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#include "BaseBattle.h"
#include <cmath>
#include <memory>
#include <entt/entity/registry.hpp>
#include <kurator/battles/components.h>
#include <kurator/battles/Scenario.h>
#include <kurator/universe/ShipType.h>
namespace kurator
{
namespace battles
{
int total_teams_in(const Scenario& scenario);
BaseBattle::BaseBattle(const Scenario& scenario) :
_registry {},
spawner {total_teams_in(scenario), 2.5, 0.1}
{
for (const auto& ship : scenario.ships) {
const auto entity = _registry.create();
_registry.emplace<universe::ShipType>(entity, ship.type);
_registry.emplace<Team>(entity, ship.team);
_registry.emplace<Transform>(entity, spawner.get(ship.team));
_registry.emplace<FloatingMovement>(entity, 0.4);
_registry.emplace<AIState>(entity, Point{0.0, 0.0});
manager.add(ship.team, entity); // registry supports on construction events
}
}
entt::registry&
BaseBattle::registry()
{
return _registry;
}
void
BaseBattle::update(const float dt)
{
auto view = _registry.view<Team, Transform, AIState, FloatingMovement>();
for (auto&& [entity, team, transform, state, movement] : view.each()) {
if (!_registry.valid(state.target))
state.target = manager.random((team.id + 1) % 2);
const auto target = _registry.get<Transform>(state.target);
const double speed = movement.speed * dt;
const Point diff = target.position - transform.position;
const Point dest = target.position - diff.normalized();
const Point move = dest - transform.position;
if (move.magnitude() > speed) {
const Point eff = move.normalized().scale(speed);
transform.position.x += eff.x;
transform.position.y += eff.y;
}
}
manager.clear(_registry); // registry supports on destructions events
}
int
total_teams_in(const Scenario& scenario)
{
int last_team = 0;
for (const auto& ship : scenario.ships) {
if (ship.team > last_team)
last_team = ship.team;
}
return last_team + 1;
}
} // namespace battles
} // namespace kurator
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