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#include "BaseBattle.h"
#include <algorithm>
#include <entt/entity/registry.hpp>
#include <entt/signal/dispatcher.hpp>
#include <kurator/engine/Context.h>
#include <kurator/campaign/Scenario.h>
#include <kurator/sim.h>
#include <kurator/sim/components.h>
#include <kurator/sim/FloatingMovement.h>
#include <kurator/sim/systems.h>
#include <kurator/sim/TurretControl.h>
#include <kurator/universe/UniqueIdentifier.h>
#include "Builder.h"
#include "RandomSpawner.h"
namespace kurator
{
namespace sim
{
BaseBattle::BaseBattle(const campaign::Scenario& scenario)
{
load_scenario(state, scenario);
manager.extend(state.registry);
}
engine::Context
BaseBattle::context()
{
return state;
}
engine::ConstContext
BaseBattle::const_context() const
{
return state;
}
void
BaseBattle::update(engine::Context& ctx)
{
pick_random_targets();
keep_at_range(ctx);
FloatingMovement::update(ctx);
TurretControl::update(ctx);
kill_off_dead(ctx);
manager.update(ctx);
}
void
BaseBattle::pick_random_targets()
{
auto view = state.registry.view<Team, AIState>();
for (auto&& [entity, team, ai] : view.each()) {
if (!state.registry.valid(ai.target))
ai.target = manager.random(team.id);
}
}
} // namespace sim
} // namespace kurator
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