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authorAki <please@ignore.pl>2023-04-23 12:54:14 +0200
committerAki <please@ignore.pl>2024-04-05 19:41:19 +0200
commit975339d07aeb193564221adff31b55a913d92a1e (patch)
tree957b37e922e494780874bbc8e495a1a5e412fb76 /sim/src/sim.cpp
parentbdfb27ba04528f213dcadc00afdcf1f35a61f6fc (diff)
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Separated Turret from AI, shuffled their units
Diffstat (limited to 'sim/src/sim.cpp')
-rw-r--r--sim/src/sim.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/sim/src/sim.cpp b/sim/src/sim.cpp
index 4cb7467..740e6af 100644
--- a/sim/src/sim.cpp
+++ b/sim/src/sim.cpp
@@ -1,7 +1,7 @@
#include <kurator/sim.h>
#include <kurator/campaign/Scenario.h>
-#include <kurator/sim/components.h>
+#include <kurator/sim/ai.h>
#include <kurator/sim/State.h>
#include <kurator/sim/System.h>
#include <kurator/universe/UniqueIdentifier.h>
@@ -26,7 +26,7 @@ load_scenario(const campaign::Scenario& scenario)
for (const auto& ship : scenario.ships) {
const auto entity = build(ship.loadout.type, ship.team);
ctx.registry.emplace<universe::UniqueIdentifier>(entity, ship.identifier);
- auto& state = ctx.registry.get<AIState>(entity);
+ auto& state = ctx.registry.get<AIShip>(entity);
for (const auto& turret_type : ship.loadout.turrets) {
build(turret_type, entity);
state.keep_at_range = std::min(state.keep_at_range, turret_type.optimal_range);