Refactor farm building speed to builder unit action_speeds and enable infinite charges

This commit is contained in:
bart
2026-11-08 17:01:26 +01:00
parent 55e4276025
commit 17901ce25c
10 changed files with 847 additions and 121 deletions
+241 -3
View File
@@ -2,6 +2,8 @@
#include "pathfinder.h"
#include "yamlparser.h"
#include "terrainyieldmanager.h"
#include "terrainmovementmanager.h"
#include "localization.h"
#include <QDebug>
#include <cmath>
@@ -23,6 +25,9 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
{
if (m_initialized) return;
// Load localization
Localization::instance().loadFile(baseDir + "/config/strings_en.yaml");
// Load terrain yields & city configuration
TerrainYieldManager::instance().loadConfigs(baseDir);
@@ -37,8 +42,17 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
QString unitsConfigDir = baseDir + "/config/units";
m_unitConfigManager.loadFromDirectory(unitsConfigDir);
// Spawn an initial established city for Player 1 at (35, 17)
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
// Initialize player national resources from configuration
for (auto &player : m_playerManager.getPlayersMutable()) {
player.culture = cCfg.initialNationalResources.value("cultuur", 10000);
player.science = cCfg.initialNationalResources.value("kennis", 0);
player.faith = cCfg.initialNationalResources.value("geloof", 0);
player.gold = cCfg.initialNationalResources.value("goud", 0);
}
// Spawn an initial established city for Player 1 at (35, 17)
int cId = getNextCityId();
QVector2D w = Pathfinder::hexToWorld(35, 17);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
@@ -57,8 +71,10 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
// Spawn initial demo units near starting camera position
// Player 1 (Blue & Gold)
spawnUnit("settler", 1, 36, 18, mapPoints, numPoints05);
spawnUnit("builder", 1, 35, 18, mapPoints, numPoints05);
spawnUnit("warrior", 1, 37, 18, mapPoints, numPoints05);
spawnUnit("slinger", 1, 37, 19, mapPoints, numPoints05);
spawnUnit("galley", 1, 41, 92, mapPoints, numPoints05);
// Player 2 (Red & White) - Opponent units
spawnUnit("warrior", 2, 40, 18, mapPoints, numPoints05);
@@ -92,12 +108,16 @@ void GameManager::update(float deltaTime, Matrix2D<TerrainPoint> *mapPoints, int
m_tickTimer += deltaTime * m_simSpeedMultiplier;
if (m_tickTimer >= m_movementTickDuration) {
m_tickTimer = std::fmod(m_tickTimer, m_movementTickDuration);
processTickYields(mapPoints, numPoints05);
}
// Update units
for (auto &u : m_units) {
if (!u->isDead()) {
u->update(deltaTime, m_movementTickDuration, m_simSpeedMultiplier, mapPoints, numPoints05);
if (u->isBuilding() && u->buildProgress >= 1.0f) {
completeUnitBuilding(*u, mapPoints, numPoints05);
}
}
}
@@ -214,6 +234,17 @@ void GameManager::exitCityView()
CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
{
CityYieldSummary summary;
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
// Base yields for every city per tick
summary.food += cCfg.getBaseYield("voedsel");
summary.labor += cCfg.getBaseYield("arbeid");
summary.science += cCfg.getBaseYield("kennis");
summary.culture += cCfg.getBaseYield("cultuur");
summary.faith += cCfg.getBaseYield("geloof");
summary.gold += cCfg.getBaseYield("goud");
// Additional yields from worked tiles
for (const auto &pair : city.workedTiles) {
int tx = pair.first.first;
int ty = pair.first.second;
@@ -224,6 +255,16 @@ CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<Ter
if (!yCfg) continue;
int amount = yCfg->getYield(assignedRes);
// Add bonus from tile improvements (e.g. farm bonus)
const TileImprovement *imp = getImprovementAt(tx, ty);
if (imp) {
const ImprovementConfig *iCfg = TerrainYieldManager::instance().getImprovementConfig(imp->improvementId);
if (iCfg && iCfg->yieldBonus.contains(assignedRes)) {
amount += iCfg->yieldBonus.value(assignedRes, 0);
}
}
if (assignedRes == "voedsel") summary.food += amount;
else if (assignedRes == "arbeid") summary.labor += amount;
else if (assignedRes == "kennis") summary.science += amount;
@@ -234,6 +275,88 @@ CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<Ter
return summary;
}
void GameManager::processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
const CityConfig &cfg = TerrainYieldManager::instance().getCityConfig();
for (auto &city : m_cities) {
CityYieldSummary yields = calculateCityYields(city, mapPoints, numPoints05);
// 1. Food is converted into inhabitants:
int foodGrown = (int)std::round(yields.food * cfg.foodToInhabitantsRatio);
city.inhabitants += foodGrown;
// 2. Labor is accumulated locally in the city:
city.accumulatedLabor += yields.labor;
// 3. National resources go to the owner player:
Player *owner = m_playerManager.getPlayer(city.playerId);
if (owner) {
owner->culture += yields.culture;
owner->science += yields.science;
owner->faith += yields.faith;
owner->gold += yields.gold;
}
// Floating growth text over city
QVector3D ftPos = city.worldPos + QVector3D(0.0f, 0.0f, 1.1f);
addFloatingText(QString("+%1 Inwoners | +%2 Cultuur").arg(foodGrown).arg(yields.culture),
ftPos, QColor(100, 255, 140), 2.5f);
}
}
bool GameManager::isTileOwned(int tx, int ty, int *outOwnerCityId) const
{
for (const auto &c : m_cities) {
if (c.ownsTile(tx, ty)) {
if (outOwnerCityId) *outOwnerCityId = c.id;
return true;
}
}
return false;
}
bool GameManager::buyTileForCity(int cityId, int tx, int ty)
{
City *city = getCityById(cityId);
if (!city) return false;
// Check if tile is already owned by any city
