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10 Commits
45 changed files with 2452 additions and 157 deletions
+7
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@@ -0,0 +1,7 @@
*.o
*.a
*.so
Makefile*
tiletest
terrain_test2
.qmake.stash
+1 -16
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@@ -513,22 +513,7 @@ main.o: main.cpp mainwindow.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o main.o main.cpp $(CXX) -c $(CXXFLAGS) $(INCPATH) -o main.o main.cpp
mainwindow.o: mainwindow.cpp mainwindow.h \ mainwindow.o: mainwindow.cpp mainwindow.h \
ui_mainwindow.h \ ui_mainwindow.h
qscenerenderer.h \
terrain.h \
tile.h \
vertex.h \
face.h \
tilevertexinfo.h \
matrix2d.h \
unitrenderer.h \
unit.h \
unitconfig.h \
terrainmovementmanager.h \
player.h \
city.h \
gamemanager.h \
terrainyieldmanager.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o mainwindow.o mainwindow.cpp $(CXX) -c $(CXXFLAGS) $(INCPATH) -o mainwindow.o mainwindow.cpp
qscenerenderer.o: qscenerenderer.cpp qscenerenderer.h \ qscenerenderer.o: qscenerenderer.cpp qscenerenderer.h \
+82
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@@ -0,0 +1,82 @@
#include "buildingconfig.h"
#include "yamlparser.h"
#include <QFileInfo>
#include <QDebug>
BuildingConfigManager::BuildingConfigManager()
{
}
bool BuildingConfigManager::loadConfigFile(const QString &filePath)
{
YamlNode root = YamlParser::parseFile(filePath);
if (root.children.isEmpty()) {
qWarning() << "Failed to parse buildings config YAML:" << filePath;
return false;
}
// Parse districts
if (root.hasChild("districts")) {
const YamlNode &districtsNode = root["districts"];
for (auto it = districtsNode.children.begin(); it != districtsNode.children.end(); ++it) {
DistrictConfig dCfg;
dCfg.id = it.value().hasChild("id") ? it.value()["id"].asString() : it.key();
dCfg.name = it.value().hasChild("name") ? it.value()["name"].asString() : dCfg.id;
dCfg.maxBuildings = it.value().hasChild("max_buildings") ? it.value()["max_buildings"].asInt(10) : 10;
dCfg.description = it.value().hasChild("description") ? it.value()["description"].asString() : "";
m_districts[dCfg.id] = dCfg;
}
}
// Ensure default center district exists
if (!m_districts.contains("center")) {
DistrictConfig defaultCenter;
defaultCenter.id = "center";
defaultCenter.name = "City Center";
defaultCenter.maxBuildings = 10;
m_districts["center"] = defaultCenter;
}
// Parse buildings
if (root.hasChild("buildings")) {
const YamlNode &buildingsNode = root["buildings"];
for (auto it = buildingsNode.children.begin(); it != buildingsNode.children.end(); ++it) {
BuildingConfig bCfg;
bCfg.id = it.value().hasChild("id") ? it.value()["id"].asString() : it.key();
bCfg.name = it.value().hasChild("name") ? it.value()["name"].asString() : bCfg.id;
bCfg.district = it.value().hasChild("district") ? it.value()["district"].asString("center") : "center";
bCfg.laborCost = it.value().hasChild("labor_cost") ? it.value()["labor_cost"].asInt(1000) : 1000;
bCfg.foodModifier = it.value().hasChild("food_modifier") ? it.value()["food_modifier"].asFloat(0.0f) : 0.0f;
bCfg.foodBonus = it.value().hasChild("food_bonus") ? it.value()["food_bonus"].asInt(0) : 0;
bCfg.laborBonus = it.value().hasChild("labor_bonus") ? it.value()["labor_bonus"].asInt(0) : 0;
bCfg.cultureBonus = it.value().hasChild("culture_bonus") ? it.value()["culture_bonus"].asInt(0) : 0;
bCfg.scienceBonus = it.value().hasChild("science_bonus") ? it.value()["science_bonus"].asInt(0) : 0;
bCfg.faithBonus = it.value().hasChild("faith_bonus") ? it.value()["faith_bonus"].asInt(0) : 0;
bCfg.goldBonus = it.value().hasChild("gold_bonus") ? it.value()["gold_bonus"].asInt(0) : 0;
bCfg.iconPath = it.value().hasChild("icon") ? it.value()["icon"].asString() : "";
bCfg.description = it.value().hasChild("description") ? it.value()["description"].asString() : "";
m_buildings[bCfg.id] = bCfg;
}
}
qDebug() << "BuildingConfigManager loaded" << m_districts.size() << "districts and" << m_buildings.size() << "buildings from" << filePath;
return true;
}
const BuildingConfig* BuildingConfigManager::getBuilding(const QString &id) const
{
auto it = m_buildings.find(id);
if (it != m_buildings.end()) {
return &it.value();
}
return nullptr;
}
const DistrictConfig* BuildingConfigManager::getDistrict(const QString &id) const
{
auto it = m_districts.find(id);
if (it != m_districts.end()) {
return &it.value();
}
return nullptr;
}
+55
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@@ -0,0 +1,55 @@
#ifndef BUILDINGCONFIG_H
#define BUILDINGCONFIG_H
#include <QString>
#include <QMap>
#include <vector>
struct BuildingConfig {
QString id;
QString name;
QString district; // e.g. "center"
int laborCost;
float foodModifier; // e.g. 0.50f for +50% food production
int foodBonus;
int laborBonus;
int cultureBonus;
int scienceBonus;
int faithBonus;
int goldBonus;
QString iconPath;
QString description;
BuildingConfig()
: id(""), name(""), district("center"), laborCost(1000),
foodModifier(0.0f), foodBonus(0), laborBonus(0), cultureBonus(0),
scienceBonus(0), faithBonus(0), goldBonus(0),
iconPath(""), description("") {}
};
struct DistrictConfig {
QString id;
QString name;
int maxBuildings;
QString description;
DistrictConfig()
: id("center"), name("City Center"), maxBuildings(10), description("") {}
};
class BuildingConfigManager {
public:
BuildingConfigManager();
bool loadConfigFile(const QString &filePath);
const BuildingConfig* getBuilding(const QString &id) const;
const DistrictConfig* getDistrict(const QString &id) const;
const QMap<QString, BuildingConfig>& getAllBuildings() const { return m_buildings; }
const QMap<QString, DistrictConfig>& getAllDistricts() const { return m_districts; }
private:
QMap<QString, BuildingConfig> m_buildings;
QMap<QString, DistrictConfig> m_districts;
};
#endif // BUILDINGCONFIG_H
+73
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@@ -18,6 +18,29 @@ struct CityYieldSummary {
int gold = 0; int gold = 0;
}; };
enum class CityProjectType {
None,
Unit,
Building
};
struct CityProject {
CityProjectType type = CityProjectType::None;
QString id = "";
QString name = "";
int laborCost = 0;
int currentLabor = 0;
QString district = "center";
bool isValid() const { return type != CityProjectType::None && !id.isEmpty(); }
float getProgress() const {
return laborCost > 0 ? std::max(0.0f, std::min(1.0f, (float)currentLabor / (float)laborCost)) : 0.0f;
}
int getRemainingLabor() const {
return std::max(0, laborCost - currentLabor);
}
};
class City { class City {
public: public:
int id; int id;
@@ -31,12 +54,46 @@ public:
int inhabitantsPerPop; int inhabitantsPerPop;
int accumulatedLabor = 0; // Local resource (Arbeid) int accumulatedLabor = 0; // Local resource (Arbeid)
CityProject currentProject;
std::vector<QString> completedBuildings; // IDs of completed buildings in the city
std::vector<std::pair<int, int>> territory; // Owned hex coordinates std::vector<std::pair<int, int>> territory; // Owned hex coordinates
std::map<std::pair<int, int>, QString> workedTiles; // (x, y) -> resource name std::map<std::pair<int, int>, QString> workedTiles; // (x, y) -> resource name
std::map<std::pair<int, int>, QString> tilePreferredResources; // (x, y) -> user chosen resource
