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#include "ai.h"
#include <algorithm>
#include <utility>
#include <entt/entt.hpp>
#include <kurator/sim/components.h>
#include <kurator/sim/State.h>
#include <kurator/sim/weapons.h>
#include "TeamManager.h"
namespace kurator
{
namespace sim
{
static double find_worst_range(State& ctx, entt::entity ship);
class KeepAtRange
{
public:
KeepAtRange(State& ctx_, AIShip& ai_, entt::entity self_, entt::entity target_, double distance_) :
ctx {ctx_},
ai {ai_},
self {std::move(self_)},
target {std::move(target_)},
distance {distance_}
{
}
void operator()()
{
if (!ctx.registry.valid(target)) {
if (ctx.registry.valid(ai.target))
ai.action = KeepAtRange(ctx, ai, self, ai.target, distance);
return;
}
const auto here = ctx.registry.get<Transform>(self).position;
const auto there = ctx.registry.get<Transform>(target).position;
const auto offset = there - here;
ai.destination = there - offset.normalized().scale(distance);
}
private:
State& ctx;
AIShip& ai;
entt::entity self;
entt::entity target;
double distance;
};
void
pick_random_targets(State& ctx, TeamManager& manager)
{
auto view = ctx.registry.view<Team, AIShip>();
for (auto&& [entity, team, ai] : view.each()) {
if (!ctx.registry.valid(ai.target))
ai.target = manager.random(team.id);
if (!ai.action)
ai.action = KeepAtRange(ctx, ai, entity, ai.target, find_worst_range(ctx, entity));
}
}
void
take_actions(State& ctx)
{
auto view = ctx.registry.view<AIShip>();
for (auto&& [_, ai] : view.each()) {
if (ai.action)
ai.action();
}
}
void
shoot_at_targets(State& ctx)
{
auto view = ctx.registry.view<Turret>();
for (auto&& [entity, turret] : view.each()) {
if (!ctx.registry.all_of<AIShip, Transform>(turret.owner))
continue;
const auto& [state, transform] = ctx.registry.get<AIShip, Transform>(turret.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 <= turret.type.effective_range())
turret.shoot_at(ctx, state.target, distance); // passing distance here is wrong
}
}
double
find_worst_range(State& ctx, entt::entity ship)
{
double range = 20000.0;
auto turrets = ctx.registry.view<Turret>();
for (const auto& [_, turret] : turrets.each()) {
if (turret.owner == ship)
range = std::min(range, turret.type.optimal_range);
}
return range;
}
} // namespace sim
} // namespace kurator
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