Implement unit action queueing and busy state validation

This commit is contained in:
bart
2026-11-08 21:31:56 +01:00
parent cbba54969a
commit 4b237872eb
7 changed files with 502 additions and 50 deletions
+6
View File
@@ -1,5 +1,11 @@
movement_tick_duration: 30.0 movement_tick_duration: 30.0
# Action queue configuration
action_queue:
max_size: 5
auto_queue_move_when_busy: true
allow_action_queueing: true
# Camera settings # Camera settings
camera: camera:
min_zoom: 2.0 min_zoom: 2.0
+41
View File
@@ -45,6 +45,27 @@ ui:
unit: unit:
moving: "Moving" moving: "Moving"
move_queued: "Movement queued"
queue_cleared: "Queued actions cancelled"
queue_full: "Action queue full!"
action_queued: "Action queued: %1"
action_cancelled: "%1 cancelled"
farm_queued: "Build Farm queued on arrival"
farm_started: "Constructing Farm..."
farm_completed: "Farm completed!"
farm_completed_consumed: "Farm completed! (Builder consumed)"
farm_completed_charges: "Farm completed! (%1 %2 remaining)"
city_queued: "Found City queued on arrival"
city_founded: "%1 founded!"
already_building: "Already busy building!"
busy: "Unit is busy!"
cannot_act_busy: "Unit cannot perform action while busy!"
tile_occupied: "Tile already has an improvement!"
cannot_build_here: "Cannot build here! Allowed on: %1"
cannot_build_destination: "Cannot build on destination terrain! Allowed on: %1"
no_build_charges: "No build charges remaining!"
charge_singular: "charge"
charge_plural: "charges"
impassable_terrain: "Impassable terrain!" impassable_terrain: "Impassable terrain!"
naval_only_water: "Ships can only sail on water!" naval_only_water: "Ships can only sail on water!"
no_path: "No reachable path!" no_path: "No reachable path!"
@@ -53,6 +74,26 @@ ui:
defeated: "Defeated!" defeated: "Defeated!"
city_already_here: "A city already exists here!" city_already_here: "A city already exists here!"
unsuitable_terrain: "Unsuitable terrain!" unsuitable_terrain: "Unsuitable terrain!"
civilian_unit: "Civilian unit"
military_unit: "Military unit"
speed_format: "Speed: %1 hex/tick"
cost_format: "Cost: %1 pts"
combat_format: "Attack: %1 | Range: %2 hex"
building_pct: "Building... %1%"
charges_format: "Charges: %1"
status_queued: "Queued: %1"
btn_move: "Move [M]"
btn_attack: "Attack [A]"
btn_build_city: "Settle [B]"
btn_build_farm: "Farm [F]"
btn_farm_queued: "Farm (Queued)"
btn_farm_building: "Building %1%"
tip_move: "Move (M)"
tip_attack: "Attack (A) [Range: %1]"
tip_build_city: "Found City (B)"
tip_build_farm: "Build Farm (F)"
tip_farm_building: "Busy building... %1%"
tip_farm_queued: "Build Farm (Queued on arrival - click to cancel)"
city: city:
center: "City Center" center: "City Center"
+285 -19
View File
@@ -16,7 +16,9 @@ GameManager& GameManager::instance()
GameManager::GameManager() GameManager::GameManager()
: m_selectedUnitId(-1), m_activeCityViewId(-1), m_actionMode(ActionMode::None), : m_selectedUnitId(-1), m_activeCityViewId(-1), m_actionMode(ActionMode::None),
m_movementTickDuration(30.0f), m_tickTimer(0.0f), m_movementTickDuration(30.0f), m_tickTimer(0.0f),
m_simSpeedMultiplier(1.0f), m_nextUnitId(0), m_nextCityId(0), m_simSpeedMultiplier(1.0f),
m_maxActionQueueSize(5), m_autoQueueMoveWhenBusy(true), m_allowActionQueueing(true),
m_nextUnitId(0), m_nextCityId(0),
m_initialized(false) m_initialized(false)
{ {
} }
@@ -37,6 +39,12 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
if (gameRoot.hasChild("movement_tick_duration")) { if (gameRoot.hasChild("movement_tick_duration")) {
m_movementTickDuration = gameRoot["movement_tick_duration"].asFloat(30.0f); m_movementTickDuration = gameRoot["movement_tick_duration"].asFloat(30.0f);
} }
if (gameRoot.hasChild("action_queue")) {
const YamlNode &aqNode = gameRoot["action_queue"];
m_maxActionQueueSize = aqNode["max_size"].asInt(5);
m_autoQueueMoveWhenBusy = aqNode["auto_queue_move_when_busy"].asBool(true);
m_allowActionQueueing = aqNode["allow_action_queueing"].asBool(true);
}
// Load unit YAML configurations // Load unit YAML configurations
QString unitsConfigDir = baseDir + "/config/units"; QString unitsConfigDir = baseDir + "/config/units";
@@ -102,6 +110,7 @@ Unit* GameManager::spawnUnit(const QString &configId, int playerId, int tileX, i
int id = getNextUnitId(); int id = getNextUnitId();
auto unit = std::make_shared<Unit>(id, playerId, *cfg, tileX, tileY, gz); auto unit = std::make_shared<Unit>(id, playerId, *cfg, tileX, tileY, gz);
unit->maxQueueSize = m_maxActionQueueSize;
m_units.push_back(unit); m_units.push_back(unit);