City(int cId, int pId, const QString &cName, int tx, int ty, const QVector3D &pos, City(int cId, int pId, const QString &cName, int tx, int ty, const QVector3D &pos,
int initInhabitants = 1000, int initInhabitantsPerPop = 100000, int initRadius = 1); int initInhabitants = 1000, int initInhabitantsPerPop = 100000, int initRadius = 1);
bool hasBuilding(const QString &buildingId) const {
for (const auto &b : completedBuildings) {
if (b == buildingId) return true;
}
return false;
}
bool addBuilding(const QString &buildingId) {
if (hasBuilding(buildingId)) return false;
completedBuildings.push_back(buildingId);
return true;
}
bool hasActiveProject() const {
return currentProject.isValid();
}
void startProject(CityProjectType type, const QString &projId, const QString &projName, int cost, const QString &district = "center") {
currentProject.type = type;
currentProject.id = projId;
currentProject.name = projName;
currentProject.laborCost = std::max(1, cost);
currentProject.currentLabor = 0;
currentProject.district = district.isEmpty() ? "center" : district;
}
void cancelProject() {
currentProject = CityProject();
}
bool addTerritory(int tx, int ty) { bool addTerritory(int tx, int ty) {
if (ownsTile(tx, ty)) return false; if (ownsTile(tx, ty)) return false;
territory.emplace_back(tx, ty); territory.emplace_back(tx, ty);
@@ -71,8 +128,24 @@ public:
return it != workedTiles.end() ? it->second : ""; return it != workedTiles.end() ? it->second : "";
} }
QString getEffectiveResource(int tx, int ty, const QString &defaultBestRes) const {
auto itW = workedTiles.find({tx, ty});
if (itW != workedTiles.end()) return itW->second;
auto itP = tilePreferredResources.find({tx, ty});
if (itP != tilePreferredResources.end()) return itP->second;
return defaultBestRes;
}
void setTilePreferredResource(int tx, int ty, const QString &resource) {
tilePreferredResources[{tx, ty}] = resource;
if (isTileWorked(tx, ty)) {
workedTiles[{tx, ty}] = resource;
}
}
bool assignWorker(int tx, int ty, const QString &resource) { bool assignWorker(int tx, int ty, const QString &resource) {
if (!ownsTile(tx, ty)) return false; if (!ownsTile(tx, ty)) return false;
tilePreferredResources[{tx, ty}] = resource;
if (isTileWorked(tx, ty)) { if (isTileWorked(tx, ty)) {
workedTiles[{tx, ty}] = resource; workedTiles[{tx, ty}] = resource;
return true; return true;
+40
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@@ -0,0 +1,40 @@
# City Buildings & Extensions configuration
# All gameplay values are configurable via YAML
districts:
center:
id: "center"
name: "City Center"
max_buildings: 10
description: "The urban core and administrative center of the city."
buildings:
granary:
id: "granary"
name: "Granary"
district: "center"
labor_cost: 1000
food_modifier: 0.50
food_bonus: 0
labor_bonus: 0
culture_bonus: 0
science_bonus: 0
faith_bonus: 0
gold_bonus: 0
icon: "images/improvements/granary.png"
description: "+50% Food production in city"
monument:
id: "monument"
name: "Monument"
district: "center"
labor_cost: 800
food_modifier: 0.0
food_bonus: 0
labor_bonus: 0
culture_bonus: 250
science_bonus: 0
faith_bonus: 0
gold_bonus: 0
icon: "images/improvements/monument.png"
description: "+250 Culture per tick"
+14
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@@ -12,6 +12,8 @@ city_view_zoom: 4.8
base_resource_yield_per_tick: 500 base_resource_yield_per_tick: 500
tile_culture_cost: 10000 tile_culture_cost: 10000
food_to_inhabitants_ratio: 1.0 food_to_inhabitants_ratio: 1.0
default_unit_labor_cost: 1000
unit_labor_cost_multiplier: 20
# Base yield breakdown per resource (default 500 per tick) # Base yield breakdown per resource (default 500 per tick)
base_yields: base_yields:
@@ -28,3 +30,15 @@ initial_national_resources:
kennis: 0 kennis: 0
geloof: 0 geloof: 0
goud: 0 goud: 0
# Slot long press duration in milliseconds to open resource selection popup
slot_long_press_duration_ms: 400
# Priority order for resources (used for tie-breaking when yields are equal and display order)
resource_priority:
- "voedsel"
- "arbeid"
- "goud"
- "kennis"
- "cultuur"
- "geloof"
+6
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@@ -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
+31
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@@ -0,0 +1,31 @@
# Road System Configuration
default_road_type: "dirt"
build_duration_ticks: 2
meander_amplitude: 0.045
meander_subdivisions: 5
types:
dirt:
id: "dirt"
name: "Dirt Road"
speed_multiplier: 1.30 # +30% movement speed
color: "#c49a62"
border_color: "#6b4b23"
width: 3.5
cost: 5
stone:
id: "stone"
name: "Stone Road"
speed_multiplier: 1.60 # +60% movement speed
color: "#9aa1a8"
border_color: "#464b50"
width: 4.0
cost: 15
rail:
id: "rail"
name: "Railroad"
speed_multiplier: 2.50 # +150% movement speed
color: "#3a3c40"
border_color: "#181a1c"
width: 4.5
cost: 30
+106
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@@ -45,6 +45,32 @@ 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)"
road_queued: "Build Road queued on arrival"
road_started: "Constructing %1... (%2 ticks)"
road_completed: "%1 completed!"
road_already_here: "Tile already has a road!"
cannot_build_road_water: "Roads cannot be built on water!"
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!"
@@ -53,9 +79,89 @@ 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%"
btn_build_road: "Road [R]"
btn_road_queued: "Road (Queued)"
btn_road_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)"
tip_build_road: "Build Road (R)"
tip_road_building: "Busy building road... %1%"
tip_road_queued: "Build Road (Queued on arrival - click to cancel)"
road_started: "Constructing %1... (%2 ticks)"
road_completed: "%1 completed!"
road_queued: "Build Road queued on arrival"
road_already_here: "Tile already has a road!"
cannot_build_road_water: "Roads cannot be built on water!"
improvement:
farm: "Farm"
road: "Road"
city: city:
center: "City Center" center: "City Center"
produce_unit: "Produce Unit" produce_unit: "Produce Unit"
build_district: "Construct District" build_district: "Construct District"
population_growth: "Growth in {turns}s" population_growth: "Growth in {turns}s"
management_title: "%1 - CITY MANAGEMENT"
close_btn: "[X] Close"
local_info: "Local: Population: %L1 (%2 Pop: %3 working, %4 free) | Labor: %L5"
national_info: "National: Culture: %L1 | Science: %L2 | Gold: %L3 | Faith: %L4"
help_text: "Click a slot to assign/free Pop | Hold a slot to choose resource | Buy tile with Culture."
current_production: "CURRENT PRODUCTION"
no_project: "No active project"
select_prompt: "Select a unit or building to construct"
ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)"
cancel_btn: "Cancel"
districts_header: "DISTRICT: CITY CENTER"
no_buildings: "No extensions built yet"
choose_project: "CHOOSE CITY PROJECT"
tab_buildings: "Buildings & Extensions"
tab_units: "Units"
btn_build: "Build"
btn_train: "Train"
status_built: "BUILT"
status_in_progress: "ACTIVE"
labor_cost_label: "%1 Labor (%2 ticks)"
unit_trained: "%1: %2 trained!"
building_completed: "%1: %2 completed in %3!"
project_started: "%1: Started %2"
project_cancelled: "%1: Project cancelled"
already_built: "%1 already built in this city!"
growth_float: "+%1 Inhabitants | +%2 Culture"
not_enough_culture: "Not enough Culture! (%1 needed)"
worker_freed: "Pop worker freed"
worker_assigned: "+1 Pop working"
no_free_pop: "No free Pop!"
