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- #include "home_system.h"
- #include "../core/component.h"
- #include "../core/world.h"
- #include "../units/spawn_type.h"
- #include <algorithm>
- #include <cmath>
- #include <limits>
- namespace Game::Systems {
- void HomeSystem::update(Engine::Core::World *world, float delta_time) {
- if (world == nullptr) {
- return;
- }
- auto home_entities = world->get_entities_with<Engine::Core::HomeComponent>();
- auto barracks_entities =
- world->get_entities_with<Engine::Core::ProductionComponent>();
- for (auto *home_entity : home_entities) {
- auto *home_comp = home_entity->get_component<Engine::Core::HomeComponent>();
- auto *home_transform =
- home_entity->get_component<Engine::Core::TransformComponent>();
- auto *home_unit = home_entity->get_component<Engine::Core::UnitComponent>();
- if (home_comp == nullptr || home_transform == nullptr ||
- home_unit == nullptr) {
- continue;
- }
- home_comp->update_cooldown -= delta_time;
- if (home_comp->update_cooldown > 0.0F) {
- continue;
- }
- home_comp->update_cooldown = kUpdateInterval;
- float min_distance = std::numeric_limits<float>::max();
- Engine::Core::EntityID nearest_barracks = 0;
- for (auto *barracks_entity : barracks_entities) {
- auto *barracks_transform =
- barracks_entity->get_component<Engine::Core::TransformComponent>();
- auto *barracks_unit =
- barracks_entity->get_component<Engine::Core::UnitComponent>();
- if (barracks_transform == nullptr || barracks_unit == nullptr) {
- continue;
- }
- if (barracks_unit->spawn_type != Game::Units::SpawnType::Barracks) {
- continue;
- }
- if (barracks_unit->owner_id != home_unit->owner_id) {
- continue;
- }
- float dx = barracks_transform->position.x - home_transform->position.x;
- float dz = barracks_transform->position.z - home_transform->position.z;
- float distance = std::sqrt(dx * dx + dz * dz);
- if (distance < min_distance && distance <= kMaxSearchRadius) {
- min_distance = distance;
- nearest_barracks = barracks_entity->get_id();
- }
- }
- Engine::Core::EntityID old_barracks = home_comp->nearest_barracks_id;
- home_comp->nearest_barracks_id = nearest_barracks;
- if (old_barracks != 0 && old_barracks != nearest_barracks) {
- auto *old_barracks_entity = world->get_entity(old_barracks);
- if (old_barracks_entity != nullptr) {
- auto *prod_comp =
- old_barracks_entity
- ->get_component<Engine::Core::ProductionComponent>();
- if (prod_comp != nullptr) {
- prod_comp->max_units = std::max(
- 0, prod_comp->max_units - home_comp->population_contribution);
- }
- }
- }
- if (nearest_barracks != 0) {
- auto *barracks_entity = world->get_entity(nearest_barracks);
- if (barracks_entity != nullptr) {
- auto *prod_comp =
- barracks_entity->get_component<Engine::Core::ProductionComponent>();
- if (prod_comp != nullptr) {
- if (old_barracks != nearest_barracks) {
- prod_comp->max_units += home_comp->population_contribution;
- }
- }
- }
- }
- }
- }
- } // namespace Game::Systems
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