return unit.get(); return unit.get();
} }
@@ -122,6 +131,9 @@ void GameManager::update(float deltaTime, Matrix2D<TerrainPoint> *mapPoints, int
if (u->isBuilding() && u->buildProgress >= 1.0f) { if (u->isBuilding() && u->buildProgress >= 1.0f) {
completeUnitBuilding(*u, mapPoints, numPoints05); completeUnitBuilding(*u, mapPoints, numPoints05);
} }
if (!u->isDead() && u->state == UnitState::Idle && u->hasQueuedAction()) {
processUnitActionQueue(*u, mapPoints, numPoints05);
}
} }
} }
@@ -504,12 +516,30 @@ void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<Terrain
return; return;
} }
// If unit is busy building, it CANNOT walk right now. Queue the move action!
if (selected->isBuilding()) {
if (m_allowActionQueueing && m_autoQueueMoveWhenBusy) {
if (selected->queueAction(UnitAction(UnitActionType::Move, targetX, targetY))) {
addFloatingText(Localization::instance().get("ui.unit.move_queued", "Movement queued"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
} else {
addFloatingText(Localization::instance().get("ui.unit.queue_full", "Action queue full!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
}
} else {
addFloatingText(Localization::instance().get("ui.unit.busy", "Unit is busy!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
}
return;
}
std::vector<std::pair<int, int>> path = Pathfinder::findPath( 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 selected->config.movementDomain, &selected->config
); );
if (path.size() > 1) { if (path.size() > 1) {
selected->clearActionQueue();
selected->setPath(path); selected->setPath(path);
addFloatingText(Localization::instance().get("ui.unit.moving", "Moving"), addFloatingText(Localization::instance().get("ui.unit.moving", "Moving"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80)); selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
@@ -524,8 +554,15 @@ void GameManager::commandAttack(Unit *target)
Unit *selected = getSelectedUnit(); Unit *selected = getSelectedUnit();
if (!selected || !target) return; if (!selected || !target) return;
if (selected->isBuilding()) {
addFloatingText(Localization::instance().get("ui.unit.cannot_act_busy", "Unit cannot perform action while busy!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
if (!selected->canAttack(*target)) { if (!selected->canAttack(*target)) {
addFloatingText("Buiten bereik!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80)); addFloatingText(Localization::instance().get("ui.unit.out_of_range", "Out of range!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return; return;
} }
@@ -536,7 +573,8 @@ void GameManager::commandAttack(Unit *target)
addFloatingText(dmgText, target->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 50, 50)); addFloatingText(dmgText, target->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 50, 50));
if (target->isDead()) { if (target->isDead()) {
addFloatingText("Verslagen!", target->worldPos + QVector3D(0, 0, 1.2f), QColor(255, 200, 50), 2.2f); addFloatingText(Localization::instance().get("ui.unit.defeated", "Defeated!"),
target->worldPos + QVector3D(0, 0, 1.2f), QColor(255, 200, 50), 2.2f);
} }
m_actionMode = ActionMode::None; m_actionMode = ActionMode::None;
@@ -547,32 +585,62 @@ void GameManager::commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, in
Unit *selected = getSelectedUnit(); Unit *selected = getSelectedUnit();
if (!selected || !selected->config.canBuildCity()) return; if (!selected || !selected->config.canBuildCity()) return;
if (selected->isBuilding()) {
addFloatingText(Localization::instance().get("ui.unit.cannot_act_busy", "Unit cannot perform action while busy!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
// If unit is moving, queue city founding upon arrival
if (selected->state == UnitState::Moving) {
if (selected->hasQueuedActionType(UnitActionType::BuildCity)) {
selected->removeQueuedActionsOfType(UnitActionType::BuildCity);
addFloatingText(Localization::instance().get("ui.unit.action_cancelled", "%1 cancelled").arg("Found City"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 180, 80));
return;
}
if (selected->queueAction(UnitAction(UnitActionType::BuildCity, selected->targetTileX, selected->targetTileY))) {
addFloatingText(Localization::instance().get("ui.unit.city_queued", "Found City queued on arrival"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(80, 220, 120), 2.2f);
} else {
addFloatingText(Localization::instance().get("ui.unit.queue_full", "Action queue full!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
