capture_system.cpp 6.7 KB

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  1. #include "capture_system.h"
  2. #include "../core/component.h"
  3. #include "../core/event_manager.h"
  4. #include "../core/ownership_constants.h"
  5. #include "../core/world.h"
  6. #include "../units/troop_config.h"
  7. #include "../visuals/team_colors.h"
  8. #include "building_collision_registry.h"
  9. #include "units/spawn_type.h"
  10. #include "units/troop_type.h"
  11. #include <algorithm>
  12. #include <cmath>
  13. #include <qvectornd.h>
  14. #include <vector>
  15. namespace Game::Systems {
  16. void CaptureSystem::update(Engine::Core::World *world, float deltaTime) {
  17. processBarrackCapture(world, deltaTime);
  18. }
  19. auto CaptureSystem::countNearbyTroops(Engine::Core::World *world,
  20. float barrack_x, float barrack_z,
  21. int owner_id, float radius) -> int {
  22. int total_troops = 0;
  23. auto entities = world->getEntitiesWith<Engine::Core::UnitComponent>();
  24. for (auto *e : entities) {
  25. auto *unit = e->getComponent<Engine::Core::UnitComponent>();
  26. auto *transform = e->getComponent<Engine::Core::TransformComponent>();
  27. if ((unit == nullptr) || (transform == nullptr) || unit->health <= 0) {
  28. continue;
  29. }
  30. if (unit->owner_id != owner_id) {
  31. continue;
  32. }
  33. if (unit->spawn_type == Game::Units::SpawnType::Barracks) {
  34. continue;
  35. }
  36. float const dx = transform->position.x - barrack_x;
  37. float const dz = transform->position.z - barrack_z;
  38. float const dist_sq = dx * dx + dz * dz;
  39. if (dist_sq <= radius * radius) {
  40. int const individuals_per_unit =
  41. Game::Units::TroopConfig::instance().getIndividualsPerUnit(
  42. unit->spawn_type);
  43. total_troops += individuals_per_unit;
  44. }
  45. }
  46. return total_troops;
  47. }
  48. void CaptureSystem::transferBarrackOwnership(Engine::Core::World *,
  49. Engine::Core::Entity *barrack,
  50. int newOwnerId) {
  51. auto *unit = barrack->getComponent<Engine::Core::UnitComponent>();
  52. auto *renderable = barrack->getComponent<Engine::Core::RenderableComponent>();
  53. auto *transform = barrack->getComponent<Engine::Core::TransformComponent>();
  54. auto *prod = barrack->getComponent<Engine::Core::ProductionComponent>();
  55. if ((unit == nullptr) || (renderable == nullptr) || (transform == nullptr)) {
  56. return;
  57. }
  58. int const previous_owner_id = unit->owner_id;
  59. unit->owner_id = newOwnerId;
  60. QVector3D const tc = Game::Visuals::team_colorForOwner(newOwnerId);
  61. renderable->color[0] = tc.x();
  62. renderable->color[1] = tc.y();
  63. renderable->color[2] = tc.z();
  64. Game::Systems::BuildingCollisionRegistry::instance().updateBuildingOwner(
  65. barrack->getId(), newOwnerId);
  66. if (!Game::Core::isNeutralOwner(newOwnerId) && (prod == nullptr)) {
  67. prod = barrack->addComponent<Engine::Core::ProductionComponent>();
  68. if (prod != nullptr) {
  69. prod->product_type = Game::Units::TroopType::Archer;
  70. prod->buildTime = 10.0F;
  71. prod->maxUnits = 150;
  72. prod->inProgress = false;
  73. prod->timeRemaining = 0.0F;
  74. prod->producedCount = 0;
  75. prod->rallyX = transform->position.x + 4.0F;
  76. prod->rallyZ = transform->position.z + 2.0F;
  77. prod->rallySet = true;
  78. prod->villagerCost =
  79. Game::Units::TroopConfig::instance().getIndividualsPerUnit(
  80. prod->product_type);
  81. }
