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dota_factory/src/ui/selection/StationContent.cpp

84 lines
3.1 KiB
C++

#include "StationContent.h"
#include <QVBoxLayout>
#include "BarRow.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "Simulation.h"
#include "StatRow.h"
#include "WeaponComponent.h"
StationContent::StationContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: SelectionContent(context, std::nullopt, parent)
, m_entity(request.actors.front())
{
m_hpBar = new BarRow(tr("HP"), this);
m_damageRow = new StatRow(tr("Damage"), this);
m_rangeRow = new StatRow(tr("Range"), this);
m_fireRateRow = new StatRow(tr("Fire rate"), this);
getRuntimeLayout()->addWidget(m_hpBar);
getRuntimeLayout()->addWidget(m_damageRow);
getRuntimeLayout()->addWidget(m_rangeRow);
getRuntimeLayout()->addWidget(m_fireRateRow);
EntityAdmin& admin = context.sim->getAdmin();
const bool isEnemy = admin.isValid(m_entity)
&& admin.hasAll<FactionComponent>(m_entity)
&& admin.get<FactionComponent>(m_entity).isEnemy;
setIdentity(QPixmap(), isEnemy ? tr("Enemy Defence Station")
: tr("Player Defence Station"));
}
void StationContent::refreshRuntime()
{
EntityAdmin& admin = getContext().sim->getAdmin();
if (!admin.isValid(m_entity) || !admin.hasAll<HealthComponent>(m_entity))
{
return;
}
const HealthComponent& health = admin.get<HealthComponent>(m_entity);
const double hpFraction = (health.maxHp > 0.0f)
? static_cast<double>(health.hp) / health.maxHp
: 0.0;
m_hpBar->setValue(hpFraction, tr("%1 / %2")
.arg(static_cast<int>(health.hp + 0.5f))
.arg(static_cast<int>(health.maxHp + 0.5f)));
// A station's weapons are child module entities pointing back at it, so its damage,
// range and fire rate are read off those rather than off the station itself.
float totalDamage = 0.0f;
float maxRange = 0.0f;
float maxFireRateHz = 0.0f;
bool hasWeapon = false;
const entt::entity station = m_entity;
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner,
const WeaponComponent& weapon)
{
if (owner.owner != station) { return; }
hasWeapon = true;
totalDamage += weapon.damage;
if (weapon.range_tiles > maxRange) { maxRange = weapon.range_tiles; }
if (weapon.fireRateHz > maxFireRateHz) { maxFireRateHz = weapon.fireRateHz; }
});
m_damageRow->setVisible(hasWeapon);
m_rangeRow->setVisible(hasWeapon);
m_fireRateRow->setVisible(hasWeapon);
if (hasWeapon)
{
m_damageRow->setValue(
QString::number(static_cast<double>(totalDamage), 'f', 1));
m_rangeRow->setValue(tr("%1 tiles")
.arg(QString::number(static_cast<double>(maxRange), 'f', 1)));
m_fireRateRow->setValue(tr("%1 /s")
.arg(QString::number(static_cast<double>(maxFireRateHz), 'f', 1)));
}
}