Browse Source

Merge pull request #511 from djeada/copilot/convert-methods-to-snake-case

Convert methods and variables to snake_case in game module
Adam Djellouli 3 days ago
parent
commit
09fe5dae4a
100 changed files with 823 additions and 805 deletions
  1. 1 1
      README.md
  2. 1 1
      app/controllers/action_vfx.cpp
  3. 64 64
      app/core/game_engine.cpp
  4. 4 4
      app/core/game_engine.h
  5. 7 7
      game/core/serialization.cpp
  6. 4 3
      game/core/world.cpp
  7. 59 59
      game/game_config.h
  8. 2 2
      game/map/environment.cpp
  9. 10 9
      game/map/level_loader.cpp
  10. 14 14
      game/map/map_catalog.cpp
  11. 5 5
      game/map/map_catalog.h
  12. 13 12
      game/map/map_transformer.cpp
  13. 1 1
      game/map/map_transformer.h
  14. 1 1
      game/map/minimap/minimap_generator.cpp
  15. 67 66
      game/map/skirmish_loader.cpp
  16. 19 19
      game/map/skirmish_loader.h
  17. 17 17
      game/map/terrain_service.cpp
  18. 23 23
      game/map/terrain_service.h
  19. 1 1
      game/map/visibility_service.cpp
  20. 1 1
      game/map/visibility_service.h
  21. 12 12
      game/systems/ai_system.cpp
  22. 3 3
      game/systems/ai_system.h
  23. 1 1
      game/systems/ai_system/ai_command_applier.cpp
  24. 53 50
      game/systems/ai_system/ai_reasoner.cpp
  25. 2 2
      game/systems/ai_system/ai_snapshot_builder.cpp
  26. 23 23
      game/systems/ai_system/ai_tactical.cpp
  27. 12 12
      game/systems/ai_system/ai_tactical.h
  28. 17 17
      game/systems/ai_system/ai_types.h
  29. 4 4
      game/systems/ai_system/ai_utils.h
  30. 7 7
      game/systems/ai_system/behaviors/attack_behavior.cpp
  31. 10 10
      game/systems/ai_system/behaviors/defend_behavior.cpp
  32. 4 4
      game/systems/ai_system/behaviors/gather_behavior.cpp
  33. 4 4
      game/systems/ai_system/behaviors/production_behavior.cpp
  34. 4 3
      game/systems/ai_system/behaviors/retreat_behavior.cpp
  35. 2 2
      game/systems/arrow_system.cpp
  36. 8 8
      game/systems/building_collision_registry.cpp
  37. 7 6
      game/systems/building_collision_registry.h
  38. 5 4
      game/systems/camera_controller.cpp
  39. 2 2
      game/systems/camera_controller.h
  40. 6 6
      game/systems/camera_service.cpp
  41. 1 1
      game/systems/camera_service.h
  42. 3 2
      game/systems/capture_system.cpp
  43. 16 16
      game/systems/combat_system.cpp
  44. 4 4
      game/systems/combat_system.h
  45. 2 2
      game/systems/formation_system.cpp
  46. 4 4
      game/systems/formation_system.h
  47. 4 4
      game/systems/game_state_serializer.cpp
  48. 1 1
      game/systems/global_stats_registry.cpp
  49. 3 3
      game/systems/healing_system.cpp
  50. 1 1
      game/systems/healing_system.h
  51. 4 4
      game/systems/movement_system.cpp
  52. 8 7
      game/systems/nation_registry.cpp
  53. 6 6
      game/systems/nation_registry.h
  54. 64 61
      game/systems/owner_registry.cpp
  55. 25 25
      game/systems/owner_registry.h
  56. 3 3
      game/systems/pathfinding.cpp
  57. 4 4
      game/systems/picking_service.cpp
  58. 1 1
      game/systems/picking_service.h
  59. 3 2
      game/systems/production_service.cpp
  60. 3 3
      game/systems/production_system.cpp
  61. 6 6
      game/systems/projectile_system.cpp
  62. 7 7
      game/systems/save_load_service.cpp
  63. 7 7
      game/systems/save_load_service.h
  64. 6 6
      game/systems/save_storage.cpp
  65. 4 4
      game/systems/save_storage.h
  66. 2 2
      game/systems/terrain_alignment_system.cpp
  67. 1 1
      game/systems/troop_count_registry.cpp
  68. 1 1
      game/systems/troop_count_registry.h
  69. 1 1
      game/systems/troop_profile_service.cpp
  70. 25 24
      game/systems/victory_service.cpp
  71. 8 8
      game/systems/victory_service.h
  72. 1 1
      game/units/barracks.cpp
  73. 1 1
      game/units/spawn_type.h
  74. 3 3
      game/units/unit.cpp
  75. 3 3
      game/units/unit.h
  76. 1 1
      game/visuals/team_colors.h
  77. 2 2
      game/visuals/visual_catalog.cpp
  78. 2 2
      game/visuals/visual_catalog.h
  79. 1 1
      render/gl/backend.cpp
  80. 1 1
      render/gl/backend/README.md
  81. 2 2
      render/gl/backend/character_pipeline.cpp
  82. 1 1
      render/gl/backend/character_pipeline.h
  83. 1 1
      render/gl/backend/cylinder_pipeline.h
  84. 2 2
      render/gl/backend/effects_pipeline.cpp
  85. 1 1
      render/gl/backend/effects_pipeline.h
  86. 1 1
      render/gl/backend/pipeline_interface.h
  87. 1 1
      render/gl/backend/primitive_batch_pipeline.h
  88. 2 2
      render/gl/backend/terrain_pipeline.cpp
  89. 1 1
      render/gl/backend/terrain_pipeline.h
  90. 1 1
      render/gl/backend/vegetation_pipeline.h
  91. 2 2
      render/gl/backend/water_pipeline.cpp
  92. 1 1
      render/gl/backend/water_pipeline.h
  93. 1 1
      render/gl/camera.cpp
  94. 1 1
      render/gl/camera.h
  95. 21 20
      render/ground/biome_renderer.cpp
  96. 2 2
      render/ground/biome_renderer.h
  97. 1 1
      render/ground/bridge_renderer.cpp
  98. 5 5
      render/ground/firecamp_renderer.cpp
  99. 2 2
      render/ground/firecamp_renderer.h
  100. 31 31
      render/ground/ground_renderer.cpp

+ 1 - 1
README.md

@@ -437,7 +437,7 @@ This roadmap replaces the single nation template with a scalable civilization la
 ### Phase 3 — Multi-Nation Support
 - Author Roman and Carthaginian JSON definitions with differentiated stats, formations, and renderer ids; set the default nation in `NationRegistry` to one of them.
 - Rename the shared melee infantry profile to `Swordsman` so nations can share core assets while still tuning stats in their override files.
-- Audit gameplay systems (AI build orders, UI panels, tutorials) to resolve troop data via `NationRegistry::getNationForPlayer` instead of assuming Kingdom of Iron.
+- Audit gameplay systems (AI build orders, UI panels, tutorials) to resolve troop data via `NationRegistry::get_nation_for_player` instead of assuming Kingdom of Iron.
 - Register renderer variants (e.g., `render/entity/roman_archer_renderer.cpp`) keyed by the profile’s renderer id, with graceful fallbacks to baseline assets.
 - Add hooks for balance levers (passive modifiers, tech prerequisites) inside `NationTroopVariant` so future expansions require data changes rather than engine rewrites.
 

+ 1 - 1
app/controllers/action_vfx.cpp

@@ -37,7 +37,7 @@ void ActionVFX::spawnAttackArrow(Engine::Core::World *world,
 
   arrow_system->spawnArrow(above_target, target_pos,
                            QVector3D(1.0F, 0.2F, 0.2F),
-                           Game::GameConfig::instance().arrow().speedAttack);
+                           Game::GameConfig::instance().arrow().speed_attack);
 }
 
 } // namespace App::Controllers

+ 64 - 64
app/core/game_engine.cpp

@@ -125,7 +125,7 @@ GameEngine::GameEngine(QObject *parent)
     : QObject(parent),
       m_selectedUnitsModel(new SelectedUnitsModel(this, this)) {
 
-  Game::Systems::NationRegistry::instance().initializeDefaults();
+  Game::Systems::NationRegistry::instance().initialize_defaults();
   Game::Systems::TroopCountRegistry::instance().initialize();
   Game::Systems::GlobalStatsRegistry::instance().initialize();
 
@@ -195,17 +195,17 @@ GameEngine::GameEngine(QObject *parent)
   m_hoverTracker = std::make_unique<HoverTracker>(m_pickingService.get());
 
   m_mapCatalog = std::make_unique<Game::Map::MapCatalog>(this);
-  connect(m_mapCatalog.get(), &Game::Map::MapCatalog::mapLoaded, this,
+  connect(m_mapCatalog.get(), &Game::Map::MapCatalog::map_loaded, this,
           [this](const QVariantMap &mapData) {
             m_available_maps.append(mapData);
             emit available_maps_changed();
           });
-  connect(m_mapCatalog.get(), &Game::Map::MapCatalog::loadingChanged, this,
+  connect(m_mapCatalog.get(), &Game::Map::MapCatalog::loading_changed, this,
           [this](bool loading) {
             m_maps_loading = loading;
             emit maps_loading_changed();
           });
-  connect(m_mapCatalog.get(), &Game::Map::MapCatalog::allMapsLoaded, this,
+  connect(m_mapCatalog.get(), &Game::Map::MapCatalog::all_maps_loaded, this,
           [this]() { emit available_maps_changed(); });
 
   if (AudioSystem::getInstance().initialize()) {
@@ -432,7 +432,7 @@ void GameEngine::on_right_click(qreal sx, qreal sy) {
                                            hit)) {
       auto targets = Game::Systems::FormationPlanner::spreadFormation(
           int(sel.size()), hit,
-          Game::GameConfig::instance().gameplay().formationSpacingDefault);
+          Game::GameConfig::instance().gameplay().formation_spacing_default);
       Game::Systems::CommandService::MoveOptions opts;
       opts.group_move = sel.size() > 1;
       Game::Systems::CommandService::moveUnits(*m_world, sel, targets, opts);
@@ -703,7 +703,7 @@ void GameEngine::update(float dt) {
     m_world->update(dt);
 
     auto &visibility_service = Game::Map::VisibilityService::instance();
-    if (visibility_service.isInitialized()) {
+    if (visibility_service.is_initialized()) {
 
       m_runtime.visibilityUpdateAccumulator += dt;
       const float visibility_update_interval =
@@ -936,7 +936,7 @@ void GameEngine::camera_set_follow_lerp(float alpha) {
     return;
   }
 
