Files
dota_factory/src/lib/ecs/system/ai/BehaviorTargeting.cpp

86 lines
3.3 KiB
C++

#include "BehaviorTargeting.h"
#include "CargoComponent.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "PositionComponent.h"
#include "ShipIdentityComponent.h"
#include "StationBodyComponent.h"
std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
{
std::vector<RepairableInfo> repairables;
admin.forEach<ShipIdentityComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables](entt::entity e, const ShipIdentityComponent& /*si*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
repairables.push_back({e, pos.value, f.isEnemy, true, h.hp, h.maxHp});
});
admin.forEach<StationBodyComponent, PositionComponent, FactionComponent, HealthComponent>(
[&repairables, &admin](entt::entity e, const StationBodyComponent& /*sb*/,
const PositionComponent& pos, const FactionComponent& f,
const HealthComponent& h)
{
// The HQ is not a repair target — only ships and defence stations are
// (REQ-SHP-REPAIR). In the balancing arena the HQ is spawned as a station,
// so it is identified by its HqProxyComponent tag.
if (admin.hasAll<HqProxyComponent>(e)) { return; }
repairables.push_back({e, pos.value, f.isEnemy, false, h.hp, h.maxHp});
});
return repairables;
}
std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin)
{
std::vector<CombatantInfo> combatants;
admin.forEach<PositionComponent, FactionComponent, ShipIdentityComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const ShipIdentityComponent& /*si*/)
{
combatants.push_back({e, pos.value, f.isEnemy, false});
});
admin.forEach<PositionComponent, FactionComponent, StationBodyComponent>(
[&combatants](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const StationBodyComponent& /*sb*/)
{
combatants.push_back({e, pos.value, f.isEnemy, true});
});
admin.forEach<PositionComponent, FactionComponent, HqProxyComponent>(
[&combatants, &admin](entt::entity e, const PositionComponent& pos,
const FactionComponent& f, const HqProxyComponent& /*hq*/)
{
// An arena HQ carries both StationBodyComponent and HqProxyComponent; it
// is already listed by the station pass above, so skip it here to avoid
// counting it twice.
if (admin.hasAll<StationBodyComponent>(e)) { return; }
combatants.push_back({e, pos.value, f.isEnemy, true});
});
return combatants;
}
std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin)
{
std::unordered_map<entt::entity, CargoState> cargoByShip;
admin.forEach<CargoComponent>(
[&cargoByShip](entt::entity ship, const CargoComponent& c)
{
cargoByShip[ship] = CargoState{c.current, c.maxCapacity};
});
return cargoByShip;
}
bool isCargoFull(const CargoState& cargo)
{
return cargo.capacity > 0 && cargo.current >= cargo.capacity;
}