  82. } else if (Game::Core::isNeutralOwner(newOwnerId) && (prod != nullptr)) {
  83. barrack->removeComponent<Engine::Core::ProductionComponent>();
  84. }
  85. Engine::Core::EventManager::instance().publish(
  86. Engine::Core::BarrackCapturedEvent(barrack->getId(), previous_owner_id,
  87. newOwnerId));
  88. }
  89. void CaptureSystem::processBarrackCapture(Engine::Core::World *world,
  90. float deltaTime) {
  91. constexpr float capture_radius = 8.0F;
  92. constexpr int troop_advantage_multiplier = 3;
  93. auto barracks = world->getEntitiesWith<Engine::Core::BuildingComponent>();
  94. for (auto *barrack : barracks) {
  95. auto *unit = barrack->getComponent<Engine::Core::UnitComponent>();
  96. auto *transform = barrack->getComponent<Engine::Core::TransformComponent>();
  97. if ((unit == nullptr) || (transform == nullptr)) {
  98. continue;
  99. }
  100. if (unit->spawn_type != Game::Units::SpawnType::Barracks) {
  101. continue;
  102. }
  103. auto *capture = barrack->getComponent<Engine::Core::CaptureComponent>();
  104. if (capture == nullptr) {
  105. capture = barrack->addComponent<Engine::Core::CaptureComponent>();
  106. }
  107. float const barrack_x = transform->position.x;
  108. float const barrack_z = transform->position.z;
  109. int const barrack_owner_id = unit->owner_id;
  110. int max_enemy_troops = 0;
  111. int capturing_player_id = -1;
  112. auto entities = world->getEntitiesWith<Engine::Core::UnitComponent>();
  113. std::vector<int> player_ids;
  114. for (auto *e : entities) {
  115. auto *u = e->getComponent<Engine::Core::UnitComponent>();
  116. if ((u != nullptr) && u->owner_id != barrack_owner_id &&
  117. !Game::Core::isNeutralOwner(u->owner_id)) {
  118. if (std::find(player_ids.begin(), player_ids.end(), u->owner_id) ==
  119. player_ids.end()) {
  120. player_ids.push_back(u->owner_id);
  121. }
  122. }
  123. }
  124. for (int const player_id : player_ids) {
  125. int const troop_count = countNearbyTroops(world, barrack_x, barrack_z,
  126. player_id, capture_radius);
  127. if (troop_count > max_enemy_troops) {
  128. max_enemy_troops = troop_count;
  129. capturing_player_id = player_id;
  130. }
  131. }
  132. int defender_troops = 0;
  133. if (!Game::Core::isNeutralOwner(barrack_owner_id)) {
  134. defender_troops = countNearbyTroops(world, barrack_x, barrack_z,
  135. barrack_owner_id, capture_radius);
  136. }
  137. bool const can_capture =
  138. max_enemy_troops >= (defender_troops * troop_advantage_multiplier);
  139. if (can_capture && capturing_player_id != -1) {
  140. if (capture->capturing_player_id != capturing_player_id) {
  141. capture->capturing_player_id = capturing_player_id;
  142. capture->captureProgress = 0.0F;
  143. }
  144. capture->isBeingCaptured = true;
  145. capture->captureProgress += deltaTime;
  146. if (capture->captureProgress >= capture->requiredTime) {
  147. transferBarrackOwnership(world, barrack, capturing_player_id);
  148. capture->captureProgress = 0.0F;
  149. capture->isBeingCaptured = false;
  150. capture->capturing_player_id = -1;
  151. }
  152. } else {
  153. if (capture->isBeingCaptured) {
  154. capture->captureProgress -= deltaTime * 2.0F;
  155. if (capture->captureProgress <= 0.0F) {
  156. capture->captureProgress = 0.0F;
  157. capture->isBeingCaptured = false;
  158. capture->capturing_player_id = -1;
  159. }
  160. }
  161. }
  162. }
  163. }
  164. } // namespace Game::Systems