buy_tile: "BUY"
occupied: "OCCUPIED"
select_resource: "SELECT RESOURCE"
best_yield: "BEST"
resource_switched: "Producing %1 (+%2)"
worker_assigned_res: "+1 Pop: %1 (+%2)"
resource_preferred: "Slot set to %1 (+%2)"
resources:
voedsel: "Food"
arbeid: "Production"
goud: "Gold"
kennis: "Science"
cultuur: "Culture"
geloof: "Faith"
+3 -2
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@@ -7,8 +7,9 @@ mountain_rock_height_km: 2.3 # Height in km >= 2.3 is rocky mountain
snow_height_km: 3.1 # Altitude in km >= 3.1 is high peak snow snow_height_km: 3.1 # Altitude in km >= 3.1 is high peak snow
polar_snow_line_enabled: true # Whether latitude reduces snowline altitude polar_snow_line_enabled: true # Whether latitude reduces snowline altitude
polar_snow_line_base_km: 2.5 # Base snowline at temperate latitudes polar_snow_line_base_km: 2.5 # Base snowline at temperate latitudes
polar_snow_factor_start: 0.88 # Latitude distFromCenter where polar cooling starts (polar caps only) polar_snow_factor_start: 0.40 # Latitude distFromCenter where polar cooling starts (matches simple.frag)
polar_snow_factor_end: 0.98 # Latitude distFromCenter where sea-level snowline is reached polar_snow_factor_end: 0.85 # Latitude distFromCenter where sea-level snowline is reached (matches simple.frag)
polar_land_ice_threshold: 0.72 # Latitude distFromCenter where sea-level polar ice starts (matches simple.frag)
# Slope and elevation movement penalties # Slope and elevation movement penalties
# Elevation difference (deltaH in km) between hex centers # Elevation difference (deltaH in km) between hex centers
+3
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@@ -5,11 +5,14 @@ domain: land
health: 100 health: 100
movement_speed: 2.0 movement_speed: 2.0
cost: 50 cost: 50
labor_cost: 1000
build_charges: -1 # -1 voor oneindig doorwerken build_charges: -1 # -1 voor oneindig doorwerken
infinite_charges: true infinite_charges: true
icon: images/units/builder.png icon: images/units/builder.png
actions: actions:
- verplaatsen - verplaatsen
- boerderij_bouwen - boerderij_bouwen
- build_road
action_speeds: action_speeds:
boerderij_bouwen: 10.0 # Duur in seconden die deze builder unit nodig heeft voor de actie boerderij_bouwen boerderij_bouwen: 10.0 # Duur in seconden die deze builder unit nodig heeft voor de actie boerderij_bouwen
build_road: 2 # Duur in ticks
+1
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@@ -5,6 +5,7 @@ domain: naval
health: 120 health: 120
movement_speed: 3.0 movement_speed: 3.0
cost: 60 cost: 60
labor_cost: 1500
attack_damage: 25 attack_damage: 25
attack_range: 1 attack_range: 1
icon: images/units/galley.png icon: images/units/galley.png
+1
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@@ -5,6 +5,7 @@ domain: land
health: 100 health: 100
movement_speed: 2.0 movement_speed: 2.0
cost: 80 cost: 80
labor_cost: 2000
icon: images/units/settler.png icon: images/units/settler.png
actions: actions:
- verplaatsen - verplaatsen
+1
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@@ -5,6 +5,7 @@ domain: land
health: 70 health: 70
movement_speed: 2.0 movement_speed: 2.0
cost: 35 cost: 35
labor_cost: 800
attack_damage: 15 attack_damage: 15
attack_range: 2 attack_range: 2
icon: images/units/slinger.png icon: images/units/slinger.png
+1
View File
@@ -5,6 +5,7 @@ domain: land
health: 100 health: 100
movement_speed: 2.0 movement_speed: 2.0
cost: 40 cost: 40
labor_cost: 1000
attack_damage: 20 attack_damage: 20
attack_range: 1 attack_range: 1
icon: images/units/warrior.png icon: images/units/warrior.png
+685 -50
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)
{ {
} }
@@ -37,11 +39,25 @@ 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";
m_unitConfigManager.loadFromDirectory(unitsConfigDir); m_unitConfigManager.loadFromDirectory(unitsConfigDir);
// Load building & district YAML configurations
QString buildingsConfigPath = baseDir + "/config/buildings.yaml";
m_buildingConfigManager.loadConfigFile(buildingsConfigPath);
// Load road YAML configurations
QString roadsConfigPath = baseDir + "/config/roads.yaml";
m_roadConfigManager.loadConfigFile(roadsConfigPath);
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig(); const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
// Initialize player national resources from configuration // Initialize player national resources from configuration
@@ -60,10 +76,8 @@ void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints
City initialCity(cId, 1, "Roma", 35, 17, QVector3D(w.x(), w.y(), gz), City initialCity(cId, 1, "Roma", 35, 17, QVector3D(w.x(), w.y(), gz),
cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius); cCfg.initialInhabitants, cCfg.inhabitantsPerPop, cCfg.initialBorderRadius);
// Assign initial 1 pop to work the city center tile // Assign initial 1 pop to work the city center tile with best yield resource
QString tType = TerrainYieldManager::instance().getTerrainType(35, 17, mapPoints, numPoints05); QString defRes = getBestTileResource(35, 17, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
initialCity.assignWorker(35, 17, defRes); initialCity.assignWorker(35, 17, defRes);
m_cities.push_back(initialCity); m_cities.push_back(initialCity);
@@ -98,6 +112,7 @@ 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();
} }
@@ -118,6 +133,9 @@ 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);
}
} }
} }
@@ -231,6 +249,67 @@ void GameManager::exitCityView()
m_activeCityViewId = -1; m_activeCityViewId = -1;
} }
QMap<QString, int> GameManager::getTileYields(int tx, int ty, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
{
QMap<QString, int> yields;
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
QStringList resources = cCfg.resourcePriority;
if (resources.isEmpty()) {
resources = {"voedsel", "arbeid", "goud", "kennis", "cultuur", "geloof"};
}
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
const TileImprovement *imp = getImprovementAt(tx, ty);
const ImprovementConfig *iCfg = imp ? TerrainYieldManager::instance().getImprovementConfig(imp->improvementId) : nullptr;
for (const QString &res : resources) {
int amount = yCfg ? yCfg->getYield(res) : 0;
if (iCfg && iCfg->yieldBonus.contains(res)) {
amount += iCfg->yieldBonus.value(res, 0);
}
yields[res] = amount;
}
return yields;
}
int GameManager::getTileYield(int tx, int ty, const QString &res, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
{
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
int amount = yCfg ? yCfg->getYield(res) : 0;
const TileImprovement *imp = getImprovementAt(tx, ty);
if (imp) {
const ImprovementConfig *iCfg = TerrainYieldManager::instance().getImprovementConfig(imp->improvementId);
if (iCfg && iCfg->yieldBonus.contains(res)) {
amount += iCfg->yieldBonus.value(res, 0);
}
}
return amount;
}
QString GameManager::getBestTileResource(int tx, int ty, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
{
const CityConfig &cCfg = TerrainYieldManager::instance().getCityConfig();
QStringList priority = cCfg.resourcePriority;
if (priority.isEmpty()) {
priority = {"voedsel", "arbeid", "goud", "kennis", "cultuur", "geloof"};
}
QMap<QString, int> yields = getTileYields(tx, ty, mapPoints, numPoints05);
QString bestRes = priority.first();
int maxYield = -1;
for (const QString &res : priority) {
int y = yields.value(res, 0);
if (y > maxYield) {
maxYield = y;
bestRes = res;
}
}
return bestRes;
}
CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const
{ {
CityYieldSummary summary; CityYieldSummary summary;
@@ -250,20 +329,7 @@ CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<Ter
int ty = pair.first.second; int ty = pair.first.second;
QString assignedRes = pair.second; QString assignedRes = pair.second;
QString tType = TerrainYieldManager::instance().getTerrainType(tx, ty, mapPoints, numPoints05); int amount = getTileYield(tx, ty, assignedRes, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType);
if (!yCfg) continue;
int amount = yCfg->getYield(assignedRes);
// Add bonus from tile improvements (e.g. farm bonus)
