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dota_factory/src/lib/sim/Simulation.cpp

733 lines
25 KiB
C++

#include "Simulation.h"
#include <cassert>
#include "AiSystem.h"
#include "BuildingSystem.h"
#include "CombatSystem.h"
#include "DynamicBodySystem.h"
#include "FactionComponent.h"
#include "EventManager.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "MovementIntentSystem.h"
#include "PositionComponent.h"
#include "ScrapSystem.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
#include "StationBodyComponent.h"
#include "SurfaceMask.h"
#include "tracing.h"
#include "WaveSystem.h"
#include "WeaponComponent.h"
Simulation::Simulation(GameConfig config, unsigned int seed)
: m_config(std::move(config))
, m_rng(seed)
, m_currentTick(0)
, m_nextDepartureTick(secondsToTicks(m_config.world.departureIntervalSeconds))
, m_nextBuildingId(1)
, m_buildingBlocksStock(m_config.world.startingBuildingBlocks)
, m_gameOver(false)
, m_hqBuildingId(kInvalidBuildingId)
, m_hqProxyEntity(entt::null)
, m_playerStation1Entity(entt::null)
, m_playerStation2Entity(entt::null)
, m_beltSystem(m_config.world.beltSpeed_tps)
{
m_currentEnemyStationEntities[0] = entt::null;
m_currentEnemyStationEntities[1] = entt::null;
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
{
return;
}
std::map<std::string, int> moduleLevels;
for (const auto& [mId, mState] : m_moduleSchematicLevels)
{
moduleLevels[mId] = mState.level;
}
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
moduleLevels);
},
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>();
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
// Initialize ship schematic unlock state.
for (const ShipDef& def : m_config.ships.ships)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.schematic.playerProductionLevel : 0;
m_schematicLevels[def.id] = state;
}
// Initialize module schematic unlock state.
for (const ModuleDef& def : m_config.modules.modules)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
m_moduleSchematicLevels[def.id] = state;
}
placeInitialStructures();
registerForEvents();
}
Simulation::~Simulation()
{
unregisterForEvents();
}
const GameConfig& Simulation::config() const
{
return m_config;
}
void Simulation::reset(GameConfig newConfig, unsigned int seed)
{
m_config = std::move(newConfig);
reset(seed);
}
void Simulation::reset(unsigned int seed)
{
EventManager::getInstance()->clearEvents();
m_rng.seed(seed);
m_currentTick = 0;
m_nextDepartureTick = secondsToTicks(m_config.world.departureIntervalSeconds);
m_nextBuildingId = 1;
m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
m_gameOver = false;
m_hqBuildingId = kInvalidBuildingId;
m_hqProxyEntity = entt::null;
m_playerStation1Entity = entt::null;
m_playerStation2Entity = entt::null;
m_currentEnemyStationEntities[0] = entt::null;
m_currentEnemyStationEntities[1] = entt::null;
m_fireEvents.clear();
m_schematicDropEvents.clear();
m_admin.clear();
m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
{
return;
}
std::map<std::string, int> moduleLevels;
for (const auto& [mId, mState] : m_moduleSchematicLevels)
{
moduleLevels[mId] = mState.level;
}
m_shipSystem->spawn(id, it->second.level, pos, /*isEnemy=*/false, layout,
moduleLevels);
},
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>();
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
m_schematicLevels.clear();
for (const ShipDef& def : m_config.ships.ships)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.schematic.playerProductionLevel : 0;
m_schematicLevels[def.id] = state;
}
m_moduleSchematicLevels.clear();
for (const ModuleDef& def : m_config.modules.modules)
{
SchematicState state;
state.unlocked = (def.unlockAtStationLevel == -1);
state.level = (def.unlockAtStationLevel == -1) ? def.playerProductionLevel : 0;
m_moduleSchematicLevels[def.id] = state;
}
placeInitialStructures();
}
// ---------------------------------------------------------------------------
// tick
// ---------------------------------------------------------------------------
void Simulation::tick()
{
EventManager::getInstance()->processEvents();
// Step 1: wave scheduler
m_waveSystem->tickWaveScheduler(m_currentTick, *m_shipSystem,
m_config.world.heightTiles);
// Step 2: threat accumulation
m_waveSystem->tickThreatAccumulation();
// Construction + production pipeline
m_buildingSystem->tickConstruction(m_currentTick);
m_buildingSystem->tickBeltPull(); // step 3
m_buildingSystem->tickProduction(m_currentTick); // step 4
m_buildingSystem->tickShipyardProduction(m_currentTick); // step 4b
m_buildingSystem->tickBeltPush(); // step 5
m_beltSystem.tick(); // step 6
// Step 7: ship behavior systems (movement arbitration via intent priority)
// Departure timer: release gathered combat ships on a fixed interval (REQ-SHP-RALLY).
