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/**
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* Default Effector Firing Strategy (RRohr)
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* $Id$
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* $HeadURL$
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* $Author$
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* Created by Hannes Fritsche, ESZS, 2026-05-11
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*/
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#include "default_firing_strategy.h"
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#include "object_effector.h"
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namespace AreaEffectSimulation
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{
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DefaultFiringStrategy::DefaultFiringStrategy(ObjectEffector *effector)
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: BaseClass(effector)
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{
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TRACE_LOG(m_logger) << LOGFUNCTION << " START";
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DEBUG_LOG(m_logger) << "using DefaultFiringStrategy";
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TRACE_LOG(m_logger) << LOGFUNCTION << " END";
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}
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DefaultFiringStrategy::~DefaultFiringStrategy()
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{
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TRACE_LOG(m_logger) << LOGFUNCTION << " START";
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TRACE_LOG(m_logger) << LOGFUNCTION << " END";
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}
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void DefaultFiringStrategy::doFiring()
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{
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calculateDispersionTrajectory();
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const qint64 trajectoryStartTime = getStartTime();
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const auto &geometry = buildTrajectoryGeometry(m_transformedTrajectory);
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const auto &trajTimeAware = buildTrajectoryTimeAware(geometry, trajectoryStartTime);
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const int chargeEffectId = sendChargeEffect(trajTimeAware);
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emit signalFired(m_effector->participantId(), m_effector->aesItemId(), {chargeEffectId});
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DEBUG_LOG(m_logger) << "created ChargeEffectId: " << chargeEffectId;
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}
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} //namespace AreaEffectSimulation
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