}
return;
}
int tx = selected->tileX;
int ty = selected->tileY;
// Check if tile already has a city // Check if tile already has a city
for (const auto &c : m_cities) { for (const auto &c : m_cities) {
if (c.tileX == selected->tileX && c.tileY == selected->tileY) { if (c.tileX == tx && c.tileY == ty) {
addFloatingText("Al een stad hier!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80)); addFloatingText(Localization::instance().get("ui.unit.city_already_here", "A city already exists here!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return; return;
} }
} }
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig(); const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
int cId = getNextCityId(); int cId = getNextCityId();
QString cityName = QString("Stad %1").arg(cId); QString cityName = QString("City %1").arg(cId);
QVector2D w = Pathfinder::hexToWorld(selected->tileX, selected->tileY); QVector2D w = Pathfinder::hexToWorld(tx, ty);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05); float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
City newCity(cId, selected->playerId, cityName, selected->tileX, selected->tileY, City newCity(cId, selected->playerId, cityName, tx, ty,
QVector3D(w.x(), w.y(), gz), QVector3D(w.x(), w.y(), gz),
cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius); cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius);
// Assign initial worker to center tile // Assign initial worker to center tile
QString tType = TerrainYieldManager::instance().getTerrainType(selected->tileX, selected->tileY, mapPoints, numPoints05); QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType); const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
QString defRes = yCfg ? yCfg->primaryResource : "voedsel"; QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
newCity.assignWorker(selected->tileX, selected->tileY, defRes); newCity.assignWorker(tx, ty, defRes);
m_cities.push_back(newCity); 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); 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);
// Consuming settler // Consuming settler
selected->takeDamage(99999.0f); selected->takeDamage(99999.0f);
@@ -605,7 +673,55 @@ void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, in
if (!selected || !selected->config.canBuildFarm()) return; if (!selected || !selected->config.canBuildFarm()) return;
if (selected->isBuilding()) { if (selected->isBuilding()) {
addFloatingText("Al bezig met bouwen!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 200, 70)); addFloatingText(Localization::instance().get("ui.unit.already_building", "Already busy building!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 200, 70));
return;
}
if (!selected->config.infiniteCharges && selected->buildCharges <= 0) {
addFloatingText(Localization::instance().get("ui.unit.no_build_charges", "No build charges remaining!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
// If unit is currently moving: toggle or queue build action on arrival!
if (selected->state == UnitState::Moving) {
if (selected->hasQueuedActionType(UnitActionType::BuildImprovement)) {
selected->removeQueuedActionsOfType(UnitActionType::BuildImprovement);
addFloatingText(Localization::instance().get("ui.unit.action_cancelled", "%1 cancelled").arg("Build Farm"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 180, 80));
return;
}
int destX = selected->targetTileX;
int destY = selected->targetTileY;
// Check if destination tile already has an improvement
if (hasImprovementAt(destX, destY)) {
addFloatingText(Localization::instance().get("ui.unit.tile_occupied", "Tile already has an improvement!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
// Check destination terrain type against allowed terrains
QString tType = TerrainYieldManager::instance().getTerrainType(destX, destY, mapPoints, numPoints05);
const ImprovementConfig *farmCfg = TerrainYieldManager::instance().getImprovementConfig("farm");
QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"};
if (!validTerrains.contains(tType)) {
QString validStr = validTerrains.join(", ");
addFloatingText(Localization::instance().get("ui.unit.cannot_build_destination", "Cannot build on destination terrain! Allowed on: %1").arg(validStr),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
if (selected->queueAction(UnitAction(UnitActionType::BuildImprovement, destX, destY, "farm"))) {
addFloatingText(Localization::instance().get("ui.unit.farm_queued", "Build Farm queued on arrival"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(80, 220, 120), 2.2f);
