};
|
||||
64
src/lib/ecs/system/ai/AttackExecutor.cpp
Normal file
64
src/lib/ecs/system/ai/AttackExecutor.cpp
Normal file
@@ -0,0 +1,64 @@
|
||||
#include "AttackExecutor.h"
|
||||
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "OrbitMath.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
void AttackExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
// Ships: move toward the behavior target.
|
||||
admin.forEach<AttackBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
MovementIntentComponent>(
|
||||
[&](entt::entity /*e*/, const AttackBehavior& attack,
|
||||
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
|
||||
MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::Attack) { return; }
|
||||
if (!attack.currentTarget) { return; }
|
||||
|
||||
const entt::entity t = *attack.currentTarget;
|
||||
QVector2D dest = pos.value;
|
||||
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
|
||||
{
|
||||
const QVector2D targetPos = admin.get<PositionComponent>(t).value;
|
||||
dest = OrbitMath::computeOrbitDestination(pos.value, targetPos,
|
||||
attack.orbitRadius_tiles);
|
||||
}
|
||||
intent = MovementIntentComponent{true, dest};
|
||||
});
|
||||
|
||||
// Weapons: assign the behavior target only if it is within this weapon's range.
|
||||
admin.forEach<WeaponComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*we*/, WeaponComponent& weapon, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
if (!admin.hasAll<AttackBehavior, SelectedBehaviorComponent>(owner.owner))
|
||||
{
|
||||
return;
|
||||
}
|
||||
const SelectedBehaviorComponent& selected =
|
||||
admin.get<SelectedBehaviorComponent>(owner.owner);
|
||||
if (selected.winner != BehaviorKind::Attack) { return; }
|
||||
|
||||
const AttackBehavior& attack = admin.get<AttackBehavior>(owner.owner);
|
||||
if (!attack.currentTarget) { return; }
|
||||
|
||||
const entt::entity t = *attack.currentTarget;
|
||||
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
|
||||
|
||||
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
|
||||
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
|
||||
if (dist <= weapon.range_tiles)
|
||||
{
|
||||
weapon.currentTarget = t;
|
||||
}
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/AttackExecutor.h
Normal file
12
src/lib/ecs/system/ai/AttackExecutor.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// When Attack wins, moves the ship toward its target and assigns that target to
|
||||
// each weapon that has it in range. Weapons whose range excludes the target are
|
||||
// left untouched so CombatSystem can keep/acquire a closer target (no thrash).
|
||||
class AttackExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
81
src/lib/ecs/system/ai/BehaviorTargeting.cpp
Normal file
81
src/lib/ecs/system/ai/BehaviorTargeting.cpp
Normal file
@@ -0,0 +1,81 @@
|
||||
#include "BehaviorTargeting.h"
|
||||
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "HqProxyComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "StationBodyComponent.h"
|
||||
|
||||
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
|
||||
{
|
||||
std::vector<RepairableInfo> repairables;
|
||||
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& f,
|
||||
const HealthComponent& h)
|
||||
{
|
||||
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
|
||||
});
|
||||
|
||||
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&repairables](entt::entity e, const StationBodyComponent& /*sb*/,
|
||||
const PositionComponent& pos, const FactionComponent& f,
|
||||
const HealthComponent& h)
|
||||
{
|
||||
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
|
||||
});
|
||||
|
||||
return repairables;
|
||||
}
|
||||
|
||||
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin)
|
||||
{
|
||||
std::vector<CombatantInfo> combatants;
|
||||
|
||||
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
|
||||
[&combatants](entt::entity e, const PositionComponent& pos,
|
||||
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
|
||||
{
|
||||
combatants.push_back({e, pos.value, f.isEnemy, false});
|
||||
});
|
||||
|
||||
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
|
||||
[&combatants](entt::entity e, const PositionComponent& pos,
|
||||
const FactionComponent& f, const StationBodyComponent& /*sb*/)
|
||||
{
|
||||
combatants.push_back({e, pos.value, f.isEnemy, true});
|
||||
});
|
||||
|
||||
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
|
||||
[&combatants](entt::entity e, const PositionComponent& pos,
|
||||
const FactionComponent& f, const HqProxyComponent& /*hq*/)
|
||||
{
|
||||
combatants.push_back({e, pos.value, f.isEnemy, true});
|
||||
});
|
||||
|
||||
return combatants;
|
||||
}
|
||||
|
||||
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin)
|
||||
{
|
||||
std::unordered_map<entt::entity, CargoState> cargoByShip;
|
||||
admin.forEach<SalvageCargoComponent, ModuleOwnerComponent>(
|
||||
[&cargoByShip](entt::entity /*ce*/, const SalvageCargoComponent& c,
|
||||
const ModuleOwnerComponent& o)
|
||||
{
|
||||
CargoState& agg = cargoByShip[o.owner];
|
||||
agg.current += c.current;
|
||||
agg.capacity += c.capacity;
|
||||
});
|
||||
return cargoByShip;
|
||||
}
|
||||
|
||||
bool isCargoFull(const CargoState& cargo)
|
||||
{
|
||||
return cargo.capacity > 0 && cargo.current >= cargo.capacity;
|
||||
}
|
||||
49
src/lib/ecs/system/ai/BehaviorTargeting.h
Normal file
49
src/lib/ecs/system/ai/BehaviorTargeting.h
Normal file
@@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Shared, per-call target snapshots used by behavior evaluators and the repair
|
||||
// system. Each caller builds its own snapshot (no cross-system caching).