int existingOwnerId = -1;
if (isTileOwned(tx, ty, &existingOwnerId)) {
return false;
}
const CityConfig &cfg = TerrainYieldManager::instance().getCityConfig();
// Check distance (must be within max workable radius)
int dist = Pathfinder::hexDistance(city->tileX, city->tileY, tx, ty);
if (dist > cfg.maxWorkableRadius) {
return false;
}
// Check culture cost
Player *player = m_playerManager.getPlayer(city->playerId);
if (!player) return false;
int cost = cfg.tileCultureCost;
if (player->culture < cost) {
QVector2D w = Pathfinder::hexToWorld(tx, ty);
addFloatingText(QString("Niet genoeg Cultuur! (%1 nodig)").arg(cost),
QVector3D(w.x(), w.y(), 0.8f), QColor(255, 90, 90), 2.0f);
return false;
}
// Deduct culture and claim tile
player->culture -= cost;
city->addTerritory(tx, ty);
QVector2D w = Pathfinder::hexToWorld(tx, ty);
addFloatingText(QString("Tegel gekocht! (-%1 Cultuur)").arg(cost),
QVector3D(w.x(), w.y(), 0.8f), QColor(210, 120, 255), 2.5f);
return true;
}
void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();
@@ -243,13 +366,31 @@ void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<Terrain
return;
}
// Check if target tile is passable for this unit's movement domain
if (!TerrainMovementManager::instance().isHexPassable(
targetX, targetY, selected->config.movementDomain, mapPoints, numPoints05, &selected->config)) {
if (selected->isNaval()) {
addFloatingText(Localization::instance().get("ui.unit.naval_only_water", "Ships can only sail on water!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
} else {
addFloatingText(Localization::instance().get("ui.unit.impassable_terrain", "Impassable terrain!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
}
return;
}
std::vector<std::pair<int, int>> path = Pathfinder::findPath(
selected->tileX, selected->tileY, targetX, targetY, mapPoints, numPoints05
selected->tileX, selected->tileY, targetX, targetY, mapPoints, numPoints05,
selected->config.movementDomain, &selected->config
);
if (path.size() > 1) {
selected->setPath(path);
addFloatingText("Verplaatsen", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
addFloatingText(Localization::instance().get("ui.unit.moving", "Moving"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
} else {
addFloatingText(Localization::instance().get("ui.unit.no_path", "No reachable path!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
}
}
@@ -318,3 +459,100 @@ void GameManager::addFloatingText(const QString &text, const QVector3D &worldPos
{
m_floatingTexts.push_back({text, worldPos, duration, duration, color});
}
const TileImprovement* GameManager::getImprovementAt(int tx, int ty) const
{
auto it = m_tileImprovements.find({tx, ty});
if (it != m_tileImprovements.end()) {
return &it->second;
}
return nullptr;
}
bool GameManager::hasImprovementAt(int tx, int ty) const
{
return m_tileImprovements.find({tx, ty}) != m_tileImprovements.end();
}
void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();
if (!selected || !selected->config.canBuildFarm()) return;
if (selected->isBuilding()) {
addFloatingText("Al bezig met bouwen!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 200, 70));
return;
}
int tx = selected->tileX;
int ty = selected->tileY;
// Check if tile already has an improvement
if (hasImprovementAt(tx, ty)) {
addFloatingText("Er staat hier al een boerderij!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
// Check terrain type against allowed terrains loaded from improvements.yaml
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
const ImprovementConfig *farmCfg = TerrainYieldManager::instance().getImprovementConfig("farm");
QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"};
if (!validTerrains.contains(tType)) {
addFloatingText("Kan hier niet bouwen! Alleen op gras en toendra.", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
// Start building process (duration comes from the builder unit's action speed)
float duration = selected->config.getActionDuration("boerderij_bouwen", 10.0f);
selected->startBuilding("farm", duration);
addFloatingText("Boerderij in aanbouw...", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f);
}
void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
int tx = unit.tileX;
int ty = unit.tileY;
QString impId = unit.buildingImprovementId.isEmpty() ? "farm" : unit.buildingImprovementId;
if (hasImprovementAt(tx, ty)) {
unit.cancelBuilding();
return;
}
// Place improvement now that it is completed!
QVector2D w = Pathfinder::hexToWorld(tx, ty);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
TileImprovement imp;
imp.improvementId = impId;
imp.tileX = tx;
imp.tileY = ty;
imp.playerId = unit.playerId;
imp.worldPos = QVector3D(w.x(), w.y(), gz);
m_tileImprovements[{tx, ty}] = imp;
unit.cancelBuilding();
if (!unit.config.infiniteCharges && unit.buildCharges > 0) {
unit.buildCharges -= 1;
if (unit.buildCharges <= 0) {
addFloatingText("Boerderij voltooid! (Builder verbruikt)", QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
unit.takeDamage(99999.0f);
if (unit.id == m_selectedUnitId) {
m_selectedUnitId = -1;
m_actionMode = ActionMode::None;
}
return;
} else {
QString msg = QString("Boerderij voltooid! (%1 %2 over)")
.arg(unit.buildCharges)
.arg(unit.buildCharges == 1 ? "lading" : "ladingen");
addFloatingText(msg, QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
return;
}
}
addFloatingText("Boerderij voltooid!", QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
}