Implement unit action queueing and busy state validation
This commit is contained in:
+285
-19
@@ -16,7 +16,9 @@ GameManager& GameManager::instance()
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GameManager::GameManager()
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: m_selectedUnitId(-1), m_activeCityViewId(-1), m_actionMode(ActionMode::None),
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m_movementTickDuration(30.0f), m_tickTimer(0.0f),
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m_simSpeedMultiplier(1.0f), m_nextUnitId(0), m_nextCityId(0),
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m_simSpeedMultiplier(1.0f),
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m_maxActionQueueSize(5), m_autoQueueMoveWhenBusy(true), m_allowActionQueueing(true),
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m_nextUnitId(0), m_nextCityId(0),
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m_initialized(false)
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{
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}
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@@ -37,6 +39,12 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
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if (gameRoot.hasChild("movement_tick_duration")) {
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m_movementTickDuration = gameRoot["movement_tick_duration"].asFloat(30.0f);
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}
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if (gameRoot.hasChild("action_queue")) {
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const YamlNode &aqNode = gameRoot["action_queue"];
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m_maxActionQueueSize = aqNode["max_size"].asInt(5);
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m_autoQueueMoveWhenBusy = aqNode["auto_queue_move_when_busy"].asBool(true);
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m_allowActionQueueing = aqNode["allow_action_queueing"].asBool(true);
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}
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// Load unit YAML configurations
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QString unitsConfigDir = baseDir + "/config/units";
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@@ -102,6 +110,7 @@ Unit* GameManager::spawnUnit(const QString &configId, int playerId, int tileX, i
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int id = getNextUnitId();
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auto unit = std::make_shared<Unit>(id, playerId, *cfg, tileX, tileY, gz);
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unit->maxQueueSize = m_maxActionQueueSize;
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m_units.push_back(unit);
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return unit.get();
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}
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@@ -122,6 +131,9 @@ void GameManager::update(float deltaTime, Matrix2D<TerrainPoint> *mapPoints, int
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if (u->isBuilding() && u->buildProgress >= 1.0f) {
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completeUnitBuilding(*u, mapPoints, numPoints05);
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}
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if (!u->isDead() && u->state == UnitState::Idle && u->hasQueuedAction()) {
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processUnitActionQueue(*u, mapPoints, numPoints05);
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}
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}
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}
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@@ -504,12 +516,30 @@ void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<Terrain
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return;
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}
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// If unit is busy building, it CANNOT walk right now. Queue the move action!
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if (selected->isBuilding()) {
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if (m_allowActionQueueing && m_autoQueueMoveWhenBusy) {
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if (selected->queueAction(UnitAction(UnitActionType::Move, targetX, targetY))) {
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addFloatingText(Localization::instance().get("ui.unit.move_queued", "Movement queued"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
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} else {
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addFloatingText(Localization::instance().get("ui.unit.queue_full", "Action queue full!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
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}
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} else {
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addFloatingText(Localization::instance().get("ui.unit.busy", "Unit is busy!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
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}
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return;
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}
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std::vector<std::pair<int, int>> path = Pathfinder::findPath(
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selected->tileX, selected->tileY, targetX, targetY, mapPoints, numPoints05,
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selected->config.movementDomain, &selected->config
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);
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if (path.size() > 1) {
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selected->clearActionQueue();
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selected->setPath(path);
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addFloatingText(Localization::instance().get("ui.unit.moving", "Moving"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
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@@ -524,8 +554,15 @@ void GameManager::commandAttack(Unit *target)
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Unit *selected = getSelectedUnit();
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if (!selected || !target) return;
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if (selected->isBuilding()) {
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addFloatingText(Localization::instance().get("ui.unit.cannot_act_busy", "Unit cannot perform action while busy!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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if (!selected->canAttack(*target)) {
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addFloatingText("Buiten bereik!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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addFloatingText(Localization::instance().get("ui.unit.out_of_range", "Out of range!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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return;
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}
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@@ -536,7 +573,8 @@ void GameManager::commandAttack(Unit *target)
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addFloatingText(dmgText, target->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 50, 50));
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if (target->isDead()) {
