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dota_factory/src/lib/ecs/system/SalvagerSystem.h

40 lines
1.1 KiB
C++

#pragma once
#include <vector>
#include "BeamFiredEvent.h"
#include "Tick.h"
#include "entt/entity/entity.hpp"
class BuildingSystem;
class EntityAdmin;
class ScrapSystem;
// World-mutation system for salvage modules: each module runs a collection cycle
// on its own cooldown. When a cycle starts it emits a salvage beam toward an
// in-range scrap pile and schedules the collection of one scrap for mid-beam
// (kBeamImpactDelayTicks later) — mirroring weapon firing. Also delivers full
// cargo at a SalvageBay. Runs every tick, independent of behavior selection.
class SalvagerSystem
{
public:
explicit SalvagerSystem(EntityAdmin& admin);
void tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem& buildings,
std::vector<BeamFiredEvent>& outBeamFiredEvents);
private:
struct PendingCollection
{
entt::entity ship;
entt::entity scrap;
Tick appliesAt;
};
void applyPendingCollections(Tick currentTick, ScrapSystem& scraps);
EntityAdmin& m_admin;
std::vector<PendingCollection> m_pendingCollections;
};