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#include "systems.h"
#include <kurator/sim/components.h>
#include <kurator/sim/events.h>
#include <kurator/sim/HitPoints.h>
#include <kurator/sim/State.h>
#include <kurator/stats/events.h>
#include <kurator/universe/UniqueIdentifier.h>
namespace kurator
{
namespace sim
{
void
pick_random_targets(State& ctx, TeamManager& manager)
{
auto view = ctx.registry.view<Team, AIState>();
for (auto&& [entity, team, ai] : view.each()) {
if (!ctx.registry.valid(ai.target))
ai.target = manager.random(team.id);
}
}
void
keep_at_range(State& ctx)
{
auto view = ctx.registry.view<Transform, AIState>();
for (auto&& [entity, self, ai] : view.each()) {
if (!ctx.registry.valid(ai.target))
continue;
const auto target = ctx.registry.get<Transform>(ai.target);
const auto offset = target.position - self.position;
ai.destination = target.position - offset.normalized().scale(ai.keep_at_range);
}
}
void
kill_off_dead(State& ctx)
{
auto view = ctx.registry.view<HitPoints>();
for (auto&& [entity, points] : view.each()) {
if (points.is_alive())
continue;
if (ctx.registry.all_of<universe::UniqueIdentifier, Team>(entity)) {
const auto& [identifier, team] = ctx.registry.get<universe::UniqueIdentifier, Team>(entity);
ctx.dispatcher.trigger(stats::ShipLeft{ctx.clock.game, identifier, team.id, true});
ctx.dispatcher.trigger(Destroyed{entity});
}
ctx.registry.destroy(entity);
}
}
} // namespace sim
} // namespace kurator
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