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addFloatingText("Verslagen!", target->worldPos + QVector3D(0, 0, 1.2f), QColor(255, 200, 50), 2.2f);
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addFloatingText(Localization::instance().get("ui.unit.defeated", "Defeated!"),
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target->worldPos + QVector3D(0, 0, 1.2f), QColor(255, 200, 50), 2.2f);
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}
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m_actionMode = ActionMode::None;
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@@ -547,32 +585,62 @@ void GameManager::commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, in
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Unit *selected = getSelectedUnit();
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if (!selected || !selected->config.canBuildCity()) return;
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if (selected->isBuilding()) {
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addFloatingText(Localization::instance().get("ui.unit.cannot_act_busy", "Unit cannot perform action while busy!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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// If unit is moving, queue city founding upon arrival
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if (selected->state == UnitState::Moving) {
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if (selected->hasQueuedActionType(UnitActionType::BuildCity)) {
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selected->removeQueuedActionsOfType(UnitActionType::BuildCity);
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addFloatingText(Localization::instance().get("ui.unit.action_cancelled", "%1 cancelled").arg("Found City"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 180, 80));
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return;
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}
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if (selected->queueAction(UnitAction(UnitActionType::BuildCity, selected->targetTileX, selected->targetTileY))) {
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addFloatingText(Localization::instance().get("ui.unit.city_queued", "Found City queued on arrival"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(80, 220, 120), 2.2f);
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} else {
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addFloatingText(Localization::instance().get("ui.unit.queue_full", "Action queue full!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
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}
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return;
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}
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int tx = selected->tileX;
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int ty = selected->tileY;
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// Check if tile already has a city
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for (const auto &c : m_cities) {
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if (c.tileX == selected->tileX && c.tileY == selected->tileY) {
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addFloatingText("Al een stad hier!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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if (c.tileX == tx && c.tileY == ty) {
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addFloatingText(Localization::instance().get("ui.unit.city_already_here", "A city already exists here!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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return;
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}
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}
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const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
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int cId = getNextCityId();
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QString cityName = QString("Stad %1").arg(cId);
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QVector2D w = Pathfinder::hexToWorld(selected->tileX, selected->tileY);
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QString cityName = QString("City %1").arg(cId);
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QVector2D w = Pathfinder::hexToWorld(tx, ty);
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float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
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City newCity(cId, selected->playerId, cityName, selected->tileX, selected->tileY,
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City newCity(cId, selected->playerId, cityName, tx, ty,
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QVector3D(w.x(), w.y(), gz),
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cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius);
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// Assign initial worker to center tile
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QString tType = TerrainYieldManager::instance().getTerrainType(selected->tileX, selected->tileY, mapPoints, numPoints05);
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QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
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const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
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QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
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newCity.assignWorker(selected->tileX, selected->tileY, defRes);
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newCity.assignWorker(tx, ty, defRes);
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m_cities.push_back(newCity);
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addFloatingText(QString("%1 gesticht!").arg(cityName), QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.5f);
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addFloatingText(Localization::instance().get("ui.unit.city_founded", "%1 founded!").arg(cityName),
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QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.5f);
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// Consuming settler
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selected->takeDamage(99999.0f);
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@@ -605,7 +673,55 @@ void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, in
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if (!selected || !selected->config.canBuildFarm()) return;
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if (selected->isBuilding()) {
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addFloatingText("Al bezig met bouwen!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 200, 70));
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addFloatingText(Localization::instance().get("ui.unit.already_building", "Already busy building!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 200, 70));
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return;
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}
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if (!selected->config.infiniteCharges && selected->buildCharges <= 0) {
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addFloatingText(Localization::instance().get("ui.unit.no_build_charges", "No build charges remaining!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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// If unit is currently moving: toggle or queue build action on arrival!