} else {
addFloatingText(Localization::instance().get("ui.unit.queue_full", "Action queue full!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100));
}
return; return;
} }
@@ -614,7 +730,8 @@ void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, in
// Check if tile already has an improvement // Check if tile already has an improvement
if (hasImprovementAt(tx, ty)) { if (hasImprovementAt(tx, ty)) {
addFloatingText("Er staat hier al een boerderij!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90)); addFloatingText(Localization::instance().get("ui.unit.tile_occupied", "Tile already has an improvement!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return; return;
} }
@@ -624,14 +741,17 @@ void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, in
QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"}; QStringList validTerrains = farmCfg ? farmCfg->validTerrains : QStringList{"grasland", "tundra"};
if (!validTerrains.contains(tType)) { 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)); QString validStr = validTerrains.join(", ");
addFloatingText(Localization::instance().get("ui.unit.cannot_build_here", "Cannot build here! Allowed on: %1").arg(validStr),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return; return;
} }
// Start building process (duration comes from the builder unit's action speed) // Start building process (duration comes from the builder unit's action speed)
float duration = selected->config.getActionDuration("boerderij_bouwen", 10.0f); float duration = selected->config.getActionDuration("boerderij_bouwen", 10.0f);
selected->startBuilding("farm", duration); selected->startBuilding("farm", duration);
addFloatingText("Boerderij in aanbouw...", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f); addFloatingText(Localization::instance().get("ui.unit.farm_started", "Constructing Farm..."),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f);
} }
void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
@@ -662,7 +782,8 @@ void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPo
if (!unit.config.infiniteCharges && unit.buildCharges > 0) { if (!unit.config.infiniteCharges && unit.buildCharges > 0) {
unit.buildCharges -= 1; unit.buildCharges -= 1;
if (unit.buildCharges <= 0) { if (unit.buildCharges <= 0) {
addFloatingText("Boerderij voltooid! (Builder verbruikt)", QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f); addFloatingText(Localization::instance().get("ui.unit.farm_completed_consumed", "Farm completed! (Builder consumed)"),
QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
unit.takeDamage(99999.0f); unit.takeDamage(99999.0f);
if (unit.id == m_selectedUnitId) { if (unit.id == m_selectedUnitId) {
m_selectedUnitId = -1; m_selectedUnitId = -1;
@@ -670,14 +791,159 @@ void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPo
} }
return; return;
} else { } else {
QString msg = QString("Boerderij voltooid! (%1 %2 over)") QString chargeWord = unit.buildCharges == 1
? Localization::instance().get("ui.unit.charge_singular", "charge")
: Localization::instance().get("ui.unit.charge_plural", "charges");
QString msg = Localization::instance().get("ui.unit.farm_completed_charges", "Farm completed! (%1 %2 remaining)")
.arg(unit.buildCharges) .arg(unit.buildCharges)
.arg(unit.buildCharges == 1 ? "lading" : "ladingen"); .arg(chargeWord);
addFloatingText(msg, QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f); addFloatingText(msg, QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
return; return;
} }
} }
addFloatingText("Boerderij voltooid!", QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f); addFloatingText(Localization::instance().get("ui.unit.farm_completed", "Farm completed!"),
QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.8f);
}
void GameManager::processUnitActionQueue(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
if (unit.isDead() || unit.state != UnitState::Idle || !unit.hasQueuedAction()) {
return;
}
UnitAction action = unit.popNextQueuedAction();
switch (action.type) {
case UnitActionType::Move: {
int tx = action.targetX;
int ty = action.targetY;
if (tx == unit.tileX && ty == unit.tileY) {
return;
}
if (!TerrainMovementManager::instance().isHexPassable(
tx, ty, unit.config.movementDomain, mapPoints, numPoints05, &unit.config)) {
addFloatingText(Localization::instance().get("ui.unit.impassable_terrain", "Impassable terrain!"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