|
||||
|
||||
struct RepairableInfo
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
bool isEnemy;
|
||||
bool isShip;
|
||||
float hp;
|
||||
float maxHp;
|
||||
};
|
||||
|
||||
struct CombatantInfo
|
||||
{
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
bool isEnemy;
|
||||
bool isStation;
|
||||
};
|
||||
|
||||
struct CargoState
|
||||
{
|
||||
int current = 0;
|
||||
int capacity = 0;
|
||||
};
|
||||
|
||||
// All ships and stations with health — candidates for repair targeting.
|
||||
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin);
|
||||
|
||||
// All ships, stations, and the HQ proxy — candidates for attack targeting.
|
||||
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin);
|
||||
|
||||
// Aggregated salvage cargo per owning ship, summed across its salvage modules.
|
||||
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin);
|
||||
|
||||
// True when the ship's aggregated cargo is at capacity (and it has any capacity).
|
||||
bool isCargoFull(const CargoState& cargo);
|
||||
43
src/lib/ecs/system/ai/DeliverScrapEvaluator.cpp
Normal file
43
src/lib/ecs/system/ai/DeliverScrapEvaluator.cpp
Normal 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;
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/DeliverScrapEvaluator.h
Normal file
12
src/lib/ecs/system/ai/DeliverScrapEvaluator.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
class BuildingSystem;
|
||||
|
||||
// Scores high only when the ship's cargo is full, and assigns the nearest
|
||||
// SalvageBay as the delivery destination.
|
||||
class DeliverScrapEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
};
|
||||
38
src/lib/ecs/system/ai/DeliverScrapExecutor.cpp
Normal file
38
src/lib/ecs/system/ai/DeliverScrapExecutor.cpp
Normal file
@@ -0,0 +1,38 @@
|
||||
#include "DeliverScrapExecutor.h"
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
MovementIntentComponent>(
|
||||
[&](entt::entity /*e*/, const DeliverScrapBehavior& deliver,
|
||||
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
|
||||
MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::DeliverScrap) { return; }
|
||||
|
||||
QVector2D dest = pos.value;
|
||||
if (deliver.deliveryBay != kInvalidBuildingId)
|
||||
{
|
||||
const Building* bay = buildings.findBuilding(deliver.deliveryBay);
|
||||
if (bay)
|
||||
{
|
||||
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
bay->anchor.y() + bay->footprint.height() / 2.0f);
|
||||
}
|
||||
}
|
||||
intent = MovementIntentComponent{true, dest};
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/DeliverScrapExecutor.h
Normal file
12
src/lib/ecs/system/ai/DeliverScrapExecutor.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
class BuildingSystem;
|
||||
|
||||
// Moves a ship toward its delivery bay when DeliverScrap is the winning
|
||||
// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
|
||||
class DeliverScrapExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
};
|
||||
45
src/lib/ecs/system/ai/OrbitMath.h
Normal file
45
src/lib/ecs/system/ai/OrbitMath.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
// Orbit movement helper (REQ-SHP-ORBIT). Behaviors that keep a ship circling a
|
||||
// target (attack, repair, salvage, rally) feed the result of this function as the
|
||||
// movement intent destination instead of the target's center.
|
||||
namespace OrbitMath
|
||||
{
|
||||
// Lead angle (radians) by which the radial direction is rotated to produce
|
||||
// tangential motion. The fixed positive (counter-clockwise) sense makes the
|
||||
// orbit direction stable for the duration of orbiting a given target.
|
||||
constexpr float kOrbitLeadAngle_rad = 0.6f;
|
||||
|
||||
// Returns a destination on the orbit circle of `radius` around `target`. The
|
||||
// result always lies exactly `radius` from `target`, so steering toward it
|
||||
// both corrects the standoff distance and advances the ship tangentially.
|
||||
// A radius of zero or less falls back to the target center (legacy "approach
|
||||
// the target" behavior), e.g. when the ship has no tool range to orbit at.
|
||||
inline QVector2D computeOrbitDestination(const QVector2D& shipPos,
|
||||
const QVector2D& target, float radius)
|
||||
{
|
||||
if (radius <= 0.0f) { return target; }
|
||||
|
||||
QVector2D radial = shipPos - target;
|
||||
float length = radial.length();
|
||||
if (length < 1.0e-4f)
|
||||
{
|
||||
// Ship sits on the target; pick an arbitrary radial direction.
|
||||
radial = QVector2D(1.0f, 0.0f);
|
||||
length = 1.0f;
|
||||
}
|
||||
const QVector2D radialDirection = radial / length;
|
||||
|
||||
const float cosLead = std::cos(kOrbitLeadAngle_rad);
|
||||
const float sinLead = std::sin(kOrbitLeadAngle_rad);
|
||||
const QVector2D leadDirection(
|
||||
radialDirection.x() * cosLead - radialDirection.y() * sinLead,
|
||||
radialDirection.x() * sinLead + radialDirection.y() * cosLead);
|
||||
|
||||
return target + radius * leadDirection;
|
||||
}
|
||||
}
|
||||
16
src/lib/ecs/system/ai/RallyEvaluator.cpp
Normal file
16
src/lib/ecs/system/ai/RallyEvaluator.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include "RallyEvaluator.h"
|
||||
|
||||
#include "BehaviorScores.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RallyEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<RallyBehavior>(
|
||||
[](entt::entity /*e*/, RallyBehavior& rally)
|
||||
{
|
||||
rally.score = BehaviorScores::kRally;
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/RallyEvaluator.h
Normal file
12
src/lib/ecs/system/ai/RallyEvaluator.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Scores the rally behavior so player combat ships gather at the rally point
|
||||
// until an enemy appears (Attack outscores it) or the departure timer removes
|
||||
// the RallyBehavior component.
