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#include <kurator/sim.h>

#include <kurator/campaign/Scenario.h>
#include <kurator/sim/ai.h>
#include <kurator/sim/State.h>
#include <kurator/sim/System.h>
#include <kurator/universe/UniqueIdentifier.h>

#include "BaseSimulation.h"
#include "Builder.h"
#include "RandomSpawner.h"


namespace kurator
{
namespace sim
{


State
load_scenario(const campaign::Scenario& scenario)
{
	State ctx {};
	RandomSpawner spawner {scenario.last_team(), scenario.radius, 0.1};
	Builder build {ctx.registry, spawner};
	for (const auto& ship : scenario.ships) {
		const auto entity = build(ship.loadout.type, ship.team);
		ctx.registry.emplace<universe::UniqueIdentifier>(entity, ship.identifier);
		auto& state = ctx.registry.get<AIShip>(entity);
		for (const auto& turret_type : ship.loadout.turrets) {
			build(turret_type, entity);
			state.keep_at_range = std::min(state.keep_at_range, turret_type.optimal_range);
		}
	}
	return ctx;
}


System
base_simulation_systems(State& ctx)
{
	return BaseSimulation{ctx};
}


}  // namespace sim
}  // namespace kurator