const TileImprovement *imp = getImprovementAt(tx, ty);
if (imp) {
const ImprovementConfig *iCfg = TerrainYieldManager::instance().getImprovementConfig(imp->improvementId);
if (iCfg && iCfg->yieldBonus.contains(assignedRes)) {
amount += iCfg->yieldBonus.value(assignedRes, 0);
}
}
if (assignedRes == "voedsel") summary.food += amount; if (assignedRes == "voedsel") summary.food += amount;
else if (assignedRes == "arbeid") summary.labor += amount; else if (assignedRes == "arbeid") summary.labor += amount;
@@ -272,6 +338,29 @@ CityYieldSummary GameManager::calculateCityYields(const City &city, Matrix2D<Ter
else if (assignedRes == "geloof") summary.faith += amount; else if (assignedRes == "geloof") summary.faith += amount;
else if (assignedRes == "goud") summary.gold += 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; return summary;
} }
@@ -286,8 +375,15 @@ void GameManager::processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPo
int foodGrown = (int)std::round(yields.food * cfg.foodToInhabitantsRatio); int foodGrown = (int)std::round(yields.food * cfg.foodToInhabitantsRatio);
city.inhabitants += foodGrown; city.inhabitants += foodGrown;
// 2. Labor is accumulated locally in the city: // 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; city.accumulatedLabor += yields.labor;
}
// 3. National resources go to the owner player: // 3. National resources go to the owner player:
Player *owner = m_playerManager.getPlayer(city.playerId); Player *owner = m_playerManager.getPlayer(city.playerId);
@@ -300,8 +396,10 @@ void GameManager::processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPo
// Floating growth text over city // Floating growth text over city
QVector3D ftPos = city.worldPos + QVector3D(0.0f, 0.0f, 1.1f); QVector3D ftPos = city.worldPos + QVector3D(0.0f, 0.0f, 1.1f);
addFloatingText(QString("+%1 Inwoners | +%2 Cultuur").arg(foodGrown).arg(yields.culture), QString growthMsg = Localization::instance().get(
ftPos, QColor(100, 255, 140), 2.5f); "ui.city.growth_float", "+%1 Inhabitants | +%2 Culture")
.arg(foodGrown).arg(yields.culture);
addFloatingText(growthMsg, ftPos, QColor(100, 255, 140), 2.5f);
} }
} }
@@ -342,8 +440,8 @@ bool GameManager::buyTileForCity(int cityId, int tx, int ty)
int cost = cfg.tileCultureCost; int cost = cfg.tileCultureCost;
if (player->culture < cost) { if (player->culture < cost) {
QVector2D w = Pathfinder::hexToWorld(tx, ty); QVector2D w = Pathfinder::hexToWorld(tx, ty);
addFloatingText(QString("Niet genoeg Cultuur! (%1 nodig)").arg(cost), QString notEnough = Localization::instance().get("ui.city.not_enough_culture", "Not enough Culture! (%1 needed)").arg(cost);
QVector3D(w.x(), w.y(), 0.8f), QColor(255, 90, 90), 2.0f); addFloatingText(notEnough, QVector3D(w.x(), w.y(), 0.8f), QColor(255, 90, 90), 2.0f);
return false; return false;
} }
@@ -352,11 +450,100 @@ bool GameManager::buyTileForCity(int cityId, int tx, int ty)
city->addTerritory(tx, ty); city->addTerritory(tx, ty);
QVector2D w = Pathfinder::hexToWorld(tx, ty); QVector2D w = Pathfinder::hexToWorld(tx, ty);
addFloatingText(QString("Tegel gekocht! (-%1 Cultuur)").arg(cost), QString boughtMsg = Localization::instance().get("ui.unit.tile_purchased", "Tile purchased! (-%1 Culture)").arg(cost);
QVector3D(w.x(), w.y(), 0.8f), QColor(210, 120, 255), 2.5f); addFloatingText(boughtMsg, QVector3D(w.x(), w.y(), 0.8f), QColor(210, 120, 255), 2.5f);
return true; 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) void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{ {
Unit *selected = getSelectedUnit(); Unit *selected = getSelectedUnit();
@@ -379,12 +566,30 @@ 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));
@@ -399,8 +604,15 @@ 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;
} }
@@ -411,7 +623,8 @@ 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;
@@ -422,32 +635,60 @@ 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 with best yield resource
QString tType = TerrainYieldManager::instance().getTerrainType(selected->tileX, selected->tileY, mapPoints, numPoints05); QString defRes = getBestTileResource(tx, ty, mapPoints, numPoints05);
const TerrainYieldConfig *yCfg = TerrainYieldManager::instance().getYieldConfig(tType); newCity.assignWorker(tx, ty, defRes);
QString defRes = yCfg ? yCfg->primaryResource : "voedsel";
newCity.assignWorker(selected->tileX, selected->tileY, 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);
@@ -474,13 +715,144 @@ bool GameManager::hasImprovementAt(int tx, int ty) const
return m_tileImprovements.find({tx, ty}) != m_tileImprovements.end(); return m_tileImprovements.find({tx, ty}) != m_tileImprovements.end();
} }
const TileRoad* GameManager::getRoadAt(int tx, int ty) const
{
auto it = m_tileRoads.find({tx, ty});
if (it != m_tileRoads.end()) {
return &it->second;
}
return nullptr;
}
bool GameManager::hasRoadAt(int tx, int ty) const
{
return m_tileRoads.find({tx, ty}) != m_tileRoads.end();
}
void GameManager::updateRoadConnections(int tx, int ty)
{
auto it = m_tileRoads.find({tx, ty});
if (it == m_tileRoads.end()) return;
unsigned char mask = 0;
for (int e = 0; e < 6; ++e) {
int nx, ny;
getHexNeighbor(tx, ty, e, nx, ny);
if (nx >= 0 && nx < MAP_WIDTH && ny >= 0 && ny < MAP_HEIGHT) {
auto nIt = m_tileRoads.find({nx, ny});
if (nIt != m_tileRoads.end()) {
mask |= (1 << e);
// Also update the neighbor's opposite edge (e + 3) % 6
nIt->second.connectionMask |= (1 << ((e + 3) % 6));
}
}
}
it->second.connectionMask = mask;
}
void GameManager::addRoad(int tx, int ty, int playerId, const QString &roadTypeId, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
QVector2D w = Pathfinder::hexToWorld(tx, ty);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
TileRoad road;
road.roadTypeId = roadTypeId.isEmpty() ? m_roadConfigManager.defaultRoadType() : roadTypeId;
road.tileX = tx;
road.tileY = ty;
road.playerId = playerId;
road.worldPos = QVector3D(w.x(), w.y(), gz);
road.connectionMask = 0;
m_tileRoads[{tx, ty}] = road;
updateRoadConnections(tx, ty);
}
void GameManager::removeRoad(int tx, int ty)
{
auto it = m_tileRoads.find({tx, ty});
if (it == m_tileRoads.end()) return;
for (int e = 0; e < 6; ++e) {
int nx, ny;
getHexNeighbor(tx, ty, e, nx, ny);
auto nIt = m_tileRoads.find({nx, ny});
if (nIt != m_tileRoads.end()) {
nIt->second.connectionMask &= ~(1 << ((e + 3) % 6));
}
}
m_tileRoads.erase(it);
}
float GameManager::getRoadSpeedMultiplierBetween(int fromX, int fromY, int toX, int toY) const
{
auto itFrom = m_tileRoads.find({fromX, fromY});
auto itTo = m_tileRoads.find({toX, toY});
if (itFrom != m_tileRoads.end() && itTo != m_tileRoads.end()) {
const RoadTypeConfig *cfgFrom = m_roadConfigManager.getRoadType(itFrom->second.roadTypeId);
const RoadTypeConfig *cfgTo = m_roadConfigManager.getRoadType(itTo->second.roadTypeId);
float multFrom = cfgFrom ? cfgFrom->speedMultiplier : 1.30f;
float multTo = cfgTo ? cfgTo->speedMultiplier : 1.30f;
return std::min(multFrom, multTo);
}
return 1.0f;
}
void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05) void GameManager::commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{ {
Unit *selected = getSelectedUnit(); Unit *selected = getSelectedUnit();
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;
} }
@@ -489,7 +861,8 @@ 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;
} }
@@ -499,14 +872,91 @@ 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::commandBuildRoadSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();
if (!selected || !selected->config.canBuildRoad()) return;
if (selected->isBuilding()) {
addFloatingText(Localization::instance().get("ui.unit.already_building", "Already busy building!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 200, 70));
return;
}
QString defaultType = m_roadConfigManager.defaultRoadType();
const RoadTypeConfig *rCfg = m_roadConfigManager.getRoadType(defaultType);
QString roadName = rCfg ? rCfg->name : "Road";
// If unit is currently moving: toggle or queue build road action on arrival!
