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#include "terrainyieldmanager.h"
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#include "yamlparser.h"
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#include "pathfinder.h"
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#include <QDebug>
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#include <cmath>
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TerrainYieldManager& TerrainYieldManager::instance()
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{
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static TerrainYieldManager s_instance;
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return s_instance;
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}
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TerrainYieldManager::TerrainYieldManager()
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: m_loaded(false)
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{
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}
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bool TerrainYieldManager::loadConfigs(const QString &baseDir)
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{
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// 1. Load city.yaml
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QString cityFile = baseDir + "/config/city.yaml";
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YamlNode cityRoot = YamlParser::parseFile(cityFile);
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if (!cityRoot.children.isEmpty()) {
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m_cityConfig.initialInhabitants = cityRoot["initial_inhabitants"].asInt(1000);
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m_cityConfig.inhabitantsPerPop = cityRoot["inhabitants_per_pop"].asInt(100000);
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m_cityConfig.initialBorderRadius = cityRoot["initial_border_radius"].asInt(1);
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m_cityConfig.maxWorkableRadius = cityRoot["max_workable_radius"].asInt(3);
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m_cityConfig.defaultTileSlots = cityRoot["default_tile_slots"].asInt(1);
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}
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// 2. Load terrain_yields.yaml
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QString yieldsFile = baseDir + "/config/terrain_yields.yaml";
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YamlNode yieldsRoot = YamlParser::parseFile(yieldsFile);
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for (auto it = yieldsRoot.children.begin(); it != yieldsRoot.children.end(); ++it) {
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QString typeKey = it.key();
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const YamlNode &node = it.value();
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TerrainYieldConfig cfg;
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cfg.id = typeKey;
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cfg.name = node["name"].asString(typeKey);
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cfg.workable = node["workable"].asBool(true);
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cfg.defaultSlots = node["default_slots"].asInt(cfg.workable ? 1 : 0);
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cfg.primaryResource = node["primary_resource"].asString("voedsel");
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if (node.hasChild("yields")) {
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const YamlNode &yNode = node["yields"];
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for (auto yIt = yNode.children.begin(); yIt != yNode.children.end(); ++yIt) {
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cfg.yields[yIt.key()] = yIt.value().asInt(0);
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}
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}
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m_yieldConfigs[typeKey] = cfg;
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}
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m_loaded = true;
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qDebug() << "TerrainYieldManager loaded" << m_yieldConfigs.size() << "terrain types and city config.";
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return true;
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}
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QString TerrainYieldManager::getTerrainType(int tx, int ty, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
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{
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if (!mapPoints || numPoints05 <= 0) return "grasland";
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QVector2D w = Pathfinder::hexToWorld(tx, ty);
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float scaleX = numPoints05 * 2.0f;
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float scaleY = numPoints05 / LOD_0_SIZE_Y;
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int mapX = (int) std::round(w.x() * scaleX);
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int mapY = (int) std::round(w.y() * scaleY);
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if (mapX < 0) mapX = 0;
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if (mapX >= (int)mapPoints->getWidth()) mapX = (int)mapPoints->getWidth() - 1;
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if (mapY < 0) mapY = 0;
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if (mapY >= (int)mapPoints->getHeight()) mapY = (int)mapPoints->getHeight() - 1;
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TerrainPoint tp = mapPoints->operator()(mapX, mapY);
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// Sea level water
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if (tp.height < 6) return "water";
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float heightKm = (tp.height / 255.0f) * 3.5f + 1.0f;
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// High peaks have snow
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if (heightKm >= 3.1f) return "sneeuw";
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// Mountain rock
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if (heightKm >= 2.3f) return "steen";
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switch (tp.type) {
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case 0: return "grasland";
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case 1: return "sahara";
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case 2: return "tundra";
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case 3: return "red_canyon";
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case 4: return "bos";
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default: return "grasland";
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}
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}
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const TerrainYieldConfig* TerrainYieldManager::getYieldConfig(const QString &terrainType) const
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{
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auto it = m_yieldConfigs.find(terrainType);
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if (it != m_yieldConfigs.end()) {
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return &it.value();
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}
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return nullptr;
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}
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