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dota_factory/src/lib/sim/EntityHitTest.cpp

129 lines
4.3 KiB
C++

#include "EntityHitTest.h"
#include <algorithm>
#include <cmath>
#include "EntityAdmin.h"
#include "SelectionBox.h"
#include "PositionComponent.h"
#include "DebrisComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
#include "HealthComponent.h"
entt::entity entityAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
{
const QPoint tile(static_cast<int>(std::floor(worldPos.x())),
static_cast<int>(std::floor(worldPos.y())));
entt::entity stationHit = entt::null;
admin.forEach<StationBodyComponent, HealthComponent>(
[&](entt::entity entity, const StationBodyComponent& sb, const HealthComponent& h)
{
if (stationHit != entt::null) { return; }
if (h.hp <= 0.0f) { return; }
for (const QPoint& cell : sb.bodyCells)
{
if (cell == tile)
{
stationHit = entity;
return;
}
}
});
if (stationHit != entt::null)
{
return stationHit;
}
constexpr float kShipHitRadiusSquared = 0.5f * 0.5f;
entt::entity bestShip = entt::null;
float bestDistSquared = kShipHitRadiusSquared;
admin.forEach<PositionComponent, HealthComponent>(
[&](entt::entity entity, const PositionComponent& pos, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
if (admin.hasAll<StationBodyComponent>(entity)) { return; }
const float dx = pos.value.x() - worldPos.x();
const float dy = pos.value.y() - worldPos.y();
const float distSquared = dx * dx + dy * dy;
if (distSquared < bestDistSquared)
{
bestDistSquared = distSquared;
bestShip = entity;
}
});
return bestShip;
}
entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
{
// Slightly larger than the debris's rendered radius (0.2 tiles) so small pieces
// remain easy to click; tunable.
constexpr float kDebrisHitRadiusSquared = 0.35f * 0.35f;
entt::entity bestDebris = entt::null;
float bestDistSquared = kDebrisHitRadiusSquared;
admin.forEach<DebrisComponent, PositionComponent>(
[&](entt::entity entity, const DebrisComponent& /*sd*/, const PositionComponent& pos)
{
const float dx = pos.value.x() - worldPos.x();
const float dy = pos.value.y() - worldPos.y();
const float distSquared = dx * dx + dy * dy;
if (distSquared < bestDistSquared)
{
bestDistSquared = distSquared;
bestDebris = entity;
}
});
return bestDebris;
}
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, const QRectF& worldBox)
{
std::vector<entt::entity> result;
admin.forEach<DebrisComponent, PositionComponent>(
[&](entt::entity entity, const DebrisComponent& /*sd*/, const PositionComponent& pos)
{
if (boxCoversPoint(worldBox, pos.value)) { result.push_back(entity); }
});
return result;
}
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, const QRectF& worldBox)
{
std::vector<entt::entity> result;
// Stations occupy whole tiles: included when the box overlaps any occupied cell.
admin.forEach<StationBodyComponent, HealthComponent>(
[&](entt::entity entity, const StationBodyComponent& sb, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
for (const QPoint& cell : sb.bodyCells)
{
if (boxCoversTile(worldBox, cell))
{
result.push_back(entity);
return;
}
}
});
// Ships have a position rather than a footprint: included when the box contains
// that position. Requiring ShipIdentityComponent excludes the HQ proxy and any
// station bodies.
admin.forEach<ShipIdentityComponent, PositionComponent, HealthComponent>(
[&](entt::entity entity, const ShipIdentityComponent& /*id*/,
const PositionComponent& pos, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
if (boxCoversPoint(worldBox, pos.value)) { result.push_back(entity); }
});
return result;
}