|
||||
class RallyEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin);
|
||||
};
|
||||
26
src/lib/ecs/system/ai/RallyExecutor.cpp
Normal file
26
src/lib/ecs/system/ai/RallyExecutor.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include "RallyExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "OrbitMath.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RallyExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<RallyBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, const RallyBehavior& rally,
|
||||
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
|
||||
MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::Rally) { return; }
|
||||
const QVector2D dest = OrbitMath::computeOrbitDestination(
|
||||
pos.value, rally.rallyPoint, rally.orbitRadius_tiles);
|
||||
intent = MovementIntentComponent{true, dest};
|
||||
});
|
||||
}
|
||||
10
src/lib/ecs/system/ai/RallyExecutor.h
Normal file
10
src/lib/ecs/system/ai/RallyExecutor.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship to its rally point when Rally is the winning behavior.
|
||||
class RallyExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
58
src/lib/ecs/system/ai/RepairEvaluator.cpp
Normal file
58
src/lib/ecs/system/ai/RepairEvaluator.cpp
Normal file
@@ -0,0 +1,58 @@
|
||||
#include "RepairEvaluator.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "BehaviorScores.h"
|
||||
#include "BehaviorTargeting.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RepairEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
|
||||
|
||||
admin.forEach<RepairBehavior, PositionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, RepairBehavior& repair, const PositionComponent& pos,
|
||||
const SensorRangeComponent& sensor)
|
||||
{
|
||||
// Validate current target: alive and still damaged.
|
||||
bool targetValid = false;
|
||||
if (repair.currentTarget)
|
||||
{
|
||||
const entt::entity t = *repair.currentTarget;
|
||||
if (admin.isValid(t) && admin.hasAll<HealthComponent>(t))
|
||||
{
|
||||
const HealthComponent& th = admin.get<HealthComponent>(t);
|
||||
if (th.hp > 0.0f && th.hp < th.maxHp) { targetValid = true; }
|
||||
}
|
||||
}
|
||||
|
||||
// Acquire nearest damaged friendly within sensor range.
|
||||
if (!targetValid)
|
||||
{
|
||||
repair.currentTarget = std::nullopt;
|
||||
float bestDist = sensor.value_tiles;
|
||||
for (const RepairableInfo& r : repairables)
|
||||
{
|
||||
if (r.entity == e) { continue; }
|
||||
if (r.isEnemy) { continue; }
|
||||
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
|
||||
const float dist = (r.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
repair.currentTarget = r.entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
repair.score = repair.currentTarget
|
||||
? BehaviorScores::kRepair
|
||||
: BehaviorScores::kInactive;
|
||||
});
|
||||
}
|
||||
11
src/lib/ecs/system/ai/RepairEvaluator.h
Normal file
11
src/lib/ecs/system/ai/RepairEvaluator.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Picks the nearest damaged friendly within sensor range as the repair target.
|
||||
// Scores high when such a target exists.
|
||||
class RepairEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin);
|
||||
};
|
||||
64
src/lib/ecs/system/ai/RepairExecutor.cpp
Normal file
64
src/lib/ecs/system/ai/RepairExecutor.cpp
Normal file
@@ -0,0 +1,64 @@
|
||||
#include "RepairExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "OrbitMath.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RepairExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
// Ships: move toward the repair target.
|
||||
admin.forEach<RepairBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
MovementIntentComponent>(
|
||||
[&](entt::entity /*e*/, const RepairBehavior& repair,
|
||||
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
|
||||
MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::Repair) { return; }
|
||||
if (!repair.currentTarget) { return; }
|
||||
|
||||
const entt::entity t = *repair.currentTarget;
|
||||
QVector2D dest = pos.value;
|
||||
if (admin.isValid(t) && admin.hasAll<PositionComponent>(t))
|
||||
{
|
||||
const QVector2D targetPos = admin.get<PositionComponent>(t).value;
|
||||
dest = OrbitMath::computeOrbitDestination(pos.value, targetPos,
|
||||
repair.orbitRadius_tiles);
|
||||
}
|
||||
intent = MovementIntentComponent{true, dest};
|
||||
});
|
||||
|
||||
// Repair tools: prefer the behavior target if it is within tool range.
|
||||
admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
|
||||
[&](entt::entity /*re*/, RepairToolComponent& tool, const ModuleOwnerComponent& owner)
|
||||
{
|
||||
if (!admin.hasAll<RepairBehavior, SelectedBehaviorComponent>(owner.owner))
|
||||
{
|
||||
return;
|
||||
}
|
||||
const SelectedBehaviorComponent& selected =
|
||||
admin.get<SelectedBehaviorComponent>(owner.owner);
|
||||
if (selected.winner != BehaviorKind::Repair) { return; }
|
||||
|
||||
const RepairBehavior& repair = admin.get<RepairBehavior>(owner.owner);
|
||||
if (!repair.currentTarget) { return; }
|
||||
|
||||
const entt::entity t = *repair.currentTarget;
|
||||
if (!admin.isValid(t) || !admin.hasAll<PositionComponent>(t)) { return; }
|
||||
|
||||
const QVector2D ownerPos = admin.get<PositionComponent>(owner.owner).value;
|
||||
const float dist = (admin.get<PositionComponent>(t).value - ownerPos).length();
|
||||
if (dist <= tool.range_tiles)
|
||||
{
|
||||
tool.currentTarget = t;
|
||||
}
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/RepairExecutor.h
Normal file
12
src/lib/ecs/system/ai/RepairExecutor.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// When Repair wins, moves the ship toward its target and assigns that target to
|
||||
// each repair tool that has it in range. RepairSystem applies the healing and
|
||||
// does fallback acquisition for tools whose preferred target is out of range.
