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#include "BaseBattle.h"
#include <algorithm>
#include <cmath>
#include <entt/entity/registry.hpp>
#include <entt/signal/dispatcher.hpp>
#include <kurator/battles/components.h>
#include <kurator/battles/events.h>
#include <kurator/battles/Scenario.h>
#include <kurator/universe.h>
#include "Builder.h"
namespace kurator
{
namespace battles
{
BaseBattle::BaseBattle(const Scenario& scenario) :
_registry {},
spawner {scenario.total_teams(), 3.0, 0.2}
{
const auto repo = universe::load_sample();
Builder build {_registry, spawner};
for (const auto& ship : scenario.ships) {
const auto entity = build(repo->ship_type(ship.type), ship.team);
for (const auto& turret_type : ship.turrets)
build(repo->turret_type(turret_type), entity);
manager.add(ship.team, entity); // registry supports on construction events
}
}
entt::registry&
BaseBattle::registry()
{
return _registry;
}
entt::dispatcher&
BaseBattle::dispatcher()
{
return _dispatcher;
}
void
BaseBattle::update(const float dt)
{
pick_random_targets();
keep_at_range();
floating_movement(dt);
turrets(dt);
kill_off_dead();
manager.clear(_registry); // registry supports on destructions events
}
void
BaseBattle::pick_random_targets()
{
auto view = _registry.view<Team, AIState>();
for (auto&& [entity, team, ai] : view.each()) {
if (!_registry.valid(ai.target))
ai.target = manager.random((team.id + 1) % 2); // FIXME
}
}
void
BaseBattle::keep_at_range()
{
auto view = _registry.view<Transform, AIState>();
for (auto&& [entity, self, ai] : view.each()) {
if (!_registry.valid(ai.target))
continue;
const auto target = _registry.get<Transform>(ai.target);
const Point offset = target.position - self.position;
ai.destination = target.position - offset.normalized();
}
}
void
BaseBattle::floating_movement(const float dt)
{
auto view = _registry.view<Transform, FloatingMovement, AIState>();
for (auto&& [entity, transform, movement, ai] : view.each()) {
const auto offset = ai.destination - transform.position;
const auto at_destination = offset.magnitude() > movement.destination_boundary;
const auto acceleration =
at_destination ?
offset.normalized().scale(movement.acceleration * dt) :
offset.normalized().scale(-1 * movement.deceleration * dt);
movement.speed.x += acceleration.x;
movement.speed.y += acceleration.y;
if (movement.speed.magnitude() > movement.max_speed)
movement.speed = movement.speed.normalized().scale(movement.max_speed);
const auto speed = movement.speed.scale(dt);
transform.position.x += speed.x;
transform.position.y += speed.y;
}
}
double
effective_damage(const universe::TurretType& def, const double distance)
{
const auto overflow = distance - def.optimal_range;
const auto falloff = std::max(0.0, overflow / def.optimal_range / def.falloff_modifier);
return def.base_damage * std::round(std::pow(def.falloff_intensity, std::pow(falloff, 2)) * 1000) / 1000;
}
void
BaseBattle::turrets(const float dt)
{
auto view = _registry.view<TurretControl, universe::TurretType>();
for (auto&& [entity, control, def] : view.each()) {
if (!_registry.valid(control.owner)) {
_registry.destroy(entity);
continue;
}
const auto& [state, transform] = _registry.get<AIState, Transform>(control.owner); // no checks
if (!_registry.valid(state.target))
continue;
if (control.reload > 0.0)
control.reload -= dt;
if (control.reload <= 0.0) {
auto& target_points = _registry.get<HitPoints>(state.target);
const auto& target = _registry.get<Transform>(state.target);
const auto distance = transform.position - target.position;
const auto damage = effective_damage(def, distance.magnitude());
if (damage > 0.0) {
target_points.health -= damage;
_dispatcher.trigger(Hit{damage, entity, state.target});
}
control.reload = def.rate_of_fire;
}
}
}
void
BaseBattle::kill_off_dead()
{
auto view = _registry.view<HitPoints>();
for (auto&& [entity, points] : view.each()) {
if (points.health <= 0.0)
_registry.destroy(entity);
}
}
} // namespace battles
} // namespace kurator
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