Compare commits
5 Commits
e8dd73bcb0
...
config
| Author | SHA1 | Date | |
|---|---|---|---|
| c44936d1fe | |||
| 68c1345660 | |||
| dbf334c829 | |||
| f225c1330e | |||
| fba98c928f |
@@ -52,13 +52,13 @@ See REQ-GW-COORDS for the authoritative tile-coordinate convention. This section
|
||||
|
||||
Simulation types shared across subsystems:
|
||||
|
||||
- `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.
|
||||
- `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.
|
||||
- `Rotation` — enum `{ North, East, South, West }`. The rotation applied to a building's surface_mask when placed.
|
||||
- `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).
|
||||
- `ItemType` — tagged id of every transportable material (ores, ingots, intermediates, building_blocks, scrap).
|
||||
- `Item` — `struct Item { ItemType type; }`. Items on belts have no persistent identity across ticks.
|
||||
- `Port` — `struct Port { QPoint tile; Rotation direction; }`. Identifies a belt-adjacent cell and the direction of flow across that cell.
|
||||
- `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`.
|
||||
- `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.
|
||||
- `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.
|
||||
- `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`.
|
||||
- `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.
|
||||
@@ -107,8 +107,8 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
|
||||
4. **Building production** — advance production timers; start new cycles when inputs and output-buffer space permit (REQ-MAT-CYCLE); on completion, deposit output.
|
||||
5. **Building → belt push** — buildings push items from output buffer onto the belt tile at their output port (REQ-MAT-OUTPUT-PORT).
|
||||
6. **Belt tick** — advance items along belt tiles; apply splitter routing (REQ-BLD-SPLITTER).
|
||||
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.
|
||||
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).
|
||||
7. **Ship behavior systems** — clear `MovementIntent` on each ship, then run `tickThreatResponse`, `tickScrapCollector`, `tickRepairBehavior`, `tickHomeReturn` in any order (arbitration is via intent priority).
|
||||
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).
|
||||
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.
|
||||
10. **`tickMovement`** — advance ship positions based on final `MovementIntent`.
|
||||
11. **Scrap despawn** — decrement scrap timers; remove expired scrap (REQ-RES-SCRAP-DROP).
|
||||
@@ -217,20 +217,16 @@ struct RepairTool { float ratePerTick; std::optional<EntityId> currentTarget;
|
||||
|
||||
### Behavior Components
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
```cpp
|
||||
struct AdvanceBehavior { float score; }; // baseline fallback, all ships
|
||||
struct RallyBehavior { QVector2D rallyPoint; float score; }; // player combat ships
|
||||
struct RetreatBehavior { float retreatHpFraction; QVector2D retreatPoint; // player ships
|
||||
float score; };
|
||||
struct AttackBehavior { std::optional<EntityId> currentTarget; float score; };
|
||||
struct RepairBehavior { std::optional<EntityId> currentTarget;
|
||||
float maxRepairRange_tiles; float score; };
|
||||
struct SalvageScrapBehavior { std::optional<QVector2D> scrapTarget;
|
||||
float maxCollectionRange_tiles; float score; };
|
||||
struct DeliverScrapBehavior { BuildingId deliveryBay; float score; };
|
||||
struct SelectedBehaviorComponent { BehaviorKind winner; float bestScore; }; // selection result
|
||||
struct ThreatResponse { float engagementRange; CombatStance stance;
|
||||
CombatTargetPriority priority;
|
||||
std::optional<EntityId> currentTarget; };
|
||||
struct ScrapCollector { std::optional<QVector2D> scrapTarget; EntityId deliveryBay; };
|
||||
struct RepairBehavior { RepairTargetPriority priority;
|
||||
std::optional<EntityId> currentTarget; };
|
||||
struct HomeReturn { float retreatHpFraction; QVector2D homePos; };
|
||||
```
|
||||
|
||||
### Ship
|
||||
@@ -250,42 +246,38 @@ struct Ship {
|
||||
std::optional<SalvageCargo> cargo;
|
||||
std::optional<RepairTool> repairTool;
|
||||
|
||||
// Behaviors (attached per capability; AdvanceBehavior + SelectedBehaviorComponent
|
||||
// on every ship, RetreatBehavior on player ships, etc.)
|
||||
std::optional<AttackBehavior> attackBehavior;
|
||||
std::optional<SalvageScrapBehavior> salvageScrapBehavior;
|
||||
std::optional<DeliverScrapBehavior> deliverScrapBehavior;
|
||||
std::optional<RepairBehavior> repairBehavior;
|
||||
// Behaviors
|
||||
std::optional<ThreatResponse> threatResponse;
|
||||
std::optional<ScrapCollector> scrapCollector;
|
||||
std::optional<RepairBehavior> repairBehavior;
|
||||
std::optional<HomeReturn> homeReturn;
|
||||
|
||||
// Written by the winning behavior's executor, read by movement.
|
||||
// Written by behavior systems, read by movement.
|
||||
MovementIntent intent;
|
||||
};
|
||||
```
|
||||
|
||||
### Systems
|
||||
|
||||
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:
|
||||
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.
|
||||
|
||||
- `CombatSystem` — validates each weapon's executor-set target, falls back to nearest-target acquisition, fires, applies damage.
|
||||
- `SalvagerSystem` — collects scrap into cargo and delivers full cargo at a `SalvageBay`.
|
||||
- `RepairSystem` — validates each repair tool's target, falls back to nearest damaged friendly, applies healing.
|
||||
- `MovementIntentSystem` (`tickMovement`) — reads `MovementIntent`, advances `position`; brakes when inactive.
|
||||
- `tickThreatResponse` — requires `threatResponse` + `weapon`. Acquires target, fires, manages cooldown.
|
||||
- `tickScrapCollector` — requires `scrapCollector` + `cargo`. Flies to scrap, picks up, returns to delivery bay.
|
||||
- `tickRepairBehavior` — requires `repairBehavior` + `repairTool`. Finds damaged target, moves to range, repairs.
|
||||
- `tickHomeReturn` — requires `homeReturn`. Overrides movement if hp drops below threshold.
|
||||
- `tickMovement` — reads `intent`, advances `position`.
|
||||
|
||||
### Movement Arbitration
|
||||
|
||||
Arbitration is **score-based**, not fixed-priority. In a single tick `AiSystem` runs three phases:
|
||||
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.
|
||||
|
||||
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.
|
||||
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.
|
||||
3. **Execute** — each behavior's executor runs only for ships where it is the `winner`, writing the single `MovementIntent` and any preferred module targets.
|
||||
|
||||
`AdvanceBehavior` is present on every ship with the lowest score, guaranteeing a winner. The resulting band order:
|
||||
Initial priority order (subject to tuning):
|
||||
|
||||
```
|
||||
Retreat > Attack / Repair / SalvageScrap / DeliverScrap > Rally > Advance
|
||||
HomeReturn > ThreatResponse > RepairBehavior > ScrapCollector
|
||||
```
|
||||
|
||||
`MovementIntent` is cleared (inactive) at the start of each tick; `tickMovement` runs last.
|
||||
`tickMovement` runs last. Intents are cleared at the start of each tick.
|
||||
|
||||
### Why Not ECS
|
||||
|
||||
|
||||
@@ -161,16 +161,13 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
|
||||
- Stance: aggressive (advance toward enemies) / defensive (hold position near asteroid).
|
||||
- Target priority: closest / highest HP / structures first.
|
||||
- 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.
|
||||
- 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, 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.
|
||||
- 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.
|
||||
|
||||
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.
|
||||
|
||||
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).
|
||||
- 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, 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:
|
||||
- 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:
|
||||
- Defence stations first / ships first / nearest target.
|
||||
|
||||
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).
|
||||
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.
|
||||
- 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).
|
||||
- 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.
|
||||
|
||||
|
||||
@@ -17,8 +17,6 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairSystem.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipSystem.h"
|
||||
@@ -53,16 +51,11 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
|
||||
m_rng);
|
||||
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
|
||||
// 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_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();
|
||||
@@ -257,11 +250,13 @@ ArenaStatus ArenaSimulation::status() const
|
||||
|
||||
void ArenaSimulation::tick()
|
||||
{
|
||||
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
|
||||
// Ship behavior systems (tick step 7).