|
||||
class RepairExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
56
src/lib/ecs/system/ai/RetreatEvaluator.cpp
Normal file
56
src/lib/ecs/system/ai/RetreatEvaluator.cpp
Normal file
@@ -0,0 +1,56 @@
|
||||
#include "RetreatEvaluator.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorScores.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RetreatEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
// Snapshot enemy ship positions for threat detection.
|
||||
std::vector<QVector2D> enemyShips;
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent>(
|
||||
[&enemyShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& f)
|
||||
{
|
||||
if (f.isEnemy) { enemyShips.push_back(pos.value); }
|
||||
});
|
||||
|
||||
admin.forEach<RetreatBehavior, PositionComponent, HealthComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, RetreatBehavior& retreat, const PositionComponent& pos,
|
||||
const HealthComponent& health, const SensorRangeComponent& sensor)
|
||||
{
|
||||
const bool lowHp = (health.maxHp > 0.0f)
|
||||
&& (health.hp / health.maxHp < retreat.retreatHpFraction);
|
||||
|
||||
bool threatened = false;
|
||||
const bool hasWeapons = admin.hasAll<AttackBehavior>(e);
|
||||
if (!hasWeapons)
|
||||
{
|
||||
for (const QVector2D& enemy : enemyShips)
|
||||
{
|
||||
if ((enemy - pos.value).length() <= sensor.value_tiles)
|
||||
{
|
||||
threatened = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
retreat.score = (lowHp || threatened)
|
||||
? BehaviorScores::kRetreat
|
||||
: BehaviorScores::kInactive;
|
||||
});
|
||||
}
|
||||
12
src/lib/ecs/system/ai/RetreatEvaluator.h
Normal file
12
src/lib/ecs/system/ai/RetreatEvaluator.h
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Scores high (above all task behaviors) when the ship's health is below its
|
||||
// retreat threshold, or when an enemy ship is within sensor range and the ship
|
||||
// has no weapons to fight back with.
|
||||
class RetreatEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin);
|
||||
};
|
||||
20
src/lib/ecs/system/ai/RetreatExecutor.cpp
Normal file
20
src/lib/ecs/system/ai/RetreatExecutor.cpp
Normal file
@@ -0,0 +1,20 @@
|
||||
#include "RetreatExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RetreatExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<RetreatBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, const RetreatBehavior& retreat,
|
||||
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::Retreat) { return; }
|
||||
intent = MovementIntentComponent{true, retreat.retreatPoint};
|
||||
});
|
||||
}
|
||||
10
src/lib/ecs/system/ai/RetreatExecutor.h
Normal file
10
src/lib/ecs/system/ai/RetreatExecutor.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship to its retreat point (the rally point) when Retreat wins.
|
||||
class RetreatExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
55
src/lib/ecs/system/ai/SalvageScrapEvaluator.cpp
Normal file
55
src/lib/ecs/system/ai/SalvageScrapEvaluator.cpp
Normal file
@@ -0,0 +1,55 @@
|
||||
#include "SalvageScrapEvaluator.h"
|
||||
|
||||
#include <optional>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "BehaviorScores.h"
|
||||
#include "BehaviorTargeting.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const ScrapSystem& scraps)
|
||||
{
|
||||
TRACE();
|
||||
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
|
||||
const std::vector<ScrapInfo> allScrap = scraps.allScrapInfo();
|
||||
|
||||
admin.forEach<SalvageScrapBehavior, PositionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, SalvageScrapBehavior& salvage, const PositionComponent& pos,
|
||||
const SensorRangeComponent& sensor)
|
||||
{
|
||||
const std::unordered_map<entt::entity, CargoState>::const_iterator it =
|
||||
cargoByShip.find(e);
|
||||
const bool cargoFull = (it != cargoByShip.end()) && isCargoFull(it->second);
|
||||
|
||||
if (cargoFull)
|
||||
{
|
||||
salvage.scrapTarget = std::nullopt;
|
||||
salvage.score = BehaviorScores::kInactive;
|
||||
return;
|
||||
}
|
||||
|
||||
// Find nearest scrap within sensor range.
|
||||
float bestDist = sensor.value_tiles;
|
||||
std::optional<QVector2D> bestPos;
|
||||
for (const ScrapInfo& si : allScrap)
|
||||
{
|
||||
const float dist = (si.position - pos.value).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
bestPos = si.position;
|
||||
}
|
||||
}
|
||||
|
||||
salvage.scrapTarget = bestPos;
|
||||
salvage.score = bestPos ? BehaviorScores::kSalvage : BehaviorScores::kInactive;
|
||||
});
|
||||
}
|
||||
13
src/lib/ecs/system/ai/SalvageScrapEvaluator.h
Normal file
13
src/lib/ecs/system/ai/SalvageScrapEvaluator.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
class ScrapSystem;
|
||||
|
||||
// When cargo is not full, finds the nearest scrap within sensor range and sets
|
||||
// it as the target, scoring high. Scores inactive when cargo is full or no scrap
|
||||
// is in range (Advance then handles roaming).