if (m_currentTick >= m_nextDepartureTick)
{
m_shipSystem->triggerRallyDeparture();
m_nextDepartureTick += secondsToTicks(m_config.world.departureIntervalSeconds);
}
m_shipSystem->clearMovementIntents();
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,
*m_buildingSystem, m_fireEvents);
// Step 8b: deferred damage whose impact tick has arrived
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
// Step 9: deaths & loot
if (!m_gameOver)
{
tickDeathsAndLoot();
}
// Step 10: advance ship positions
m_movementIntentSystem->tick(m_admin);
m_dynamicBodySystem->tick(m_admin);
// Step 11: scrap despawn
m_scrapSystem->tickDespawn(m_currentTick);
++m_currentTick;
}
// ---------------------------------------------------------------------------
// Pre-placement
// ---------------------------------------------------------------------------
void Simulation::placeInitialStructures()
{
// HQ — right edge of asteroid (rightmost asteroid tile is x = -1).
// Placed as a Building (for belt input) plus an ECS proxy (for HP/targeting).
const ParsedSurfaceMask hqParsed =
parseSurfaceMask(m_config.stations.hq.surfaceMask, Rotation::East);
const int hqAnchorX = -hqParsed.footprint.width();
const int hqAnchorY =
(m_config.world.heightTiles - hqParsed.footprint.height()) / 2;
const float hqHp =
static_cast<float>(m_config.stations.hq.hpFormula.evaluate(0.0));
m_hqBuildingId = m_buildingSystem->placeImmediate(
BuildingType::Hq,
m_config.stations.hq.surfaceMask,
QPoint(hqAnchorX, hqAnchorY),
Rotation::East);
const QVector2D hqCenter(
hqAnchorX + hqParsed.footprint.width() / 2.0f,
hqAnchorY + hqParsed.footprint.height() / 2.0f);
m_hqProxyEntity = m_admin.spawnHqProxy(hqCenter, hqHp, hqHp);
// Player defence stations — ECS entities with tile occupancy.
const ParsedSurfaceMask psParsed =
parseSurfaceMask(m_config.stations.playerStation.surfaceMask, Rotation::East);
const int psAnchorX =
m_config.world.regions.playerBufferWidth_tiles - psParsed.footprint.width();
const double psLevel = static_cast<double>(m_config.stations.playerStation.level);
const float psHp = static_cast<float>(
m_config.stations.playerStation.hpFormula.evaluate(psLevel));
const float tileSize = static_cast<float>(m_config.world.tileSize_m);
WeaponComponent psWeapon;
psWeapon.damage = static_cast<float>(
m_config.stations.playerStation.damageFormula.evaluate(psLevel));
psWeapon.range_tiles = static_cast<float>(
m_config.stations.playerStation.rangeFormula.evaluate(psLevel)) / tileSize;
psWeapon.fireRateHz = static_cast<float>(
m_config.stations.playerStation.fireRateFormula.evaluate(psLevel));
psWeapon.cooldownTicks = 0.0f;
psWeapon.currentTarget = std::nullopt;
const int ps1Y = m_config.world.heightTiles / 4;
const int ps2Y = 3 * m_config.world.heightTiles / 4;
{
const QPoint anchor(psAnchorX, ps1Y);
std::vector<QPoint> absCells;
for (const QPoint& rel : psParsed.bodyCells)
{
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
}
m_playerStation1Entity = m_admin.spawnStation(
anchor, psParsed.footprint, absCells, psHp, psHp, false);
{
entt::entity wChild = m_admin.createModuleEntity();
m_admin.addComponent<WeaponComponent>(wChild, psWeapon);
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_playerStation1Entity});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
{
const QPoint anchor(psAnchorX, ps2Y);
std::vector<QPoint> absCells;
for (const QPoint& rel : psParsed.bodyCells)
{
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
}
m_playerStation2Entity = m_admin.spawnStation(
anchor, psParsed.footprint, absCells, psHp, psHp, false);
{
entt::entity wChild = m_admin.createModuleEntity();
m_admin.addComponent<WeaponComponent>(wChild, psWeapon);
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_playerStation2Entity});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
// Rally point: center of the player defence stations' X column, world vertical midpoint.
