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Ascent-of-Man/unitconfig.h
T

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3.2 KiB
C++

#ifndef UNITCONFIG_H
#define UNITCONFIG_H
#include <QString>
#include <QStringList>
#include <QMap>
#include <vector>
#include "terrainmovementmanager.h"
enum class UnitCategory {
Military, // militair
Reconnaissance, // verkenning
Builder // bouwen
};
inline QString unitCategoryToString(UnitCategory cat) {
switch (cat) {
case UnitCategory::Military: return "Militair";
case UnitCategory::Reconnaissance: return "Verkenning";
case UnitCategory::Builder: return "Bouwen";
}
return "Onbekend";
}
inline UnitCategory stringToUnitCategory(const QString &str) {
QString s = str.trimmed().toLower();
if (s == "militair" || s == "military") return UnitCategory::Military;
if (s == "verkenning" || s == "recon" || s == "scout") return UnitCategory::Reconnaissance;
if (s == "bouwen" || s == "builder" || s == "civilian") return UnitCategory::Builder;
return UnitCategory::Builder;
}
struct UnitConfig {
QString id;
QString name;
UnitCategory category;
MovementDomain movementDomain;
int health;
float movementSpeed;
int cost;
int laborCost;
int attackDamage;
int attackRange; // 1 for melee, >1 for ranged
int buildCharges;
bool infiniteCharges;
QString requiredTech;
QString obsoleteTech;
QString iconPath;
QStringList actions;
QMap<QString, float> actionSpeeds; // Duration in seconds per action (e.g. "boerderij_bouwen": 10.0f)
QStringList impassableTerrains;
QStringList passableTerrains;
UnitConfig()
: id(""), name(""), category(UnitCategory::Builder),
movementDomain(MovementDomain::Land), health(100),
movementSpeed(2.0f), cost(10), laborCost(1000), attackDamage(0), attackRange(1),
buildCharges(-1), infiniteCharges(true), requiredTech(""), obsoleteTech(""), iconPath("") {}
bool isRanged() const { return attackRange > 1; }
bool isMilitary() const { return category == UnitCategory::Military; }
bool isNaval() const { return movementDomain == MovementDomain::Naval; }
bool isLand() const { return movementDomain == MovementDomain::Land; }
bool canAttack() const { return actions.contains("aanvallen") || isMilitary(); }
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 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 {
if (actionSpeeds.contains(actionName)) {
return actionSpeeds.value(actionName);
}
return fallback;
}
};
class UnitConfigManager {
public:
UnitConfigManager();
bool loadFromDirectory(const QString &dirPath);
bool loadConfigFile(const QString &filePath);
const UnitConfig* getConfig(const QString &id) const;
const QMap<QString, UnitConfig>& getAllConfigs() const { return m_configs; }
private:
QMap<QString, UnitConfig> m_configs;
};
#endif // UNITCONFIG_H