|
||||
class SalvageScrapEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin, const ScrapSystem& scraps);
|
||||
};
|
||||
27
src/lib/ecs/system/ai/SalvageScrapExecutor.cpp
Normal file
27
src/lib/ecs/system/ai/SalvageScrapExecutor.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#include "SalvageScrapExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "OrbitMath.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void SalvageScrapExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<SalvageScrapBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, const SalvageScrapBehavior& salvage,
|
||||
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
|
||||
MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::SalvageScrap) { return; }
|
||||
if (!salvage.scrapTarget) { return; }
|
||||
const QVector2D dest = OrbitMath::computeOrbitDestination(
|
||||
pos.value, *salvage.scrapTarget, salvage.orbitRadius_tiles);
|
||||
intent = MovementIntentComponent{true, dest};
|
||||
});
|
||||
}
|
||||
10
src/lib/ecs/system/ai/SalvageScrapExecutor.h
Normal file
10
src/lib/ecs/system/ai/SalvageScrapExecutor.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship toward its scrap target when SalvageScrap is the winning behavior.
|
||||
class SalvageScrapExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
@@ -720,11 +720,18 @@ void BeltSystem::routeSplitterItems()
|
||||
|
||||
bool routed = false;
|
||||
|
||||
// A front slot holds only one item, so an item entering at progress 0.0
|
||||
// would have to traverse the whole tile before the next could enter,
|
||||
// throttling that output below belt speed and leaving large gaps. Entering
|
||||
// near the output edge lets the slot clear roughly every quarter tile, so
|
||||
// the output stays packed (fixes the half-blocked / single-output gap bug).
|
||||
constexpr double frontEntryProgress = 0.75;
|
||||
|
||||
if (matchesA && !matchesB)
|
||||
{
|
||||
if (!st.frontA)
|
||||
{
|
||||
st.frontA = BeltItemSlot{item, 0.0};
|
||||
st.frontA = BeltItemSlot{item, frontEntryProgress};
|
||||
routed = true;
|
||||
}
|
||||
}
|
||||
@@ -732,7 +739,7 @@ void BeltSystem::routeSplitterItems()
|
||||
{
|
||||
if (!st.frontB)
|
||||
{
|
||||
st.frontB = BeltItemSlot{item, 0.0};
|
||||
st.frontB = BeltItemSlot{item, frontEntryProgress};
|
||||
routed = true;
|
||||
}
|
||||
}
|
||||
@@ -743,26 +750,26 @@ void BeltSystem::routeSplitterItems()
|
||||
|
||||
if (preferA && !st.frontA)
|
||||
{
|
||||
st.frontA = BeltItemSlot{item, 0.0};
|
||||
st.frontA = BeltItemSlot{item, frontEntryProgress};
|
||||
st.nextOutputIsA = false;
|
||||
routed = true;
|
||||
}
|
||||
else if (!preferA && !st.frontB)
|
||||
{
|
||||
st.frontB = BeltItemSlot{item, 0.0};
|
||||
st.frontB = BeltItemSlot{item, frontEntryProgress};
|
||||
st.nextOutputIsA = true;
|
||||
routed = true;
|
||||
}
|
||||
else if (preferA && !st.frontB)
|
||||
{
|
||||
// Preferred (A) is full — fall back to B; nextOutputIsA stays.
|
||||
st.frontB = BeltItemSlot{item, 0.75};
|
||||
st.frontB = BeltItemSlot{item, frontEntryProgress};
|
||||
routed = true;
|
||||
}
|
||||
else if (!preferA && !st.frontA)
|
||||
{
|
||||
// Preferred (B) is full — fall back to A; nextOutputIsA stays.
|
||||
st.frontA = BeltItemSlot{item, 0.75};
|
||||
st.frontA = BeltItemSlot{item, frontEntryProgress};
|
||||
routed = true;
|
||||
}
|
||||
// else both fronts occupied — back stays.
|
||||
|
||||
@@ -14,6 +14,8 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairSystem.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipSystem.h"
|
||||
@@ -64,10 +66,12 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
m_aiSystem = std::make_unique<AiSystem>(m_config);
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
|
||||
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
|
||||
@@ -165,10 +169,12 @@ void Simulation::reset(unsigned int seed)
|
||||
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
|
||||
m_rng);
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>();
|
||||
m_aiSystem = std::make_unique<AiSystem>(m_config);
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
|
||||
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
|
||||
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
|
||||
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
|
||||
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
|
||||
@@ -238,11 +244,12 @@ void Simulation::tick()
|
||||
}
|
||||
|
||||
m_shipSystem->clearMovementIntents();
|
||||
m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
|
||||
m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
|
||||
m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
|
||||
m_aiSystem->tickRepairTools(m_admin);
|
||||
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
|
||||
// Score-based behavior selection: evaluate, select winner, execute (sets
|
||||
// movement intent + preferred module targets only — no world mutation).
|
||||
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
|
||||
// Module systems perform the world mutation (collection/delivery, healing).
|
||||
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
|
||||
m_repairSystem->tick();
|
||||
|
||||
// Step 8: combat resolution
|
||||
m_combatSystem->tick(m_currentTick, m_admin,
|
||||
|
||||
@@ -27,6 +27,8 @@ class BuildingSystem;
|
||||
class CombatSystem;
|
||||
class DynamicBodySystem;
|
||||
class MovementIntentSystem;
|
||||
class RepairSystem;
|
||||
class SalvagerSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
class WaveSystem;
|
||||
@@ -185,6 +187,8 @@ private:
|
||||
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
|
||||
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
|
||||
std::unique_ptr<ScrapSystem> m_scrapSystem;
|
||||
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
|
||||
std::unique_ptr<RepairSystem> m_repairSystem;
|
||||
std::unique_ptr<WaveSystem> m_waveSystem;
|
||||
std::unique_ptr<CombatSystem> m_combatSystem;
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -593,17 +593,18 @@ TEST_CASE("BeltSystem: splitter fallback enters the open output at progress 0.75
|
||||
// (North has no downstream tile, so it can never move out).