const float rallyX = static_cast<float>(psAnchorX) + psParsed.footprint.width() / 2.0f;
const float rallyY = static_cast<float>(m_config.world.heightTiles) / 2.0f;
m_shipSystem->setRallyPoint(QVector2D(rallyX, rallyY));
// Enemy defence stations — generation 0 (initial set).
placeEnemyStationSet(0);
}
void Simulation::placeEnemyStationSet(int generation)
{
const float tileSize = static_cast<float>(m_config.world.tileSize_m);
const ParsedSurfaceMask esParsed =
parseSurfaceMask(m_config.stations.enemyStation.surfaceMask, Rotation::East);
const int rightEdgeX = m_config.world.regions.playerBufferWidth_tiles
+ m_config.world.regions.contestZoneWidth_tiles
+ generation * m_config.world.push.pushExpandColumns_tiles;
const int anchorX = rightEdgeX - esParsed.footprint.width();
const double genD = static_cast<double>(generation);
const float esHp = static_cast<float>(
m_config.stations.enemyStation.hpFormula.evaluate(genD));
WeaponComponent esWeapon;
esWeapon.damage = static_cast<float>(
m_config.stations.enemyStation.damageFormula.evaluate(genD));
esWeapon.range_tiles = static_cast<float>(
m_config.stations.enemyStation.rangeFormula.evaluate(genD)) / tileSize;
esWeapon.fireRateHz = static_cast<float>(
m_config.stations.enemyStation.fireRateFormula.evaluate(genD));
esWeapon.cooldownTicks = 0.0f;
esWeapon.currentTarget = std::nullopt;
const int y1 = m_config.world.heightTiles / 4;
const int y2 = 3 * m_config.world.heightTiles / 4;
{
const QPoint anchor(anchorX, y1);
std::vector<QPoint> absCells;
for (const QPoint& rel : esParsed.bodyCells)
{
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
}
m_currentEnemyStationEntities[0] = m_admin.spawnStation(
anchor, esParsed.footprint, absCells, esHp, esHp, true);
{
entt::entity wChild = m_admin.createModuleEntity();
m_admin.addComponent<WeaponComponent>(wChild, esWeapon);
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_currentEnemyStationEntities[0]});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
{
const QPoint anchor(anchorX, y2);
std::vector<QPoint> absCells;
for (const QPoint& rel : esParsed.bodyCells)
{
absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
}
m_currentEnemyStationEntities[1] = m_admin.spawnStation(
anchor, esParsed.footprint, absCells, esHp, esHp, true);
{
entt::entity wChild = m_admin.createModuleEntity();
m_admin.addComponent<WeaponComponent>(wChild, esWeapon);
m_admin.addComponent<ModuleOwnerComponent>(wChild,
ModuleOwnerComponent{m_currentEnemyStationEntities[1]});
}
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
}
// ---------------------------------------------------------------------------
// Deaths & loot (tick step 9)
// ---------------------------------------------------------------------------
void Simulation::tickDeathsAndLoot()
{
TRACE();
// --- Dead ships ---
std::vector<entt::entity> deadShips;
m_admin.forEach<ShipIdentityComponent, HealthComponent>(
[&deadShips](entt::entity e, const ShipIdentityComponent& /*si*/,
const HealthComponent& h)
{
if (h.hp <= 0.0f)
{
deadShips.push_back(e);
}
});
for (entt::entity deadEntity : deadShips)
{
const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
for (const ShipDef& def : m_config.ships.ships)
{
if (def.id == si.schematicId && def.loot.scrapDrop > 0)
{
const Tick despawnAt = m_currentTick