return;
}
std::vector<std::pair<int, int>> path = Pathfinder::findPath(
unit.tileX, unit.tileY, tx, ty, mapPoints, numPoints05,
unit.config.movementDomain, &unit.config
);
if (path.size() > 1) {
unit.setPath(path);
addFloatingText(Localization::instance().get("ui.unit.moving", "Moving"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
} else {
addFloatingText(Localization::instance().get("ui.unit.no_path", "No reachable path!"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 100, 100), 2.5f);
}
break;
}
case UnitActionType::BuildImprovement: {
QString impId = action.extraData.isEmpty() ? "farm" : action.extraData;
int tx = unit.tileX;
int ty = unit.tileY;
if (!unit.config.canBuildFarm()) {
return;
}
if (!unit.config.infiniteCharges && unit.buildCharges <= 0) {
addFloatingText(Localization::instance().get("ui.unit.no_build_charges", "No build charges remaining!"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
if (hasImprovementAt(tx, ty)) {
addFloatingText(Localization::instance().get("ui.unit.tile_occupied", "Tile already has an improvement!"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
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;
}
} }
+9
View File
@@ -91,6 +91,7 @@ public:
void commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05); void commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05); void commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05); void completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void processUnitActionQueue(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
const std::map<std::pair<int, int>, TileImprovement>& getTileImprovements() const { return m_tileImprovements; } const std::map<std::pair<int, int>, TileImprovement>& getTileImprovements() const { return m_tileImprovements; }
const TileImprovement* getImprovementAt(int tx, int ty) const; const TileImprovement* getImprovementAt(int tx, int ty) const;
@@ -103,6 +104,10 @@ public:
float getSimSpeed() const { return m_simSpeedMultiplier; } float getSimSpeed() const { return m_simSpeedMultiplier; }
void setSimSpeed(float s) { m_simSpeedMultiplier = std::max(0.2f, std::min(10.0f, s)); } void setSimSpeed(float s) { m_simSpeedMultiplier = std::max(0.2f, std::min(10.0f, s)); }
int getMaxActionQueueSize() const { return m_maxActionQueueSize; }
bool isActionQueueingAllowed() const { return m_allowActionQueueing; }
bool isAutoQueueMoveWhenBusy() const { return m_autoQueueMoveWhenBusy; }
void addFloatingText(const QString &text, const QVector3D &worldPos, const QColor &color, float duration = 1.8f); void addFloatingText(const QString &text, const QVector3D &worldPos, const QColor &color, float duration = 1.8f);
int getNextUnitId() { return ++m_nextUnitId; } int getNextUnitId() { return ++m_nextUnitId; }
@@ -131,6 +136,10 @@ private:
float m_tickTimer; float m_tickTimer;
float m_simSpeedMultiplier; // 1.0x, 2.0x, etc. float m_simSpeedMultiplier; // 1.0x, 2.0x, etc.
int m_maxActionQueueSize;
bool m_autoQueueMoveWhenBusy;
bool m_allowActionQueueing;
int m_nextUnitId; int m_nextUnitId;
int m_nextCityId; int m_nextCityId;
bool m_initialized; bool m_initialized;
+56 -27
View File
@@ -715,19 +715,25 @@ void QSceneRenderer::drawUnitsOverlay(QPainter &painter, const QMatrix4x4 &vMatr
} else if (act == "aanvallen") { } else if (act == "aanvallen") {
isActive = (GameManager::instance().currentActionMode() == ActionMode::Attack); isActive = (GameManager::instance().currentActionMode() == ActionMode::Attack);
iconFile = "images/actions/attack.png"; iconFile = "images/actions/attack.png";
tip = QString("Aanvallen (A) [Bereik: %1]").arg(unit->config.attackRange); tip = Localization::instance().get("ui.unit.tip_attack", "Attack (A) [Range: %1]").arg(unit->config.attackRange);
} else if (act == "steden_bouwen" || act == "build_city") { } else if (act == "steden_bouwen" || act == "build_city") {
isActive = (GameManager::instance().currentActionMode() == ActionMode::BuildCity); bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildCity);
isActive = (GameManager::instance().currentActionMode() == ActionMode::BuildCity) || isQueued;
iconFile = "images/actions/build_city.png"; iconFile = "images/actions/build_city.png";
tip = "Steden bouwen (B)"; tip = isQueued
? Localization::instance().get("ui.unit.city_queued", "Found City queued on arrival")
: Localization::instance().get("ui.unit.tip_build_city", "Found City (B)");
} else if (act == "boerderij_bouwen" || act == "build_farm") { } else if (act == "boerderij_bouwen" || act == "build_farm") {