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if (selected->state == UnitState::Moving) {
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if (selected->hasQueuedActionType(UnitActionType::BuildImprovement)) {
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selected->removeQueuedActionsOfType(UnitActionType::BuildImprovement);
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addFloatingText(Localization::instance().get("ui.unit.action_cancelled", "%1 cancelled").arg("Build Farm"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 180, 80));
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return;
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}
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int destX = selected->targetTileX;
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int destY = selected->targetTileY;
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// Check if destination tile already has an improvement
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if (hasImprovementAt(destX, destY)) {
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addFloatingText(Localization::instance().get("ui.unit.tile_occupied", "Tile already has an improvement!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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// Check destination terrain type against allowed terrains
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QString tType = TerrainYieldManager::instance().getTerrainType(destX, destY, mapPoints, numPoints05);
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const ImprovementConfig *farmCfg = TerrainYieldManager::instance().getImprovementConfig("farm");
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QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"};
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if (!validTerrains.contains(tType)) {
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QString validStr = validTerrains.join(", ");
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addFloatingText(Localization::instance().get("ui.unit.cannot_build_destination", "Cannot build on destination terrain! Allowed on: %1").arg(validStr),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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return;
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}
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if (selected->queueAction(UnitAction(UnitActionType::BuildImprovement, destX, destY, "farm"))) {
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addFloatingText(Localization::instance().get("ui.unit.farm_queued", "Build Farm queued on arrival"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(80, 220, 120), 2.2f);
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} else {
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addFloatingText(Localization::instance().get("ui.unit.queue_full", "Action queue full!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
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}
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return;
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}
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@@ -614,7 +730,8 @@ void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, in
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// Check if tile already has an improvement
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if (hasImprovementAt(tx, ty)) {
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addFloatingText("Er staat hier al een boerderij!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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addFloatingText(Localization::instance().get("ui.unit.tile_occupied", "Tile already has an improvement!"),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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@@ -624,14 +741,17 @@ void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, in
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QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"};
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if (!validTerrains.contains(tType)) {
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addFloatingText("Kan hier niet bouwen! Alleen op gras en toendra.", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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QString validStr = validTerrains.join(", ");
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addFloatingText(Localization::instance().get("ui.unit.cannot_build_here", "Cannot build here! Allowed on: %1").arg(validStr),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
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return;
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}
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// Start building process (duration comes from the builder unit's action speed)
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float duration = selected->config.getActionDuration("boerderij_bouwen", 10.0f);
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selected->startBuilding("farm", duration);
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addFloatingText("Boerderij in aanbouw...", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f);
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addFloatingText(Localization::instance().get("ui.unit.farm_started", "Constructing Farm..."),
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selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f);
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}
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void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
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@@ -662,7 +782,8 @@ void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPo
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if (!unit.config.infiniteCharges && unit.buildCharges > 0) {
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unit.buildCharges -= 1;
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if (unit.buildCharges <= 0) {
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addFloatingText("Boerderij voltooid! (Builder verbruikt)", QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
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addFloatingText(Localization::instance().get("ui.unit.farm_completed_consumed", "Farm completed! (Builder consumed)"),
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QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
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unit.takeDamage(99999.0f);
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if (unit.id == m_selectedUnitId) {
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m_selectedUnitId = -1;
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@@ -670,14 +791,159 @@ void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPo
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}
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return;
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} else {
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QString msg = QString("Boerderij voltooid! (%1 %2 over)")
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QString chargeWord = unit.buildCharges == 1
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? Localization::instance().get("ui.unit.charge_singular", "charge")
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: Localization::instance().get("ui.unit.charge_plural", "charges");
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QString msg = Localization::instance().get("ui.unit.farm_completed_charges", "Farm completed! (%1 %2 remaining)")
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.arg(unit.buildCharges)
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.arg(unit.buildCharges == 1 ? "lading" : "ladingen");
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.arg(chargeWord);
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addFloatingText(msg, QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
