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#include <kurator/sim/TurretControl.h>
#include <kurator/sim/components.h>
#include <kurator/sim/FloatingMovement.h>
#include <kurator/sim/HitPoints.h>
#include <kurator/sim/events.h>
#include <kurator/sim/State.h>
#include <kurator/universe/TurretType.h>
namespace kurator
{
namespace sim
{
bool consume(float& dt, double& target);
void
TurretControl::update(State& ctx)
{
auto view = ctx.registry.view<TurretControl, universe::TurretType>();
for (auto&& [entity, control, def] : view.each()) {
if (!ctx.registry.valid(control.owner)) {
ctx.registry.destroy(entity);
continue;
}
if (!ctx.registry.all_of<AIState, Transform>(control.owner))
continue;
const auto& [state, transform] = ctx.registry.get<AIState, Transform>(control.owner);
if (!ctx.registry.valid(state.target))
continue;
const auto& target = ctx.registry.get<Transform>(state.target);
const auto distance = transform.position.distance(target.position);
if (distance > def.effective_range())
continue;
auto remaining_dt = ctx.clock.dt;
while (remaining_dt > 0.0) {
if (control.rounds < 1 && consume(remaining_dt, control.reload))
control.rounds = def.rounds;
if (control.rounds > 0 && consume(remaining_dt, control.delay)) {
auto& target_points = ctx.registry.get<HitPoints>(state.target);
const auto& movement = ctx.registry.get<FloatingMovement>(state.target);
auto damage = def.effective_damage(distance, movement.speed.magnitude());
if (damage > 0.0) {
damage = target_points.deal(damage);
ctx.dispatcher.trigger(Hit{damage, control.owner, state.target});
}
control.delay = def.rate_of_fire;
if (--control.rounds < 1)
control.reload = def.reload;
}
}
}
}
bool
consume(float& dt, double& target)
{
if (target <= 0.0)
return true;
const auto _dt = dt;
dt -= target;
target -= _dt;
return target <= 0.0;
}
} // namespace sim
} // namespace kurator
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