-  m_cameraService->setFollowLerp(*m_camera, alpha);
+  m_cameraService->set_follow_lerp(*m_camera, alpha);
 }
 
 auto GameEngine::selected_units_model() -> QAbstractItemModel * {
@@ -1102,7 +1102,7 @@ void GameEngine::set_rally_at_screen(qreal sx, qreal sy) {
 void GameEngine::start_loading_maps() {
   m_available_maps.clear();
   if (m_mapCatalog) {
-    m_mapCatalog->loadMapsAsync();
+    m_mapCatalog->load_maps_async();
   }
   load_campaigns();
 }
@@ -1114,7 +1114,7 @@ auto GameEngine::available_maps() const -> QVariantList {
 auto GameEngine::available_nations() const -> QVariantList {
   QVariantList nations;
   const auto &registry = Game::Systems::NationRegistry::instance();
-  const auto &all = registry.getAllNations();
+  const auto &all = registry.get_all_nations();
   QList<QVariantMap> ordered;
   ordered.reserve(static_cast<int>(all.size()));
   for (const auto &nation : all) {
@@ -1271,34 +1271,34 @@ void GameEngine::start_skirmish(const QString &map_path,
     m_entityCache.reset();
 
     Game::Map::SkirmishLoader loader(*m_world, *m_renderer, *m_camera);
-    loader.setGroundRenderer(m_ground.get());
-    loader.setTerrainRenderer(m_terrain.get());
-    loader.setBiomeRenderer(m_biome.get());
-    loader.setRiverRenderer(m_river.get());
-    loader.setRoadRenderer(m_road.get());
-    loader.setRiverbankRenderer(m_riverbank.get());
-    loader.setBridgeRenderer(m_bridge.get());
-    loader.setFogRenderer(m_fog.get());
-    loader.setStoneRenderer(m_stone.get());
-    loader.setPlantRenderer(m_plant.get());
-    loader.setPineRenderer(m_pine.get());
-    loader.setOliveRenderer(m_olive.get());
-    loader.setFireCampRenderer(m_firecamp.get());
-
-    loader.setOnOwnersUpdated([this]() { emit owner_info_changed(); });
-
-    loader.setOnVisibilityMaskReady([this]() {
+    loader.set_ground_renderer(m_ground.get());
+    loader.set_terrain_renderer(m_terrain.get());
+    loader.set_biome_renderer(m_biome.get());
+    loader.set_river_renderer(m_river.get());
+    loader.set_road_renderer(m_road.get());
+    loader.set_riverbank_renderer(m_riverbank.get());
+    loader.set_bridge_renderer(m_bridge.get());
+    loader.set_fog_renderer(m_fog.get());
+    loader.set_stone_renderer(m_stone.get());
+    loader.set_plant_renderer(m_plant.get());
+    loader.set_pine_renderer(m_pine.get());
+    loader.set_olive_renderer(m_olive.get());
+    loader.set_fire_camp_renderer(m_firecamp.get());
+
+    loader.set_on_owners_updated([this]() { emit owner_info_changed(); });
+
+    loader.set_on_visibility_mask_ready([this]() {
       m_runtime.visibilityVersion =
           Game::Map::VisibilityService::instance().version();
       m_runtime.visibilityUpdateAccumulator = 0.0F;
     });
 
-    int updated_player_id = m_selectedPlayerId;
-    auto result = loader.start(map_path, playerConfigs, m_selectedPlayerId,
+    int updated_player_id = m_selected_player_id;
+    auto result = loader.start(map_path, playerConfigs, m_selected_player_id,
                                updated_player_id);
 
-    if (updated_player_id != m_selectedPlayerId) {
-      m_selectedPlayerId = updated_player_id;
+    if (updated_player_id != m_selected_player_id) {
+      m_selected_player_id = updated_player_id;
       emit selected_player_id_changed();
     }
 
@@ -1314,7 +1314,7 @@ void GameEngine::start_skirmish(const QString &map_path,
     m_level.cam_far = result.cam_far;
     m_level.max_troops_per_player = result.max_troops_per_player;
 
-    Game::GameConfig::instance().setMaxTroopsPerPlayer(
+    Game::GameConfig::instance().set_max_troops_per_player(
         result.max_troops_per_player);
 
     if (m_victoryService) {
@@ -1332,10 +1332,10 @@ void GameEngine::start_skirmish(const QString &map_path,
       });
     }
 
-    if (result.hasFocusPosition && m_camera) {
+    if (result.has_focus_position && m_camera) {
       const auto &cam_config = Game::GameConfig::instance().camera();
-      m_camera->setRTSView(result.focusPosition, cam_config.defaultDistance,
-                           cam_config.defaultPitch, cam_config.defaultYaw);
+      m_camera->setRTSView(result.focusPosition, cam_config.default_distance,
+                           cam_config.default_pitch, cam_config.default_yaw);
     }
 
     Game::Map::MapDefinition map_def;
@@ -1361,7 +1361,7 @@ void GameEngine::start_skirmish(const QString &map_path,
     stats_registry.rebuild_from_world(*m_world);
 
     auto &owner_registry = Game::Systems::OwnerRegistry::instance();
-    const auto &all_owners = owner_registry.getAllOwners();
+    const auto &all_owners = owner_registry.get_all_owners();
     for (const auto &owner : all_owners) {
       if (owner.type == Game::Systems::OwnerType::Player ||
           owner.type == Game::Systems::OwnerType::AI) {
@@ -1409,7 +1409,7 @@ auto GameEngine::load_from_slot(const QString &slot) -> bool {
 
   m_runtime.loading = true;
 
-  if (!m_saveLoadService->loadGameFromSlot(*m_world, slot)) {
+  if (!m_saveLoadService->load_game_from_slot(*m_world, slot)) {
     set_error(m_saveLoadService->getLastError());
     m_runtime.loading = false;
     return false;
@@ -1480,7 +1480,7 @@ auto GameEngine::get_save_slots() const -> QVariantList {
     return {};
   }
 
-  return m_saveLoadService->getSaveSlots();
+  return m_saveLoadService->get_save_slots();
 }
 
 void GameEngine::refresh_save_slots() { emit save_slots_changed(); }
@@ -1513,7 +1513,7 @@ void GameEngine::exit_game() {
 auto GameEngine::get_owner_info() const -> QVariantList {
   QVariantList result;
   const auto &owner_registry = Game::Systems::OwnerRegistry::instance();
-  const auto &owners = owner_registry.getAllOwners();
+  const auto &owners = owner_registry.get_all_owners();
 
   for (const auto &owner : owners) {
     QVariantMap owner_map;
@@ -1590,7 +1590,7 @@ void GameEngine::on_unit_spawned(const Engine::Core::UnitSpawnedEvent &event) {
               event.spawn_type);
       m_entityCache.playerTroopCount += production_cost;
     }
-  } else if (owners.isAI(event.owner_id)) {
+  } else if (owners.is_ai(event.owner_id)) {
     if (event.spawn_type == Game::Units::SpawnType::Barracks) {
       m_entityCache.enemyBarracksCount++;
       m_entityCache.enemyBarracksAlive = true;
@@ -1620,7 +1620,7 @@ void GameEngine::on_unit_died(const Engine::Core::UnitDiedEvent &event) {
       m_entityCache.playerTroopCount =
           std::max(0, m_entityCache.playerTroopCount);
     }
-  } else if (owners.isAI(event.owner_id)) {
+  } else if (owners.is_ai(event.owner_id)) {
     if (event.spawn_type == Game::Units::SpawnType::Barracks) {
       m_entityCache.enemyBarracksCount--;
       m_entityCache.enemyBarracksCount =
@@ -1665,7 +1665,7 @@ void GameEngine::rebuild_entity_cache() {
                 unit->spawn_type);
         m_entityCache.playerTroopCount += production_cost;
       }
-    } else if (owners.isAI(unit->owner_id)) {
+    } else if (owners.is_ai(unit->owner_id)) {
       if (unit->spawn_type == Game::Units::SpawnType::Barracks) {
         m_entityCache.enemyBarracksCount++;
         m_entityCache.enemyBarracksAlive = true;
@@ -1688,7 +1688,7 @@ void GameEngine::rebuild_registries_after_load() {
   }
 
   auto &owner_registry = Game::Systems::OwnerRegistry::instance();
-  m_runtime.local_owner_id = owner_registry.getLocalPlayerId();
+  m_runtime.local_owner_id = owner_registry.get_local_player_id();
 
   auto &troops = Game::Systems::TroopCountRegistry::instance();
   troops.rebuild_from_world(*m_world);
@@ -1696,7 +1696,7 @@ void GameEngine::rebuild_registries_after_load() {
   auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
   stats_registry.rebuild_from_world(*m_world);
 