|
||||
m_shipSystem->clearMovementIntents();
|
||||
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
|
||||
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
|
||||
m_repairSystem->tick();
|
||||
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);
|
||||
|
||||
// Combat resolution (tick step 8).
|
||||
std::vector<WeaponFiredEvent> weaponFiredEvents;
|
||||
|
||||
@@ -22,8 +22,6 @@ class BuildingSystem;
|
||||
class CombatSystem;
|
||||
class DynamicBodySystem;
|
||||
class MovementIntentSystem;
|
||||
class RepairSystem;
|
||||
class SalvagerSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
|
||||
@@ -98,8 +96,6 @@ 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;
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
@@ -1,13 +0,0 @@
|
||||
#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 score = 0.0f;
|
||||
};
|
||||
@@ -1,15 +0,0 @@
|
||||
#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
|
||||
};
|
||||
@@ -1,22 +0,0 @@
|
||||
#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;
|
||||
}
|
||||
@@ -1,29 +1,24 @@
|
||||
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}/RallyBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RallyBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairBehaviorComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RepairToolComponent.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/RetreatBehavior.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SalvageBehaviorComponent.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
|
||||
)
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
9
src/lib/ecs/component/HomeReturnBehaviorComponent.h
Normal file
9
src/lib/ecs/component/HomeReturnBehaviorComponent.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
struct HomeReturnBehaviorComponent
|
||||
{
|
||||
float retreatHpFraction;
|
||||
QVector2D homePos;
|
||||
};
|
||||
@@ -2,12 +2,11 @@
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
// 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.
|
||||
// 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".
|
||||
struct MovementIntentComponent
|
||||
{
|
||||
bool active = false;
|
||||
int priority;
|
||||
QVector2D target;
|
||||
};
|
||||
|
||||
@@ -1,11 +0,0 @@
|
||||
#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 score = 0.0f;
|
||||
};
|
||||
8
src/lib/ecs/component/RallyBehaviorComponent.h
Normal file
8
src/lib/ecs/component/RallyBehaviorComponent.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
struct RallyBehaviorComponent
|
||||
{
|
||||
QVector2D rallyPoint;
|
||||
};
|
||||
@@ -1,15 +0,0 @@
|
||||
#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 score = 0.0f;
|
||||
};
|
||||
11
src/lib/ecs/component/RepairBehaviorComponent.h
Normal file
11
src/lib/ecs/component/RepairBehaviorComponent.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
struct RepairBehaviorComponent
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
float maxRepairRange_tiles = 0.0f;
|
||||
};
|
||||
@@ -1,13 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
14
src/lib/ecs/component/SalvageBehaviorComponent.h
Normal file
14
src/lib/ecs/component/SalvageBehaviorComponent.h
Normal file
@@ -0,0 +1,14 @@
|
||||
#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;
|
||||
};
|
||||
@@ -1,14 +0,0 @@
|
||||
#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 score = 0.0f;
|
||||
};
|
||||
@@ -1,11 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
10
src/lib/ecs/component/ThreatResponseBehaviorComponent.h
Normal file
10
src/lib/ecs/component/ThreatResponseBehaviorComponent.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
struct ThreatResponseBehaviorComponent
|
||||
{
|
||||
std::optional<entt::entity> currentTarget;
|
||||
};
|
||||
@@ -1,82 +1,587 @@
|
||||
#include "AiSystem.h"
|
||||
|
||||
#include <limits>
|
||||
#include <optional>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include <QVector2D>
|
||||
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "BuildingType.h"
|
||||
#include "BuildingId.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SelectedBehaviorComponent.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 "tracing.h"
|
||||
|
||||
namespace
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shared helpers for repair targeting
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
struct RepairableInfo
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
admin.forEach<Behavior, SelectedBehaviorComponent>(
|
||||
[kind](entt::entity /*e*/, const Behavior& behavior,
|
||||
SelectedBehaviorComponent& selected)
|
||||
{
|
||||
if (behavior.score > selected.bestScore)
|
||||
{
|
||||
selected.bestScore = behavior.score;
|
||||
selected.winner = kind;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
entt::entity entity;
|
||||
QVector2D position;
|
||||
bool isEnemy;
|
||||
bool isShip;
|
||||
float hp;
|
||||
float maxHp;
|
||||
};
|
||||
|
||||
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
const ScrapSystem& scraps)
|
||||
static std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
std::vector<RepairableInfo> repairables;
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<SelectedBehaviorComponent>(
|
||||
[](entt::entity /*e*/, SelectedBehaviorComponent& selected)
|
||||
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
|
||||
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
|
||||
const PositionComponent& pos, const FactionComponent& f,
|
||||
const HealthComponent& h)
|
||||
{
|
||||
selected.winner = BehaviorKind::None;
|
||||
selected.bestScore = std::numeric_limits<float>::lowest();
|
||||
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
|
||||
});
|
||||
|
||||
// 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);
|
||||
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;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickHomeReturnBehavior (priority 4)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
|
||||
{
|
||||
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};
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tickThreatResponseBehavior (priority 3)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
|
||||
{
|
||||
TRACE();
|
||||
// Snapshot all combatant entities for target acquisition.
|
||||
struct CombatantInfo
|
||||
{
|
||||
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});
|
||||
});
|
||||
|
||||
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())};
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1,52 +1,15 @@
|
||||
#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;
|
||||
|
||||
// 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 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;
|
||||
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);
|
||||
};
|
||||
|
||||
@@ -1,26 +1,9 @@
|
||||
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
|
||||
@@ -28,27 +11,10 @@ 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
|
||||
@@ -57,6 +23,5 @@ SET(SRCS
|
||||
set(LIB_INCLUDE_PATH
|
||||
${LIB_INCLUDE_PATH}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ai
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "PositionComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
@@ -24,11 +25,14 @@ 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.active)
|
||||
if (intent.priority == 0)
|
||||
{
|
||||
// No movement intent: brake using available thrust.
|
||||
const float linearBraking = std::min(body.velocity_tpt.length(),
|
||||
|
||||
@@ -1,70 +0,0 @@
|
||||
#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);
|
||||
});
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
@@ -1,79 +0,0 @@
|
||||
#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;
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
#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;
|
||||
};
|
||||
@@ -6,10 +6,6 @@
|
||||
#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"
|
||||
@@ -17,15 +13,14 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RallyBehaviorComponent.h"
|
||||
#include "RepairBehaviorComponent.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "SalvageBehaviorComponent.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"
|
||||
|
||||
@@ -326,30 +321,15 @@ 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<AttackBehavior>(entity, AttackBehavior{});
|
||||
m_admin.addComponent<ThreatResponseBehaviorComponent>(
|
||||
entity, ThreatResponseBehaviorComponent{});
|
||||
|
||||
if (!isEnemy)
|
||||
{
|
||||
RallyBehavior rally;
|
||||
rally.rallyPoint = m_rallyPoint;
|
||||
m_admin.addComponent<RallyBehavior>(entity, rally);
|
||||
m_admin.addComponent<RallyBehaviorComponent>(
|
||||
entity, RallyBehaviorComponent{m_rallyPoint});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -362,14 +342,11 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
if (r > maxCollRange) { maxCollRange = r; }
|
||||
}
|
||||
|
||||
SalvageScrapBehavior salvage;
|
||||
salvage.scrapTarget = std::nullopt;
|
||||
salvage.maxCollectionRange_tiles = maxCollRange;
|
||||
m_admin.addComponent<SalvageScrapBehavior>(entity, salvage);
|
||||
|
||||
DeliverScrapBehavior deliver;
|
||||
deliver.deliveryBay = kInvalidBuildingId;
|
||||
m_admin.addComponent<DeliverScrapBehavior>(entity, deliver);
|
||||
SalvageBehaviorComponent sb;
|
||||
sb.scrapTarget = std::nullopt;
|
||||
sb.deliveryBay = kInvalidBuildingId;
|
||||
sb.maxCollectionRange_tiles = maxCollRange;
|
||||
m_admin.addComponent<SalvageBehaviorComponent>(entity, sb);
|
||||
}
|
||||
|
||||
if (!repairChildren.empty())
|
||||
@@ -381,10 +358,10 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level,
|
||||
if (r > maxRepairRange) { maxRepairRange = r; }
|
||||
}
|
||||
|
||||
RepairBehavior repair;
|
||||
repair.currentTarget = std::nullopt;
|
||||
repair.maxRepairRange_tiles = maxRepairRange;
|
||||
m_admin.addComponent<RepairBehavior>(entity, repair);
|
||||
RepairBehaviorComponent rb;
|
||||
rb.currentTarget = std::nullopt;
|
||||
rb.maxRepairRange_tiles = maxRepairRange;
|
||||
m_admin.addComponent<RepairBehaviorComponent>(entity, rb);
|
||||
}
|
||||
|
||||
return entity;
|
||||
@@ -408,7 +385,7 @@ void ShipSystem::clearMovementIntents()
|
||||
m_admin.forEach<MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, MovementIntentComponent& i)
|
||||
{
|
||||
i = MovementIntentComponent{false, QVector2D(0.0f, 0.0f)};
|
||||
i = MovementIntentComponent{0, QVector2D(0.0f, 0.0f)};
|
||||
});
|
||||
}
|
||||
|
||||
@@ -417,17 +394,12 @@ 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<RallyBehavior, FactionComponent>(
|
||||
[&toRemove](entt::entity e, const RallyBehavior& /*rb*/,
|
||||
m_admin.forEach<RallyBehaviorComponent, FactionComponent>(
|
||||
[&toRemove](entt::entity e, const RallyBehaviorComponent& /*rb*/,
|
||||
const FactionComponent& f)
|
||||
{
|
||||
if (!f.isEnemy)
|
||||
@@ -437,6 +409,6 @@ void ShipSystem::triggerRallyDeparture()
|
||||
});
|
||||
for (entt::entity e : toRemove)
|
||||
{
|
||||
m_admin.removeComponent<RallyBehavior>(e);
|
||||
m_admin.removeComponent<RallyBehaviorComponent>(e);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,7 +24,7 @@ public:
|
||||
const std::map<std::string, int>& moduleLevelOverrides = {});
|
||||
void despawn(entt::entity entity);
|
||||
|
||||
// Reset all movement intents to inactive before behavior systems run.