if (selected->state == UnitState::Moving) {
if (selected->hasQueuedActionType(UnitActionType::BuildRoad)) {
selected->removeQueuedActionsOfType(UnitActionType::BuildRoad);
addFloatingText(Localization::instance().get("ui.unit.action_cancelled", "%1 cancelled").arg("Build Road"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 180, 80));
return;
}
int destX = selected->targetTileX;
int destY = selected->targetTileY;
if (hasRoadAt(destX, destY)) {
addFloatingText(Localization::instance().get("ui.unit.road_already_here", "Tile already has a road!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
if (!TerrainMovementManager::instance().isHexPassable(
destX, destY, MovementDomain::Land, mapPoints, numPoints05, &selected->config)) {
addFloatingText(Localization::instance().get("ui.unit.cannot_build_road_water", "Roads cannot be built on water!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
if (selected->queueAction(UnitAction(UnitActionType::BuildRoad, destX, destY, defaultType))) {
addFloatingText(Localization::instance().get("ui.unit.road_queued", "Build Road 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;
if (hasRoadAt(tx, ty)) {
addFloatingText(Localization::instance().get("ui.unit.road_already_here", "Tile already has a road!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
if (!TerrainMovementManager::instance().isHexPassable(
tx, ty, MovementDomain::Land, mapPoints, numPoints05, &selected->config)) {
addFloatingText(Localization::instance().get("ui.unit.cannot_build_road_water", "Roads cannot be built on water!"),
selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
// Duration is 2 ticks (configured via YAML)
int ticks = m_roadConfigManager.buildDurationTicks();
float duration = (float)ticks * m_movementTickDuration;
selected->startBuilding(QString("road:%1").arg(defaultType), duration);
addFloatingText(Localization::instance().get("ui.unit.road_started", "Constructing %1... (%2 ticks)").arg(roadName).arg(ticks),
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)
@@ -515,15 +965,31 @@ void GameManager::completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPo
int ty = unit.tileY; int ty = unit.tileY;
QString impId = unit.buildingImprovementId.isEmpty() ? "farm" : unit.buildingImprovementId; QString impId = unit.buildingImprovementId.isEmpty() ? "farm" : unit.buildingImprovementId;
QVector2D w = Pathfinder::hexToWorld(tx, ty);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
// Check if completing a road
if (impId.startsWith("road")) {
QString roadType = "dirt";
if (impId.contains(":")) {
roadType = impId.section(":", 1);
}
addRoad(tx, ty, unit.playerId, roadType, mapPoints, numPoints05);
unit.cancelBuilding();
const RoadTypeConfig *rCfg = m_roadConfigManager.getRoadType(roadType);
QString roadName = rCfg ? rCfg->name : "Road";
addFloatingText(Localization::instance().get("ui.unit.road_completed", "%1 completed!").arg(roadName),
QVector3D(w.x(), w.y(), gz + 1.2f), QColor(240, 210, 100), 2.8f);
return;
}
if (hasImprovementAt(tx, ty)) { if (hasImprovementAt(tx, ty)) {
unit.cancelBuilding(); unit.cancelBuilding();
return; return;
} }
// Place improvement now that it is completed! // Place improvement now that it is completed!
QVector2D w = Pathfinder::hexToWorld(tx, ty);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
TileImprovement imp; TileImprovement imp;
imp.improvementId = impId; imp.improvementId = impId;
imp.tileX = tx; imp.tileX = tx;
@@ -537,7 +1003,8 @@ 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;
@@ -545,14 +1012,182 @@ 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 defRes = getBestTileResource(tx, ty, mapPoints, numPoints05);
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::BuildRoad: {
int tx = unit.tileX;
int ty = unit.tileY;
if (hasRoadAt(tx, ty)) {
addFloatingText(Localization::instance().get("ui.unit.road_already_here", "Tile already has a road!"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 90, 90));
return;
}
if (!TerrainMovementManager::instance().isHexPassable(
tx, ty, MovementDomain::Land, mapPoints, numPoints05, &unit.config)) {
addFloatingText(Localization::instance().get("ui.unit.cannot_build_road_water", "Roads cannot be built on water!"),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
QString roadType = action.extraData.isEmpty() ? m_roadConfigManager.defaultRoadType() : action.extraData;
const RoadTypeConfig *rCfg = m_roadConfigManager.getRoadType(roadType);
QString roadName = rCfg ? rCfg->name : "Road";
int ticks = m_roadConfigManager.buildDurationTicks();
float duration = (float)ticks * m_movementTickDuration;
unit.startBuilding(QString("road:%1").arg(roadType), duration);
addFloatingText(Localization::instance().get("ui.unit.road_started", "Constructing %1... (%2 ticks)").arg(roadName).arg(ticks),
unit.worldPos + QVector3D(0, 0, 0.8f), QColor(255, 220, 80), 2.0f);
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;
}
} }
+55 -1
View File
@@ -6,18 +6,39 @@
#include <QString> #include <QString>
#include "player.h" #include "player.h"
#include "unitconfig.h" #include "unitconfig.h"
#include "buildingconfig.h"
#include "roadconfig.h"
#include "unit.h" #include "unit.h"
#include "city.h" #include "city.h"
#include "matrix2d.h" #include "matrix2d.h"
#include "terrain.h" #include "terrain.h"
#include "terrainyieldmanager.h" #include "terrainyieldmanager.h"
#include "roadconfig.h"
enum class ActionMode { enum class ActionMode {
None, None,
Move, Move,
Attack, Attack,
BuildCity, BuildCity,
BuildFarm BuildFarm,
BuildRoad
};
struct TileRoad {
QString roadTypeId = "dirt"; // "dirt", "stone", "rail"
int tileX = 0;
int tileY = 0;
int playerId = 1;
unsigned char connectionMask = 0; // 6 bits: bit e (0..5) is 1 if connected to neighbor across edge e
QVector3D worldPos;
bool hasConnection(int edge) const {
return (connectionMask & (1 << (edge % 6))) != 0;
}
void setConnection(int edge, bool connected) {
if (connected) connectionMask |= (1 << (edge % 6));
else connectionMask &= ~(1 << (edge % 6));
}
}; };
struct TileImprovement { struct TileImprovement {
@@ -45,6 +66,10 @@ public:
PlayerManager& players() { return m_playerManager; } PlayerManager& players() { return m_playerManager; }
UnitConfigManager& unitConfigs() { return m_unitConfigManager; } UnitConfigManager& unitConfigs() { return m_unitConfigManager; }
BuildingConfigManager& buildingConfigs() { return m_buildingConfigManager; }
const BuildingConfigManager& buildingConfigs() const { return m_buildingConfigManager; }
RoadConfigManager& roadConfigs() { return m_roadConfigManager; }
const RoadConfigManager& roadConfigs() const { return m_roadConfigManager; }