-  const auto &all_owners = owner_registry.getAllOwners();
+  const auto &all_owners = owner_registry.get_all_owners();
   for (const auto &owner : all_owners) {
     if (owner.type == Game::Systems::OwnerType::Player ||
         owner.type == Game::Systems::OwnerType::AI) {
@@ -1719,8 +1719,8 @@ void GameEngine::rebuild_registries_after_load() {
     }
   }
 
-  if (m_selectedPlayerId != m_runtime.local_owner_id) {
-    m_selectedPlayerId = m_runtime.local_owner_id;
+  if (m_selected_player_id != m_runtime.local_owner_id) {
+    m_selected_player_id = m_runtime.local_owner_id;
     emit selected_player_id_changed();
   }
 }
@@ -1741,7 +1741,7 @@ void GameEngine::rebuild_building_collisions() {
       continue;
     }
 
-    registry.registerBuilding(
+    registry.register_building(
         entity->get_id(), Game::Units::spawn_typeToString(unit->spawn_type),
         transform->position.x, transform->position.z, unit->owner_id);
   }
@@ -1754,7 +1754,7 @@ auto GameEngine::to_runtime_snapshot() const -> Game::Systems::RuntimeSnapshot {
   snap.local_owner_id = m_runtime.local_owner_id;
   snap.victory_state = m_runtime.victory_state;
   snap.cursor_mode = CursorModeUtils::toInt(m_runtime.cursor_mode);
-  snap.selected_player_id = m_selectedPlayerId;
+  snap.selected_player_id = m_selected_player_id;
   snap.follow_selection = m_followSelectionEnabled;
   return snap;
 }
@@ -1772,8 +1772,8 @@ void GameEngine::apply_runtime_snapshot(
 
   set_cursor_mode(CursorModeUtils::fromInt(snapshot.cursor_mode));
 
-  if (snapshot.selected_player_id != m_selectedPlayerId) {
-    m_selectedPlayerId = snapshot.selected_player_id;
+  if (snapshot.selected_player_id != m_selected_player_id) {
+    m_selected_player_id = snapshot.selected_player_id;
     emit selected_player_id_changed();
   }
 
@@ -1826,7 +1826,7 @@ void GameEngine::restore_environment_from_metadata(
 
   auto &terrain_service = Game::Map::TerrainService::instance();
 
-  bool const terrain_already_restored = terrain_service.isInitialized();
+  bool const terrain_already_restored = terrain_service.is_initialized();
 
   Game::Map::MapDefinition def;
   QString map_error;
@@ -1864,8 +1864,8 @@ void GameEngine::restore_environment_from_metadata(
     }
   }
 
-  if (terrain_service.isInitialized()) {
-    const auto *height_map = terrain_service.getHeightMap();
+  if (terrain_service.is_initialized()) {
+    const auto *height_map = terrain_service.get_height_map();
     const int grid_width =
         (height_map != nullptr) ? height_map->getWidth() : fallback_grid_width;
     const int grid_height = (height_map != nullptr) ? height_map->getHeight()
@@ -1875,12 +1875,12 @@ void GameEngine::restore_environment_from_metadata(
 
     if (m_ground) {
       m_ground->configure(tile_size, grid_width, grid_height);
-      m_ground->setBiome(terrain_service.biomeSettings());
+      m_ground->setBiome(terrain_service.biome_settings());
     }
 
     if (height_map != nullptr) {
       if (m_terrain) {
-        m_terrain->configure(*height_map, terrain_service.biomeSettings());
+        m_terrain->configure(*height_map, terrain_service.biome_settings());
       }
       if (m_river) {
         m_river->configure(height_map->getRiverSegments(),
@@ -1898,23 +1898,23 @@ void GameEngine::restore_environment_from_metadata(
                             height_map->getTileSize());
       }
       if (m_biome) {
-        m_biome->configure(*height_map, terrain_service.biomeSettings());
+        m_biome->configure(*height_map, terrain_service.biome_settings());
         m_biome->refreshGrass();
       }
       if (m_stone) {
-        m_stone->configure(*height_map, terrain_service.biomeSettings());
+        m_stone->configure(*height_map, terrain_service.biome_settings());
       }
       if (m_plant) {
-        m_plant->configure(*height_map, terrain_service.biomeSettings());
+        m_plant->configure(*height_map, terrain_service.biome_settings());
       }
       if (m_pine) {
-        m_pine->configure(*height_map, terrain_service.biomeSettings());
+        m_pine->configure(*height_map, terrain_service.biome_settings());
       }
       if (m_olive) {
-        m_olive->configure(*height_map, terrain_service.biomeSettings());
+        m_olive->configure(*height_map, terrain_service.biome_settings());
       }
       if (m_firecamp) {
-        m_firecamp->configure(*height_map, terrain_service.biomeSettings());
+        m_firecamp->configure(*height_map, terrain_service.biome_settings());
       }
     }
 
@@ -1924,7 +1924,7 @@ void GameEngine::restore_environment_from_metadata(
     visibility_service.initialize(grid_width, grid_height, tile_size);
     visibility_service.computeImmediate(*m_world, m_runtime.local_owner_id);
 
-    if (m_fog && visibility_service.isInitialized()) {
+    if (m_fog && visibility_service.is_initialized()) {
       m_fog->updateMask(
           visibility_service.getWidth(), visibility_service.getHeight(),
           visibility_service.getTileSize(), visibility_service.snapshotCells());
@@ -1956,7 +1956,7 @@ void GameEngine::restore_environment_from_metadata(
     visibility_service.initialize(fallback_grid_width, fallback_grid_height,
                                   fallback_tile_size);
     visibility_service.computeImmediate(*m_world, m_runtime.local_owner_id);
-    if (m_fog && visibility_service.isInitialized()) {
+    if (m_fog && visibility_service.is_initialized()) {
       m_fog->updateMask(
           visibility_service.getWidth(), visibility_service.getHeight(),
           visibility_service.getTileSize(), visibility_service.snapshotCells());
@@ -2197,7 +2197,7 @@ void GameEngine::update_minimap_fog(float dt) {
   m_minimap_update_timer = 0.0F;
 
   auto &visibility_service = Game::Map::VisibilityService::instance();
-  if (!visibility_service.isInitialized()) {
+  if (!visibility_service.is_initialized()) {
 
     if (m_minimap_image != m_minimap_base_image) {
       m_minimap_image = m_minimap_base_image;
@@ -2358,7 +2358,7 @@ void GameEngine::update_minimap_units() {
       marker.world_z = transform->position.z;
       marker.owner_id = unit->owner_id;
       marker.is_selected = selected_ids.count(entity_id) > 0;
-      marker.is_building = Game::Units::isBuildingSpawn(unit->spawn_type);
+      marker.is_building = Game::Units::is_building_spawn(unit->spawn_type);
 
       markers.push_back(marker);
     }

+ 4 - 4
app/core/game_engine.h

@@ -173,10 +173,10 @@ public:
 
   Q_INVOKABLE [[nodiscard]] static QVariantMap get_player_stats(int owner_id);
 
-  [[nodiscard]] int selected_player_id() const { return m_selectedPlayerId; }
+  [[nodiscard]] int selected_player_id() const { return m_selected_player_id; }
   void set_selected_player_id(int id) {
-    if (m_selectedPlayerId != id) {
-      m_selectedPlayerId = id;
+    if (m_selected_player_id != id) {
+      m_selected_player_id = id;
       emit selected_player_id_changed();
     }
   }
@@ -332,7 +332,7 @@ private:
   Game::Systems::LevelSnapshot m_level;
   SelectedUnitsModel *m_selectedUnitsModel = nullptr;
   int m_enemyTroopsDefeated = 0;
-  int m_selectedPlayerId = 1;
+  int m_selected_player_id = 1;
   QVariantList m_available_maps;
   QVariantList m_available_campaigns;
   bool m_maps_loading = false;

+ 7 - 7
game/core/serialization.cpp

@@ -789,13 +789,13 @@ auto Serialization::serializeWorld(const World *world) -> QJsonDocument {
   world_obj["nextEntityId"] = static_cast<qint64>(world->get_next_entity_id());
   world_obj["schemaVersion"] = 1;
   world_obj["owner_registry"] =
-      Game::Systems::OwnerRegistry::instance().toJson();
+      Game::Systems::OwnerRegistry::instance().to_json();
 
   const auto &terrain_service = Game::Map::TerrainService::instance();
-  if (terrain_service.isInitialized() &&
-      (terrain_service.getHeightMap() != nullptr)) {
-    world_obj["terrain"] = serializeTerrain(terrain_service.getHeightMap(),
-                                            terrain_service.biomeSettings(),
+  if (terrain_service.is_initialized() &&
+      (terrain_service.get_height_map() != nullptr)) {
+    world_obj["terrain"] = serializeTerrain(terrain_service.get_height_map(),
+                                            terrain_service.biome_settings(),
                                             terrain_service.road_segments());
   }
 
@@ -824,7 +824,7 @@ void Serialization::deserializeWorld(World *world, const QJsonDocument &doc) {
   }
 
   if (world_obj.contains("owner_registry")) {
-    Game::Systems::OwnerRegistry::instance().fromJson(
+    Game::Systems::OwnerRegistry::instance().from_json(
         world_obj["owner_registry"].toObject());
   }
 
