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dota_factory/src/lib/ecs/system/ai/StandbyExecutor.cpp

81 lines
3.2 KiB
C++

#include "StandbyExecutor.h"
#include <optional>
#include <QVector2D>
#include "BehaviorKind.h"
#include "Centroid.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "MovementIntentComponent.h"
#include "PositionComponent.h"
#include "SelectedBehaviorComponent.h"
#include "ShipIdentityComponent.h"
#include "StandbyBehavior.h"
#include "StationBodyComponent.h"
#include "tracing.h"
void StandbyExecutor::execute(EntityAdmin& admin)
{
TRACE();
// Centroid of each faction's alive ships; a standing-by ship steers toward the
// center of its other same-faction ships so it stays among potential patients.
Centroid enemyShips;
Centroid playerShips;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&enemyShips, &playerShips](entt::entity /*e*/, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& faction,
const HealthComponent& health)
{
if (health.hp <= 0.0f) { return; }
Centroid& centroid = faction.isEnemy ? enemyShips : playerShips;
centroid.add(pos.value);
});
// Fallback per faction: the centroid of that side's own alive defence stations.
Centroid enemyStations;
Centroid playerStations;
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&enemyStations, &playerStations](entt::entity /*e*/,
const StationBodyComponent& /*sb*/, const PositionComponent& pos,
const FactionComponent& faction, const HealthComponent& health)
{
if (health.hp <= 0.0f) { return; }
Centroid& centroid = faction.isEnemy ? enemyStations : playerStations;
centroid.add(pos.value);
});
const std::optional<QVector2D> enemyStationCenter = enemyStations.value();
const std::optional<QVector2D> playerStationCenter = playerStations.value();
admin.forEach<StandbyBehavior, SelectedBehaviorComponent, PositionComponent,
FactionComponent, MovementIntentComponent>(
[&](entt::entity /*e*/, const StandbyBehavior& /*standby*/,
const SelectedBehaviorComponent& selected, const PositionComponent& pos,
const FactionComponent& faction, MovementIntentComponent& intent)
{
if (selected.winner != BehaviorKind::Standby) { return; }
const Centroid& allyShips = faction.isEnemy ? enemyShips : playerShips;
const std::optional<QVector2D>& friendlyStationCenter =
faction.isEnemy ? enemyStationCenter : playerStationCenter;
// Aim at the centroid of the other allied ships (excluding self), then
// fall back to the friendly stations, then hold position when alone.
QVector2D target = pos.value;
if (allyShips.count > 1)
{
target = (allyShips.sum - pos.value)
/ static_cast<float>(allyShips.count - 1);
}
else if (friendlyStationCenter)
{
target = *friendlyStationCenter;
}
intent = MovementIntentComponent{true, target};
});
}