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2024-04-05Refactored Actions to be owned by registryAki
Registry is now also responsible for switching between the actions and each action is expected to have one system. Technically an std::variant could be used here, but let's wait a bit and see how this part evolves.
2024-04-05Extracted KeepAtRange actionAki
It seems an abstraction level is of some kind is needed here. One thing to handle "AI", another to handle primitive commands and their execution.
2024-04-05Fixed Turrets percepting time too fastAki
2024-04-05Separated Turret from AI, shuffled their unitsAki
2023-02-28Merge branch 'archlinux-pipelines'Aki
2023-02-28Added tracking to damage calculationsAki
2023-02-27Increased test discovery timeoutAki
2023-02-17Replaced all entt includes with full headerAki
2023-02-14Replaced Context+Battle combo with State and arbitrary SystemsAki
2023-02-14Extracted basic simulation behaviour and that part of state to own classAki
2023-02-13Created sim::State object to hold overall state of simulationAki
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.
2023-02-13Externalized part of simulation systemsAki
2023-02-13Extracted scenario setup from BaseBattle constructorAki
2023-02-12Removed unused get from team managerAki
2023-02-12Removed RandomSpawner from BaseBattle instanceAki
2023-02-12Extracted system update functions out of sim BaseBattleAki
2023-02-11Context is now used in sim systemsAki
2023-02-05Added universe to used libraries for style consistencyAki
2023-02-05Fixed boundary damage dealing and resulting side effect in totalsAki
2023-02-05Added simple test for HitPointsAki
This should have been added earlier. The test itself is questionable and overall very optimistic about the edge cases. The intent of this commit is purely set up of the testing framework.
2023-02-04Ship types JSON now support base_*_resists entriesAki
2023-02-03Created engine module right now containing only PointAki
This might be a bit too generic of a name, but the intent is to get the main shared abstracts for gameplay loop and/or simulation outside of the game executable implementation to redirect dependencies.
2023-01-27Added effective range calculation for turretsAki
This is now used when deciding if turret should start shooting or not.
2023-01-21Inernal libraries are now staticAki
2023-01-15Implemented naive on-death markersAki
2023-01-12Fixed edge cases in inter-layer damage consumptionAki
2023-01-10Extracted ship loadout into own classAki
2023-01-10Moved universe repo initialization to campaign moduleAki
2023-01-08Implemented naive armour and shield without parametrized resitsAki
2023-01-08Added naive resistsAki
2023-01-08Renamed health to structure points where applicableAki
2023-01-08Extracted total retrieval to health points to enable modification of componentsAki
2023-01-08Extracted alive state check from battle to hitpoints to hide it awayAki
2023-01-05Naively implemented JSON universe RepositoryAki
2023-01-02Moved UniqueIdentifier to universe moduleAki
2022-12-31Extracted method to deal damage to hit pointsAki
2022-12-31Extracted HitPoints definition to own headerAki
2022-12-31Added a check for AIState and Transform of the ownerAki
2022-12-31Turrets may now shoot multiple times per frameAki
2022-12-31Added a wrapper for calling system updatesAki
2022-12-31Extracted TurretControl to own unitAki
2022-12-31Keep at range distance is now updated according to optimal range of turretsAki
2022-12-31Added rounds and reload time to turrets to enable burst weaponsAki
2022-12-31Renamed misleading total_teams() methodAki
2022-12-31Extracted FloatingMovement component to own header and implAki
2022-12-30Rotated RandomSpawner to spawn first team on the leftAki
2022-12-24Added end event to mark end of a battleAki
2022-12-13Added naive events for ship destructionAki
2022-12-13Added naive campaign-unique ship identifiersAki
2022-12-13Random target selection is now really randomAki