This commit is contained in:
bart
2026-11-08 16:15:49 +01:00
parent 5af4581182
commit 1140dd562b
34 changed files with 940 additions and 44 deletions
+102 -5
View File
@@ -1,6 +1,7 @@
#include "gamemanager.h"
#include "pathfinder.h"
#include "yamlparser.h"
#include "terrainyieldmanager.h"
#include <QDebug>
#include <cmath>
@@ -11,7 +12,7 @@ GameManager& GameManager::instance()
}
GameManager::GameManager()
: m_selectedUnitId(-1), m_actionMode(ActionMode::None),
: m_selectedUnitId(-1), m_activeCityViewId(-1), m_actionMode(ActionMode::None),
m_movementTickDuration(30.0f), m_tickTimer(0.0f),
m_simSpeedMultiplier(1.0f), m_nextUnitId(0), m_nextCityId(0),
m_initialized(false)
@@ -22,6 +23,9 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
{
if (m_initialized) return;
// Load terrain yields & city configuration
TerrainYieldManager::instance().loadConfigs(baseDir);
// Load game settings
QString gameConfigPath = baseDir + "/config/game.yaml";
YamlNode gameRoot = YamlParser::parseFile(gameConfigPath);
@@ -33,7 +37,24 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
QString unitsConfigDir = baseDir + "/config/units";
m_unitConfigManager.loadFromDirectory(unitsConfigDir);
// Spawn initial demo units near starting camera position (Cam: ~28, 16 km -> hex ~37, 18)
// Spawn an initial established city for Player 1 at (35, 17)
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
int cId = getNextCityId();
QVector2D w = Pathfinder::hexToWorld(35, 17);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
City initialCity(cId, 1, "Roma", 35, 17, QVector3D(w.x(), w.y(), gz),
cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius);
// Assign initial 1 pop to work the city center tile
QString tType = TerrainYieldManager::instance().getTerrainType(35, 17, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
initialCity.assignWorker(35, 17, defRes);
m_cities.push_back(initialCity);
// Spawn initial demo units near starting camera position
// Player 1 (Blue & Gold)
spawnUnit("settler", 1, 36, 18, mapPoints, numPoints05);
spawnUnit("warrior", 1, 37, 18, mapPoints, numPoints05);
@@ -44,7 +65,7 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
spawnUnit("slinger", 2, 41, 19, mapPoints, numPoints05);
m_initialized = true;
qDebug() << "GameManager initialized with" << m_units.size() << "units.";
qDebug() << "GameManager initialized with" << m_cities.size() << "cities and" << m_units.size() << "units.";
}
Unit* GameManager::spawnUnit(const QString &configId, int playerId, int tileX, int tileY,
@@ -96,7 +117,7 @@ void GameManager::update(float deltaTime, Matrix2D<TerrainPoint> *mapPoints, int
// Update floating texts
for (auto it = m_floatingTexts.begin(); it != m_floatingTexts.end(); ) {
it->life -= deltaTime;
it->worldPos.setZ(it->worldPos.z() + deltaTime * 0.4f); // Float upward
it->worldPos.setZ(it->worldPos.z() + deltaTime * 0.4f);
if (it->life <= 0.0f) {
it = m_floatingTexts.erase(it);
} else {
@@ -121,6 +142,7 @@ const Unit* GameManager::getSelectedUnit() const
void GameManager::selectUnit(int id)
{
m_selectedUnitId = id;
m_activeCityViewId = -1; // Close city view when unit is selected
m_actionMode = ActionMode::None;
}
@@ -148,6 +170,70 @@ Unit* GameManager::getUnitById(int id)
return nullptr;
}
City* GameManager::getCityAt(int tx, int ty)
{
for (auto &c : m_cities) {
if (c.tileX == tx && c.tileY == ty) return &c;
}
return nullptr;
}
City* GameManager::getCityById(int id)
{
for (auto &c : m_cities) {
if (c.id == id) return &c;
}
return nullptr;
}
City* GameManager::getActiveCityView()
{
return getCityById(m_activeCityViewId);
}
const City* GameManager::getActiveCityView() const
{
for (const auto &c : m_cities) {
if (c.id == m_activeCityViewId) return &c;
}
return nullptr;
}
void GameManager::enterCityView(int cityId)
{
m_activeCityViewId = cityId;
m_selectedUnitId = -1;
m_actionMode = ActionMode::None;
}
void GameManager::exitCityView()
{
m_activeCityViewId = -1;
}
CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
{
CityYieldSummary summary;
for (const auto &pair : city.workedTiles) {
int tx = pair.first.first;
int ty = pair.first.second;
QString assignedRes = pair.second;
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
if (!yCfg) continue;
int amount = yCfg->getYield(assignedRes);
if (assignedRes == "voedsel") summary.food += amount;
else if (assignedRes == "arbeid") summary.labor += amount;
else if (assignedRes == "kennis") summary.science += amount;
else if (assignedRes == "cultuur") summary.culture += amount;
else if (assignedRes == "geloof") summary.faith += amount;
else if (assignedRes == "goud") summary.gold += amount;
}
return summary;
}
void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();
@@ -203,12 +289,23 @@ void GameManager::commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, in
}
}
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
int cId = getNextCityId();
QString cityName = QString("Stad %1").arg(cId);
QVector2D w = Pathfinder::hexToWorld(selected->tileX, selected->tileY);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
m_cities.emplace_back(cId, selected->playerId, cityName, selected->tileX, selected->tileY, QVector3D(w.x(), w.y(), gz));
City newCity(cId, selected->playerId, cityName, selected->tileX, selected->tileY,
QVector3D(w.x(), w.y(), gz),
cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius);
// Assign initial worker to center tile
QString tType = TerrainYieldManager::instance().getTerrainType(selected->tileX, selected->tileY, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
newCity.assignWorker(selected->tileX, selected->tileY, defRes);
m_cities.push_back(newCity);
addFloatingText(QString("%1 gesticht!").arg(cityName), QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.5f);
// Consuming settler