Files
dota_factory/src/lib/ecs/system/ai/RetreatEvaluator.cpp

87 lines
3.2 KiB
C++

#include "RetreatEvaluator.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 "RepairBehavior.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); }
});
// Snapshot repairables so weaponless repair ships can decide whether there is
// still a damaged ally worth holding ground for.
const std::vector<RepairableInfo> repairables = buildRepairables(admin);
admin.forEach<RetreatBehavior, PositionComponent, HealthComponent,
SensorRangeComponent, FactionComponent>(
[&](entt::entity e, RetreatBehavior& retreat, const PositionComponent& pos,
const HealthComponent& health, const SensorRangeComponent& sensor,
const FactionComponent& faction)
{
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)
{
bool enemyInRange = false;
for (const QVector2D& enemy : enemyShips)
{
if ((enemy - pos.value).length() <= sensor.value_tiles)
{
enemyInRange = true;
break;
}
}
// A weaponless ship with a repair tool holds its ground while a
// damaged ally remains within sensor range; it only flees once
// there is nothing left to repair.
bool repairTargetInRange = false;
if (enemyInRange && admin.hasAll<RepairBehavior>(e))
{
for (const RepairableInfo& r : repairables)
{
if (r.entity == e) { continue; }
if (r.isEnemy != faction.isEnemy) { continue; }
if (r.hp <= 0.0f || r.hp >= r.maxHp) { continue; }
if ((r.position - pos.value).length() <= sensor.value_tiles)
{
repairTargetInRange = true;
break;
}
}
}
threatened = enemyInRange && !repairTargetInRange;
}
retreat.score = (lowHp || threatened)
? BehaviorScores::kRetreat
: BehaviorScores::kInactive;
});
}