Files
Ascent-of-Man/gamemanager.h
T

198 lines
8.0 KiB
C++

#ifndef GAMEMANAGER_H
#define GAMEMANAGER_H
#include <vector>
#include <memory>
#include <QString>
#include "player.h"
#include "unitconfig.h"
#include "buildingconfig.h"
#include "roadconfig.h"
#include "unit.h"
#include "city.h"
#include "matrix2d.h"
#include "terrain.h"
#include "terrainyieldmanager.h"
#include "actionneededmanager.h"
#include "techconfig.h"
enum class ActionMode {
None,
Move,
Attack,
BuildCity,
BuildFarm,
BuildRoad
};
struct TileImprovement {
QString improvementId; // "farm"
int tileX;
int tileY;
int playerId;
QVector3D worldPos;
};
struct FloatingText {
QString text;
QVector3D worldPos;
float life; // Remaining seconds
float maxLife;
QColor color;
};
class GameManager {
public:
static GameManager& instance();
void init(const QString &baseDir, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void update(float deltaTime, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
PlayerManager& players() { return m_playerManager; }
const PlayerManager& players() const { return m_playerManager; }
UnitConfigManager& unitConfigs() { return m_unitConfigManager; }
const UnitConfigManager& unitConfigs() const { 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; }
ActionNeededManager& actionNeededManager() { return m_actionNeededManager; }
const ActionNeededManager& actionNeededManager() const { return m_actionNeededManager; }
TechTreeManager& techTree() { return m_techTreeManager; }
const TechTreeManager& techTree() const { return m_techTreeManager; }
// Tech Tree View & Research System
bool isTechTreeOpen() const { return m_isTechTreeOpen; }
void openTechTree();
void closeTechTree();
void toggleTechTree();
int calculatePlayerSciencePerTick(int playerId, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const;
int getTechRemainingScience(const Player &player, const QString &techId) const;
bool selectTechForPlayer(int playerId, const QString &targetTechId, bool appendToQueue = false);
void removeTechFromPlayerQueue(int playerId, const QString &techId);
void clearPlayerResearchQueue(int playerId);
void advancePlayerResearch(Player &player, int scienceGenerated);
QStringList getTechUnlocks(const QString &techId) const;
QStringList getTechObsoletes(const QString &techId) const;
const std::vector<std::shared_ptr<Unit>>& getUnits() const { return m_units; }
const std::vector<City>& getCities() const { return m_cities; }
std::vector<City>& getCitiesMutable() { return m_cities; }
const std::vector<FloatingText>& getFloatingTexts() const { return m_floatingTexts; }
Unit* getSelectedUnit();
const Unit* getSelectedUnit() const;
void selectUnit(int id);
void deselectUnit();
ActionMode currentActionMode() const { return m_actionMode; }
void setActionMode(ActionMode mode) { m_actionMode = mode; }
Unit* getUnitAt(int tx, int ty);
Unit* getUnitById(int id);
City* getCityAt(int tx, int ty);
City* getCityById(int id);
// City View System
bool isInCityView() const { return m_activeCityViewId != -1; }
int getActiveCityViewId() const { return m_activeCityViewId; }
City* getActiveCityView();
const City* getActiveCityView() const;
void enterCityView(int cityId);
void exitCityView();
CityYieldSummary calculateCityYields(const City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05) const;
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 buyTileForCity(int cityId, int tx, int ty);
void queueCityProject(int cityId, CityProjectType type, const QString &id);
void setCityProject(int cityId, CityProjectType type, const QString &id);
void cancelCityProject(int cityId);
void removeQueuedCityProject(int cityId, int queueIndex);
void completeCityProject(City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandAttack(Unit *target);
void commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandBuildRoadSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void commandBuildRoadToTileSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
void advanceRoadRoute(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 TileImprovement* getImprovementAt(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; }
void setTickDuration(float d) { m_movementTickDuration = std::max(1.0f, d); }
float getTickTimer() const { return m_tickTimer; }
float getSimSpeed() const { return m_simSpeedMultiplier; }
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);
int getNextUnitId() { return ++m_nextUnitId; }
int getNextCityId() { return ++m_nextCityId; }
Unit* spawnUnit(const QString &configId, int playerId, int tileX, int tileY,
Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
private:
GameManager();
~GameManager() = default;
PlayerManager m_playerManager;
UnitConfigManager m_unitConfigManager;
BuildingConfigManager m_buildingConfigManager;
RoadConfigManager m_roadConfigManager;
ActionNeededManager m_actionNeededManager;
TechTreeManager m_techTreeManager;
std::vector<std::shared_ptr<Unit>> m_units;
std::vector<City> m_cities;
std::vector<FloatingText> m_floatingTexts;
std::map<std::pair<int, int>, TileImprovement> m_tileImprovements;
std::map<std::pair<int, int>, TileRoad> m_tileRoads;
int m_selectedUnitId;
int m_activeCityViewId;
bool m_isTechTreeOpen;
ActionMode m_actionMode;
float m_movementTickDuration; // Default 30.0s
float m_tickTimer;
float m_simSpeedMultiplier; // 1.0x, 2.0x, etc.
int m_maxActionQueueSize;
bool m_autoQueueMoveWhenBusy;
bool m_allowActionQueueing;
int m_nextUnitId;
int m_nextCityId;
bool m_initialized;
};
#endif // GAMEMANAGER_H