Files
dota_factory/src/balancing/ArenaSimulation.h

140 lines
4.0 KiB
C++

#pragma once
#include <atomic>
#include <memory>
#include <mutex>
#include <optional>
#include <random>
#include <string>
#include <vector>
#include "BalancingConfig.h"
#include "BeltSystem.h"
#include "EntityAdmin.h"
#include "BuildingId.h"
#include "entt/entity/entity.hpp"
#include "BeamFiredEvent.h"
#include "GameConfig.h"
#include "Tick.h"
class AiSystem;
class BuildingSystem;
class CombatSystem;
class DynamicBodySystem;
class MovementIntentSystem;
class RepairSystem;
class SalvagerSystem;
class ShipSystem;
class ScrapSystem;
struct ArenaStatus
{
struct Entry
{
std::string displayName;
// Level suffix shown in the widget/inspect display. Set for the HQ and
// defence stations; empty for ships, which no longer have a level.
std::optional<int> level;
int total;
int surviving;
};
struct TeamStatus
{
std::string name;
double threatLevel = 0.0; // accumulated threat of the team's configured ships
// Remaining durability of the team's ships and defence stations (HQ
// excluded). currentEhp is summed live; maxEhp is the fixed full-HP
// baseline. See getEhpPercentText() for the displayed value.
double currentEhp = 0.0;
double maxEhp = 0.0;
std::vector<Entry> entries; // HQ first, then ships, then stations
// Remaining EHP as a whole-number percentage ("NN%"), or "n/a" when the
// team has no ships or stations (maxEhp == 0).
std::string getEhpPercentText() const;
};
TeamStatus teams[2];
bool finished = false;
std::optional<int> winnerTeam; // 0 or 1 when finished; nullopt while running
// Game time the fight has lasted (simulated ticks * fixed tick duration).
// Meaningful once finished; the battle duration shown for completed runs.
double durationSeconds = 0.0;
};
class ArenaSimulation
{
public:
ArenaSimulation(const GameConfig& gameConfig,
ArenaConfig arenaConfig,
unsigned int seed = 0);
~ArenaSimulation();
void run();
void requestStop();
void tickOnce();
std::vector<BeamFiredEvent> drainBeamFiredEvents();
ArenaStatus getStatus() const;
bool isFinished() const;
std::optional<int> getWinnerTeam() const;
Tick getCurrentTick() const;
const ArenaConfig& getArenaConfig() const;
const BuildingSystem& getBuildings() const;
const ShipSystem& getShips() const;
const ScrapSystem& getScraps() const;
EntityAdmin& getAdmin();
const EntityAdmin& getAdmin() const;
private:
BuildingId allocateBuildingId();
void placeStructures();
void spawnShips();
void computeTeamMaxEhp();
void tick();
void tickDeaths();
void updateStatus();
const GameConfig& m_gameConfig;
ArenaConfig m_arenaConfig;
std::mt19937 m_rng;
Tick m_currentTick;
BuildingId m_nextBuildingId;
EntityAdmin m_admin;
BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ShipSystem> m_shipSystem;
std::unique_ptr<AiSystem> m_aiSystem;
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
std::unique_ptr<CombatSystem> m_combatSystem;
std::unique_ptr<ScrapSystem> m_scrapSystem;
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
std::unique_ptr<RepairSystem> m_repairSystem;
entt::entity m_team1HqEntity;
entt::entity m_team2HqEntity;
bool m_finished;
std::optional<int> m_winnerTeam;
std::atomic<bool> m_stopRequested;
// Static accumulated threat per team, computed once from the configured roster.
double m_teamThreat[2] = {0.0, 0.0};
// Full-HP baseline per team (ships + defence stations, HQ excluded), computed
// once after spawning; the EHP-percentage denominator.
double m_teamMaxEhp[2] = {0.0, 0.0};
std::vector<BeamFiredEvent> m_beamFiredEvents;
mutable std::mutex m_statusMutex;
ArenaStatus m_status;
};