|
||||
bs.tryPutItem(tileSpl, makeItem("blockA"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> frontA at 0.0 (preferred A), nextOutputIsA = false
|
||||
bs.tick(); bs.tick(); bs.tick(); bs.tick(); // frontA: 0.25 -> 0.5 -> 0.75 -> 1.0 (stuck)
|
||||
bs.tick(); // back: 0.5 -> frontA at 0.75 (preferred A), nextOutputIsA = false
|
||||
bs.tick(); bs.tick(); // frontA: 0.75 -> 1.0 (stuck, no North downstream)
|
||||
|
||||
// Item routed to B as the *preferred* output enters at progress 0.0.
|
||||
// Cycle one item through B as the *preferred* output (also enters at 0.75) to
|
||||
// flip nextOutputIsA back to true and free frontB for the fallback case below.
|
||||
bs.tryPutItem(tileSpl, makeItem("toB_pref"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> frontB at 0.0 (preferred B), nextOutputIsA = true
|
||||
REQUIRE(southProgressOf("toB_pref") == Approx(0.0));
|
||||
bs.tick(); // back: 0.5 -> frontB at 0.75 (preferred B), nextOutputIsA = true
|
||||
REQUIRE(southProgressOf("toB_pref") == Approx(0.75));
|
||||
|
||||
// Let it traverse and hand off to the downstream belt, freeing frontB.
|
||||
bs.tick(); bs.tick(); bs.tick(); bs.tick(); // frontB: 0.25 -> 0.5 -> 0.75 -> 1.0 -> tileB
|
||||
// One tick reaches the edge and hands off to tileB; the rest just clear frontB.
|
||||
bs.tick(); bs.tick(); // frontB: 0.75 -> 1.0 -> tileB, then empty
|
||||
|
||||
// Next item prefers A again (nextOutputIsA == true), but A is still blocked,
|
||||
// so it falls back to B — and must enter near the edge at progress 0.75.
|
||||
@@ -613,6 +614,96 @@ TEST_CASE("BeltSystem: splitter fallback enters the open output at progress 0.75
|
||||
REQUIRE(southProgressOf("toB_fallback") == Approx(0.75));
|
||||
}
|
||||
|
||||
TEST_CASE("BeltSystem: splitter with an exclusive filter enters its only output at progress 0.75", "[belt]")
|
||||
{
|
||||
// An item that matches only one filter has a single eligible output. Like the
|
||||
// blocked-fallback case, it must enter near the edge (progress 0.75) so the
|
||||
// one-item-wide front does not throttle that output and open large gaps.
|
||||
const double quarterSpeed = 0.25 * static_cast<double>(kTickRateHz);
|
||||
BeltSystem bs(quarterSpeed);
|
||||
|
||||
const QPoint tileSpl(1, 0);
|
||||
bs.placeSplitter(tileSpl, Rotation::North, Rotation::South);
|
||||
bs.setSplitterFilters(tileSpl, {ItemType{"iron_ore"}}, {ItemType{"copper_ore"}});
|
||||
|
||||
// Inverts slotWorldPos to recover a named item's progress along the given output.
|
||||
auto progressOf = [&bs, tileSpl](const std::string& id, Rotation dir) -> std::optional<double>
|
||||
{
|
||||
std::optional<double> progress;
|
||||
bs.forEachVisualItem(QRect(-5, -5, 20, 20), [&](VisualItem vi)
|
||||
{
|
||||
if (vi.type.id != id)
|
||||
{
|
||||
return;
|
||||
}
|
||||
switch (dir)
|
||||
{
|
||||
case Rotation::North: progress = (tileSpl.y() + 1.0) - vi.worldPos.y(); break;
|
||||
case Rotation::South: progress = vi.worldPos.y() - tileSpl.y(); break;
|
||||
case Rotation::East: progress = vi.worldPos.x() - tileSpl.x(); break;
|
||||
case Rotation::West: progress = (tileSpl.x() + 1.0) - vi.worldPos.x(); break;
|
||||
}
|
||||
});
|
||||
return progress;
|
||||
};
|
||||
|
||||
// iron_ore matches filterA only -> sole eligible output A.
|
||||
bs.tryPutItem(tileSpl, makeItem("iron_ore"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> routes to frontA at 0.75
|
||||
REQUIRE(progressOf("iron_ore", Rotation::North) == Approx(0.75));
|
||||
|
||||
// copper_ore matches filterB only -> sole eligible output B.
|
||||
bs.tryPutItem(tileSpl, makeItem("copper_ore"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> routes to frontB at 0.75
|
||||
REQUIRE(progressOf("copper_ore", Rotation::South) == Approx(0.75));
|
||||
}
|
||||
|
||||
TEST_CASE("BeltSystem: splitter alternation enters the preferred output at progress 0.75", "[belt]")
|
||||
{
|
||||
// With both outputs eligible and free, the preferred output uses the same
|
||||
// near-edge entry as the diverted paths, so an evenly-split splitter keeps
|
||||
// each side packed instead of throttling it to one in-flight item per tile.
