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#include "BaseBattle.h"
#include <memory>
#include <type_traits>
#include <entt/entity/registry.hpp>
#include <kurator/battles/components.h>
#include <kurator/battles/Scenario.h>
#include <kurator/universe.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}
{
const auto repo = universe::load_sample();
for (const auto& ship : scenario.ships) {
const auto entity = _registry.create();
const auto type = repo->ship_type(ship.type);
_registry.emplace<std::decay<decltype(type)>::type>(entity, 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});
_registry.emplace<HitPoints>(entity, type.base_health_points);
for (const auto& turret_name : ship.turrets) {
const auto turret = _registry.create();
const auto def = repo->turret_type(turret_name);
_registry.emplace<std::decay<decltype(def)>::type>(turret, def);
_registry.emplace<TurretControl>(turret, 0.0, entity);
_registry.emplace<Transform>(turret, Point{0.0, 0.0}, 0.0, entity);
}
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);
if (!_registry.valid(state.target))
continue;
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;
}
}
auto view2 = _registry.view<HitPoints>();
for (auto&& [entity, points] : view2.each()) {
if (points.health <= 0.0)
_registry.destroy(entity);
}
auto view3 = _registry.view<TurretControl, universe::TurretType>();
for (auto&& [entity, control, def] : view3.each()) { // split into systems!
if (!_registry.valid(control.owner)) {
_registry.destroy(entity);
continue;
}
const auto& state = _registry.get<AIState>(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);
target_points.health -= def.base_damage;
control.reload = def.rate_of_fire;
}
}
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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