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#include <kurator/sim/TurretControl.h>
#include <entt/entity/registry.hpp>
#include <entt/signal/dispatcher.hpp>
#include <kurator/sim/components.h>
#include <kurator/sim/events.h>
#include <kurator/universe/TurretType.h>
namespace kurator
{
namespace sim
{
void
TurretControl::update(entt::registry& registry, entt::dispatcher& dispatcher, 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.rounds < 1 && control.reload <= 0.0)
control.rounds = def.rounds;
if (control.delay > 0.0)
control.delay -= dt;
if (control.rounds > 0 && control.delay <= 0.0) {
auto& target_points = registry.get<HitPoints>(state.target);
const auto& target = registry.get<Transform>(state.target);
const auto distance = transform.position.distance(target.position);
if (distance > def.optimal_range * 2.5)
continue;
const auto damage = def.effective_damage(distance);
if (damage > 0.0) {
target_points.health -= damage;
dispatcher.trigger(Hit{damage, control.owner, state.target});
}
control.delay = def.rate_of_fire;
if (--control.rounds < 1)
control.reload = def.reload;
}
}
}
} // namespace sim
} // namespace kurator
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