|
||||
// Reset all movement intents to priority 0 before behavior systems run.
|
||||
void clearMovementIntents();
|
||||
|
||||
// Set the rally point that newly spawned player combat ships will loiter at.
|
||||
@@ -33,11 +33,6 @@ 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;
|
||||
@@ -45,5 +40,4 @@ private:
|
||||
const GameConfig& m_config;
|
||||
EntityAdmin& m_admin;
|
||||
QVector2D m_rallyPoint;
|
||||
bool m_retreatEnabled = true;
|
||||
};
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,30 +0,0 @@
|
||||
#include "AdvanceExecutor.h"
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void AdvanceExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
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; }
|
||||
|
||||
const QVector2D target = faction.isEnemy
|
||||
? QVector2D(-10000.0f, pos.value.y())
|
||||
: QVector2D(pos.value.x() + 1000.0f, pos.value.y());
|
||||
intent = MovementIntentComponent{true, target};
|
||||
});
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,71 +0,0 @@
|
||||
#include "AttackEvaluator.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorScores.h"
|
||||
#include "BehaviorTargeting.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void AttackEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
const std::vector<CombatantInfo> combatants = buildCombatants(admin);
|
||||
|
||||
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 range = sensor.value_tiles;
|
||||
|
||||
// Validate current target: still valid, still in range.
|
||||
bool targetValid = false;
|
||||
if (attack.currentTarget)
|
||||
{
|
||||
const entt::entity t = *attack.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; }
|
||||
}
|
||||
}
|
||||
|
||||
// Acquire nearest valid target if needed.
|
||||
if (!targetValid)
|
||||
{
|
||||
attack.currentTarget = std::nullopt;
|
||||
float bestDist = range;
|
||||
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 < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
attack.currentTarget = c.entity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const bool healthy =
|
||||
(health.maxHp > 0.0f)
|
||||
&& (health.hp / health.maxHp >= BehaviorScores::kLowHpFraction);
|
||||
attack.score = (healthy && attack.currentTarget)
|
||||
? BehaviorScores::kAttack
|
||||
: BehaviorScores::kInactive;
|
||||
});
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// 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.
|
||||
class AttackEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin);
|
||||
};
|
||||
@@ -1,61 +0,0 @@
|
||||
#include "AttackExecutor.h"
|
||||
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentComponent.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))
|
||||
{
|
||||
dest = admin.get<PositionComponent>(t).value;
|
||||
}
|
||||
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;
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,81 +0,0 @@
|
||||
#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;
|
||||
}
|
||||
@@ -1,49 +0,0 @@
|
||||
#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);
|
||||
@@ -1,43 +0,0 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,38 +0,0 @@
|
||||
#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};
|
||||
});
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,16 +0,0 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,20 +0,0 @@
|
||||
#include "RallyExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "RallyBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void RallyExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<RallyBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, const RallyBehavior& rally,
|
||||
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::Rally) { return; }
|
||||
intent = MovementIntentComponent{true, rally.rallyPoint};
|
||||
});
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship to its rally point when Rally is the winning behavior.
|
||||
class RallyExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
@@ -1,58 +0,0 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,61 +0,0 @@
|
||||
#include "RepairExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentComponent.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))
|
||||
{
|
||||
dest = admin.get<PositionComponent>(t).value;
|
||||
}
|
||||
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;
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,56 +0,0 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,20 +0,0 @@
|
||||
#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};
|
||||
});
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship to its retreat point (the rally point) when Retreat wins.
|
||||
class RetreatExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
@@ -1,55 +0,0 @@
|
||||
#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;
|
||||
});
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#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);
|
||||
};
|
||||
@@ -1,21 +0,0 @@
|
||||
#include "SalvageScrapExecutor.h"
|
||||
|
||||
#include "BehaviorKind.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void SalvageScrapExecutor::execute(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<SalvageScrapBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
|
||||
[](entt::entity /*e*/, const SalvageScrapBehavior& salvage,
|
||||
const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
|
||||
{
|
||||
if (selected.winner != BehaviorKind::SalvageScrap) { return; }
|
||||
if (!salvage.scrapTarget) { return; }
|
||||
intent = MovementIntentComponent{true, *salvage.scrapTarget};
|
||||
});
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
|
||||
// Moves a ship toward its scrap target when SalvageScrap is the winning behavior.
|
||||
class SalvageScrapExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin);
|
||||
};
|
||||
@@ -720,18 +720,11 @@ 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, frontEntryProgress};
|
||||
st.frontA = BeltItemSlot{item, 0.0};
|
||||
routed = true;
|
||||
}
|
||||
}
|
||||
@@ -739,7 +732,7 @@ void BeltSystem::routeSplitterItems()
|
||||
{
|
||||
if (!st.frontB)
|
||||
{
|
||||
st.frontB = BeltItemSlot{item, frontEntryProgress};
|
||||
st.frontB = BeltItemSlot{item, 0.0};
|
||||
routed = true;
|
||||
}
|
||||
}
|
||||
@@ -750,26 +743,26 @@ void BeltSystem::routeSplitterItems()
|
||||
|
||||
if (preferA && !st.frontA)
|
||||
{
|
||||
st.frontA = BeltItemSlot{item, frontEntryProgress};
|
||||
st.frontA = BeltItemSlot{item, 0.0};
|
||||
st.nextOutputIsA = false;
|
||||
routed = true;
|
||||
}
|
||||
else if (!preferA && !st.frontB)
|
||||
{
|
||||
st.frontB = BeltItemSlot{item, frontEntryProgress};
|
||||
st.frontB = BeltItemSlot{item, 0.0};
|
||||
st.nextOutputIsA = true;
|
||||
routed = true;
|
||||
}
|
||||
else if (preferA && !st.frontB)
|
||||
{
|
||||
// Preferred (A) is full — fall back to B; nextOutputIsA stays.
|
||||
st.frontB = BeltItemSlot{item, frontEntryProgress};
|
||||
st.frontB = BeltItemSlot{item, 0.75};
|
||||
routed = true;
|
||||
}
|
||||
else if (!preferA && !st.frontA)
|
||||
{
|
||||
// Preferred (B) is full — fall back to A; nextOutputIsA stays.
