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#include <kurator/battles/Battle.h>
#include <memory>
#include <random>
#include <entt/entity/registry.hpp>
#include <kurator/battles/components.h>
#include <kurator/battles/Scenario.h>
#include <kurator/universe/ShipType.h>
#include "RandomSpawner.h"
namespace kurator
{
namespace battles
{
int total_teams_in(const Scenario& scenario);
class BaseBattle : public Battle
{
public:
BaseBattle(const Scenario& scenario);
entt::registry& registry() override;
void update(float dt) override;
private:
entt::registry _registry;
RandomSpawner spawner;
};
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));
}
}
entt::registry&
BaseBattle::registry()
{
return _registry;
}
void
BaseBattle::update(const float dt)
{
auto view = _registry.view<Transform, Team>();
for (auto&& [entity, transform, team] : view.each())
transform.position.x += 0.1 * dt * (team.id * 2 - 1);
}
std::unique_ptr<Battle>
prepare(const Scenario& scenario)
{
return std::make_unique<BaseBattle>(scenario);
}
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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