|
||||
const double quarterSpeed = 0.25 * static_cast<double>(kTickRateHz);
|
||||
BeltSystem bs(quarterSpeed);
|
||||
|
||||
const QPoint tileSpl(1, 0);
|
||||
bs.placeSplitter(tileSpl, Rotation::North, Rotation::South); // no filters: both match
|
||||
|
||||
auto progressOf = [&bs, tileSpl](const std::string& id, Rotation dir) -> std::optional<double>
|
||||
{
|
||||
std::optional<double> progress;
|
||||
bs.forEachVisualItem(QRect(-5, -5, 20, 20), [&](VisualItem vi)
|
||||
{
|
||||
if (vi.type.id != id)
|
||||
{
|
||||
return;
|
||||
}
|
||||
switch (dir)
|
||||
{
|
||||
case Rotation::North: progress = (tileSpl.y() + 1.0) - vi.worldPos.y(); break;
|
||||
case Rotation::South: progress = vi.worldPos.y() - tileSpl.y(); break;
|
||||
case Rotation::East: progress = vi.worldPos.x() - tileSpl.x(); break;
|
||||
case Rotation::West: progress = (tileSpl.x() + 1.0) - vi.worldPos.x(); break;
|
||||
}
|
||||
});
|
||||
return progress;
|
||||
};
|
||||
|
||||
// First item: preferred A (nextOutputIsA starts true) -> frontA at 0.75.
|
||||
bs.tryPutItem(tileSpl, makeItem("first"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> routes to preferred frontA at 0.75, nextOutputIsA = false
|
||||
REQUIRE(progressOf("first", Rotation::North) == Approx(0.75));
|
||||
|
||||
// Second item: preference flipped, B is free -> frontB at 0.75.
|
||||
bs.tryPutItem(tileSpl, makeItem("second"));
|
||||
bs.tick(); // back: 0.25 (first sticks at North 1.0, no downstream)
|
||||
bs.tick(); // back: 0.5 -> routes to preferred frontB at 0.75
|
||||
REQUIRE(progressOf("second", Rotation::South) == Approx(0.75));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Splitter — direct building input (no output belts)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -17,9 +17,9 @@
|
||||
#include "ScrapSystem.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "Simulation.h"
|
||||
#include "AttackBehavior.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "Tick.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
static GameConfig loadConfig()
|
||||
@@ -80,17 +80,18 @@ struct CombatFixture
|
||||
|
||||
void wireEnemyTarget(entt::entity enemy, entt::entity playerTarget)
|
||||
{
|
||||
// Set target on weapon child entity (CombatSystem syncs from ThreatResponse each tick,
|
||||
// but also setting directly ensures the first tick fires without waiting for sync).
|
||||
// Set the target directly on the weapon child entity. CombatSystem now
|
||||
// fires at whatever target a weapon already has (AttackExecutor would set
|
||||
// it in a full tick); setting it here drives CombatSystem in isolation.
|
||||
const entt::entity wc = findWeaponChild(admin, enemy);
|
||||
if (wc != entt::null)
|
||||
{
|
||||
admin.get<WeaponComponent>(wc).currentTarget = playerTarget;
|
||||
admin.get<WeaponComponent>(wc).cooldownTicks = 0.0f;
|
||||
}
|
||||
if (admin.hasAll<ThreatResponseBehaviorComponent>(enemy))
|
||||
if (admin.hasAll<AttackBehavior>(enemy))
|
||||
{
|
||||
admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget = playerTarget;
|
||||
admin.get<AttackBehavior>(enemy).currentTarget = playerTarget;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@@ -76,12 +76,21 @@ TEST_CASE("ConfigLoader loads the committed bin/config/ configs end-to-end", "[c
|
||||
REQUIRE(cfg.world.regions.enemyBufferWidth_tiles == 15);
|
||||
REQUIRE(cfg.world.expansion.columnsPerExpansion_tiles == 10);
|
||||
REQUIRE(cfg.world.push.bossAdvanceSeconds == Approx(60.0));
|
||||
REQUIRE(cfg.world.orbitFactor == Approx(0.8));
|
||||
REQUIRE(cfg.world.rallyOrbitRadius_tiles == Approx(5.0));
|
||||
|
||||
// Spot-check that a config-derived formula computes as expected.
|
||||
// threat_rate_formula = "x": evaluates to the input value.
|
||||
REQUIRE(cfg.world.waves.threatRateFormula.evaluate(1.0) == Approx(1.0));
|
||||
REQUIRE(cfg.world.waves.threatRateFormula.evaluate(5.0) == Approx(5.0));
|
||||
|
||||
// targeting: distance score 1/(1+x) and overclaim penalty max(0.5, 1-0.1*x).
|
||||
REQUIRE(cfg.world.targeting.hysteresis == Approx(0.10));
|
||||
REQUIRE(cfg.world.targeting.targetScoreFormula.evaluate(0.0) == Approx(1.0));
|
||||
REQUIRE(cfg.world.targeting.targetScoreFormula.evaluate(1.0) == Approx(0.5));
|
||||
REQUIRE(cfg.world.targeting.overclaimPenaltyFormula.evaluate(0.0) == Approx(1.0));
|
||||
REQUIRE(cfg.world.targeting.overclaimPenaltyFormula.evaluate(5.0) == Approx(0.5));
|
||||
|
||||
// buildings.toml
|
||||
REQUIRE(cfg.buildings.buildings.size() >= 8);
|
||||
const auto minerIt = std::find_if(
|
||||
@@ -163,6 +172,8 @@ belt_speed_mps = 20
|
||||
starting_building_blocks = 100
|
||||
tunnel_max_distance_tiles = 10
|
||||
departure_interval_seconds = 20
|
||||
orbit_factor = 0.8
|
||||
rally_orbit_radius_tiles = 5.0
|
||||
|
||||
[regions]
|
||||
asteroid_width_tiles = 40
|
||||
@@ -211,6 +222,8 @@ belt_speed_mps = 20
|
||||
starting_building_blocks = 100
|
||||
tunnel_max_distance_tiles = 10
|
||||
departure_interval_seconds = 20
|
||||
orbit_factor = 0.8
|
||||
rally_orbit_radius_tiles = 5.0
|
||||
|
||||
[regions]
|
||||
asteroid_width_tiles = 40
|
||||
|
||||
@@ -6,22 +6,27 @@
|
||||
#include <QPoint>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "AttackBehavior.h"
|
||||
#include "BuildingId.h"
|
||||
#include "ConfigLoader.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "RepairBehaviorComponent.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "Rotation.h"
|
||||
#include "SalvageBehaviorComponent.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipLayout.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "Tick.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
static GameConfig loadConfig()
|
||||
@@ -81,7 +86,7 @@ static ShipLayoutConfig makeSingleModuleLayout(const std::string& moduleId)
|
||||
// Combat ship (interceptor has default_modules = [laser_cannon])
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no cargo or repair",
|
||||
TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, no cargo or repair",
|
||||
"[ship]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
@@ -92,11 +97,47 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no
|
||||
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.isValid(firstWeaponChild(admin, e)));
|
||||
REQUIRE(admin.hasAll<ThreatResponseBehaviorComponent>(e));
|
||||
REQUIRE(admin.hasAll<AttackBehavior>(e));
|
||||
// Every ship gets the baseline behaviors; a player combat ship also rallies
|
||||
// and can retreat.