|
||||
st.frontA = BeltItemSlot{item, frontEntryProgress};
|
||||
st.frontA = BeltItemSlot{item, 0.75};
|
||||
routed = true;
|
||||
}
|
||||
// else both fronts occupied — back stays.
|
||||
|
||||
@@ -14,8 +14,6 @@
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairSystem.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipSystem.h"
|
||||
@@ -70,8 +68,6 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
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);
|
||||
|
||||
@@ -173,8 +169,6 @@ void Simulation::reset(unsigned int seed)
|
||||
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);
|
||||
|
||||
@@ -244,12 +238,11 @@ void Simulation::tick()
|
||||
}
|
||||
|
||||
m_shipSystem->clearMovementIntents();
|
||||
// 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();
|
||||
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
|
||||
|
||||
// Step 8: combat resolution
|
||||
m_combatSystem->tick(m_currentTick, m_admin,
|
||||
|
||||
@@ -27,8 +27,6 @@ class BuildingSystem;
|
||||
class CombatSystem;
|
||||
class DynamicBodySystem;
|
||||
class MovementIntentSystem;
|
||||
class RepairSystem;
|
||||
class SalvagerSystem;
|
||||
class ShipSystem;
|
||||
class ScrapSystem;
|
||||
class WaveSystem;
|
||||
@@ -187,8 +185,6 @@ 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;
|
||||
|
||||
|
||||
@@ -5,40 +5,35 @@
|
||||
#include <QPoint>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "AdvanceBehavior.h"
|
||||
#include "AiSystem.h"
|
||||
#include "AttackBehavior.h"
|
||||
#include "BehaviorKind.h"
|
||||
#include "BeltSystem.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "ShipLayout.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "BuildingType.h"
|
||||
#include "ConfigLoader.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "DynamicBodySystem.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "HomeReturnBehaviorComponent.h"
|
||||
#include "MovementIntentComponent.h"
|
||||
#include "MovementIntentSystem.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RepairSystem.h"
|
||||
#include "RallyBehaviorComponent.h"
|
||||
#include "RepairBehaviorComponent.h"
|
||||
#include "RepairToolComponent.h"
|
||||
#include "RetreatBehavior.h"
|
||||
#include "Rotation.h"
|
||||
#include "SalvageBehaviorComponent.h"
|
||||
#include "SalvageCargoComponent.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
#include "SalvagerSystem.h"
|
||||
#include "ScrapSystem.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipLayout.h"
|
||||
#include "ShipSystem.h"
|
||||
#include "Tick.h"
|
||||
#include "ThreatResponseBehaviorComponent.h"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Fixture
|
||||
@@ -60,8 +55,6 @@ struct Fixture
|
||||
BuildingSystem buildings;
|
||||
ShipSystem ships;
|
||||
AiSystem ai;
|
||||
SalvagerSystem salvager;
|
||||
RepairSystem repair;
|
||||
MovementIntentSystem movementIntent;
|
||||
DynamicBodySystem dynamicBody;
|
||||
ScrapSystem scraps;
|
||||
@@ -80,32 +73,20 @@ struct Fixture
|
||||
[](const std::string&) -> bool { return true; },
|
||||
rng)
|
||||
, ships(cfg, admin)
|
||||
, salvager(admin)
|
||||
, repair(admin)
|
||||
, scraps(admin)
|
||||
, tick(0)
|
||||
{
|
||||
}
|
||||
|
||||
// Phase 1-3: clear intents, evaluate behaviors, select winners, execute.
|
||||
void decide()
|
||||
{
|
||||
ships.clearMovementIntents();
|
||||
ai.tick(admin, buildings, scraps);
|
||||
}
|
||||
|
||||
// World mutation: collection/delivery and healing.
|
||||
void runModules()
|
||||
{
|
||||
salvager.tick(scraps, buildings);
|
||||
repair.tick();
|
||||
}
|
||||
|
||||
// Run one full behavior+movement tick (steps 7 and 10).
|
||||
void runBehaviorTick()
|
||||
{
|
||||
decide();
|
||||
runModules();
|
||||
ships.clearMovementIntents();
|
||||
ai.tickHomeReturnBehavior(admin);
|
||||
ai.tickThreatResponseBehavior(admin, buildings);
|
||||
ai.tickRepairBehavior(admin, buildings);
|
||||
ai.tickRepairTools(admin);
|
||||
ai.tickSalvageBehavior(admin, scraps, buildings);
|
||||
movementIntent.tick(admin);
|
||||
dynamicBody.tick(admin);
|
||||
++tick;
|
||||
@@ -150,6 +131,7 @@ static entt::entity firstSalvageChild(EntityAdmin& admin, entt::entity ship)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Helpers to read ECS data for a ship entity.
|
||||
static entt::entity firstRepairChild(EntityAdmin& admin, entt::entity ship)
|
||||
{
|
||||
entt::entity result = entt::null;
|
||||
@@ -177,11 +159,6 @@ static const MovementIntentComponent& intent(EntityAdmin& a, entt::entity e)
|
||||
return a.get<MovementIntentComponent>(e);
|
||||
}
|
||||
|
||||
static BehaviorKind winnerOf(EntityAdmin& a, entt::entity e)
|
||||
{
|
||||
return a.get<SelectedBehaviorComponent>(e).winner;
|
||||
}
|
||||
|
||||
static const HealthComponent& health(EntityAdmin& a, entt::entity e)
|
||||
{
|
||||
return a.get<HealthComponent>(e);
|
||||
@@ -196,16 +173,16 @@ static const PositionComponent& pos(EntityAdmin& a, entt::entity e)
|
||||
// clearMovementIntents
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to inactive",
|
||||
TEST_CASE("BehaviorSystem: clearMovementIntents resets all ships to priority 0",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
|
||||
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(10.0f, 0.0f)};
|
||||
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{3, QVector2D(10.0f, 0.0f)};
|
||||
f.ships.clearMovementIntents();
|
||||
|
||||
REQUIRE_FALSE(intent(f.admin, e).active);
|
||||
REQUIRE(intent(f.admin, e).priority == 0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -219,7 +196,7 @@ TEST_CASE("BehaviorSystem: tickMovement advances ship by maxSpeed_tpt toward tar
|
||||
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
|
||||
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
|
||||
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, QVector2D(100.0f, 0.0f)};
|
||||
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{1, QVector2D(100.0f, 0.0f)};
|
||||
f.movementIntent.tick(f.admin);
|
||||
f.dynamicBody.tick(f.admin);
|
||||
|
||||
@@ -235,7 +212,7 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
|
||||
|
||||
const float speed = f.admin.get<DynamicBodyComponent>(e).maxSpeed_tpt;
|
||||
const QVector2D target(speed * 0.5f, 0.0f);
|
||||
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{true, target};
|
||||
f.admin.get<MovementIntentComponent>(e) = MovementIntentComponent{1, target};
|
||||
f.movementIntent.tick(f.admin);
|
||||
f.dynamicBody.tick(f.admin);
|
||||
|
||||
@@ -244,65 +221,60 @@ TEST_CASE("BehaviorSystem: tickMovement stops exactly at target without overshoo
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// RetreatBehavior
|
||||
// tickHomeReturnBehavior
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BehaviorSystem: healthy player ship does not retreat", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: tickHomeReturnBehavior does nothing when HP is above threshold",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
f.admin.addComponent<HomeReturnBehaviorComponent>(e, HomeReturnBehaviorComponent{0.3f, QVector2D(-10.0f, 0.0f)});
|
||||
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp; // full HP
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickHomeReturnBehavior(f.admin);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, e) != BehaviorKind::Retreat);
|
||||
REQUIRE(intent(f.admin, e).priority == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("BehaviorSystem: low-HP player ship retreats toward the rally point", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: tickHomeReturnBehavior writes priority-4 intent toward homePos when HP is low",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const QVector2D rallyPoint(-50.0f, 0.0f);
|
||||
f.ships.setRallyPoint(rallyPoint);
|
||||
const entt::entity e = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
const QVector2D homePos(-10.0f, 0.0f);
|
||||
f.admin.addComponent<HomeReturnBehaviorComponent>(e, HomeReturnBehaviorComponent{0.5f, homePos});
|
||||
f.admin.get<HealthComponent>(e).hp = f.admin.get<HealthComponent>(e).maxHp * 0.2f; // below threshold
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickHomeReturnBehavior(f.admin);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, e) == BehaviorKind::Retreat);
|
||||
REQUIRE(intent(f.admin, e).active);
|
||||
REQUIRE(intent(f.admin, e).target.x() == Approx(rallyPoint.x()));
|
||||
REQUIRE(intent(f.admin, e).priority == 4);
|
||||
REQUIRE(intent(f.admin, e).target.x() == Approx(homePos.x()));
|
||||
}
|
||||
|
||||
TEST_CASE("BehaviorSystem: low-HP retreat outranks attacking a nearby enemy", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: tickHomeReturnBehavior priority-4 beats tickThreatResponseBehavior priority-3",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const QVector2D rallyPoint(-50.0f, 0.0f);
|
||||
f.ships.setRallyPoint(rallyPoint);
|
||||
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f), /*isEnemy=*/true);
|
||||
|
||||
const QVector2D homePos(-50.0f, 0.0f);
|
||||
f.admin.addComponent<HomeReturnBehaviorComponent>(player, HomeReturnBehaviorComponent{0.5f, homePos});
