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dota_factory/src/lib/ecs/system/AiSystem.h

60 lines
2.0 KiB
C++

#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"
#include "StandbyEvaluator.h"
#include "StandbyExecutor.h"
class BuildingSystem;
class EntityAdmin;
class ScrapSystem;
struct GameConfig;
// Orchestrates ship-behavior decision-making in three batched phases:
// 1. evaluators score each behavior and set its target data,
// 2. selectWinningBehaviors picks the highest-scoring behavior per ship,
// 3. executors run for the winning behavior, setting movement intent and
// preferred module targets.
// All world mutation (collection, healing, damage) is left to the module
// systems (SalvagerSystem, RepairSystem, CombatSystem).
class AiSystem
{
public:
explicit AiSystem(const GameConfig& config);
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const ScrapSystem& scraps);
private:
void selectWinningBehaviors(EntityAdmin& admin);
AdvanceEvaluator m_advanceEvaluator;
StandbyEvaluator m_standbyEvaluator;
RallyEvaluator m_rallyEvaluator;
RetreatEvaluator m_retreatEvaluator;
AttackEvaluator m_attackEvaluator;
RepairEvaluator m_repairEvaluator;
SalvageScrapEvaluator m_salvageScrapEvaluator;
DeliverScrapEvaluator m_deliverScrapEvaluator;
AdvanceExecutor m_advanceExecutor;
StandbyExecutor m_standbyExecutor;
RallyExecutor m_rallyExecutor;
RetreatExecutor m_retreatExecutor;
AttackExecutor m_attackExecutor;
RepairExecutor m_repairExecutor;
SalvageScrapExecutor m_salvageScrapExecutor;
DeliverScrapExecutor m_deliverScrapExecutor;
};