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
m_scrapSystem->spawn(pos.value, def.loot.scrapDrop, despawnAt);
break;
}
}
m_shipSystem->despawn(deadEntity);
}
// --- Dead stations ---
std::vector<entt::entity> deadStations;
m_admin.forEach<StationBodyComponent, HealthComponent>(
[&deadStations](entt::entity e, const StationBodyComponent& /*sb*/,
const HealthComponent& h)
{
if (h.hp <= 0.0f)
{
deadStations.push_back(e);
}
});
for (entt::entity deadEntity : deadStations)
{
const StationBodyComponent& sb = m_admin.get<StationBodyComponent>(deadEntity);
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
const FactionComponent& fac = m_admin.get<FactionComponent>(deadEntity);
const Tick despawnAt = m_currentTick
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
int scrap = 0;
if (!fac.isEnemy)
{
const double lv = static_cast<double>(
m_config.stations.playerStation.level);
scrap = static_cast<int>(
m_config.stations.playerStation.scrapDropFormula.evaluate(lv));
}
else
{
const double genD = static_cast<double>(m_waveSystem->generation());
scrap = static_cast<int>(
m_config.stations.enemyStation.scrapDropFormula.evaluate(genD));
}
if (scrap > 0)
{
m_scrapSystem->spawn(pos.value, scrap, despawnAt);
}
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
{
std::vector<entt::entity> stationChildren;
m_admin.forEach<ModuleOwnerComponent>(
[&](entt::entity ce, const ModuleOwnerComponent& o)
{
if (o.owner == deadEntity) { stationChildren.push_back(ce); }
});
for (entt::entity ce : stationChildren) { m_admin.destroy(ce); }
}
m_admin.destroy(deadEntity);
}
// --- HQ death check ---
if (m_admin.isValid(m_hqProxyEntity))
{
const HealthComponent& hqHealth = m_admin.get<HealthComponent>(m_hqProxyEntity);
if (hqHealth.hp <= 0.0f)
{
m_gameOver = true;
}
}
// --- Push check: if both current enemy stations are gone, trigger push ---
const bool es0Gone = !m_admin.isValid(m_currentEnemyStationEntities[0])
|| m_admin.get<HealthComponent>(m_currentEnemyStationEntities[0]).hp <= 0.0f;
const bool es1Gone = !m_admin.isValid(m_currentEnemyStationEntities[1])
|| m_admin.get<HealthComponent>(m_currentEnemyStationEntities[1]).hp <= 0.0f;
if (es0Gone && es1Gone &&
m_currentEnemyStationEntities[0] != entt::null)
{
const int destroyedLevel = m_waveSystem->generation();
m_waveSystem->onEnemyStationsDestroyed();
placeEnemyStationSet(m_waveSystem->generation());
awardSchematicDrop(destroyedLevel);
}
}
void Simulation::awardSchematicDrop(int destroyedStationLevel)
{
std::vector<std::pair<std::string, bool>> pool; // (id, isModule)
for (const ShipDef& def : m_config.ships.ships)
{
if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
{
pool.push_back({def.id, false});
}
}
for (const ModuleDef& def : m_config.modules.modules)
{
if (def.unlockAtStationLevel == -1 || def.unlockAtStationLevel <= destroyedStationLevel)
{
pool.push_back({def.id, true});
}
}
std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1);
const auto& [chosen, isModule] = pool[static_cast<std::size_t>(dist(m_rng))];
SchematicState& state = isModule
? m_moduleSchematicLevels.at(chosen)
: m_schematicLevels.at(chosen);
const bool wasNew = !state.unlocked;
state.unlocked = true;
state.level += 1;
SchematicDropEvent evt;
evt.schematicId = chosen;
evt.newLevel = state.level;
evt.wasNewUnlock = wasNew;