const std::vector<std::shared_ptr<Unit>>& getUnits() const { return m_units; } const std::vector<std::shared_ptr<Unit>>& getUnits() const { return m_units; }
const std::vector<City>& getCities() const { return m_cities; } const std::vector<City>& getCities() const { return m_cities; }
@@ -76,19 +101,37 @@ public:
CityYieldSummary calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const; CityYieldSummary calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const;
void processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPoints05); void processTickYields(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
QMap<QString, int> getTileYields(int tx, int ty, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const;
int getTileYield(int tx, int ty, const QString &res, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const;
QString getBestTileResource(int tx, int ty, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const;
bool isTileOwned(int tx, int ty, int *outOwnerCityId = nullptr) const; bool isTileOwned(int tx, int ty, int *outOwnerCityId = nullptr) const;
bool buyTileForCity(int cityId, int tx, int ty); bool buyTileForCity(int cityId, int tx, int ty);
void setCityProject(int cityId, CityProjectType type, const QString &id);
void cancelCityProject(int cityId);
void completeCityProject(City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05); void commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandAttack(Unit *target); void commandAttack(Unit *target);
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 commandBuildRoadSelected(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;
bool hasImprovementAt(int tx, int ty) const; bool hasImprovementAt(int tx, int ty) const;
const std::map<std::pair<int, int>, TileRoad>& getTileRoads() const { return m_tileRoads; }
const TileRoad* getRoadAt(int tx, int ty) const;
bool hasRoadAt(int tx, int ty) const;
void addRoad(int tx, int ty, int playerId, const QString &roadTypeId = "dirt", Matrix2D<TerrainPoint> *mapPoints = nullptr, int numPoints05 = 0);
void removeRoad(int tx, int ty);
void updateRoadConnections(int tx, int ty);
float getRoadSpeedMultiplierBetween(int fromX, int fromY, int toX, int toY) const;
float getTickDuration() const { return m_movementTickDuration; } float getTickDuration() const { return m_movementTickDuration; }
void setTickDuration(float d) { m_movementTickDuration = std::max(1.0f, d); } void setTickDuration(float d) { m_movementTickDuration = std::max(1.0f, d); }
float getTickTimer() const { return m_tickTimer; } float getTickTimer() const { return m_tickTimer; }
@@ -96,6 +139,10 @@ 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; }
@@ -110,10 +157,13 @@ private:
PlayerManager m_playerManager; PlayerManager m_playerManager;
UnitConfigManager m_unitConfigManager; UnitConfigManager m_unitConfigManager;
BuildingConfigManager m_buildingConfigManager;
RoadConfigManager m_roadConfigManager;
std::vector<std::shared_ptr<Unit>> m_units; std::vector<std::shared_ptr<Unit>> m_units;
std::vector<City> m_cities; std::vector<City> m_cities;
std::vector<FloatingText> m_floatingTexts; std::vector<FloatingText> m_floatingTexts;
std::map<std::pair<int, int>, TileImprovement> m_tileImprovements; std::map<std::pair<int, int>, TileImprovement> m_tileImprovements;
std::map<std::pair<int, int>, TileRoad> m_tileRoads;
int m_selectedUnitId; int m_selectedUnitId;
int m_activeCityViewId; int m_activeCityViewId;
@@ -123,6 +173,10 @@ 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;
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@@ -897,7 +897,7 @@ static const unsigned char qt_resource_struct[] = {
0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0, 0x0,0x0,0x0,0x0,0x0,0x0,0x0,0x0,
// :/shaders/simple.frag // :/shaders/simple.frag
0x0,0x0,0x0,0x14,0x0,0x0,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x0, 0x0,0x0,0x0,0x14,0x0,0x0,0x0,0x0,0x0,0x1,0x0,0x0,0x0,0x0,
0x0,0x0,0x1,0xa1,0xbb,0xdb,0xc9,0xbe, 0x0,0x0,0x1,0xa1,0xbb,0xeb,0xa5,0x52,
// :/shaders/simple.vert // :/shaders/simple.vert
0x0,0x0,0x0,0x30,0x0,0x0,0x0,0x0,0x0,0x1,0x0,0x0,0x31,0x1d, 0x0,0x0,0x0,0x30,0x0,0x0,0x0,0x0,0x0,0x1,0x0,0x0,0x31,0x1d,
0x0,0x0,0x1,0xa1,0xba,0xb6,0x16,0x20, 0x0,0x0,0x1,0xa1,0xba,0xb6,0x16,0x20,
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@@ -56,6 +56,7 @@ protected:
void drawFloatingTexts(QPainter &painter, const QMatrix4x4 &vMatrix); void drawFloatingTexts(QPainter &painter, const QMatrix4x4 &vMatrix);
// City & Territory Overlays // City & Territory Overlays
void drawCityBorders(QPainter &painter, const QMatrix4x4 &vMatrix); void drawCityBorders(QPainter &painter, const QMatrix4x4 &vMatrix);
void drawRoadsOverlay(QPainter &painter, const QMatrix4x4 &vMatrix);
void drawImprovementsOverlay(QPainter &painter, const QMatrix4x4 &vMatrix); void drawImprovementsOverlay(QPainter &painter, const QMatrix4x4 &vMatrix);
void drawCityViewOverlay(QPainter &painter, const QMatrix4x4 &vMatrix); void drawCityViewOverlay(QPainter &painter, const QMatrix4x4 &vMatrix);
bool screenToHex(const QPoint &screenPos, const QMatrix4x4 &vMatrix, int &outX, int &outY); bool screenToHex(const QPoint &screenPos, const QMatrix4x4 &vMatrix, int &outX, int &outY);
@@ -134,6 +135,43 @@ protected:
int cityId; int cityId;
}; };
std::vector<CityBannerHit> m_cityBannerHits; std::vector<CityBannerHit> m_cityBannerHits;
struct CityProjectHit {
QRect rect;
CityProjectType type;
QString id;
};
std::vector<CityProjectHit> m_cityProjectHits;
QRect m_cancelProjectBtnRect;
int m_cityProjectTab = 0; // 0 = Buildings, 1 = Units
QRect m_tabBuildingsRect;
QRect m_tabUnitsRect;
void drawCityResourceMenu(QPainter &painter, const QMatrix4x4 &vMatrix);
void onSlotLongPressTimeout();
// Slot Long Press & Resource Selection Menu State
bool m_slotPressPending = false;
bool m_slotLongPressTriggered = false;
int m_pressedSlotTx = -1;
int m_pressedSlotTy = -1;
QPoint m_slotPressPos;
QElapsedTimer m_slotPressElapsed;
QTimer *m_slotLongPressTimer = nullptr;
bool m_resourceMenuOpen = false;
int m_resourceMenuTx = -1;
int m_resourceMenuTy = -1;
QRect m_resourceMenuRect;
QRect m_resourceMenuCloseBtnRect;
struct CityResourceChoiceHit {
QRect rect;
QString res;
int amount;
};
std::vector<CityResourceChoiceHit> m_cityResourceChoiceHits;
}; };
#endif // QSCENERENDERER_H #endif // QSCENERENDERER_H
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@@ -0,0 +1,94 @@
#include "roadconfig.h"
#include "yamlparser.h"
#include <QFileInfo>
#include <QDebug>
RoadConfigManager::RoadConfigManager()
: m_defaultRoadType("dirt"),
m_buildDurationTicks(2),
m_meanderAmplitude(0.045f),
m_meanderSubdivisions(5)
{
// Provide built-in defaults
RoadTypeConfig dirt;
dirt.id = "dirt";
dirt.name = "Dirt Road";