|
||||
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
|
||||
REQUIRE(admin.hasAll<SelectedBehaviorComponent>(e));
|
||||
REQUIRE(admin.hasAll<RallyBehavior>(e));
|
||||
REQUIRE(admin.hasAll<RetreatBehavior>(e));
|
||||
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.hasAll<RepairBehaviorComponent>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<SalvageBehaviorComponent>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<RepairBehavior>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<SalvageScrapBehavior>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<DeliverScrapBehavior>(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ShipSystem: enemy combat ship has no rally or retreat behavior", "[ship]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
const GameConfig cfg = loadConfig();
|
||||
ShipSystem ss(cfg, admin);
|
||||
|
||||
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f), /*isEnemy=*/true);
|
||||
|
||||
REQUIRE(admin.hasAll<AttackBehavior>(e));
|
||||
REQUIRE(admin.hasAll<AdvanceBehavior>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<RallyBehavior>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ShipSystem: setRetreatEnabled(false) suppresses player retreat behavior", "[ship]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
const GameConfig cfg = loadConfig();
|
||||
ShipSystem ss(cfg, admin);
|
||||
ss.setRetreatEnabled(false);
|
||||
|
||||
const entt::entity e = ss.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
|
||||
// Other player behaviors are unaffected; only retreat is suppressed.
|
||||
REQUIRE(admin.hasAll<AttackBehavior>(e));
|
||||
REQUIRE(admin.hasAll<RallyBehavior>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<RetreatBehavior>(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
|
||||
@@ -161,7 +202,8 @@ TEST_CASE("ShipSystem: salvage_ship spawn with salvage module has cargo child an
|
||||
const entt::entity e = ss.spawn("salvage_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
|
||||
|
||||
REQUIRE(admin.isValid(firstSalvageChild(admin, e)));
|
||||
REQUIRE(admin.hasAll<SalvageBehaviorComponent>(e));
|
||||
REQUIRE(admin.hasAll<SalvageScrapBehavior>(e));
|
||||
REQUIRE(admin.hasAll<DeliverScrapBehavior>(e));
|
||||
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
|
||||
}
|
||||
@@ -180,9 +222,9 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
|
||||
REQUIRE(admin.isValid(sc));
|
||||
REQUIRE(admin.get<SalvageCargoComponent>(sc).capacity == 10);
|
||||
REQUIRE(admin.get<SalvageCargoComponent>(sc).current == 0);
|
||||
REQUIRE(admin.get<SalvageBehaviorComponent>(e).deliveryBay == kInvalidBuildingId);
|
||||
REQUIRE_FALSE(admin.get<SalvageBehaviorComponent>(e).scrapTarget.has_value());
|
||||
REQUIRE(admin.get<SalvageBehaviorComponent>(e).maxCollectionRange_tiles == Approx(50.0f));
|
||||
REQUIRE(admin.get<DeliverScrapBehavior>(e).deliveryBay == kInvalidBuildingId);
|
||||
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).scrapTarget.has_value());
|
||||
REQUIRE(admin.get<SalvageScrapBehavior>(e).maxCollectionRange_tiles == Approx(50.0f));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -200,7 +242,7 @@ TEST_CASE("ShipSystem: repair_ship spawn with repair module has repair child and
|
||||
const entt::entity e = ss.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, layout);
|
||||
|
||||
REQUIRE(admin.isValid(firstRepairChild(admin, e)));
|
||||
REQUIRE(admin.hasAll<RepairBehaviorComponent>(e));
|
||||
REQUIRE(admin.hasAll<RepairBehavior>(e));
|
||||
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
|
||||
}
|
||||
@@ -221,7 +263,7 @@ TEST_CASE("ShipSystem: repair_ship level 1 repair stats match config formulas",
|
||||
REQUIRE(admin.get<RepairToolComponent>(rc).ratePerTick == Approx(expectedRate));
|
||||
// repair_range_m_formula = "800" m → 800/10 = 80 tiles
|
||||
REQUIRE(admin.get<RepairToolComponent>(rc).range_tiles == Approx(80.0f));
|
||||
REQUIRE(admin.get<RepairBehaviorComponent>(e).maxRepairRange_tiles == Approx(80.0f));
|
||||
REQUIRE(admin.get<RepairBehavior>(e).maxRepairRange_tiles == Approx(80.0f));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user