@@ -847,7 +847,7 @@ void Serialization::deserializeWorld(World *world, const QJsonDocument &doc) {
     deserializeTerrain(temp_height_map.get(), biome, roads, terrain_obj);
 
     auto &terrain_service = Game::Map::TerrainService::instance();
-    terrain_service.restoreFromSerialized(
+    terrain_service.restore_from_serialized(
         width, height, tile_size, temp_height_map->getHeightData(),
         temp_height_map->getTerrainTypes(), temp_height_map->getRiverSegments(),
         roads, temp_height_map->getBridges(), biome);

+ 4 - 3
game/core/world.cpp

@@ -114,7 +114,7 @@ auto World::get_allied_units(int owner_id) const -> std::vector<Entity *> {
     }
 
     if (unit->owner_id == owner_id ||
-        owner_registry.areAllies(owner_id, unit->owner_id)) {
+        owner_registry.are_allies(owner_id, unit->owner_id)) {
       result.push_back(entity.get());
     }
   }
@@ -133,7 +133,7 @@ auto World::get_enemy_units(int owner_id) const -> std::vector<Entity *> {
       continue;
     }
 
-    if (owner_registry.areEnemies(owner_id, unit->owner_id)) {
+    if (owner_registry.are_enemies(owner_id, unit->owner_id)) {
       result.push_back(entity.get());
     }
   }
@@ -141,7 +141,8 @@ auto World::get_enemy_units(int owner_id) const -> std::vector<Entity *> {
 }
 
 auto World::count_troops_for_player(int owner_id) -> int {
-  return Game::Systems::TroopCountRegistry::instance().getTroopCount(owner_id);
+  return Game::Systems::TroopCountRegistry::instance().get_troop_count(
+      owner_id);
 }
 
 auto World::get_next_entity_id() const -> EntityID {

+ 59 - 59
game/game_config.h

@@ -3,24 +3,24 @@
 namespace Game {
 
 struct CameraConfig {
-  float defaultDistance = 12.0F;
-  float defaultPitch = 45.0F;
-  float defaultYaw = 225.0F;
-  float orbitStepNormal = 4.0F;
-  float orbitStepShift = 8.0F;
+  float default_distance = 12.0F;
+  float default_pitch = 45.0F;
+  float default_yaw = 225.0F;
+  float orbit_step_normal = 4.0F;
+  float orbit_step_shift = 8.0F;
 };
 
 struct ArrowConfig {
-  float arcHeightMultiplier = 0.15F;
-  float arcHeightMin = 0.2F;
-  float arcHeightMax = 1.2F;
-  float speedDefault = 8.0F;
-  float speedAttack = 6.0F;
+  float arc_height_multiplier = 0.15F;
+  float arc_height_min = 0.2F;
+  float arc_height_max = 1.2F;
+  float speed_default = 8.0F;
+  float speed_attack = 6.0F;
 };
 
 struct GameplayConfig {
   float visibility_update_interval = 0.075F;
-  float formationSpacingDefault = 1.0F;
+  float formation_spacing_default = 1.0F;
   int max_troops_per_player = 500;
 };
 
@@ -41,95 +41,95 @@ public:
     return m_gameplay;
   }
 
-  [[nodiscard]] auto getCameraDefaultDistance() const noexcept -> float {
-    return m_camera.defaultDistance;
+  [[nodiscard]] auto get_camera_default_distance() const noexcept -> float {
+    return m_camera.default_distance;
   }
-  [[nodiscard]] auto getCameraDefaultPitch() const noexcept -> float {
-    return m_camera.defaultPitch;
+  [[nodiscard]] auto get_camera_default_pitch() const noexcept -> float {
+    return m_camera.default_pitch;
   }
-  [[nodiscard]] auto getCameraDefaultYaw() const noexcept -> float {
-    return m_camera.defaultYaw;
+  [[nodiscard]] auto get_camera_default_yaw() const noexcept -> float {
+    return m_camera.default_yaw;
   }
 
-  [[nodiscard]] auto getArrowArcHeightMultiplier() const noexcept -> float {
-    return m_arrow.arcHeightMultiplier;
+  [[nodiscard]] auto get_arrow_arc_height_multiplier() const noexcept -> float {
+    return m_arrow.arc_height_multiplier;
   }
-  [[nodiscard]] auto getArrowArcHeightMin() const noexcept -> float {
-    return m_arrow.arcHeightMin;
+  [[nodiscard]] auto get_arrow_arc_height_min() const noexcept -> float {
+    return m_arrow.arc_height_min;
   }
-  [[nodiscard]] auto getArrowArcHeightMax() const noexcept -> float {
-    return m_arrow.arcHeightMax;
+  [[nodiscard]] auto get_arrow_arc_height_max() const noexcept -> float {
+    return m_arrow.arc_height_max;
   }
 
-  [[nodiscard]] auto getArrowSpeedDefault() const noexcept -> float {
-    return m_arrow.speedDefault;
+  [[nodiscard]] auto get_arrow_speed_default() const noexcept -> float {
+    return m_arrow.speed_default;
   }
-  [[nodiscard]] auto getArrowSpeedAttack() const noexcept -> float {
-    return m_arrow.speedAttack;
+  [[nodiscard]] auto get_arrow_speed_attack() const noexcept -> float {
+    return m_arrow.speed_attack;
   }
 
-  [[nodiscard]] auto getVisibilityUpdateInterval() const noexcept -> float {
+  [[nodiscard]] auto get_visibility_update_interval() const noexcept -> float {
     return m_gameplay.visibility_update_interval;
   }
 
-  [[nodiscard]] auto getFormationSpacingDefault() const noexcept -> float {
-    return m_gameplay.formationSpacingDefault;
+  [[nodiscard]] auto get_formation_spacing_default() const noexcept -> float {
+    return m_gameplay.formation_spacing_default;
   }
 
-  [[nodiscard]] auto getCameraOrbitStepNormal() const noexcept -> float {
-    return m_camera.orbitStepNormal;
+  [[nodiscard]] auto get_camera_orbit_step_normal() const noexcept -> float {
+    return m_camera.orbit_step_normal;
   }
-  [[nodiscard]] auto getCameraOrbitStepShift() const noexcept -> float {
-    return m_camera.orbitStepShift;
+  [[nodiscard]] auto get_camera_orbit_step_shift() const noexcept -> float {
+    return m_camera.orbit_step_shift;
   }
 
-  void setCameraDefaultDistance(float value) noexcept {
-    m_camera.defaultDistance = value;
+  void set_camera_default_distance(float value) noexcept {
+    m_camera.default_distance = value;
   }
-  void setCameraDefaultPitch(float value) noexcept {
-    m_camera.defaultPitch = value;
+  void set_camera_default_pitch(float value) noexcept {
+    m_camera.default_pitch = value;
   }
-  void setCameraDefaultYaw(float value) noexcept {
-    m_camera.defaultYaw = value;
+  void set_camera_default_yaw(float value) noexcept {
+    m_camera.default_yaw = value;
   }
 
-  void setArrowArcHeightMultiplier(float value) noexcept {
-    m_arrow.arcHeightMultiplier = value;
+  void set_arrow_arc_height_multiplier(float value) noexcept {
+    m_arrow.arc_height_multiplier = value;
   }
-  void setArrowArcHeightMin(float value) noexcept {
-    m_arrow.arcHeightMin = value;
+  void set_arrow_arc_height_min(float value) noexcept {
+    m_arrow.arc_height_min = value;
   }
-  void setArrowArcHeightMax(float value) noexcept {
-    m_arrow.arcHeightMax = value;
+  void set_arrow_arc_height_max(float value) noexcept {
+    m_arrow.arc_height_max = value;
   }
 
-  void setArrowSpeedDefault(float value) noexcept {
-    m_arrow.speedDefault = value;
+  void set_arrow_speed_default(float value) noexcept {
+    m_arrow.speed_default = value;
   }
-  void setArrowSpeedAttack(float value) noexcept {
-    m_arrow.speedAttack = value;
+  void set_arrow_speed_attack(float value) noexcept {
+    m_arrow.speed_attack = value;
   }
 
-  void setVisibilityUpdateInterval(float value) noexcept {
+  void set_visibility_update_interval(float value) noexcept {
     m_gameplay.visibility_update_interval = value;
   }
 
-  void setFormationSpacingDefault(float value) noexcept {
-    m_gameplay.formationSpacingDefault = value;
+  void set_formation_spacing_default(float value) noexcept {
+    m_gameplay.formation_spacing_default = value;
   }
 
-  void setCameraOrbitStepNormal(float value) noexcept {
-    m_camera.orbitStepNormal = value;
+  void set_camera_orbit_step_normal(float value) noexcept {
+    m_camera.orbit_step_normal = value;
   }
-  void setCameraOrbitStepShift(float value) noexcept {
-    m_camera.orbitStepShift = value;
+  void set_camera_orbit_step_shift(float value) noexcept {
+    m_camera.orbit_step_shift = value;
   }
 
-  [[nodiscard]] auto getMaxTroopsPerPlayer() const noexcept -> int {
+  [[nodiscard]] auto get_max_troops_per_player() const noexcept -> int {
     return m_gameplay.max_troops_per_player;
   }
 
-  void setMaxTroopsPerPlayer(int value) noexcept {
+  void set_max_troops_per_player(int value) noexcept {
     m_gameplay.max_troops_per_player = value;
   }
 