isActive = unit->isBuilding(); bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildImprovement);
isActive = unit->isBuilding() || isQueued;
iconFile = "images/actions/farm.png"; iconFile = "images/actions/farm.png";
if (unit->isBuilding()) { if (unit->isBuilding()) {
int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f); int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
tip = QString("Aan het bouwen... %1%").arg(pct); tip = Localization::instance().get("ui.unit.tip_farm_building", "Busy building... %1%").arg(pct);
} else if (isQueued) {
tip = Localization::instance().get("ui.unit.tip_farm_queued", "Build Farm (Queued on arrival - click to cancel)");
} else { } else {
tip = "Boerderij bouwen (F)"; tip = Localization::instance().get("ui.unit.tip_build_farm", "Build Farm (F)");
} }
} }
@@ -918,28 +924,39 @@ void QSceneRenderer::drawUnitCard(QPainter &painter, Unit *unit)
painter.setFont(QFont("sans-serif", 8)); painter.setFont(QFont("sans-serif", 8));
painter.setPen(QColor(200, 220, 240)); painter.setPen(QColor(200, 220, 240));
QString speedInfo = QString("Snelheid: %1 hex/tick").arg(unit->config.movementSpeed, 0, 'f', 1); QString speedInfo = Localization::instance().get("ui.unit.speed_format", "Speed: %1 hex/tick").arg(unit->config.movementSpeed, 0, 'f', 1);
painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 76, 140, 14), Qt::AlignLeft | Qt::AlignVCenter, speedInfo); painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 76, 140, 14), Qt::AlignLeft | Qt::AlignVCenter, speedInfo);
QString costInfo = QString("Kosten: %1 pnt").arg(unit->config.cost); QString costInfo = Localization::instance().get("ui.unit.cost_format", "Cost: %1 pts").arg(unit->config.cost);
painter.drawText(QRect(cardRect.left() + 160, cardRect.top() + 76, 130, 14), Qt::AlignLeft | Qt::AlignVCenter, costInfo); painter.drawText(QRect(cardRect.left() + 160, cardRect.top() + 76, 130, 14), Qt::AlignLeft | Qt::AlignVCenter, costInfo);
if (unit->config.isMilitary()) { if (unit->config.isMilitary()) {
QString combatInfo = QString("Aanval: %1 | Bereik: %2 hex").arg(unit->config.attackDamage).arg(unit->config.attackRange); QString combatInfo = Localization::instance().get("ui.unit.combat_format", "Attack: %1 | Range: %2 hex")
.arg(unit->config.attackDamage).arg(unit->config.attackRange);
painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, combatInfo); painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, combatInfo);
} else if (unit->isBuilding()) { } else if (unit->isBuilding()) {
int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f); int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
QString buildInfo = QString("Aan het bouwen... %1%").arg(pct); QString buildInfo = Localization::instance().get("ui.unit.building_pct", "Building... %1%").arg(pct);
if (!unit->config.infiniteCharges && unit->buildCharges > 0) { if (!unit->config.infiniteCharges && unit->buildCharges > 0) {
buildInfo += QString(" | Ladingen: %1").arg(unit->buildCharges); buildInfo += QString(" | ") + Localization::instance().get("ui.unit.charges_format", "Charges: %1").arg(unit->buildCharges);
} }
painter.setPen(QColor(255, 210, 80)); painter.setPen(QColor(255, 210, 80));
painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, buildInfo); painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, buildInfo);
} else if (unit->hasQueuedAction()) {
QString qSummary = unit->getQueuedActionSummary();
QString queuedInfo = Localization::instance().get("ui.unit.status_queued", "Queued: %1").arg(qSummary);
if (unit->config.canBuildFarm() && !unit->config.infiniteCharges && unit->buildCharges > 0) {
queuedInfo += QString(" | ") + Localization::instance().get("ui.unit.charges_format", "Charges: %1").arg(unit->buildCharges);
}
painter.setPen(QColor(100, 220, 140));
painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, queuedInfo);
} else if (unit->config.canBuildFarm() && !unit->config.infiniteCharges && unit->buildCharges > 0) { } else if (unit->config.canBuildFarm() && !unit->config.infiniteCharges && unit->buildCharges > 0) {
QString builderInfo = QString("Civiele eenheid | Ladingen: %1").arg(unit->buildCharges); QString builderInfo = Localization::instance().get("ui.unit.civilian_unit", "Civilian unit") + QString(" | ") +
Localization::instance().get("ui.unit.charges_format", "Charges: %1").arg(unit->buildCharges);
painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, builderInfo); painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, builderInfo);
