Implement city production projects for units and buildings

This commit is contained in:
bart
2026-11-08 21:22:04 +01:00
parent ae04619dae
commit f8cd221e37
19 changed files with 444 additions and 12 deletions
+133 -8
View File
@@ -42,6 +42,10 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
QString unitsConfigDir = baseDir + "/config/units";
m_unitConfigManager.loadFromDirectory(unitsConfigDir);
// Load building & district YAML configurations
QString buildingsConfigPath = baseDir + "/config/buildings.yaml";
m_buildingConfigManager.loadConfigFile(buildingsConfigPath);
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
// Initialize player national resources from configuration
@@ -272,6 +276,29 @@ CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<Ter
else if (assignedRes == "geloof") summary.faith += amount;
else if (assignedRes == "goud") summary.gold += amount;
}
// Additional yields and multipliers from completed city buildings
float totalFoodMultiplier = 1.0f;
for (const QString &bId : city.completedBuildings) {
const BuildingConfig *bCfg = m_buildingConfigManager.getBuilding(bId);
if (!bCfg) continue;
summary.food += bCfg->foodBonus;
summary.labor += bCfg->laborBonus;
summary.science += bCfg->scienceBonus;
summary.culture += bCfg->cultureBonus;
summary.faith += bCfg->faithBonus;
summary.gold += bCfg->goldBonus;
if (bCfg->foodModifier > 0.0f) {
totalFoodMultiplier += bCfg->foodModifier;
}
}
if (totalFoodMultiplier != 1.0f) {
summary.food = (int)std::round(summary.food * totalFoodMultiplier);
}
return summary;
}
@@ -286,8 +313,15 @@ void GameManager::processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPo
int foodGrown = (int)std::round(yields.food * cfg.foodToInhabitantsRatio);
city.inhabitants += foodGrown;
// 2. Labor is accumulated locally in the city:
city.accumulatedLabor += yields.labor;
// 2. Labor contributes to active project or accumulates locally:
if (city.hasActiveProject()) {
city.currentProject.currentLabor += yields.labor;
if (city.currentProject.currentLabor >= city.currentProject.laborCost) {
completeCityProject(city, mapPoints, numPoints05);
}
} else {
city.accumulatedLabor += yields.labor;
}
// 3. National resources go to the owner player:
Player *owner = m_playerManager.getPlayer(city.playerId);
@@ -300,8 +334,10 @@ void GameManager::processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPo
// 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);
QString growthMsg = Localization::instance().get(
"ui.city.growth_float", "+%1 Inhabitants | +%2 Culture")
.arg(foodGrown).arg(yields.culture);
addFloatingText(growthMsg, ftPos, QColor(100, 255, 140), 2.5f);
}
}
@@ -342,8 +378,8 @@ bool GameManager::buyTileForCity(int cityId, int tx, int ty)
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);
QString notEnough = Localization::instance().get("ui.city.not_enough_culture", "Not enough Culture! (%1 needed)").arg(cost);
addFloatingText(notEnough, QVector3D(w.x(), w.y(), 0.8f), QColor(255, 90, 90), 2.0f);
return false;
}
@@ -352,11 +388,100 @@ bool GameManager::buyTileForCity(int cityId, int tx, int ty)
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);
QString boughtMsg = Localization::instance().get("ui.unit.tile_purchased", "Tile purchased! (-%1 Culture)").arg(cost);
addFloatingText(boughtMsg, QVector3D(w.x(), w.y(), 0.8f), QColor(210, 120, 255), 2.5f);
return true;
}
void GameManager::setCityProject(int cityId, CityProjectType type, const QString &id)
{
City *city = getCityById(cityId);
if (!city) return;