+ 2 - 2
game/map/environment.cpp

@@ -25,8 +25,8 @@ void Environment::apply(const MapDefinition &def,
 void Environment::applyDefault(Render::GL::Renderer &renderer,
                                Render::GL::Camera &camera) {
   const auto &camera_config = Game::GameConfig::instance().camera();
-  camera.setRTSView(QVector3D(0, 0, 0), 15.0F, camera_config.defaultPitch,
-                    camera_config.defaultYaw);
+  camera.setRTSView(QVector3D(0, 0, 0), 15.0F, camera_config.default_pitch,
+                    camera_config.default_yaw);
 
   camera.setPerspective(45.0F, 16.0F / 9.0F, 1.0F, 200.0F);
   Render::GL::Renderer::GridParams gp;

+ 10 - 9
game/map/level_loader.cpp

@@ -75,7 +75,8 @@ auto LevelLoader::loadFromAssets(
 
     const Game::Visuals::VisualCatalog *catalog_ptr =
         visuals_loaded ? &visual_catalog : nullptr;
-    auto rt = Game::Map::MapTransformer::applyToWorld(def, world, catalog_ptr);
+    auto rt =
+        Game::Map::MapTransformer::apply_to_world(def, world, catalog_ptr);
     if (!rt.unit_ids.empty()) {
       res.player_unit_id = rt.unit_ids.front();
     } else {
@@ -87,9 +88,9 @@ auto LevelLoader::loadFromAssets(
         sp.position = QVector3D(0.0F, 0.0F, 0.0F);
         sp.player_id = 0;
         sp.spawn_type = Game::Units::SpawnType::Archer;
-        sp.ai_controlled = !owners.isPlayer(sp.player_id);
+        sp.ai_controlled = !owners.is_player(sp.player_id);
         if (const auto *nation =
-                nationRegistry.getNationForPlayer(sp.player_id)) {
+                nationRegistry.get_nation_for_player(sp.player_id)) {
           sp.nation_id = nation->id;
         } else {
           sp.nation_id = nationRegistry.default_nation_id();
@@ -107,7 +108,7 @@ auto LevelLoader::loadFromAssets(
     for (auto *e : world.get_entities_with<Engine::Core::UnitComponent>()) {
       if (auto *u = e->get_component<Engine::Core::UnitComponent>()) {
         if (u->spawn_type == Game::Units::SpawnType::Barracks &&
-            owners.isPlayer(u->owner_id)) {
+            owners.is_player(u->owner_id)) {
           has_barracks = true;
           break;
         }
@@ -119,11 +120,11 @@ auto LevelLoader::loadFromAssets(
       if (reg2) {
         Game::Units::SpawnParams sp;
         sp.position = QVector3D(-4.0F, 0.0F, -3.0F);
-        sp.player_id = owners.getLocalPlayerId();
+        sp.player_id = owners.get_local_player_id();
         sp.spawn_type = Game::Units::SpawnType::Barracks;
-        sp.ai_controlled = !owners.isPlayer(sp.player_id);
+        sp.ai_controlled = !owners.is_player(sp.player_id);
         if (const auto *nation =
-                nationRegistry.getNationForPlayer(sp.player_id)) {
+                nationRegistry.get_nation_for_player(sp.player_id)) {
           sp.nation_id = nation->id;
         } else {
           sp.nation_id = nationRegistry.default_nation_id();
@@ -153,9 +154,9 @@ auto LevelLoader::loadFromAssets(
       sp.position = QVector3D(0.0F, 0.0F, 0.0F);
       sp.player_id = 0;
       sp.spawn_type = Game::Units::SpawnType::Archer;
-      sp.ai_controlled = !owners.isPlayer(sp.player_id);
+      sp.ai_controlled = !owners.is_player(sp.player_id);
       if (const auto *nation =
-              nationRegistry.getNationForPlayer(sp.player_id)) {
+              nationRegistry.get_nation_for_player(sp.player_id)) {
         sp.nation_id = nation->id;
       } else {
         sp.nation_id = nationRegistry.default_nation_id();

+ 14 - 14
game/map/map_catalog.cpp

@@ -127,7 +127,7 @@ auto MapCatalog::availableMaps() -> QVariantList {
   return list;
 }
 
-void MapCatalog::loadMapsAsync() {
+void MapCatalog::load_maps_async() {
   if (m_loading) {
     return;
   }
@@ -135,15 +135,15 @@ void MapCatalog::loadMapsAsync() {
   m_maps.clear();
   m_pendingFiles.clear();
   m_loading = true;
-  emit loadingChanged(true);
+  emit loading_changed(true);
 
   const QString maps_root =
       Utils::Resources::resolveResourcePath(QStringLiteral(":/assets/maps"));
   QDir const maps_dir(maps_root);
   if (!maps_dir.exists()) {
     m_loading = false;
-    emit loadingChanged(false);
-    emit allMapsLoaded();
+    emit loading_changed(false);
+    emit all_maps_loaded();
     return;
   }
 
@@ -152,19 +152,19 @@ void MapCatalog::loadMapsAsync() {
 
   if (m_pendingFiles.isEmpty()) {
     m_loading = false;
-    emit loadingChanged(false);
-    emit allMapsLoaded();
+    emit loading_changed(false);
+    emit all_maps_loaded();
     return;
   }
 
-  QTimer::singleShot(0, this, &MapCatalog::loadNextMap);
+  QTimer::singleShot(0, this, &MapCatalog::load_next_map);
 }
 
-void MapCatalog::loadNextMap() {
+void MapCatalog::load_next_map() {
   if (m_pendingFiles.isEmpty()) {
     m_loading = false;
-    emit loadingChanged(false);
-    emit allMapsLoaded();
+    emit loading_changed(false);
+    emit all_maps_loaded();
     return;
   }
 
@@ -178,15 +178,15 @@ void MapCatalog::loadNextMap() {
   QVariantMap const entry = loadSingleMap(path);
   if (!entry.isEmpty()) {
     m_maps.append(entry);
-    emit mapLoaded(entry);
+    emit map_loaded(entry);
   }
 
   if (!m_pendingFiles.isEmpty()) {
-    QTimer::singleShot(10, this, &MapCatalog::loadNextMap);
+    QTimer::singleShot(10, this, &MapCatalog::load_next_map);
   } else {
     m_loading = false;
-    emit loadingChanged(false);
-    emit allMapsLoaded();
+    emit loading_changed(false);
+    emit all_maps_loaded();
   }
 }
 

+ 5 - 5
game/map/map_catalog.h

@@ -13,18 +13,18 @@ public:
 
   static auto availableMaps() -> QVariantList;
 
-  Q_INVOKABLE void loadMapsAsync();
+  Q_INVOKABLE void load_maps_async();
 
   [[nodiscard]] auto isLoading() const -> bool { return m_loading; }
   [[nodiscard]] auto maps() const -> const QVariantList & { return m_maps; }
 
 signals:
-  void mapLoaded(QVariantMap mapData);
-  void allMapsLoaded();
-  void loadingChanged(bool loading);
+  void map_loaded(QVariantMap mapData);
+  void all_maps_loaded();
+  void loading_changed(bool loading);
 
 private:
-  void loadNextMap();
+  void load_next_map();
   static auto loadSingleMap(const QString &filePath) -> QVariantMap;
 
   QStringList m_pendingFiles;

+ 13 - 12
game/map/map_transformer.cpp

@@ -41,12 +41,12 @@ auto MapTransformer::getFactoryRegistry()
 
 void MapTransformer::set_local_owner_id(int owner_id) {
   auto &owners = Game::Systems::OwnerRegistry::instance();
-  owners.setLocalPlayerId(owner_id);
+  owners.set_local_player_id(owner_id);
 }
 
 auto MapTransformer::local_owner_id() -> int {
   auto &owners = Game::Systems::OwnerRegistry::instance();
-  return owners.getLocalPlayerId();
+  return owners.get_local_player_id();
 }
 
 void MapTransformer::setPlayerTeamOverrides(
@@ -58,7 +58,7 @@ void MapTransformer::clearPlayerTeamOverrides() {
   s_player_team_overrides.clear();
 }
 
-auto MapTransformer::applyToWorld(
+auto MapTransformer::apply_to_world(
     const MapDefinition &def, Engine::Core::World &world,
     const Game::Visuals::VisualCatalog *visuals) -> MapRuntime {
   MapRuntime rt;
@@ -87,11 +87,11 @@ auto MapTransformer::applyToWorld(
       continue;
     }
 
-    if (owner_registry.getOwnerType(player_id) ==
+    if (owner_registry.get_owner_type(player_id) ==
         Game::Systems::OwnerType::Neutral) {
 
       bool const is_local_player =
-          (player_id == owner_registry.getLocalPlayerId());
+          (player_id == owner_registry.get_local_player_id());
       Game::Systems::OwnerType const owner_type =
           is_local_player ? Game::Systems::OwnerType::Player
                           : Game::Systems::OwnerType::AI;
@@ -100,7 +100,7 @@ auto MapTransformer::applyToWorld(
           is_local_player ? "Player " + std::to_string(player_id)
                           : "AI Player " + std::to_string(player_id);
 