} else { } else {
painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter, "Civiele eenheid"); painter.drawText(QRect(cardRect.left() + 12, cardRect.top() + 94, 280, 14), Qt::AlignLeft | Qt::AlignVCenter,
Localization::instance().get("ui.unit.civilian_unit", "Civilian unit"));
} }
// Action Bubbles Row at bottom of card // Action Bubbles Row at bottom of card
@@ -958,34 +975,41 @@ void QSceneRenderer::drawUnitCard(QPainter &painter, Unit *unit)
bool isActive = false; bool isActive = false;
QString iconFile = "images/actions/move.png"; QString iconFile = "images/actions/move.png";
QString label = "Verplaats"; QString label = Localization::instance().get("ui.unit.btn_move", "Move [M]");
QString tip = "Verplaatsen (M)"; QString tip = Localization::instance().get("ui.unit.tip_move", "Move (M)");
if (act == "verplaatsen") { if (act == "verplaatsen") {
isActive = (GameManager::instance().currentActionMode() == ActionMode::Move); isActive = (GameManager::instance().currentActionMode() == ActionMode::Move);
iconFile = "images/actions/move.png"; iconFile = "images/actions/move.png";
label = "Beweeg [M]"; label = Localization::instance().get("ui.unit.btn_move", "Move [M]");
tip = "Verplaatsen (M)"; tip = Localization::instance().get("ui.unit.tip_move", "Move (M)");
} else if (act == "aanvallen") { } else if (act == "aanvallen") {
isActive = (GameManager::instance().currentActionMode() == ActionMode::Attack); isActive = (GameManager::instance().currentActionMode() == ActionMode::Attack);
iconFile = "images/actions/attack.png"; iconFile = "images/actions/attack.png";
label = "Aanval [A]"; label = Localization::instance().get("ui.unit.btn_attack", "Attack [A]");
tip = QString("Aanvallen (A) [Bereik: %1]").arg(unit->config.attackRange); tip = Localization::instance().get("ui.unit.tip_attack", "Attack (A) [Range: %1]").arg(unit->config.attackRange);
} else if (act == "steden_bouwen" || act == "build_city") { } else if (act == "steden_bouwen" || act == "build_city") {
isActive = (GameManager::instance().currentActionMode() == ActionMode::BuildCity); bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildCity);
isActive = (GameManager::instance().currentActionMode() == ActionMode::BuildCity) || isQueued;
iconFile = "images/actions/build_city.png"; iconFile = "images/actions/build_city.png";
label = "Sticht [B]"; label = isQueued ? "Queued" : Localization::instance().get("ui.unit.btn_build_city", "Settle [B]");
tip = "Steden bouwen (B)"; tip = isQueued
? Localization::instance().get("ui.unit.city_queued", "Found City queued on arrival")
: Localization::instance().get("ui.unit.tip_build_city", "Found City (B)");
} else if (act == "boerderij_bouwen" || act == "build_farm") { } else if (act == "boerderij_bouwen" || act == "build_farm") {
isActive = unit->isBuilding(); bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildImprovement);
isActive = unit->isBuilding() || isQueued;
iconFile = "images/actions/farm.png"; iconFile = "images/actions/farm.png";
if (unit->isBuilding()) { if (unit->isBuilding()) {
int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f); int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
label = QString("Bouwt %1%").arg(pct); label = Localization::instance().get("ui.unit.btn_farm_building", "Building %1%").arg(pct);
tip = QString("Bezig met bouwen... %1%").arg(pct); tip = Localization::instance().get("ui.unit.tip_farm_building", "Busy building... %1%").arg(pct);
} else if (isQueued) {
label = Localization::instance().get("ui.unit.btn_farm_queued", "Farm (Queued)");
tip = Localization::instance().get("ui.unit.tip_farm_queued", "Build Farm (Queued on arrival - click to cancel)");
} else { } else {
label = "Boerderij [F]"; label = Localization::instance().get("ui.unit.btn_build_farm", "Farm [F]");
tip = "Boerderij bouwen (F)"; tip = Localization::instance().get("ui.unit.tip_build_farm", "Build Farm (F)");
} }
} }
@@ -2046,6 +2070,11 @@ void QSceneRenderer::keyPressEvent(QKeyEvent *e)
else if (e->key() == Qt::Key_Escape) { else if (e->key() == Qt::Key_Escape) {
if (GameManager::instance().currentActionMode() != ActionMode::None) { if (GameManager::instance().currentActionMode() != ActionMode::None) {
GameManager::instance().setActionMode(ActionMode::None); GameManager::instance().setActionMode(ActionMode::None);
} else if (sel && sel->hasQueuedAction()) {
sel->clearActionQueue();
GameManager::instance().addFloatingText(
Localization::instance().get("ui.unit.queue_cleared", "Queued actions cancelled"),