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return;
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}
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}
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addFloatingText("Boerderij voltooid!", QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
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addFloatingText(Localization::instance().get("ui.unit.farm_completed", "Farm completed!"),
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QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
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}
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void GameManager::processUnitActionQueue(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
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{
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if (unit.isDead() || unit.state != UnitState::Idle || !unit.hasQueuedAction()) {
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return;
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}
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UnitAction action = unit.popNextQueuedAction();
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switch (action.type) {
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case UnitActionType::Move: {
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int tx = action.targetX;
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int ty = action.targetY;
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if (tx == unit.tileX && ty == unit.tileY) {
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return;
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}
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if (!TerrainMovementManager::instance().isHexPassable(
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tx, ty, unit.config.movementDomain, mapPoints, numPoints05, &unit.config)) {
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addFloatingText(Localization::instance().get("ui.unit.impassable_terrain", "Impassable terrain!"),
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unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
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return;
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}
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std::vector<std::pair<int, int>> path = Pathfinder::findPath(
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unit.tileX, unit.tileY, tx, ty, mapPoints, numPoints05,
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unit.config.movementDomain, &unit.config
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);
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if (path.size() > 1) {
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unit.setPath(path);
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addFloatingText(Localization::instance().get("ui.unit.moving", "Moving"),
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unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
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} else {
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addFloatingText(Localization::instance().get("ui.unit.no_path", "No reachable path!"),
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unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
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}
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break;
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}
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case UnitActionType::BuildImprovement: {
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QString impId = action.extraData.isEmpty() ? "farm" : action.extraData;
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int tx = unit.tileX;
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int ty = unit.tileY;
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if (!unit.config.canBuildFarm()) {
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return;
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}
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if (!unit.config.infiniteCharges && unit.buildCharges <= 0) {
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addFloatingText(Localization::instance().get("ui.unit.no_build_charges", "No build charges remaining!"),
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unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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if (hasImprovementAt(tx, ty)) {
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addFloatingText(Localization::instance().get("ui.unit.tile_occupied", "Tile already has an improvement!"),
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unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
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return;
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}
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|
||||
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
|
||||
const ImprovementConfig *farmCfg = TerrainYieldManager::instance().getImprovementConfig(impId);
|
||||
QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"};
|
||||
|
||||
if (!validTerrains.contains(tType)) {
|
||||
QString validStr = validTerrains.join(", ");
|
||||
addFloatingText(Localization::instance().get("ui.unit.cannot_build_here", "Cannot build here! Allowed on: %1").arg(validStr),
|
||||
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
|
||||
return;
|
||||
}
|
||||
|
||||
float duration = unit.config.getActionDuration("boerderij_bouwen", 10.0f);
|
||||
unit.startBuilding(impId, duration);
|
||||
addFloatingText(Localization::instance().get("ui.unit.farm_started", "Constructing Farm..."),
|
||||
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f);
|
||||
break;
|
||||
}
|
||||
case UnitActionType::BuildCity: {
|
||||
if (!unit.config.canBuildCity()) {
|
||||
return;
|
||||
}
|
||||
int tx = unit.tileX;
|
||||
int ty = unit.tileY;
|
||||
|
||||
// Check if tile already has a city
|
||||
for (const auto &c : m_cities) {
|
||||
if (c.tileX == tx && c.tileY == ty) {
|
||||
addFloatingText(Localization::instance().get("ui.unit.city_already_here", "A city already exists here!"),
|
||||
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
|
||||
int cId = getNextCityId();
|
||||
QString cityName = QString("City %1").arg(cId);
|
||||
QVector2D w = Pathfinder::hexToWorld(tx, ty);
|
||||
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
|
||||
|
||||
City newCity(cId, unit.playerId, cityName, tx, ty,
|
||||
QVector3D(w.x(), w.y(), gz),
|
||||
cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius);
|
||||
|
||||
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
|
||||
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
|
||||
QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
|
||||
newCity.assignWorker(tx, ty, defRes);
|
||||
|
||||
m_cities.push_back(newCity);
|
||||
addFloatingText(Localization::instance().get("ui.unit.city_founded", "%1 founded!").arg(cityName),
|
||||
QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.5f);
|
||||
|
||||
unit.takeDamage(99999.0f);
|
||||
if (unit.id == m_selectedUnitId) {
|
||||
m_selectedUnitId = -1;
|
||||
m_actionMode = ActionMode::None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case UnitActionType::Attack: {
|
||||
Unit *target = nullptr;
|
||||
for (auto &other : m_units) {
|
||||
if (other->id == action.targetUnitId && !other->isDead()) {
|
||||
target = other.get();
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (target && unit.canAttack(*target)) {
|
||||
unit.performAttack(*target);
|
||||
addFloatingText(QString("-%1 HP").arg(unit.config.attackDamage),
|
||||
target->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 50, 50));
|
||||
if (target->isDead()) {
|
||||
addFloatingText(Localization::instance().get("ui.unit.defeated", "Defeated!"),
|
||||
target->worldPos + QVector3D(0, 0, 1.2f), QColor(255, 200, 50), 2.2f);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user