From 2a9f378c66b28cef1c5ee063cf4d7e4e2889076e Mon Sep 17 00:00:00 2001 From: Aki Date: Mon, 13 Feb 2023 22:52:18 +0100 Subject: 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. --- sim/src/BaseBattle.cpp | 44 ++++++++++++-------------------------------- sim/src/BaseBattle.h | 11 ++++------- sim/src/State.cpp | 25 +++++++++++++++++++++++++ sim/src/sim.cpp | 36 ++++++++++++++++++++++++++++++++++++ 4 files changed, 77 insertions(+), 39 deletions(-) create mode 100644 sim/src/State.cpp create mode 100644 sim/src/sim.cpp (limited to 'sim/src') 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 #include +#include #include #include #include @@ -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(entity, ship.identifier); - auto& state = registry.get(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(); + auto view = state.registry.view(); 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 -#include - #include #include #include +#include #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 + +#include + + +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 + +#include +#include +#include +#include + +#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(entity, ship.identifier); + auto& state = ctx.registry.get(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 -- cgit v1.1