-      owner_registry.registerOwnerWithId(player_id, owner_type, owner_name);
+      owner_registry.register_owner_with_id(player_id, owner_type, owner_name);
     }
 
     int final_team_id = 0;
@@ -116,7 +116,7 @@ auto MapTransformer::applyToWorld(
       } else {
       }
     }
-    owner_registry.setOwnerTeam(player_id, final_team_id);
+    owner_registry.set_owner_team(player_id, final_team_id);
   }
 
   for (const auto &s : def.spawns) {
@@ -141,7 +141,8 @@ auto MapTransformer::applyToWorld(
     }
 
     auto &terrain = Game::Map::TerrainService::instance();
-    if (terrain.isInitialized() && terrain.isForbiddenWorld(world_x, world_z)) {
+    if (terrain.is_initialized() &&
+        terrain.is_forbidden_world(world_x, world_z)) {
       const float tile = std::max(0.0001F, def.grid.tile_size);
       bool found = false;
       const int max_radius = 12;
@@ -154,7 +155,7 @@ auto MapTransformer::applyToWorld(
             }
             float const cand_x = world_x + float(ox) * tile;
             float const cand_z = world_z + float(oz) * tile;
-            if (!terrain.isForbiddenWorld(cand_x, cand_z)) {
+            if (!terrain.is_forbidden_world(cand_x, cand_z)) {
               world_x = cand_x;
               world_z = cand_z;
               found = true;
@@ -175,14 +176,14 @@ auto MapTransformer::applyToWorld(
       sp.position = QVector3D(world_x, 0.0F, world_z);
       sp.player_id = effective_player_id;
       sp.spawn_type = s.type;
-      sp.ai_controlled = !owner_registry.isPlayer(effective_player_id);
+      sp.ai_controlled = !owner_registry.is_player(effective_player_id);
       sp.max_population = s.max_population;
 
       if (s.nation.has_value()) {
         sp.nation_id = s.nation.value();
       } else if (const auto *nation =
                      Game::Systems::NationRegistry::instance()
-                         .getNationForPlayer(effective_player_id)) {
+                         .get_nation_for_player(effective_player_id)) {
         sp.nation_id = nation->id;
       } else {
         sp.nation_id =
@@ -211,7 +212,7 @@ auto MapTransformer::applyToWorld(
       if (visuals != nullptr) {
         Game::Visuals::VisualDef defv;
         if (visuals->lookup(Game::Units::spawn_typeToString(s.type), defv)) {
-          Game::Visuals::applyToRenderable(defv, *r);
+          Game::Visuals::apply_to_renderable(defv, *r);
         }
       }
       if (r->color[0] == 0.0F && r->color[1] == 0.0F && r->color[2] == 0.0F) {

+ 1 - 1
game/map/map_transformer.h

@@ -21,7 +21,7 @@ struct MapRuntime {
 
 class MapTransformer {
 public:
-  static auto applyToWorld(
+  static auto apply_to_world(
       const MapDefinition &def, Engine::Core::World &world,
       const Game::Visuals::VisualCatalog *visuals = nullptr) -> MapRuntime;
 

+ 1 - 1
game/map/minimap/minimap_generator.cpp

@@ -455,7 +455,7 @@ void MinimapGenerator::render_structures(QImage &image,
   painter.setRenderHint(QPainter::Antialiasing, true);
 
   for (const auto &spawn : map_def.spawns) {
-    if (!Game::Units::isBuildingSpawn(spawn.type)) {
+    if (!Game::Units::is_building_spawn(spawn.type)) {
       continue;
     }
 

+ 67 - 66
game/map/skirmish_loader.cpp

@@ -63,7 +63,7 @@ SkirmishLoader::SkirmishLoader(Engine::Core::World &world,
                                Render::GL::Camera &camera)
     : m_world(world), m_renderer(renderer), m_camera(camera) {}
 
-void SkirmishLoader::resetGameState() {
+void SkirmishLoader::reset_game_state() {
   if (auto *selection_system =
           m_world.get_system<Game::Systems::SelectionSystem>()) {
     selection_system->clear_selection();
@@ -95,7 +95,7 @@ void SkirmishLoader::resetGameState() {
   auto &troop_registry = Game::Systems::TroopCountRegistry::instance();
   troop_registry.clear();
 
-  Game::Systems::NationRegistry::instance().clearPlayerAssignments();
+  Game::Systems::NationRegistry::instance().clear_player_assignments();
 
   if (m_fog != nullptr) {
     m_fog->updateMask(0, 0, 1.0F, {});
@@ -104,11 +104,11 @@ void SkirmishLoader::resetGameState() {
 
 auto SkirmishLoader::start(const QString &map_path,
                            const QVariantList &playerConfigs,
-                           int selectedPlayerId,
-                           int &outSelectedPlayerId) -> SkirmishLoadResult {
+                           int selected_player_id,
+                           int &out_selected_player_id) -> SkirmishLoadResult {
   SkirmishLoadResult result;
 
-  resetGameState();
+  reset_game_state();
 
   QSet<int> map_player_ids;
   QFile map_file(map_path);
@@ -140,17 +140,17 @@ auto SkirmishLoader::start(const QString &map_path,
 
   auto &owner_registry = Game::Systems::OwnerRegistry::instance();
 
-  int player_owner_id = selectedPlayerId;
+  int player_owner_id = selected_player_id;
 
   if (!map_player_ids.contains(player_owner_id)) {
     if (!map_player_ids.isEmpty()) {
       QList<int> sorted_ids = map_player_ids.values();
       std::sort(sorted_ids.begin(), sorted_ids.end());
       player_owner_id = sorted_ids.first();
-      qWarning() << "Selected player ID" << selectedPlayerId
+      qWarning() << "Selected player ID" << selected_player_id
                  << "not found in map spawns. Using" << player_owner_id
                  << "instead.";
-      outSelectedPlayerId = player_owner_id;
+      out_selected_player_id = player_owner_id;
     } else {
       qWarning() << "No valid player spawns found in map. Using default "
                     "player ID"
@@ -158,7 +158,7 @@ auto SkirmishLoader::start(const QString &map_path,
     }
   }
 
-  owner_registry.setLocalPlayerId(player_owner_id);
+  owner_registry.set_local_player_id(player_owner_id);
 
   std::unordered_map<int, int> team_overrides;
   std::unordered_map<int, Game::Systems::NationID> nation_overrides;
@@ -229,20 +229,20 @@ auto SkirmishLoader::start(const QString &map_path,
     int player_id = *it;
     auto nat_it = nation_overrides.find(player_id);
     if (nat_it != nation_overrides.end()) {
-      nation_registry.setPlayerNation(player_id, nat_it->second);
+      nation_registry.set_player_nation(player_id, nat_it->second);
     } else {
-      nation_registry.setPlayerNation(player_id,
-                                      nation_registry.default_nation_id());
+      nation_registry.set_player_nation(player_id,
+                                        nation_registry.default_nation_id());
     }
   }
 
   if (map_player_ids.isEmpty()) {
     auto nat_it = nation_overrides.find(player_owner_id);
     if (nat_it != nation_overrides.end()) {
-      nation_registry.setPlayerNation(player_owner_id, nat_it->second);
+      nation_registry.set_player_nation(player_owner_id, nat_it->second);
     } else {
-      nation_registry.setPlayerNation(player_owner_id,
-                                      nation_registry.default_nation_id());
+      nation_registry.set_player_nation(player_owner_id,
+                                        nation_registry.default_nation_id());
     }
   }
 
@@ -272,8 +272,8 @@ auto SkirmishLoader::start(const QString &map_path,
         const int red = color_hex.mid(1, 2).toInt(&conversion_ok, hex_base);
         const int green = color_hex.mid(3, 2).toInt(&conversion_ok, hex_base);
         const int blue = color_hex.mid(5, 2).toInt(&conversion_ok, hex_base);
-        owner_registry.setOwnerColor(player_id, red / color_scale,
-                                     green / color_scale, blue / color_scale);
+        owner_registry.set_owner_color(player_id, red / color_scale,
+                                       green / color_scale, blue / color_scale);
       }
     }
 
@@ -307,96 +307,97 @@ auto SkirmishLoader::start(const QString &map_path,
     } else {
       m_ground->configureExtent(50.0F);
     }
-    if (terrain_service.isInitialized()) {
-      m_ground->setBiome(terrain_service.biomeSettings());
+    if (terrain_service.is_initialized()) {
+      m_ground->setBiome(terrain_service.biome_settings());
     }
   }
 
   if (m_terrain != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_terrain->configure(*terrain_service.getHeightMap(),
-                           terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_terrain->configure(*terrain_service.get_height_map(),
+                           terrain_service.biome_settings());
     }
   }
 
   if (m_biome != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_biome->configure(*terrain_service.getHeightMap(),
-                         terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_biome->configure(*terrain_service.get_height_map(),
+                         terrain_service.biome_settings());
     }
   }
 
   if (m_river != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_river->configure(terrain_service.getHeightMap()->getRiverSegments(),
-                         terrain_service.getHeightMap()->getTileSize());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_river->configure(terrain_service.get_height_map()->getRiverSegments(),
+                         terrain_service.get_height_map()->getTileSize());
     }
   }
 
   if (m_road != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
       m_road->configure(terrain_service.road_segments(),
-                        terrain_service.getHeightMap()->getTileSize());
+                        terrain_service.get_height_map()->getTileSize());
     }
   }
 
   if (m_riverbank != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_riverbank->configure(terrain_service.getHeightMap()->getRiverSegments(),
-                             *terrain_service.getHeightMap());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_riverbank->configure(
+          terrain_service.get_height_map()->getRiverSegments(),
+          *terrain_service.get_height_map());
     }
   }
 
   if (m_bridge != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_bridge->configure(terrain_service.getHeightMap()->getBridges(),
-                          terrain_service.getHeightMap()->getTileSize());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_bridge->configure(terrain_service.get_height_map()->getBridges(),
+                          terrain_service.get_height_map()->getTileSize());
     }
   }
 
   if (m_stone != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_stone->configure(*terrain_service.getHeightMap(),
-                         terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_stone->configure(*terrain_service.get_height_map(),
+                         terrain_service.biome_settings());
     }
   }
 
   if (m_plant != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_plant->configure(*terrain_service.getHeightMap(),
-                         terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_plant->configure(*terrain_service.get_height_map(),
+                         terrain_service.biome_settings());
     }
   }
 
   if (m_pine != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_pine->configure(*terrain_service.getHeightMap(),
-                        terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_pine->configure(*terrain_service.get_height_map(),
+                        terrain_service.biome_settings());
     }
   }
 
   if (m_olive != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_olive->configure(*terrain_service.getHeightMap(),
-                         terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_olive->configure(*terrain_service.get_height_map(),
+                         terrain_service.biome_settings());
     }
   }
 
   if (m_firecamp != nullptr) {
-    if (terrain_service.isInitialized() &&
-        (terrain_service.getHeightMap() != nullptr)) {
-      m_firecamp->configure(*terrain_service.getHeightMap(),
-                            terrain_service.biomeSettings());
+    if (terrain_service.is_initialized() &&
+        (terrain_service.get_height_map() != nullptr)) {
+      m_firecamp->configure(*terrain_service.get_height_map(),
+                            terrain_service.biome_settings());
 
       const auto &fire_camps = terrain_service.fire_camps();
       if (!fire_camps.empty()) {
@@ -404,7 +405,7 @@ auto SkirmishLoader::start(const QString &map_path,
         std::vector<float> intensities;
         std::vector<float> radii;
 