|
||||
f.admin.get<HealthComponent>(player).hp = f.admin.get<HealthComponent>(player).maxHp * 0.1f;
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickHomeReturnBehavior(f.admin);
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, player) == BehaviorKind::Retreat);
|
||||
REQUIRE(intent(f.admin, player).target.x() == Approx(rallyPoint.x()));
|
||||
}
|
||||
|
||||
TEST_CASE("BehaviorSystem: enemy ships never retreat even at low HP", "[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f),
|
||||
/*isEnemy=*/true);
|
||||
f.admin.get<HealthComponent>(enemy).hp = f.admin.get<HealthComponent>(enemy).maxHp * 0.05f;
|
||||
|
||||
f.decide();
|
||||
|
||||
REQUIRE_FALSE(f.admin.hasAll<RetreatBehavior>(enemy));
|
||||
REQUIRE(winnerOf(f.admin, enemy) != BehaviorKind::Retreat);
|
||||
REQUIRE(intent(f.admin, player).priority == 4);
|
||||
REQUIRE(intent(f.admin, player).target.x() == Approx(homePos.x()));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// AttackBehavior — player ships
|
||||
// tickThreatResponseBehavior — player ships
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in range",
|
||||
@@ -313,13 +285,13 @@ TEST_CASE("BehaviorSystem: player combat ship acquires nearest enemy ship in ran
|
||||
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
|
||||
/*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.hasAll<AttackBehavior>(player));
|
||||
const AttackBehavior& attack = f.admin.get<AttackBehavior>(player);
|
||||
REQUIRE(attack.currentTarget.has_value());
|
||||
REQUIRE(*attack.currentTarget == enemy);
|
||||
REQUIRE(winnerOf(f.admin, player) == BehaviorKind::Attack);
|
||||
REQUIRE(f.admin.hasAll<ThreatResponseBehaviorComponent>(player));
|
||||
const ThreatResponseBehaviorComponent& threatResponseBehavior = f.admin.get<ThreatResponseBehaviorComponent>(player);
|
||||
REQUIRE(threatResponseBehavior.currentTarget.has_value());
|
||||
REQUIRE(*threatResponseBehavior.currentTarget == enemy);
|
||||
}
|
||||
|
||||
TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
|
||||
@@ -329,11 +301,11 @@ TEST_CASE("BehaviorSystem: player combat ship does not target friendly ships",
|
||||
const entt::entity e1 = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
f.ships.spawn("interceptor", 1, QVector2D(5.0f, 0.0f)); // also player
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.hasAll<AttackBehavior>(e1));
|
||||
REQUIRE_FALSE(f.admin.get<AttackBehavior>(e1).currentTarget.has_value());
|
||||
REQUIRE(winnerOf(f.admin, e1) != BehaviorKind::Attack);
|
||||
REQUIRE(f.admin.hasAll<ThreatResponseBehaviorComponent>(e1));
|
||||
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(e1).currentTarget.has_value());
|
||||
}
|
||||
|
||||
TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement range",
|
||||
@@ -343,13 +315,14 @@ TEST_CASE("BehaviorSystem: player combat ship ignores enemy beyond engagement ra
|
||||
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
f.ships.spawn("interceptor", 1, QVector2D(500.0f, 0.0f), /*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<AttackBehavior>(player).currentTarget.has_value());
|
||||
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(player).currentTarget.has_value());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// AttackBehavior — enemy ships
|
||||
// tickThreatResponseBehavior — enemy ships
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
|
||||
@@ -360,34 +333,34 @@ TEST_CASE("BehaviorSystem: enemy ship acquires nearest player ship in range",
|
||||
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f),
|
||||
/*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.hasAll<AttackBehavior>(enemy));
|
||||
const AttackBehavior& attack = f.admin.get<AttackBehavior>(enemy);
|
||||
REQUIRE(attack.currentTarget.has_value());
|
||||
REQUIRE(*attack.currentTarget == player);
|
||||
REQUIRE(winnerOf(f.admin, enemy) == BehaviorKind::Attack);
|
||||
REQUIRE(f.admin.hasAll<ThreatResponseBehaviorComponent>(enemy));
|
||||
const ThreatResponseBehaviorComponent& threatResponseBehavior = f.admin.get<ThreatResponseBehaviorComponent>(enemy);
|
||||
REQUIRE(threatResponseBehavior.currentTarget.has_value());
|
||||
REQUIRE(*threatResponseBehavior.currentTarget == player);
|
||||
}
|
||||
|
||||
TEST_CASE("BehaviorSystem: enemy ship with no target advances leftward",
|
||||
TEST_CASE("BehaviorSystem: enemy ship with no target writes leftward movement intent",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(100.0f, 0.0f),
|
||||
/*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, enemy) == BehaviorKind::Advance);
|
||||
REQUIRE(intent(f.admin, enemy).active);
|
||||
REQUIRE(intent(f.admin, enemy).priority == 3);
|
||||
REQUIRE(intent(f.admin, enemy).target.x() < 0.0f);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// RepairBehavior
|
||||
// tickRepairBehavior
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BehaviorSystem: repair ship moves toward damaged friendly ship",
|
||||
TEST_CASE("BehaviorSystem: repair ship writes intent toward damaged friendly ship",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
@@ -398,10 +371,10 @@ TEST_CASE("BehaviorSystem: repair ship moves toward damaged friendly ship",
|
||||
|
||||
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, repairShip) == BehaviorKind::Repair);
|
||||
REQUIRE(intent(f.admin, repairShip).active);
|
||||
REQUIRE(intent(f.admin, repairShip).priority == 2);
|
||||
REQUIRE(intent(f.admin, repairShip).target.x() == Approx(5.0f));
|
||||
}
|
||||
|
||||
@@ -410,14 +383,16 @@ TEST_CASE("BehaviorSystem: repair ship heals damaged ally within repair range",
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
|
||||
f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f), false, repairLayout);
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(1.0f, 0.0f));
|
||||
|
||||
const float initialHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(friendly).hp = initialHp;
|
||||
|
||||
f.decide();
|
||||
f.runModules();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
REQUIRE(health(f.admin, friendly).hp > initialHp);
|
||||
}
|
||||
@@ -433,8 +408,9 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
|
||||
|
||||
for (int i = 0; i < 5; ++i)
|
||||
{
|
||||
f.decide();
|
||||
f.runModules();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
}
|
||||
|
||||
const HealthComponent& h = health(f.admin, friendly);
|
||||
@@ -443,10 +419,10 @@ TEST_CASE("BehaviorSystem: repair ship does not heal above maxHp", "[behavior]")
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// RepairSystem — per-module targeting
|
||||
// tickRepairTools — per-module targeting
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("RepairSystem: tool heals the in-range damaged target chosen by the executor",
|
||||
TEST_CASE("BehaviorSystem: rt.currentTarget is set to preferred target when in range and damaged",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
@@ -455,117 +431,118 @@ TEST_CASE("RepairSystem: tool heals the in-range damaged target chosen by the ex
|
||||
false, repairLayout);
|
||||
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
|
||||
const float initHp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(friendly).hp = initHp;
|
||||
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
|
||||
|
||||
f.decide();
|
||||
f.runModules();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
const entt::entity rc = firstRepairChild(f.admin, repairShip);
|
||||
REQUIRE(f.admin.isValid(rc));
|
||||
REQUIRE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
|
||||
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == friendly);
|
||||
REQUIRE(health(f.admin, friendly).hp > initHp);
|
||||
REQUIRE(health(f.admin, friendly).hp > f.admin.get<HealthComponent>(friendly).maxHp * 0.5f);
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: tool falls back to in-range target when its target is out of repair range",
|
||||
TEST_CASE("BehaviorSystem: repair module falls back to in-range target when preferred is out of repair range",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
// out of repair range (80) but in sensor range (200)
|
||||
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(90.0f, 0.0f));
|
||||
// within repair range
|
||||
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
|
||||
// preferred: within sensor range (200) but beyond repair range (80)
|
||||
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(90.0f, 0.0f));
|
||||
// fallback: within repair range
|
||||
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
|
||||
|
||||
const float outInitHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
|
||||
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(outOfRange).hp = outInitHp;
|
||||
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
|
||||
const float preferredInitHp = f.admin.get<HealthComponent>(preferred).maxHp * 0.5f;
|
||||
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(preferred).hp = preferredInitHp;
|
||||
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
|
||||
|
||||
// Force preferred as nav target without running full behavior tick.