dirt.speedMultiplier = 1.30f;
dirt.colorStr = "#c49a62";
dirt.borderColorStr = "#6b4b23";
dirt.width = 3.5f;
dirt.cost = 5;
m_types["dirt"] = dirt;
RoadTypeConfig stone;
stone.id = "stone";
stone.name = "Stone Road";
stone.speedMultiplier = 1.60f;
stone.colorStr = "#9aa1a8";
stone.borderColorStr = "#464b50";
stone.width = 4.0f;
stone.cost = 15;
m_types["stone"] = stone;
RoadTypeConfig rail;
rail.id = "rail";
rail.name = "Railroad";
rail.speedMultiplier = 2.50f;
rail.colorStr = "#3a3c40";
rail.borderColorStr = "#181a1c";
rail.width = 4.5f;
rail.cost = 30;
m_types["rail"] = rail;
}
bool RoadConfigManager::loadConfigFile(const QString &filePath)
{
YamlNode root = YamlParser::parseFile(filePath);
if (root.children.isEmpty()) {
qWarning() << "Failed to parse roads config YAML, using defaults:" << filePath;
return false;
}
if (root.hasChild("default_road_type")) {
m_defaultRoadType = root["default_road_type"].asString("dirt");
}
if (root.hasChild("build_duration_ticks")) {
m_buildDurationTicks = root["build_duration_ticks"].asInt(2);
}
if (root.hasChild("meander_amplitude")) {
m_meanderAmplitude = root["meander_amplitude"].asFloat(0.045f);
}
if (root.hasChild("meander_subdivisions")) {
m_meanderSubdivisions = root["meander_subdivisions"].asInt(5);
}
if (root.hasChild("types")) {
const YamlNode &typesNode = root["types"];
for (auto it = typesNode.children.begin(); it != typesNode.children.end(); ++it) {
RoadTypeConfig rCfg;
rCfg.id = it.value().hasChild("id") ? it.value()["id"].asString() : it.key();
rCfg.name = it.value().hasChild("name") ? it.value()["name"].asString() : rCfg.id;
rCfg.speedMultiplier = it.value().hasChild("speed_multiplier") ? it.value()["speed_multiplier"].asFloat(1.30f) : 1.30f;
rCfg.colorStr = it.value().hasChild("color") ? it.value()["color"].asString("#c49a62") : "#c49a62";
rCfg.borderColorStr = it.value().hasChild("border_color") ? it.value()["border_color"].asString("#6b4b23") : "#6b4b23";
rCfg.width = it.value().hasChild("width") ? it.value()["width"].asFloat(3.5f) : 3.5f;
rCfg.cost = it.value().hasChild("cost") ? it.value()["cost"].asInt(5) : 5;
m_types[rCfg.id] = rCfg;
}
}
return true;
}
const RoadTypeConfig* RoadConfigManager::getRoadType(const QString &id) const
{
auto it = m_types.find(id);
if (it != m_types.end()) {
return &it.value();
}
auto defIt = m_types.find(m_defaultRoadType);
if (defIt != m_types.end()) {
return &defIt.value();
}
return nullptr;
}
+42
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@@ -0,0 +1,42 @@
#ifndef ROADCONFIG_H
#define ROADCONFIG_H
#include <QString>
#include <QMap>
#include <QColor>
struct RoadTypeConfig {
QString id = "dirt";
QString name = "Dirt Road";
float speedMultiplier = 1.30f;
QString colorStr = "#c49a62";
QString borderColorStr = "#6b4b23";
float width = 3.5f;
int cost = 5;
QColor getColor() const { return QColor(colorStr); }
QColor getBorderColor() const { return QColor(borderColorStr); }
};
class RoadConfigManager {
public:
RoadConfigManager();
bool loadConfigFile(const QString &filePath);
const RoadTypeConfig* getRoadType(const QString &id) const;
const QMap<QString, RoadTypeConfig>& getAllRoadTypes() const { return m_types; }
QString defaultRoadType() const { return m_defaultRoadType; }
int buildDurationTicks() const { return m_buildDurationTicks; }
float meanderAmplitude() const { return m_meanderAmplitude; }
int meanderSubdivisions() const { return m_meanderSubdivisions; }
private:
QString m_defaultRoadType;
int m_buildDurationTicks;
float m_meanderAmplitude;
int m_meanderSubdivisions;
QMap<QString, RoadTypeConfig> m_types;
};
#endif // ROADCONFIG_H
+24 -5
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@@ -2,6 +2,7 @@
#include "unitconfig.h" #include "unitconfig.h"
#include "pathfinder.h" #include "pathfinder.h"
#include "yamlparser.h" #include "yamlparser.h"
#include "gamemanager.h"
#include <QDebug> #include <QDebug>
#include <cmath> #include <cmath>
#include <algorithm> #include <algorithm>
@@ -12,8 +13,9 @@ TerrainMovementConfig::TerrainMovementConfig()
snowHeightKm(3.1f), snowHeightKm(3.1f),
polarSnowLineEnabled(true), polarSnowLineEnabled(true),
polarSnowLineBaseKm(2.5f), polarSnowLineBaseKm(2.5f),
polarSnowFactorStart(0.88f), polarSnowFactorStart(0.40f),
polarSnowFactorEnd(0.98f), polarSnowFactorEnd(0.85f),
polarLandIceThreshold(0.72f),
uphillSlopeMultiplier(4.0f), uphillSlopeMultiplier(4.0f),
downhillSlopeBonusMultiplier(2.0f), downhillSlopeBonusMultiplier(2.0f),
minStepCost(0.25f), minStepCost(0.25f),
@@ -77,6 +79,9 @@ bool TerrainMovementManager::loadConfig(const QString &filePath)
if (root.hasChild("polar_snow_factor_end")) { if (root.hasChild("polar_snow_factor_end")) {
m_config.polarSnowFactorEnd = root["polar_snow_factor_end"].asFloat(0.85f); m_config.polarSnowFactorEnd = root["polar_snow_factor_end"].asFloat(0.85f);
} }
if (root.hasChild("polar_land_ice_threshold")) {
m_config.polarLandIceThreshold = root["polar_land_ice_threshold"].asFloat(0.72f);
}
if (root.hasChild("uphill_slope_multiplier")) { if (root.hasChild("uphill_slope_multiplier")) {
m_config.uphillSlopeMultiplier = root["uphill_slope_multiplier"].asFloat(4.0f); m_config.uphillSlopeMultiplier = root["uphill_slope_multiplier"].asFloat(4.0f);
@@ -164,6 +169,13 @@ QString TerrainMovementManager::getTerrainType(int tx, int ty, Matrix2D<TerrainP
return "sneeuw"; return "sneeuw";
} }
} }
if (distFromCenter >= m_config.polarLandIceThreshold) {
float tIce = std::max(0.0f, std::min(1.0f, (distFromCenter - m_config.polarLandIceThreshold) / 0.20f));
float polarLandIce = tIce * tIce * (3.0f - 2.0f * tIce);
if (polarLandIce > 0.5f) {
return "sneeuw";
}
}
} }
// 4. Rocky mountain // 4. Rocky mountain
@@ -289,15 +301,22 @@ float TerrainMovementManager::calculateStepCost(
return -1.0f; return -1.0f;
} }
float cost = baseCost;
if (deltaH > 0.001f) { if (deltaH > 0.001f) {
// Uphill penalty: going uphill increases movement cost // Uphill penalty: going uphill increases movement cost
float penalty = deltaH * m_config.uphillSlopeMultiplier; float penalty = deltaH * m_config.uphillSlopeMultiplier;
return baseCost + penalty; cost = baseCost + penalty;
} else if (deltaH < -0.001f) { } else if (deltaH < -0.001f) {
// Downhill bonus: going downhill decreases movement cost (negative penalty) // Downhill bonus: going downhill decreases movement cost (negative penalty)
float bonus = (-deltaH) * m_config.downhillSlopeBonusMultiplier; float bonus = (-deltaH) * m_config.downhillSlopeBonusMultiplier;
return std::max(m_config.minStepCost, baseCost - bonus); cost = std::max(m_config.minStepCost, baseCost - bonus);
} }
return baseCost; // Road speed bonus: if traveling between connected road tiles, movement speed increases!
