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authorAki <please@ignore.pl>2023-02-13 22:52:18 +0100
committerAki <please@ignore.pl>2023-02-13 22:52:42 +0100
commit2a9f378c66b28cef1c5ee063cf4d7e4e2889076e (patch)
treed678fce067c527052462adf91909f23664ca0544 /sim/src
parent03bb1614c25a56ef6225db09c4c59b7a5f8fa808 (diff)
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Created sim::State object to hold overall state of simulation
This is seems like it creats even more chaotic binding between the components but it is a very nice and testable intermediate step before moving everything to standalone systems and shoving state into the... well, State.
Diffstat (limited to 'sim/src')
-rw-r--r--sim/src/BaseBattle.cpp44
-rw-r--r--sim/src/BaseBattle.h11
-rw-r--r--sim/src/State.cpp25
-rw-r--r--sim/src/sim.cpp36
4 files changed, 77 insertions, 39 deletions
diff --git a/sim/src/BaseBattle.cpp b/sim/src/BaseBattle.cpp
index 888379e..916a9f8 100644
--- a/sim/src/BaseBattle.cpp
+++ b/sim/src/BaseBattle.cpp
@@ -7,6 +7,7 @@
#include <kurator/engine/Context.h>
#include <kurator/campaign/Scenario.h>
+#include <kurator/sim.h>
#include <kurator/sim/components.h>
#include <kurator/sim/FloatingMovement.h>
#include <kurator/sim/systems.h>
@@ -23,45 +24,24 @@ namespace sim
{
-static void setup_scenario(entt::registry& registry, const campaign::Scenario& scenario);
-
-
-BaseBattle::BaseBattle(const campaign::Scenario& scenario) :
- _registry {}
-{
- setup_scenario(_registry, scenario);
- manager.extend(_registry);
-}
-
-
-void
-setup_scenario(entt::registry& registry, const campaign::Scenario& scenario)
+BaseBattle::BaseBattle(const campaign::Scenario& scenario)
{
- RandomSpawner spawner {scenario.last_team(), scenario.radius, 0.1};
- Builder build {registry, spawner};
- for (const auto& ship : scenario.ships) {
- const auto entity = build(ship.loadout.type, ship.team);
- registry.emplace<universe::UniqueIdentifier>(entity, ship.identifier);
- auto& state = registry.get<AIState>(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);
- }
- }
+ load_scenario(state, scenario);
+ manager.extend(state.registry);
}
-entt::registry&
-BaseBattle::registry()
+engine::Context
+BaseBattle::context()
{
- return _registry;
+ return state;
}
-entt::dispatcher&
-BaseBattle::dispatcher()
+engine::ConstContext
+BaseBattle::const_context() const
{
- return _dispatcher;
+ return state;
}
@@ -80,9 +60,9 @@ BaseBattle::update(engine::Context& ctx)
void
BaseBattle::pick_random_targets()
{
- auto view = _registry.view<Team, AIState>();
+ auto view = state.registry.view<Team, AIState>();
for (auto&& [entity, team, ai] : view.each()) {
- if (!_registry.valid(ai.target))
+ if (!state.registry.valid(ai.target))
ai.target = manager.random(team.id);
}
}
diff --git a/sim/src/BaseBattle.h b/sim/src/BaseBattle.h
index 77e1d10..6f59457 100644
--- a/sim/src/BaseBattle.h
+++ b/sim/src/BaseBattle.h
@@ -1,11 +1,9 @@
#pragma once
-#include <entt/entity/registry.hpp>
-#include <entt/signal/dispatcher.hpp>
-
#include <kurator/engine/Context.h>
#include <kurator/campaign/Scenario.h>
#include <kurator/sim/Battle.h>
+#include <kurator/sim/State.h>
#include "TeamManager.h"
@@ -20,12 +18,11 @@ class BaseBattle : public Battle
{
public:
BaseBattle(const campaign::Scenario& scenario);
- entt::registry& registry() override;
- entt::dispatcher& dispatcher() override;
+ engine::Context context() override;
+ engine::ConstContext const_context() const override;
void update(engine::Context& ctx) override;
private:
- entt::registry _registry;
- entt::dispatcher _dispatcher;
+ State state;
TeamManager manager;
void pick_random_targets();
};
diff --git a/sim/src/State.cpp b/sim/src/State.cpp
new file mode 100644
index 0000000..3c8a709
--- /dev/null
+++ b/sim/src/State.cpp
@@ -0,0 +1,25 @@
+#include <kurator/sim/State.h>
+
+#include <kurator/engine/Context.h>
+
+
+namespace kurator
+{
+namespace sim
+{
+
+
+State::operator engine::Context()
+{
+ return {registry, dispatcher, clock, camera};
+}
+
+
+State::operator engine::ConstContext() const
+{
+ return {registry, dispatcher, clock, camera};
+}
+
+
+} // namespace sim
+} // namespace kurator
diff --git a/sim/src/sim.cpp b/sim/src/sim.cpp
new file mode 100644
index 0000000..f915d20
--- /dev/null
+++ b/sim/src/sim.cpp
@@ -0,0 +1,36 @@
+#include <kurator/sim.h>
+
+#include <kurator/campaign/Scenario.h>
+#include <kurator/sim/components.h>
+#include <kurator/sim/State.h>
+#include <kurator/universe/UniqueIdentifier.h>
+
+#include "Builder.h"
+#include "RandomSpawner.h"
+
+
+namespace kurator
+{
+namespace sim
+{
+
+
+void
+load_scenario(State& ctx, const campaign::Scenario& scenario)
+{
+ RandomSpawner spawner {scenario.last_team(), scenario.radius, 0.1};
+ Builder build {ctx.registry, spawner};
+ 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);
+ 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);
+ }
+ }
+}
+
+
+} // namespace sim
+} // namespace kurator