Files
Ascent-of-Man/gamemanager.cpp
T
2026-11-08 15:42:54 +01:00

224 lines
6.8 KiB
C++

#include "gamemanager.h"
#include "pathfinder.h"
#include "yamlparser.h"
#include <QDebug>
#include <cmath>
GameManager& GameManager::instance()
{
static GameManager s_instance;
return s_instance;
}
GameManager::GameManager()
: m_selectedUnitId(-1), m_actionMode(ActionMode::None),
m_movementTickDuration(30.0f), m_tickTimer(0.0f),
m_simSpeedMultiplier(1.0f), m_nextUnitId(0), m_nextCityId(0),
m_initialized(false)
{
}
void GameManager::init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
if (m_initialized) return;
// Load game settings
QString gameConfigPath = baseDir + "/config/game.yaml";
YamlNode gameRoot = YamlParser::parseFile(gameConfigPath);
if (gameRoot.hasChild("movement_tick_duration")) {
m_movementTickDuration = gameRoot["movement_tick_duration"].asFloat(30.0f);
}
// Load unit YAML configurations
QString unitsConfigDir = baseDir + "/config/units";
m_unitConfigManager.loadFromDirectory(unitsConfigDir);
// Spawn initial demo units near starting camera position (Cam: ~28, 16 km -> hex ~37, 18)
// Player 1 (Blue & Gold)
spawnUnit("settler", 1, 36, 18, mapPoints, numPoints05);
spawnUnit("warrior", 1, 37, 18, mapPoints, numPoints05);
spawnUnit("slinger", 1, 37, 19, mapPoints, numPoints05);
// Player 2 (Red & White) - Opponent units
spawnUnit("warrior", 2, 40, 18, mapPoints, numPoints05);
spawnUnit("slinger", 2, 41, 19, mapPoints, numPoints05);
m_initialized = true;
qDebug() << "GameManager initialized with" << m_units.size() << "units.";
}
Unit* GameManager::spawnUnit(const QString &configId, int playerId, int tileX, int tileY,
Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
const UnitConfig *cfg = m_unitConfigManager.getConfig(configId);
if (!cfg) {
qWarning() << "Unit config not found:" << configId;
return nullptr;
}
QVector2D w = Pathfinder::hexToWorld(tileX, tileY);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
int id = getNextUnitId();
auto unit = std::make_shared<Unit>(id, playerId, *cfg, tileX, tileY, gz);
m_units.push_back(unit);
return unit.get();
}
void GameManager::update(float deltaTime, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
// Update movement tick timer
m_tickTimer += deltaTime * m_simSpeedMultiplier;
if (m_tickTimer >= m_movementTickDuration) {
m_tickTimer = std::fmod(m_tickTimer, m_movementTickDuration);
}
// Update units
for (auto &u : m_units) {
if (!u->isDead()) {
u->update(deltaTime, m_movementTickDuration, m_simSpeedMultiplier, mapPoints, numPoints05);
}
}
// Clean up dead units
for (auto it = m_units.begin(); it != m_units.end(); ) {
if ((*it)->isDead()) {
if ((*it)->id == m_selectedUnitId) {
m_selectedUnitId = -1;
m_actionMode = ActionMode::None;
}
it = m_units.erase(it);
} else {
++it;
}
}
// Update floating texts
for (auto it = m_floatingTexts.begin(); it != m_floatingTexts.end(); ) {
it->life -= deltaTime;
it->worldPos.setZ(it->worldPos.z() + deltaTime * 0.4f); // Float upward
if (it->life <= 0.0f) {
it = m_floatingTexts.erase(it);
} else {
++it;
}
}
}
Unit* GameManager::getSelectedUnit()
{
return getUnitById(m_selectedUnitId);
}
const Unit* GameManager::getSelectedUnit() const
{
for (const auto &u : m_units) {
if (u->id == m_selectedUnitId) return u.get();
}
return nullptr;
}
void GameManager::selectUnit(int id)
{
m_selectedUnitId = id;
m_actionMode = ActionMode::None;
}
void GameManager::deselectUnit()
{
m_selectedUnitId = -1;
m_actionMode = ActionMode::None;
}
Unit* GameManager::getUnitAt(int tx, int ty)
{
for (auto &u : m_units) {
if (!u->isDead() && u->tileX == tx && u->tileY == ty) {
return u.get();
}
}
return nullptr;
}
Unit* GameManager::getUnitById(int id)
{
for (auto &u : m_units) {
if (u->id == id && !u->isDead()) return u.get();
}
return nullptr;
}
void GameManager::commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();
if (!selected) return;
if (targetX == selected->tileX && targetY == selected->tileY) {
return;
}
std::vector<std::pair<int, int>> path = Pathfinder::findPath(
selected->tileX, selected->tileY, targetX, targetY, mapPoints, numPoints05
);
if (path.size() > 1) {
selected->setPath(path);
addFloatingText("Verplaatsen", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 230, 80));
}
}
void GameManager::commandAttack(Unit *target)
{
Unit *selected = getSelectedUnit();
if (!selected || !target) return;
if (!selected->canAttack(*target)) {
addFloatingText("Buiten bereik!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
float damage = (float)selected->config.attackDamage;
selected->performAttack(*target);
QString dmgText = QString("-%1 HP").arg((int)damage);
addFloatingText(dmgText, target->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 50, 50));
if (target->isDead()) {
addFloatingText("Verslagen!", target->worldPos + QVector3D(0, 0, 1.2f), QColor(255, 200, 50), 2.2f);
}
m_actionMode = ActionMode::None;
}
void GameManager::commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05)
{
Unit *selected = getSelectedUnit();
if (!selected || !selected->config.canBuildCity()) return;
// Check if tile already has a city
for (const auto &c : m_cities) {
if (c.tileX == selected->tileX && c.tileY == selected->tileY) {
addFloatingText("Al een stad hier!", selected->worldPos + QVector3D(0, 0, 0.8f), QColor(255, 80, 80));
return;
}
}
int cId = getNextCityId();
QString cityName = QString("Stad %1").arg(cId);
QVector2D w = Pathfinder::hexToWorld(selected->tileX, selected->tileY);
float gz = Unit::getTerrainHeight(w.x(), w.y(), mapPoints, numPoints05);
m_cities.emplace_back(cId, selected->playerId, cityName, selected->tileX, selected->tileY, QVector3D(w.x(), w.y(), gz));
addFloatingText(QString("%1 gesticht!").arg(cityName), QVector3D(w.x(), w.y(), gz + 1.2f), QColor(80, 255, 120), 2.5f);
// Consuming settler
selected->takeDamage(99999.0f);
m_selectedUnitId = -1;
m_actionMode = ActionMode::None;
}
void GameManager::addFloatingText(const QString &text, const QVector3D &worldPos, const QColor &color, float duration)
{
m_floatingTexts.push_back({text, worldPos, duration, duration, color});
}