if (type == CityProjectType::Unit) {
const UnitConfig *uCfg = m_unitConfigManager.getConfig(id);
if (!uCfg) return;
city->startProject(CityProjectType::Unit, id, uCfg->name, uCfg->laborCost);
QString msg = Localization::instance().get("ui.city.project_started", "%1: Started %2")
.arg(city->name).arg(uCfg->name);
addFloatingText(msg, city->worldPos + QVector3D(0.0f, 0.0f, 1.2f), QColor(255, 230, 80), 2.5f);
} else if (type == CityProjectType::Building) {
const BuildingConfig *bCfg = m_buildingConfigManager.getBuilding(id);
if (!bCfg) return;
if (city->hasBuilding(id)) {
QString msg = Localization::instance().get("ui.city.already_built", "%1 already built!").arg(bCfg->name);
addFloatingText(msg, city->worldPos + QVector3D(0.0f, 0.0f, 1.2f), QColor(255, 100, 100), 2.2f);
return;
}
city->startProject(CityProjectType::Building, id, bCfg->name, bCfg->laborCost, bCfg->district);
QString msg = Localization::instance().get("ui.city.project_started", "%1: Started %2")
.arg(city->name).arg(bCfg->name);
addFloatingText(msg, city->worldPos + QVector3D(0.0f, 0.0f, 1.2f), QColor(255, 230, 80), 2.5f);
}
}
void GameManager::cancelCityProject(int cityId)
{
City *city = getCityById(cityId);
if (!city || !city->hasActiveProject()) return;
QString msg = Localization::instance().get("ui.city.project_cancelled", "%1: Project cancelled").arg(city->name);
addFloatingText(msg, city->worldPos + QVector3D(0.0f, 0.0f, 1.2f), QColor(255, 180, 80), 2.0f);
city->cancelProject();
}
void GameManager::completeCityProject(City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
if (!city.hasActiveProject()) return;
if (city.currentProject.type == CityProjectType::Unit) {
QString unitId = city.currentProject.id;
const UnitConfig *uCfg = m_unitConfigManager.getConfig(unitId);
// Find spawn location: city center or adjacent empty hex
int spawnX = city.tileX;
int spawnY = city.tileY;
if (getUnitAt(spawnX, spawnY) != nullptr) {
for (int e = 0; e < 6; ++e) {
int nx, ny;
getHexNeighbor(city.tileX, city.tileY, e, nx, ny);
if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) {
if (getUnitAt(nx, ny) == nullptr &&
TerrainMovementManager::instance().isHexPassable(nx, ny, uCfg ? uCfg->movementDomain : MovementDomain::Land, mapPoints, numPoints05, uCfg)) {
spawnX = nx;
spawnY = ny;
break;
}
}
}
}
Unit *spawned = spawnUnit(unitId, city.playerId, spawnX, spawnY, mapPoints, numPoints05);
QString unitName = spawned ? spawned->config.name : (uCfg ? uCfg->name : unitId);
QString msg = Localization::instance().get("ui.city.unit_trained", "%1: %2 trained!")
.arg(city.name).arg(unitName);
addFloatingText(msg, city.worldPos + QVector3D(0.0f, 0.0f, 1.3f), QColor(80, 255, 140), 3.0f);
} else if (city.currentProject.type == CityProjectType::Building) {
QString bId = city.currentProject.id;
city.addBuilding(bId);
const BuildingConfig *bCfg = m_buildingConfigManager.getBuilding(bId);
QString bName = bCfg ? bCfg->name : bId;
const DistrictConfig *dCfg = m_buildingConfigManager.getDistrict(bCfg ? bCfg->district : "center");
QString dName = dCfg ? dCfg->name : "City Center";
QString msg = Localization::instance().get("ui.city.building_completed", "%1: %2 completed in %3!")
.arg(city.name).arg(bName).arg(dName);
addFloatingText(msg, city.worldPos + QVector3D(0.0f, 0.0f, 1.3f), QColor(80, 240, 255), 3.5f);
}
int excess = city.currentProject.currentLabor - city.currentProject.laborCost;
city.accumulatedLabor += std::max(0, excess);
city.cancelProject();
}
void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();