Implement technology tree, research queue by least remaining work, and unit/building tech availability & obsolescence

This commit is contained in:
2026-11-09 20:28:53 +01:00
parent d4bd9f4711
commit d266715418
30 changed files with 1809 additions and 45 deletions
+59
View File
@@ -2,8 +2,12 @@
#define PLAYER_H
#include <QString>
#include <QStringList>
#include <QColor>
#include <QMap>
#include <vector>
#include <set>
#include <algorithm>
struct Player {
int id;
@@ -12,11 +16,17 @@ struct Player {
QColor secondaryColor;
// National resources (shared across all cities of this nation)
// Note: science represents per-tick science generation rate (no longer stockpiled)
int culture;
int science;
int gold;
int faith;
// Technology Tree & Research Progression
std::set<QString> researchedTechs;
QMap<QString, int> techProgress; // Tech ID -> accumulated science towards that tech
std::vector<QString> researchQueue; // Ordered queue of Tech IDs (front is active research)
Player()
: id(0), name("Unknown"), primaryColor(Qt::blue), secondaryColor(Qt::white),
culture(10000), science(0), gold(0), faith(0) {}
@@ -24,6 +34,55 @@ struct Player {
int pCulture = 10000, int pScience = 0, int pGold = 0, int pFaith = 0)
: id(pId), name(pName), primaryColor(primary), secondaryColor(secondary),
culture(pCulture), science(pScience), gold(pGold), faith(pFaith) {}
bool hasResearched(const QString &techId) const {
if (techId.isEmpty()) return true;
return researchedTechs.find(techId) != researchedTechs.end();
}
int getTechProgress(const QString &techId) const {
return techProgress.value(techId, 0);
}
bool hasActiveResearch() const {
return !researchQueue.empty();
}
QString getActiveResearchTech() const {
return researchQueue.empty() ? QString() : researchQueue.front();
}
bool isTechQueued(const QString &techId) const {
return std::find(researchQueue.begin(), researchQueue.end(), techId) != researchQueue.end();
}
int getTechQueuePosition(const QString &techId) const {
for (size_t i = 0; i < researchQueue.size(); ++i) {
if (researchQueue[i] == techId) {
return static_cast<int>(i) + 1;
}
}
return 0;
}
bool arePrerequisitesMet(const QStringList &prerequisites) const {
for (const QString &pre : prerequisites) {
if (!hasResearched(pre)) return false;
}
return true;
}
bool isItemUnlocked(const QString &requiredTech) const {
return requiredTech.isEmpty() || hasResearched(requiredTech);
}
bool isItemObsolete(const QString &obsoleteTech) const {
return !obsoleteTech.isEmpty() && hasResearched(obsoleteTech);
}
bool isItemBuildable(const QString &requiredTech, const QString &obsoleteTech) const {
return isItemUnlocked(requiredTech) && !isItemObsolete(obsoleteTech);
}
};
class PlayerManager {