sel->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 180, 80));
} else { } else {
GameManager::instance().deselectUnit(); GameManager::instance().deselectUnit();
} }
+64 -3
View File
@@ -35,12 +35,72 @@ float Unit::getTerrainHeight(float worldX, float worldY, Matrix2D<TerrainPoint>
return (h / 255.0f) * 3.5f + 1.0f; return (h / 255.0f) * 3.5f + 1.0f;
} }
void Unit::setPath(const std::vector<std::pair<int, int>> &newPath) bool Unit::queueAction(const UnitAction &action)
{ {
if (state == UnitState::Building) { if ((int)actionQueue.size() >= maxQueueSize) {
cancelBuilding(); return false;
}
actionQueue.push_back(action);
return true;
} }
void Unit::clearActionQueue()
{
actionQueue.clear();
}
bool Unit::hasQueuedActionType(UnitActionType type) const
{
for (const auto &act : actionQueue) {
if (act.type == type) return true;
}
return false;
}
void Unit::removeQueuedActionsOfType(UnitActionType type)
{
for (auto it = actionQueue.begin(); it != actionQueue.end(); ) {
if (it->type == type) {
it = actionQueue.erase(it);
} else {
++it;
}
}
}
UnitAction Unit::popNextQueuedAction()
{
if (actionQueue.empty()) return UnitAction();
UnitAction act = actionQueue.front();
actionQueue.pop_front();
return act;
}
const UnitAction* Unit::peekNextQueuedAction() const
{
if (actionQueue.empty()) return nullptr;
return &actionQueue.front();
}
QString Unit::getQueuedActionSummary() const
{
if (actionQueue.empty()) return "";
switch (actionQueue.front().type) {
case UnitActionType::Move:
return "Move";
case UnitActionType::BuildImprovement:
return "Build Farm";
case UnitActionType::BuildCity:
return "Found City";
case UnitActionType::Attack:
return "Attack";
default:
return "Action";
}
}
void Unit::setPath(const std::vector<std::pair<int, int>> &newPath)
{
path = newPath; path = newPath;
pathIndex = 0; pathIndex = 0;
moveProgress = 0.0f; moveProgress = 0.0f;
@@ -60,6 +120,7 @@ void Unit::stopMovement()
pathIndex = 0; pathIndex = 0;
moveProgress = 0.0f; moveProgress = 0.0f;
state = UnitState::Idle; state = UnitState::Idle;
clearActionQueue();
} }
void Unit::startBuilding(const QString &impId, float duration) void Unit::startBuilding(const QString &impId, float duration)
+40
View File
@@ -4,6 +4,7 @@
#include <QString> #include <QString>
#include <QVector3D> #include <QVector3D>
#include <vector> #include <vector>
#include <deque>
#include <utility> #include <utility>
#include "unitconfig.h" #include "unitconfig.h"
#include "terrain.h" #include "terrain.h"
@@ -16,6 +17,31 @@ enum class UnitState {
Building Building
}; };
enum class UnitActionType {
None,
Move,
BuildImprovement,
BuildCity,
Attack
};
struct UnitAction {
UnitActionType type = UnitActionType::None;
int targetX = -1;
int targetY = -1;
int targetUnitId = -1;
QString extraData = ""; // e.g. improvementId ("farm")
UnitAction() = default;
UnitAction(UnitActionType t) : type(t) {}
UnitAction(UnitActionType t, int x, int y, const QString &data = "")
: type(t), targetX(x), targetY(y), extraData(data) {}
UnitAction(UnitActionType t, int targetId)
: type(t), targetUnitId(targetId) {}
bool isValid() const { return type != UnitActionType::None; }
};
class Unit { class Unit {
public: public:
Unit(int uId, int pId, const UnitConfig &cfg, int startX, int startY, float groundZ); Unit(int uId, int pId, const UnitConfig &cfg, int startX, int startY, float groundZ);
@@ -38,6 +64,19 @@ public:
int targetTileX; int targetTileX;
int targetTileY; int targetTileY;
// Action Queue
std::deque<UnitAction> actionQueue;
int maxQueueSize = 5;
bool queueAction(const UnitAction &action);
void clearActionQueue();
bool hasQueuedAction() const { return !actionQueue.empty(); }
bool hasQueuedActionType(UnitActionType type) const;
void removeQueuedActionsOfType(UnitActionType type);
UnitAction popNextQueuedAction();
const UnitAction* peekNextQueuedAction() const;
QString getQueuedActionSummary() const;
// Attack cooldown / flash // Attack cooldown / flash
float attackFlashTimer; float attackFlashTimer;
@@ -54,6 +93,7 @@ public:
void startBuilding(const QString &impId, float duration); void startBuilding(const QString &impId, float duration);
void cancelBuilding(); void cancelBuilding();
bool isBuilding() const { return state == UnitState::Building; } bool isBuilding() const { return state == UnitState::Building; }
bool isBusy() const { return state == UnitState::Building; }
bool canAttack(const Unit &other) const; bool canAttack(const Unit &other) const;
void performAttack(Unit &target); void performAttack(Unit &target);