fix(build): resolve compilation errors in gamemanager and qscenerenderer
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+15
-14
@@ -7,6 +7,7 @@
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#include <QDebug>
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#include "pathfinder.h"
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#include "yamlparser.h"
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#include "localization.h"
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GLuint vertexbuffer;
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GLuint VertexArrayID;
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@@ -756,9 +757,9 @@ void QSceneRenderer::drawUnitsOverlay(QPainter &painter, const QMatrix4x4 &vMatr
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: Localization::instance().get("ui.unit.tip_build_city", "Found City (B)");
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} else if (act == "boerderij_bouwen" || act == "build_farm") {
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bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildImprovement);
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isActive = (unit->isBuilding() && unit->buildActionType != "road") || isQueued;
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isActive = (unit->isBuilding() && unit->buildingImprovementId != "road") || isQueued;
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iconFile = "images/actions/farm.png";
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if (unit->isBuilding() && unit->buildActionType != "road") {
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if (unit->isBuilding() && unit->buildingImprovementId != "road") {
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int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
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tip = Localization::instance().get("ui.unit.tip_farm_building", "Busy building... %1%").arg(pct);
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} else if (isQueued) {
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@@ -768,9 +769,9 @@ void QSceneRenderer::drawUnitsOverlay(QPainter &painter, const QMatrix4x4 &vMatr
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}
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} else if (act == "build_road" || act == "weg_bouwen") {
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bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildRoad);
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isActive = (unit->isBuilding() && unit->buildActionType == "road") || isQueued;
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isActive = (unit->isBuilding() && unit->buildingImprovementId == "road") || isQueued;
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iconFile = "images/actions/road.png";
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if (unit->isBuilding() && unit->buildActionType == "road") {
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if (unit->isBuilding() && unit->buildingImprovementId == "road") {
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int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
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tip = Localization::instance().get("ui.unit.tip_road_building", "Busy building road... %1%").arg(pct);
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} else if (isQueued) {
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@@ -1041,9 +1042,9 @@ void QSceneRenderer::drawUnitCard(QPainter &painter, Unit *unit)
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: Localization::instance().get("ui.unit.tip_build_city", "Found City (B)");
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} else if (act == "boerderij_bouwen" || act == "build_farm") {
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bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildImprovement);
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isActive = (unit->isBuilding() && unit->buildActionType != "road") || isQueued;
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isActive = (unit->isBuilding() && unit->buildingImprovementId != "road") || isQueued;
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iconFile = "images/actions/farm.png";
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if (unit->isBuilding() && unit->buildActionType != "road") {
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if (unit->isBuilding() && unit->buildingImprovementId != "road") {
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int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
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label = Localization::instance().get("ui.unit.btn_farm_building", "Building %1%").arg(pct);
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tip = Localization::instance().get("ui.unit.tip_farm_building", "Busy building... %1%").arg(pct);
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@@ -1056,9 +1057,9 @@ void QSceneRenderer::drawUnitCard(QPainter &painter, Unit *unit)
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}
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} else if (act == "build_road" || act == "weg_bouwen") {
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bool isQueued = unit->hasQueuedActionType(UnitActionType::BuildRoad);
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isActive = (unit->isBuilding() && unit->buildActionType == "road") || isQueued;
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isActive = (unit->isBuilding() && unit->buildingImprovementId == "road") || isQueued;
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iconFile = "images/actions/road.png";
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if (unit->isBuilding() && unit->buildActionType == "road") {
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if (unit->isBuilding() && unit->buildingImprovementId == "road") {
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int pct = (int)(std::min(1.0f, unit->buildProgress) * 100.0f);
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label = Localization::instance().get("ui.unit.btn_road_building", "Building %1%").arg(pct);
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tip = Localization::instance().get("ui.unit.tip_road_building", "Busy building road... %1%").arg(pct);
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@@ -1156,7 +1157,7 @@ void QSceneRenderer::drawRoadsOverlay(QPainter &painter, const QMatrix4x4 &vMatr
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std::vector<QPointF> centerJunctions;
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std::vector<QPointF> isolatedCenters;
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};
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std::unordered_map<std::string, RoadBatch> batches;
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QMap<QString, RoadBatch> batches;
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for (const auto &pair : roads) {
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const TileRoad &road = pair.second;
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@@ -1214,13 +1215,13 @@ void QSceneRenderer::drawRoadsOverlay(QPainter &painter, const QMatrix4x4 &vMatr
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}
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}
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for (const auto &bPair : batches) {
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const std::string &typeId = bPair.first;
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const RoadBatch &batch = bPair.second;
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for (auto it = batches.begin(); it != batches.end(); ++it) {
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const QString &typeId = it.key();
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const RoadBatch &batch = it.value();
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const RoadTypeConfig *rCfg = roadConfigs.getRoadType(typeId);
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QColor casingCol = rCfg ? rCfg->getBorderColor() : QColor(92, 64, 40);
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float casingWidth = rCfg ? rCfg->borderWidth : 4.5f;
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float casingWidth = rCfg ? (rCfg->width + 1.5f) : 4.5f;
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QColor surfaceCol = rCfg ? rCfg->getColor() : QColor(194, 166, 117);
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float surfaceWidth = rCfg ? rCfg->width : 2.8f;
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@@ -1953,7 +1954,7 @@ void QSceneRenderer::drawCityResourceMenu(QPainter &painter, const QMatrix4x4 &v
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const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
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QStringList resources = cCfg.resourcePriority;
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if (resources.isEmpty()) {
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resources = {"voedsel", "arbeid", "goud", "kennis", "cultuur", "geloof"};
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resources = QStringList{"voedsel", "arbeid", "goud", "kennis", "cultuur", "geloof"};
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}
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QString bestRes = GameManager::instance().getBestTileResource(tx, ty, m_point, m_numPoints05);
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