|
||||
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
|
||||
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
// Seed the tool with an out-of-range target; RepairSystem must reacquire.
|
||||
const entt::entity rc = firstRepairChild(f.admin, repairShip);
|
||||
f.admin.get<RepairToolComponent>(rc).currentTarget = outOfRange;
|
||||
|
||||
f.repair.tick();
|
||||
|
||||
REQUIRE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
|
||||
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == fallback);
|
||||
REQUIRE(health(f.admin, fallback).hp > fallbackInitHp);
|
||||
REQUIRE(health(f.admin, outOfRange).hp == Approx(outInitHp));
|
||||
REQUIRE(health(f.admin, preferred).hp == Approx(preferredInitHp));
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: tool falls back when its target is fully healed",
|
||||
TEST_CASE("BehaviorSystem: repair module falls back when preferred target is fully healed",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
|
||||
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
|
||||
|
||||
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
|
||||
// preferred is at full HP; only fallback needs repair
|
||||
f.admin.get<HealthComponent>(preferred).hp = f.admin.get<HealthComponent>(preferred).maxHp;
|
||||
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
|
||||
|
||||
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
|
||||
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
const entt::entity rc = firstRepairChild(f.admin, repairShip);
|
||||
f.admin.get<RepairToolComponent>(rc).currentTarget = healed;
|
||||
|
||||
f.repair.tick();
|
||||
|
||||
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == fallback);
|
||||
REQUIRE(health(f.admin, fallback).hp > fallbackInitHp);
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: tool falls back when its target is destroyed",
|
||||
TEST_CASE("BehaviorSystem: repair module falls back when preferred target is destroyed",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
const entt::entity gone = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
|
||||
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
const entt::entity fallback = f.ships.spawn("interceptor", 1, QVector2D(15.0f, 0.0f));
|
||||
|
||||
const float fallbackInitHp = f.admin.get<HealthComponent>(fallback).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(fallback).hp = fallbackInitHp;
|
||||
|
||||
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
|
||||
f.ships.despawn(preferred);
|
||||
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
const entt::entity rc = firstRepairChild(f.admin, repairShip);
|
||||
f.admin.get<RepairToolComponent>(rc).currentTarget = gone;
|
||||
f.ships.despawn(gone);
|
||||
|
||||
f.repair.tick();
|
||||
|
||||
REQUIRE(*f.admin.get<RepairToolComponent>(rc).currentTarget == fallback);
|
||||
REQUIRE(health(f.admin, fallback).hp > fallbackInitHp);
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: tool target is cleared when no repairable target is in range",
|
||||
TEST_CASE("BehaviorSystem: rt.currentTarget is cleared when no repairable target is in range",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
// damaged but beyond repair range (80)
|
||||
// friendly is beyond repair range (80) but within sensor range (200)
|
||||
const entt::entity outOfRange = f.ships.spawn("interceptor", 1, QVector2D(150.0f, 0.0f));
|
||||
|
||||
const float initHp = f.admin.get<HealthComponent>(outOfRange).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(outOfRange).hp = initHp;
|
||||
|
||||
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = outOfRange;
|
||||
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
const entt::entity rc = firstRepairChild(f.admin, repairShip);
|
||||
f.admin.get<RepairToolComponent>(rc).currentTarget = outOfRange;
|
||||
|
||||
f.repair.tick();
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<RepairToolComponent>(rc).currentTarget.has_value());
|
||||
REQUIRE(health(f.admin, outOfRange).hp == Approx(initHp));
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: two repair modules both heal the chosen target additively",
|
||||
TEST_CASE("BehaviorSystem: two repair modules both heal preferred target additively",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
@@ -577,8 +554,9 @@ TEST_CASE("RepairSystem: two repair modules both heal the chosen target additive
|
||||
const float initHp = f.admin.get<HealthComponent>(targetA).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(targetA).hp = initHp;
|
||||
|
||||
f.decide();
|
||||
f.runModules();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
// Both modules should have healed targetA — total increase is 2 * ratePerTick.
|
||||
const float ratePerTick = (5.0f + 1.0f) / static_cast<float>(kTickRateHz);
|
||||
@@ -592,27 +570,24 @@ TEST_CASE("RepairSystem: two repair modules both heal the chosen target additive
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: two modules both fall back and heal the same target",
|
||||
TEST_CASE("BehaviorSystem: two repair modules both fall back and heal same target when preferred is fully healed",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig repairLayout = makeTwoModuleLayout("repair_tool");
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
const entt::entity healed = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
const entt::entity targetB = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
|
||||
const entt::entity preferred = f.ships.spawn("interceptor", 1, QVector2D(10.0f, 0.0f));
|
||||
const entt::entity targetB = f.ships.spawn("interceptor", 1, QVector2D(20.0f, 0.0f));
|
||||
|
||||
f.admin.get<HealthComponent>(healed).hp = f.admin.get<HealthComponent>(healed).maxHp;
|
||||
// preferred is at full HP so both modules must fall back
|
||||
f.admin.get<HealthComponent>(preferred).hp = f.admin.get<HealthComponent>(preferred).maxHp;
|
||||
const float initHp = f.admin.get<HealthComponent>(targetB).maxHp * 0.5f;
|
||||
f.admin.get<HealthComponent>(targetB).hp = initHp;
|
||||
|
||||
// Seed both tools with the (fully-healed) target; they must reacquire targetB.
|
||||
for (const entt::entity child : allRepairChildren(f.admin, repairShip))
|
||||
{
|
||||
f.admin.get<RepairToolComponent>(child).currentTarget = healed;
|
||||
}
|
||||
f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget = preferred;
|
||||
|
||||
f.repair.tick();
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
const float ratePerTick = (5.0f + 1.0f) / static_cast<float>(kTickRateHz);
|
||||
REQUIRE(health(f.admin, targetB).hp == Approx(initHp + 2.0f * ratePerTick));
|
||||
@@ -625,12 +600,13 @@ TEST_CASE("RepairSystem: two modules both fall back and heal the same target",
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship",
|
||||
TEST_CASE("BehaviorSystem: tickRepairTools does not crash when owner lacks RepairBehaviorComponent",
|
||||
"[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
|
||||
// Bare child entity: RepairToolComponent + ModuleOwnerComponent, owner is a combat ship.
|
||||
// Bare child entity: has RepairToolComponent and ModuleOwnerComponent but owner has no
|
||||
// RepairBehaviorComponent.
