Files
dota_factory/src/lib/ecs/system/ai/DeliverScrapEvaluator.cpp
Malte Langkabel 388d354e51 Use std::optional instead of sentinel values for absent data
Replace sentinel values that signalled "no value" with std::optional
across simulation, UI, and balancing code:

- BuildingId references: DeliverScrapBehavior::deliveryBay,
  Simulation::m_hqBuildingId, the return types of BuildingSystem::place
  and Simulation::tryPlaceBuilding (previously kInvalidBuildingId on
  failure), GameWorldView building/site-at-tile lookups and demolish
  hover, SelectedBuildingPanel::m_singleBuildingId.
- Command id fields: the five id-carrying commands now hold
  optional<BuildingId>; CommandSerializer and Simulation::apply updated.
  The serialized replay format is unchanged.
- Index sentinels: BlueprintPanel::m_activeIndex,
  BalancingWindow::m_inspectedArenaIndex, ArenaSimulation winnerTeam,
  and the moduleIndex grid cells in ShipLayoutDialog/ShipLayoutPreview.
  ShipLayoutDialog::m_activeModuleIndex was a tri-state, so it is
  modelled as bool m_removeMode + optional<int>.

Building/ConstructionSite id defaults keep kInvalidBuildingId (identity,
not an absent reference); entt::null and config -1 domain values are
left as-is.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
2026-07-20 07:36:34 +02:00

44 lines
1.4 KiB
C++

#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.has_value())
{
const Building* bay =
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
if (bay) { deliver.deliveryBay = bay->id; }
}
deliver.score = BehaviorScores::kDeliver;
});
}