float roadMult = GameManager::instance().getRoadSpeedMultiplierBetween(fromX, fromY, toX, toY);
if (roadMult > 1.0f) {
cost /= roadMult;
}
return std::max(0.1f, cost);
} }
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@@ -41,6 +41,7 @@ struct TerrainMovementConfig {
float polarSnowLineBaseKm; float polarSnowLineBaseKm;
float polarSnowFactorStart; float polarSnowFactorStart;
float polarSnowFactorEnd; float polarSnowFactorEnd;
float polarLandIceThreshold;
float uphillSlopeMultiplier; float uphillSlopeMultiplier;
float downhillSlopeBonusMultiplier; float downhillSlopeBonusMultiplier;
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@@ -49,6 +49,12 @@ bool TerrainYieldManager::loadConfigs(const QString &baseDir)
m_cityConfig.initialNationalResources[it.key()] = it.value().asInt(0); m_cityConfig.initialNationalResources[it.key()] = it.value().asInt(0);
} }
} }
m_cityConfig.slotLongPressDurationMs = cityRoot["slot_long_press_duration_ms"].asInt(400);
if (cityRoot.hasChild("resource_priority") && !cityRoot["resource_priority"].listValues.isEmpty()) {
m_cityConfig.resourcePriority = cityRoot["resource_priority"].listValues;
}
} }
// 2. Load terrain_yields.yaml // 2. Load terrain_yields.yaml
+6 -1
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@@ -35,6 +35,9 @@ struct CityConfig {
int tileCultureCost; int tileCultureCost;
float foodToInhabitantsRatio; float foodToInhabitantsRatio;
int slotLongPressDurationMs;
QStringList resourcePriority;
QMap<QString, int> baseYields; QMap<QString, int> baseYields;
QMap<QString, int> initialNationalResources; QMap<QString, int> initialNationalResources;
@@ -43,7 +46,9 @@ struct CityConfig {
initialBorderRadius(1), maxWorkableRadius(3), defaultTileSlots(1), initialBorderRadius(1), maxWorkableRadius(3), defaultTileSlots(1),
cityViewZoom(4.8f), cityViewZoom(4.8f),
baseResourceYieldPerTick(500), tileCultureCost(10000), baseResourceYieldPerTick(500), tileCultureCost(10000),
foodToInhabitantsRatio(1.0f) foodToInhabitantsRatio(1.0f),
slotLongPressDurationMs(400),
resourcePriority({"voedsel", "arbeid", "goud", "kennis", "cultuur", "geloof"})
{ {
baseYields["voedsel"] = 500; baseYields["voedsel"] = 500;
baseYields["arbeid"] = 500; baseYields["arbeid"] = 500;
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@@ -23,6 +23,7 @@ SOURCES += main.cpp \
player.cpp \ player.cpp \
yamlparser.cpp \ yamlparser.cpp \
unitconfig.cpp \ unitconfig.cpp \
buildingconfig.cpp \
pathfinder.cpp \ pathfinder.cpp \
unit.cpp \ unit.cpp \
city.cpp \ city.cpp \
@@ -30,7 +31,8 @@ SOURCES += main.cpp \
gamemanager.cpp \ gamemanager.cpp \
unitrenderer.cpp \ unitrenderer.cpp \
localization.cpp \ localization.cpp \
terrainmovementmanager.cpp terrainmovementmanager.cpp \
roadconfig.cpp
HEADERS += mainwindow.h \ HEADERS += mainwindow.h \
qscenerenderer.h \ qscenerenderer.h \
@@ -43,6 +45,7 @@ HEADERS += mainwindow.h \
player.h \ player.h \
yamlparser.h \ yamlparser.h \
unitconfig.h \ unitconfig.h \
buildingconfig.h \
pathfinder.h \ pathfinder.h \
unit.h \ unit.h \
city.h \ city.h \
@@ -50,7 +53,8 @@ HEADERS += mainwindow.h \
gamemanager.h \ gamemanager.h \
unitrenderer.h \ unitrenderer.h \
localization.h \ localization.h \
terrainmovementmanager.h terrainmovementmanager.h \
roadconfig.h
FORMS += mainwindow.ui FORMS += mainwindow.ui
+66 -3
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@@ -35,12 +35,74 @@ 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::BuildRoad:
return "Build Road";
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 +122,7 @@ 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)
+41
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@@ -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 +17,32 @@ enum class UnitState {
Building Building
}; };
enum class UnitActionType {
None,
Move,
BuildImprovement,
BuildCity,
BuildRoad,
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 +65,19 @@ 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 +94,7 @@ 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);
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@@ -42,6 +42,13 @@ bool UnitConfigManager::loadConfigFile(const QString &filePath)
cfg.health = root.hasChild("health") ? root["health"].asInt(100) : 100; cfg.health = root.hasChild("health") ? root["health"].asInt(100) : 100;
cfg.movementSpeed = root.hasChild("movement_speed") ? root["movement_speed"].asFloat(2.0f) : 2.0f; cfg.movementSpeed = root.hasChild("movement_speed") ? root["movement_speed"].asFloat(2.0f) : 2.0f;
cfg.cost = root.hasChild("cost") ? root["cost"].asInt(20) : 20; cfg.cost = root.hasChild("cost") ? root["cost"].asInt(20) : 20;
if (root.hasChild("labor_cost")) {
cfg.laborCost = root["labor_cost"].asInt(1000);
} else if (root.hasChild("production_cost")) {
cfg.laborCost = root["production_cost"].asInt(1000);
} else {
cfg.laborCost = cfg.cost * 20;
}
cfg.attackDamage = root.hasChild("attack_damage") ? root["attack_damage"].asInt(0) : 0; cfg.attackDamage = root.hasChild("attack_damage") ? root["attack_damage"].asInt(0) : 0;
cfg.attackRange = root.hasChild("attack_range") ? root["attack_range"].asInt(1) : 1; cfg.attackRange = root.hasChild("attack_range") ? root["attack_range"].asInt(1) : 1;
cfg.buildCharges = root.hasChild("build_charges") ? root["build_charges"].asInt(-1) : -1; cfg.buildCharges = root.hasChild("build_charges") ? root["build_charges"].asInt(-1) : -1;
+4 -1
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@@ -39,6 +39,7 @@ struct UnitConfig {
int health; int health;
float movementSpeed; float movementSpeed;
int cost; int cost;
int laborCost;
int attackDamage; int attackDamage;
int attackRange; // 1 for melee, >1 for ranged int attackRange; // 1 for melee, >1 for ranged
int buildCharges; int buildCharges;
@@ -52,7 +53,7 @@ struct UnitConfig {
UnitConfig() UnitConfig()
: id(""), name(""), category(UnitCategory::Builder), : id(""), name(""), category(UnitCategory::Builder),
movementDomain(MovementDomain::Land), health(100), movementDomain(MovementDomain::Land), health(100),
movementSpeed(2.0f), cost(10), attackDamage(0), attackRange(1), movementSpeed(2.0f), cost(10), laborCost(1000), attackDamage(0), attackRange(1),
buildCharges(-1), infiniteCharges(true), iconPath("") {} buildCharges(-1), infiniteCharges(true), iconPath("") {}
bool isRanged() const { return attackRange > 1; } bool isRanged() const { return attackRange > 1; }
@@ -62,6 +63,8 @@ struct UnitConfig {
bool canAttack() const { return actions.contains("aanvallen") || isMilitary(); } bool canAttack() const { return actions.contains("aanvallen") || isMilitary(); }
bool canBuildCity() const { return actions.contains("steden_bouwen") || actions.contains("build_city"); } bool canBuildCity() const { return actions.contains("steden_bouwen") || actions.contains("build_city"); }
bool canBuildFarm() const { return actions.contains("boerderij_bouwen") || actions.contains("build_farm"); } bool canBuildFarm() const { return actions.contains("boerderij_bouwen") || actions.contains("build_farm"); }
bool canBuildRoad() const { return actions.contains("build_road") || actions.contains("weg_bouwen"); }
bool isBuilder() const { return canBuildFarm() || canBuildRoad(); }
float getActionDuration(const QString &actionName, float fallback = 10.0f) const { float getActionDuration(const QString &actionName, float fallback = 10.0f) const {
if (actionSpeeds.contains(actionName)) { if (actionSpeeds.contains(actionName)) {
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