|
||||
const entt::entity ownerShip = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
const entt::entity moduleEntity = f.admin.createModuleEntity();
|
||||
RepairToolComponent rt;
|
||||
@@ -640,17 +616,17 @@ TEST_CASE("RepairSystem: does not crash when a tool's owner is not a repair ship
|
||||
f.admin.addComponent<RepairToolComponent>(moduleEntity, rt);
|
||||
f.admin.addComponent<ModuleOwnerComponent>(moduleEntity, ModuleOwnerComponent{ownerShip});
|
||||
|
||||
// Must not crash; no damaged friendly in range, so no target is set.
|
||||
f.repair.tick();
|
||||
// Must not crash.
|
||||
f.ai.tickRepairTools(f.admin);
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<RepairToolComponent>(moduleEntity).currentTarget.has_value());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// SalvageScrapBehavior / DeliverScrapBehavior
|
||||
// tickSalvageBehavior
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("BehaviorSystem: salvage ship moves toward nearest scrap", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: salvage ship writes intent toward nearest scrap", "[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
|
||||
@@ -660,10 +636,10 @@ TEST_CASE("BehaviorSystem: salvage ship moves toward nearest scrap", "[behavior]
|
||||
const QVector2D scrapPos(100.0f, 0.0f);
|
||||
f.scraps.spawn(scrapPos, 1, 100000);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, ship) == BehaviorKind::SalvageScrap);
|
||||
REQUIRE(intent(f.admin, ship).active);
|
||||
REQUIRE(intent(f.admin, ship).priority == 1);
|
||||
REQUIRE(intent(f.admin, ship).target.x() == Approx(scrapPos.x()));
|
||||
}
|
||||
|
||||
@@ -675,7 +651,8 @@ TEST_CASE("BehaviorSystem: salvage ship collects scrap on arrival", "[behavior]"
|
||||
false, salvageLayout);
|
||||
const entt::entity scrapEntity = f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
const entt::entity sc = firstSalvageChild(f.admin, ship);
|
||||
REQUIRE(f.admin.isValid(sc));
|
||||
@@ -710,12 +687,11 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
|
||||
cargo.current = cargo.capacity; // full cargo
|
||||
}
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, ship) == BehaviorKind::DeliverScrap);
|
||||
REQUIRE(f.admin.get<DeliverScrapBehavior>(ship).deliveryBay == bayId);
|
||||
const MovementIntentComponent& i = intent(f.admin, ship);
|
||||
REQUIRE(i.active);
|
||||
REQUIRE(i.priority == 1);
|
||||
REQUIRE(i.target.x() < pos(f.admin, ship).value.x());
|
||||
}
|
||||
|
||||
@@ -734,7 +710,7 @@ static int totalSalvageCurrent(EntityAdmin& admin, entt::entity ship)
|
||||
return total;
|
||||
}
|
||||
|
||||
TEST_CASE("SalvagerSystem: module does not collect scrap beyond its collection range",
|
||||
TEST_CASE("BehaviorSystem: salvage module does not collect scrap beyond its collection range",
|
||||
"[behavior]")
|
||||
{
|
||||
// collection_range_m_formula = "50"; scrap at distance 55 must not be collected.
|
||||
@@ -744,12 +720,13 @@ TEST_CASE("SalvagerSystem: module does not collect scrap beyond its collection r
|
||||
false, salvageLayout);
|
||||
f.scraps.spawn(QVector2D(55.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).current == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("SalvagerSystem: module collects scrap within its collection range",
|
||||
TEST_CASE("BehaviorSystem: salvage module collects scrap within its collection range",
|
||||
"[behavior]")
|
||||
{
|
||||
// collection_range_m_formula = "50"; scrap at distance 45 must be collected.
|
||||
@@ -759,7 +736,8 @@ TEST_CASE("SalvagerSystem: module collects scrap within its collection range",
|
||||
false, salvageLayout);
|
||||
f.scraps.spawn(QVector2D(45.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).current == 1);
|
||||
}
|
||||
@@ -768,7 +746,7 @@ TEST_CASE("SalvagerSystem: module collects scrap within its collection range",
|
||||
// Collection rate (per-module cooldown)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("SalvagerSystem: collection sets cooldown on module", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: salvage collection sets cooldown on module", "[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
|
||||
@@ -776,7 +754,8 @@ TEST_CASE("SalvagerSystem: collection sets cooldown on module", "[behavior]")
|
||||
false, salvageLayout);
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
const SalvageCargoComponent& cargo =
|
||||
f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship));
|
||||
@@ -784,7 +763,7 @@ TEST_CASE("SalvagerSystem: collection sets cooldown on module", "[behavior]")
|
||||
REQUIRE(cargo.cooldownTicksRemaining == cargo.collectionIntervalTicks);
|
||||
}
|
||||
|
||||
TEST_CASE("SalvagerSystem: module on cooldown does not collect scrap", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: salvage module on cooldown does not collect scrap", "[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
|
||||
@@ -794,12 +773,13 @@ TEST_CASE("SalvagerSystem: module on cooldown does not collect scrap", "[behavio
|
||||
|
||||
f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).cooldownTicksRemaining = 10;
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.get<SalvageCargoComponent>(firstSalvageChild(f.admin, ship)).current == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: salvage module collects again after cooldown expires", "[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
|
||||
@@ -808,7 +788,8 @@ TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[beha
|
||||
const entt::entity sc = firstSalvageChild(f.admin, ship);
|
||||
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
REQUIRE(f.admin.get<SalvageCargoComponent>(sc).current == 1);
|
||||
|
||||
// Shorten cooldown to 1 tick and place a second scrap.
|
||||
@@ -816,7 +797,8 @@ TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[beha
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
|
||||
// Next tick: cooldown decrements to 0, module collects the second scrap.
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.get<SalvageCargoComponent>(sc).current == 2);
|
||||
}
|
||||
@@ -825,7 +807,7 @@ TEST_CASE("SalvagerSystem: module collects again after cooldown expires", "[beha
|
||||
// Multiple salvage modules
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("SalvagerSystem: two salvage modules collect independently in same tick", "[behavior]")
|
||||
TEST_CASE("BehaviorSystem: two salvage modules collect independently in same tick", "[behavior]")
|
||||
{
|
||||
Fixture f;
|
||||
const ShipLayoutConfig salvageLayout = makeTwoModuleLayout("salvager");
|
||||
@@ -835,12 +817,13 @@ TEST_CASE("SalvagerSystem: two salvage modules collect independently in same tic
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE(totalSalvageCurrent(f.admin, ship) == 2);
|
||||
}
|
||||
|
||||
TEST_CASE("SalvagerSystem: second salvage module does not collect when first is on cooldown",
|
||||
TEST_CASE("BehaviorSystem: second salvage module does not collect when first module is on cooldown",
|
||||
"[behavior]")
|
||||
{
|
||||
// One module on cooldown, one ready: only the ready module collects.
|
||||
@@ -864,7 +847,8 @@ TEST_CASE("SalvagerSystem: second salvage module does not collect when first is
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
f.scraps.spawn(QVector2D(0.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.salvager.tick(f.scraps, f.buildings);
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
// Only one module was ready, so only one scrap is collected.