evt.isModuleSchematic = isModule;
m_schematicDropEvents.push_back(evt);
}
// ---------------------------------------------------------------------------
// Drains
// ---------------------------------------------------------------------------
std::vector<FireEvent> Simulation::drainFireEvents()
{
std::vector<FireEvent> result;
result.swap(m_fireEvents);
return result;
}
std::vector<SchematicDropEvent> Simulation::drainSchematicDropEvents()
{
std::vector<SchematicDropEvent> result;
result.swap(m_schematicDropEvents);
return result;
}
// ---------------------------------------------------------------------------
// Accessors
// ---------------------------------------------------------------------------
Tick Simulation::currentTick() const
{
return m_currentTick;
}
int Simulation::buildingBlocksStock() const
{
return m_buildingBlocksStock;
}
bool Simulation::isGameOver() const
{
return m_gameOver;
}
double Simulation::threatLevel() const
{
return m_waveSystem->threatLevel();
}
int Simulation::bossWaveCounter() const
{
return m_waveSystem->bossWaveCounter();
}
Tick Simulation::bossCountdownTicks() const
{
return m_waveSystem->bossCountdownTicks();
}
Tick Simulation::normalGapRemainingTicks() const
{
return m_waveSystem->normalGapRemainingTicks();
}
int Simulation::schematicLevel(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return 0;
}
return it->second.level;
}
bool Simulation::isSchematicUnlocked(const std::string& shipId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return false;
}
return it->second.unlocked;
}
int Simulation::moduleSchematicLevel(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_moduleSchematicLevels.find(moduleId);
if (it == m_moduleSchematicLevels.end())
{
return 0;
}
return it->second.level;
}
bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
{
const std::map<std::string, SchematicState>::const_iterator it =
m_moduleSchematicLevels.find(moduleId);
if (it == m_moduleSchematicLevels.end())
{
return false;
}
return it->second.unlocked;
}
BuildingId Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
{
int cost = 0;
for (const BuildingDef& def : m_config.buildings.buildings)
{
if (def.type == type)
{
cost = def.cost;
break;
}
}
if (m_buildingBlocksStock < cost)
{
return kInvalidBuildingId;
}
m_buildingBlocksStock -= cost;
return m_buildingSystem->place(type, anchor, rotation, m_currentTick);
}
void Simulation::demolish(BuildingId id)
{
m_buildingBlocksStock += m_buildingSystem->demolish(id);
}
BuildingSystem& Simulation::buildings()
{
return *m_buildingSystem;
}
const BuildingSystem& Simulation::buildings() const
{
return *m_buildingSystem;
}
BeltSystem& Simulation::belts()
{
return m_beltSystem;
}
const BeltSystem& Simulation::belts() const
{
return m_beltSystem;
}
ShipSystem& Simulation::ships()
{
return *m_shipSystem;
}
const ShipSystem& Simulation::ships() const
{
return *m_shipSystem;
}
ScrapSystem& Simulation::scraps()
{
return *m_scrapSystem;
}
const ScrapSystem& Simulation::scraps() const
{
return *m_scrapSystem;
}
EntityAdmin& Simulation::admin()
{
return m_admin;
}
const EntityAdmin& Simulation::admin() const
{
return m_admin;
}
void Simulation::handleEvent(std::shared_ptr<const TracePrintRequestedEvent> event)
{
PRINT_TRACES();
}
BuildingId Simulation::allocateBuildingId()
{
return m_nextBuildingId++;
}