-        const auto *height_map = terrain_service.getHeightMap();
+        const auto *height_map = terrain_service.get_height_map();
         const float tile_size = height_map->getTileSize();
         const int width = height_map->getWidth();
         const int height = height_map->getHeight();
@@ -416,7 +417,7 @@ auto SkirmishLoader::start(const QString &map_path,
           float const world_x = (fc.x - half_width) * tile_size;
           float const world_z = (fc.z - half_height) * tile_size;
           float const world_y =
-              terrain_service.getTerrainHeight(world_x, world_z);
+              terrain_service.get_terrain_height(world_x, world_z);
 
           positions.emplace_back(world_x, world_y, world_z);
           intensities.push_back(fc.intensity);
@@ -439,7 +440,7 @@ auto SkirmishLoader::start(const QString &map_path,
   visibility_service.initialize(map_width, map_height, level_result.tile_size);
   visibility_service.computeImmediate(m_world, player_owner_id);
 
-  if ((m_fog != nullptr) && visibility_service.isInitialized()) {
+  if ((m_fog != nullptr) && visibility_service.is_initialized()) {
     m_fog->updateMask(
         visibility_service.getWidth(), visibility_service.getHeight(),
         visibility_service.getTileSize(), visibility_service.snapshotCells());
@@ -483,7 +484,7 @@ auto SkirmishLoader::start(const QString &map_path,
             focus_entity->get_component<Engine::Core::TransformComponent>()) {
       result.focusPosition = QVector3D(
           transform->position.x, transform->position.y, transform->position.z);
-      result.hasFocusPosition = true;
+      result.has_focus_position = true;
     }
   }
 

+ 19 - 19
game/map/skirmish_loader.h

@@ -47,7 +47,7 @@ struct SkirmishLoadResult {
   int max_troops_per_player = 500;
   VictoryConfig victoryConfig;
   QVector3D focusPosition;
-  bool hasFocusPosition = false;
+  bool has_focus_position = false;
 };
 
 class SkirmishLoader {
@@ -58,44 +58,44 @@ public:
   SkirmishLoader(Engine::Core::World &world, Render::GL::Renderer &renderer,
                  Render::GL::Camera &camera);
 
-  void setGroundRenderer(Render::GL::GroundRenderer *ground) {
+  void set_ground_renderer(Render::GL::GroundRenderer *ground) {
     m_ground = ground;
   }
-  void setTerrainRenderer(Render::GL::TerrainRenderer *terrain) {
+  void set_terrain_renderer(Render::GL::TerrainRenderer *terrain) {
     m_terrain = terrain;
   }
-  void setBiomeRenderer(Render::GL::BiomeRenderer *biome) { m_biome = biome; }
-  void setRiverRenderer(Render::GL::RiverRenderer *river) { m_river = river; }
-  void setRoadRenderer(Render::GL::RoadRenderer *road) { m_road = road; }
-  void setRiverbankRenderer(Render::GL::RiverbankRenderer *riverbank) {
+  void set_biome_renderer(Render::GL::BiomeRenderer *biome) { m_biome = biome; }
+  void set_river_renderer(Render::GL::RiverRenderer *river) { m_river = river; }
+  void set_road_renderer(Render::GL::RoadRenderer *road) { m_road = road; }
+  void set_riverbank_renderer(Render::GL::RiverbankRenderer *riverbank) {
     m_riverbank = riverbank;
   }
-  void setBridgeRenderer(Render::GL::BridgeRenderer *bridge) {
+  void set_bridge_renderer(Render::GL::BridgeRenderer *bridge) {
     m_bridge = bridge;
   }
-  void setFogRenderer(Render::GL::FogRenderer *fog) { m_fog = fog; }
-  void setStoneRenderer(Render::GL::StoneRenderer *stone) { m_stone = stone; }
-  void setPlantRenderer(Render::GL::PlantRenderer *plant) { m_plant = plant; }
-  void setPineRenderer(Render::GL::PineRenderer *pine) { m_pine = pine; }
-  void setOliveRenderer(Render::GL::OliveRenderer *olive) { m_olive = olive; }
-  void setFireCampRenderer(Render::GL::FireCampRenderer *firecamp) {
+  void set_fog_renderer(Render::GL::FogRenderer *fog) { m_fog = fog; }
+  void set_stone_renderer(Render::GL::StoneRenderer *stone) { m_stone = stone; }
+  void set_plant_renderer(Render::GL::PlantRenderer *plant) { m_plant = plant; }
+  void set_pine_renderer(Render::GL::PineRenderer *pine) { m_pine = pine; }
+  void set_olive_renderer(Render::GL::OliveRenderer *olive) { m_olive = olive; }
+  void set_fire_camp_renderer(Render::GL::FireCampRenderer *firecamp) {
     m_firecamp = firecamp;
   }
 
-  void setOnOwnersUpdated(OwnersUpdatedCallback callback) {
+  void set_on_owners_updated(OwnersUpdatedCallback callback) {
     m_onOwnersUpdated = std::move(callback);
   }
 
-  void setOnVisibilityMaskReady(VisibilityMaskReadyCallback callback) {
+  void set_on_visibility_mask_ready(VisibilityMaskReadyCallback callback) {
     m_onVisibilityMaskReady = std::move(callback);
   }
 
   auto start(const QString &map_path, const QVariantList &playerConfigs,
-             int selectedPlayerId,
-             int &outSelectedPlayerId) -> SkirmishLoadResult;
+             int selected_player_id,
+             int &out_selected_player_id) -> SkirmishLoadResult;
 
 private:
-  void resetGameState();
+  void reset_game_state();
   Engine::Core::World &m_world;
   Render::GL::Renderer &m_renderer;
   Render::GL::Camera &m_camera;

+ 17 - 17
game/map/terrain_service.cpp

@@ -23,43 +23,43 @@ void TerrainService::initialize(const MapDefinition &mapDef) {
   m_height_map->buildFromFeatures(mapDef.terrain);
   m_height_map->addRiverSegments(mapDef.rivers);
   m_height_map->addBridges(mapDef.bridges);
-  m_biomeSettings = mapDef.biome;
-  m_height_map->applyBiomeVariation(m_biomeSettings);
+  m_biome_settings = mapDef.biome;
+  m_height_map->applyBiomeVariation(m_biome_settings);
   m_fire_camps = mapDef.firecamps;
   m_road_segments = mapDef.roads;
 }
 
 void TerrainService::clear() {
   m_height_map.reset();
-  m_biomeSettings = BiomeSettings();
+  m_biome_settings = BiomeSettings();
   m_fire_camps.clear();
   m_road_segments.clear();
 }
 
-auto TerrainService::getTerrainHeight(float world_x,
-                                      float world_z) const -> float {
+auto TerrainService::get_terrain_height(float world_x,
+                                        float world_z) const -> float {
   if (!m_height_map) {
     return 0.0F;
   }
   return m_height_map->getHeightAt(world_x, world_z);
 }
 
-auto TerrainService::getTerrainHeightGrid(int grid_x,
-                                          int grid_z) const -> float {
+auto TerrainService::get_terrain_height_grid(int grid_x,
+                                             int grid_z) const -> float {
   if (!m_height_map) {
     return 0.0F;
   }
   return m_height_map->getHeightAtGrid(grid_x, grid_z);
 }
 
-auto TerrainService::isWalkable(int grid_x, int grid_z) const -> bool {
+auto TerrainService::is_walkable(int grid_x, int grid_z) const -> bool {
   if (!m_height_map) {
     return true;
   }
   return m_height_map->isWalkable(grid_x, grid_z);
 }
 
-auto TerrainService::isForbidden(int grid_x, int grid_z) const -> bool {
+auto TerrainService::is_forbidden(int grid_x, int grid_z) const -> bool {
   if (!m_height_map) {
     return false;
   }
@@ -85,8 +85,8 @@ auto TerrainService::isForbidden(int grid_x, int grid_z) const -> bool {
   return registry.isPointInBuilding(world_x, world_z);
 }
 
-auto TerrainService::isForbiddenWorld(float world_x,
-                                      float world_z) const -> bool {
+auto TerrainService::is_forbidden_world(float world_x,
+                                        float world_z) const -> bool {
   if (!m_height_map) {
     return false;
   }
@@ -106,25 +106,25 @@ auto TerrainService::isForbiddenWorld(float world_x,
   const int grid_x_int = static_cast<int>(std::round(grid_x));
   const int grid_z_int = static_cast<int>(std::round(grid_z));
 
