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#include "BaseBattle.h"
#include <algorithm>
#include <entt/entity/registry.hpp>
#include <entt/signal/dispatcher.hpp>
#include <kurator/campaign/Scenario.h>
#include <kurator/sim/components.h>
#include <kurator/sim/events.h>
#include <kurator/sim/FloatingMovement.h>
#include <kurator/sim/HitPoints.h>
#include <kurator/sim/TurretControl.h>
#include <kurator/stats/events.h>
#include <kurator/universe.h>
#include <kurator/universe/UniqueIdentifier.h>
#include "Builder.h"
namespace kurator
{
namespace sim
{
BaseBattle::BaseBattle(const campaign::Scenario& scenario) :
time {0.0},
_registry {},
spawner {scenario.last_team(), scenario.radius, 0.1}
{
const auto repo = universe::load_json("resources/universe");
Builder build {_registry, spawner};
for (const auto& ship : scenario.ships) {
const auto entity = build(repo->ship_type(ship.type), ship.team);
_registry.emplace<universe::UniqueIdentifier>(entity, ship.identifier);
auto& state = _registry.get<AIState>(entity);
for (const auto& turret_type : ship.turrets) {
auto def = repo->turret_type(turret_type);
build(def, entity);
state.keep_at_range = std::min(state.keep_at_range, def.optimal_range);
}
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)
{
time += dt;
pick_random_targets();
keep_at_range();
update<FloatingMovement>(dt);
update<TurretControl>(dt);
kill_off_dead();
manager.clear(_registry); // registry supports on destructions events
manager.update(_dispatcher);
}
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);
}
}
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().scale(ai.keep_at_range);
}
}
void
BaseBattle::kill_off_dead()
{
auto view = _registry.view<HitPoints>();
for (auto&& [entity, points] : view.each()) {
if (points.is_alive())
continue;
if (_registry.all_of<universe::UniqueIdentifier, Team>(entity)) {
const auto& [identifier, team] = _registry.get<universe::UniqueIdentifier, Team>(entity);
_dispatcher.trigger(stats::ShipLeft{time, identifier, team.id, true});
}
_registry.destroy(entity);
}
}
} // namespace sim
} // namespace kurator
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