|
||||
REQUIRE(totalSalvageCurrent(f.admin, ship) == 1);
|
||||
@@ -882,7 +866,7 @@ TEST_CASE("SensorRange: sensorRange is populated from config formula at spawn",
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Sensor range — AttackBehavior
|
||||
// Sensor range — tickThreatResponseBehavior
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor range", "[sensor]")
|
||||
@@ -892,9 +876,10 @@ TEST_CASE("SensorRange: player combat ship acquires enemy just inside sensor ran
|
||||
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(190.0f, 0.0f),
|
||||
/*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(f.admin.get<AttackBehavior>(player).currentTarget == enemy);
|
||||
REQUIRE(f.admin.get<ThreatResponseBehaviorComponent>(player).currentTarget == enemy);
|
||||
}
|
||||
|
||||
TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor range", "[sensor]")
|
||||
@@ -903,9 +888,10 @@ TEST_CASE("SensorRange: player combat ship ignores enemy just outside sensor ran
|
||||
const entt::entity player = f.ships.spawn("interceptor", 1, QVector2D(0.0f, 0.0f));
|
||||
f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f), /*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<AttackBehavior>(player).currentTarget.has_value());
|
||||
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(player).currentTarget.has_value());
|
||||
}
|
||||
|
||||
TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[sensor]")
|
||||
@@ -915,29 +901,29 @@ TEST_CASE("SensorRange: enemy ship ignores player just outside sensor range", "[
|
||||
const entt::entity enemy = f.ships.spawn("interceptor", 1, QVector2D(210.0f, 0.0f),
|
||||
/*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickThreatResponseBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<AttackBehavior>(enemy).currentTarget.has_value());
|
||||
REQUIRE_FALSE(f.admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget.has_value());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Sensor range — RetreatBehavior (unarmed ships flee threats)
|
||||
// Sensor range — tickRepairBehavior
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("SensorRange: repair ship retreats from enemy within sensor range", "[sensor]")
|
||||
{
|
||||
Fixture f;
|
||||
const QVector2D rallyPoint(-100.0f, 0.0f);
|
||||
f.ships.setRallyPoint(rallyPoint);
|
||||
const ShipLayoutConfig repairLayout = makeSingleModuleLayout("repair_tool");
|
||||
const entt::entity repairShip = f.ships.spawn("repair_ship", 1, QVector2D(0.0f, 0.0f),
|
||||
false, repairLayout);
|
||||
f.ships.spawn("interceptor", 1, QVector2D(200.0f, 0.0f), /*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, repairShip) == BehaviorKind::Retreat);
|
||||
REQUIRE(intent(f.admin, repairShip).target.x() == Approx(rallyPoint.x()));
|
||||
REQUIRE(intent(f.admin, repairShip).priority == 2);
|
||||
REQUIRE(intent(f.admin, repairShip).target.x() < 0.0f);
|
||||
}
|
||||
|
||||
TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor range", "[sensor]")
|
||||
@@ -948,9 +934,9 @@ TEST_CASE("SensorRange: repair ship does not retreat from enemy beyond sensor ra
|
||||
false, repairLayout);
|
||||
f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f), /*isEnemy=*/true);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE(winnerOf(f.admin, repairShip) != BehaviorKind::Retreat);
|
||||
REQUIRE(intent(f.admin, repairShip).target.x() > pos(f.admin, repairShip).value.x());
|
||||
}
|
||||
|
||||
@@ -963,13 +949,14 @@ TEST_CASE("SensorRange: repair ship does not acquire damaged ally beyond sensor
|
||||
const entt::entity friendly = f.ships.spawn("interceptor", 1, QVector2D(300.0f, 0.0f));
|
||||
f.admin.get<HealthComponent>(friendly).hp = f.admin.get<HealthComponent>(friendly).maxHp * 0.5f;
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickRepairBehavior(f.admin, f.buildings);
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<RepairBehavior>(repairShip).currentTarget.has_value());
|
||||
REQUIRE_FALSE(f.admin.get<RepairBehaviorComponent>(repairShip).currentTarget.has_value());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Sensor range — SalvageScrapBehavior
|
||||
// Sensor range — tickSalvageBehavior
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[sensor]")
|
||||
@@ -980,8 +967,9 @@ TEST_CASE("SensorRange: salvage ship ignores scrap beyond sensor range", "[senso
|
||||
false, salvageLayout);
|
||||
f.scraps.spawn(QVector2D(300.0f, 0.0f), 1, 100000);
|
||||
|
||||
f.decide();
|
||||
f.ships.clearMovementIntents();
|
||||
f.ai.tickSalvageBehavior(f.admin, f.scraps, f.buildings);
|
||||
|
||||
REQUIRE_FALSE(f.admin.get<SalvageScrapBehavior>(ship).scrapTarget.has_value());
|
||||
REQUIRE_FALSE(f.admin.get<SalvageBehaviorComponent>(ship).scrapTarget.has_value());
|
||||
REQUIRE(intent(f.admin, ship).target.x() > pos(f.admin, ship).value.x());
|
||||
}
|
||||
|
||||
@@ -593,18 +593,17 @@ 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 0.75 (preferred A), nextOutputIsA = false
|
||||
bs.tick(); bs.tick(); // frontA: 0.75 -> 1.0 (stuck, no North downstream)
|
||||
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)
|
||||
|
||||
// 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.
|
||||
// Item routed to B as the *preferred* output enters at progress 0.0.
|
||||
bs.tryPutItem(tileSpl, makeItem("toB_pref"));
|
||||
bs.tick(); // back: 0.25
|
||||
bs.tick(); // back: 0.5 -> frontB at 0.75 (preferred B), nextOutputIsA = true
|
||||
REQUIRE(southProgressOf("toB_pref") == Approx(0.75));
|
||||
bs.tick(); // back: 0.5 -> frontB at 0.0 (preferred B), nextOutputIsA = true
|
||||
REQUIRE(southProgressOf("toB_pref") == Approx(0.0));
|
||||
|
||||
// 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
|
||||
// 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
|
||||
|
||||
// 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.
|
||||
@@ -614,96 +613,6 @@ 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()
|
||||
@@ -80,18 +80,17 @@ struct CombatFixture
|
||||
|
||||
void wireEnemyTarget(entt::entity enemy, entt::entity playerTarget)
|
||||
{
|
||||
// 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.
|
||||
// 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).
|
||||
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<AttackBehavior>(enemy))
|
||||
if (admin.hasAll<ThreatResponseBehaviorComponent>(enemy))
|
||||
{
|
||||
admin.get<AttackBehavior>(enemy).currentTarget = playerTarget;
|
||||
admin.get<ThreatResponseBehaviorComponent>(enemy).currentTarget = playerTarget;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@@ -6,27 +6,22 @@
|
||||
#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 "RallyBehavior.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "RepairBehaviorComponent.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()
|
||||
@@ -86,7 +81,7 @@ static ShipLayoutConfig makeSingleModuleLayout(const std::string& moduleId)
|
||||
// Combat ship (interceptor has default_modules = [laser_cannon])
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, no cargo or repair",
|
||||
TEST_CASE("ShipSystem: interceptor spawn has weapon child and threatResponse, no cargo or repair",
|
||||
"[ship]")
|
||||
{
|
||||
EntityAdmin admin;
|
||||
@@ -97,47 +92,11 @@ TEST_CASE("ShipSystem: interceptor spawn has weapon child and attack behavior, n
|
||||
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.isValid(firstWeaponChild(admin, 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(admin.hasAll<ThreatResponseBehaviorComponent>(e));
|
||||
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, 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));
|
||||
REQUIRE_FALSE(admin.hasAll<RepairBehaviorComponent>(e));
|
||||
REQUIRE_FALSE(admin.hasAll<SalvageBehaviorComponent>(e));
|
||||
}
|
||||
|
||||
TEST_CASE("ShipSystem: interceptor level 1 stats match config formulas", "[ship]")
|
||||
@@ -202,8 +161,7 @@ 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<SalvageScrapBehavior>(e));
|
||||
REQUIRE(admin.hasAll<DeliverScrapBehavior>(e));
|
||||
REQUIRE(admin.hasAll<SalvageBehaviorComponent>(e));
|
||||
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.isValid(firstRepairChild(admin, e)));
|
||||
}
|
||||
@@ -222,9 +180,9 @@ 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<DeliverScrapBehavior>(e).deliveryBay == kInvalidBuildingId);
|
||||
REQUIRE_FALSE(admin.get<SalvageScrapBehavior>(e).scrapTarget.has_value());
|
||||
REQUIRE(admin.get<SalvageScrapBehavior>(e).maxCollectionRange_tiles == Approx(50.0f));
|
||||
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));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -242,7 +200,7 @@ 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<RepairBehavior>(e));
|
||||
REQUIRE(admin.hasAll<RepairBehaviorComponent>(e));
|
||||
REQUIRE_FALSE(admin.isValid(firstWeaponChild(admin, e)));
|
||||
REQUIRE_FALSE(admin.isValid(firstSalvageChild(admin, e)));
|
||||
}
|
||||
@@ -263,7 +221,7 @@ 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<RepairBehavior>(e).maxRepairRange_tiles == Approx(80.0f));
|
||||
REQUIRE(admin.get<RepairBehaviorComponent>(e).maxRepairRange_tiles == Approx(80.0f));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user