-  return isForbidden(grid_x_int, grid_z_int);
+  return is_forbidden(grid_x_int, grid_z_int);
 }
 
-auto TerrainService::isHillEntrance(int grid_x, int grid_z) const -> bool {
+auto TerrainService::is_hill_entrance(int grid_x, int grid_z) const -> bool {
   if (!m_height_map) {
     return false;
   }
   return m_height_map->isHillEntrance(grid_x, grid_z);
 }
 
-auto TerrainService::getTerrainType(int grid_x,
-                                    int grid_z) const -> TerrainType {
+auto TerrainService::get_terrain_type(int grid_x,
+                                      int grid_z) const -> TerrainType {
   if (!m_height_map) {
     return TerrainType::Flat;
   }
   return m_height_map->getTerrainType(grid_x, grid_z);
 }
 
-void TerrainService::restoreFromSerialized(
+void TerrainService::restore_from_serialized(
     int width, int height, float tile_size, const std::vector<float> &heights,
     const std::vector<TerrainType> &terrain_types,
     const std::vector<RiverSegment> &rivers,
@@ -132,7 +132,7 @@ void TerrainService::restoreFromSerialized(
     const BiomeSettings &biome) {
   m_height_map = std::make_unique<TerrainHeightMap>(width, height, tile_size);
   m_height_map->restoreFromData(heights, terrain_types, rivers, bridges);
-  m_biomeSettings = biome;
+  m_biome_settings = biome;
   m_road_segments = roads;
 }
 

+ 23 - 23
game/map/terrain_service.h

@@ -17,30 +17,30 @@ public:
 
   void clear();
 
-  [[nodiscard]] auto getTerrainHeight(float world_x,
-                                      float world_z) const -> float;
+  [[nodiscard]] auto get_terrain_height(float world_x,
+                                        float world_z) const -> float;
 
-  [[nodiscard]] auto getTerrainHeightGrid(int grid_x,
-                                          int grid_z) const -> float;
+  [[nodiscard]] auto get_terrain_height_grid(int grid_x,
+                                             int grid_z) const -> float;
 
-  [[nodiscard]] auto isWalkable(int grid_x, int grid_z) const -> bool;
+  [[nodiscard]] auto is_walkable(int grid_x, int grid_z) const -> bool;
 
-  [[nodiscard]] auto isHillEntrance(int grid_x, int grid_z) const -> bool;
+  [[nodiscard]] auto is_hill_entrance(int grid_x, int grid_z) const -> bool;
 
-  [[nodiscard]] auto isForbidden(int grid_x, int grid_z) const -> bool;
+  [[nodiscard]] auto is_forbidden(int grid_x, int grid_z) const -> bool;
 
-  [[nodiscard]] auto isForbiddenWorld(float world_x,
-                                      float world_z) const -> bool;
+  [[nodiscard]] auto is_forbidden_world(float world_x,
+                                        float world_z) const -> bool;
 
-  [[nodiscard]] auto getTerrainType(int grid_x,
-                                    int grid_z) const -> TerrainType;
+  [[nodiscard]] auto get_terrain_type(int grid_x,
+                                      int grid_z) const -> TerrainType;
 
-  [[nodiscard]] auto getHeightMap() const -> const TerrainHeightMap * {
+  [[nodiscard]] auto get_height_map() const -> const TerrainHeightMap * {
     return m_height_map.get();
   }
 
-  [[nodiscard]] auto biomeSettings() const -> const BiomeSettings & {
-    return m_biomeSettings;
+  [[nodiscard]] auto biome_settings() const -> const BiomeSettings & {
+    return m_biome_settings;
   }
 
   [[nodiscard]] auto fire_camps() const -> const std::vector<FireCamp> & {
@@ -54,17 +54,17 @@ public:
   [[nodiscard]] auto is_point_on_road(float world_x,
                                       float world_z) const -> bool;
 
-  [[nodiscard]] auto isInitialized() const -> bool {
+  [[nodiscard]] auto is_initialized() const -> bool {
     return m_height_map != nullptr;
   }
 
-  void restoreFromSerialized(int width, int height, float tile_size,
-                             const std::vector<float> &heights,
-                             const std::vector<TerrainType> &terrain_types,
-                             const std::vector<RiverSegment> &rivers,
-                             const std::vector<RoadSegment> &roads,
-                             const std::vector<Bridge> &bridges,
-                             const BiomeSettings &biome);
+  void restore_from_serialized(int width, int height, float tile_size,
+                               const std::vector<float> &heights,
+                               const std::vector<TerrainType> &terrain_types,
+                               const std::vector<RiverSegment> &rivers,
+                               const std::vector<RoadSegment> &roads,
+                               const std::vector<Bridge> &bridges,
+                               const BiomeSettings &biome);
 
 private:
   TerrainService() = default;
@@ -74,7 +74,7 @@ private:
   auto operator=(const TerrainService &) -> TerrainService & = delete;
 
   std::unique_ptr<TerrainHeightMap> m_height_map;
-  BiomeSettings m_biomeSettings;
+  BiomeSettings m_biome_settings;
   std::vector<FireCamp> m_fire_camps;
   std::vector<RoadSegment> m_road_segments;
 };

+ 1 - 1
game/map/visibility_service.cpp

@@ -127,7 +127,7 @@ auto VisibilityService::gatherVisionSources(Engine::Core::World &world,
     }
 
     if (unit->owner_id != player_id &&
-        !owner_registry.areAllies(player_id, unit->owner_id)) {
+        !owner_registry.are_allies(player_id, unit->owner_id)) {
       continue;
     }
 

+ 1 - 1
game/map/visibility_service.h

@@ -28,7 +28,7 @@ public:
   auto update(Engine::Core::World &world, int player_id) -> bool;
   void computeImmediate(Engine::Core::World &world, int player_id);
 
-  auto isInitialized() const -> bool { return m_initialized; }
+  auto is_initialized() const -> bool { return m_initialized; }
 
   auto getWidth() const -> int { return m_width; }
   auto getHeight() const -> int { return m_height; }

+ 12 - 12
game/systems/ai_system.cpp

@@ -34,7 +34,7 @@ AISystem::AISystem() {
   m_buildingAttackedSubscription = Engine::Core::ScopedEventSubscription<
       Engine::Core::BuildingAttackedEvent>(
       [this](const Engine::Core::BuildingAttackedEvent &event) {
-        this->onBuildingAttacked(event);
+        this->on_building_attacked(event);
       });
 
   initializeAIPlayers();
@@ -48,14 +48,14 @@ void AISystem::reinitialize() {
 
 void AISystem::initializeAIPlayers() {
   auto &registry = OwnerRegistry::instance();
-  const auto &ai_owner_ids = registry.getAIOwnerIds();
+  const auto &ai_owner_ids = registry.get_ai_owner_ids();
 
   if (ai_owner_ids.empty()) {
     return;
   }
 
   for (uint32_t const player_id : ai_owner_ids) {
-    int const team_id = registry.getOwnerTeam(player_id);
+    int const team_id = registry.get_owner_team(player_id);
     AIInstance instance;
     instance.context.player_id = player_id;
     instance.context.state = AI::AIState::Idle;
@@ -73,11 +73,11 @@ void AISystem::update(Engine::Core::World *world, float delta_time) {
     return;
   }
 
-  m_totalGameTime += delta_time;
+  m_total_game_time += delta_time;
 
-  m_commandFilter.update(m_totalGameTime);
+  m_commandFilter.update(m_total_game_time);
 
-  processResults(*world);
+  process_results(*world);
 
   for (auto &ai : m_aiInstances) {
 
@@ -93,7 +93,7 @@ void AISystem::update(Engine::Core::World *world, float delta_time) {
 
     AI::AISnapshot snapshot = Game::Systems::AI::AISnapshotBuilder::build(
         *world, ai.context.player_id);
-    snapshot.gameTime = m_totalGameTime;
+    snapshot.game_time = m_total_game_time;
 
     AI::AIJob job;
     job.snapshot = std::move(snapshot);
@@ -106,7 +106,7 @@ void AISystem::update(Engine::Core::World *world, float delta_time) {
   }
 }
 
-void AISystem::processResults(Engine::Core::World &world) {
+void AISystem::process_results(Engine::Core::World &world) {
 
   for (auto &ai : m_aiInstances) {
 
@@ -119,7 +119,7 @@ void AISystem::processResults(Engine::Core::World &world) {
       ai.context = result.context;
 
       auto filtered_commands =
-          m_commandFilter.filter(result.commands, m_totalGameTime);
+          m_commandFilter.filter(result.commands, m_total_game_time);
 
       Game::Systems::AI::AICommandApplier::apply(world, ai.context.player_id,
                                                  filtered_commands);
@@ -129,14 +129,14 @@ void AISystem::processResults(Engine::Core::World &world) {
   }
 }
 
-void AISystem::onBuildingAttacked(
+void AISystem::on_building_attacked(
     const Engine::Core::BuildingAttackedEvent &event) {
   for (auto &ai : m_aiInstances) {
     if (ai.context.player_id == event.owner_id) {
-      ai.context.buildingsUnderAttack[event.buildingId] = m_totalGameTime;
+      ai.context.buildingsUnderAttack[event.buildingId] = m_total_game_time;
 
       if (event.buildingId == ai.context.primaryBarracks) {
-        ai.context.barracksUnderThreat = true;
+        ai.context.barracks_under_threat = true;
       }
       break;
     }

+ 3 - 3
game/systems/ai_system.h

@@ -45,16 +45,16 @@ private:
   AI::AICommandApplier m_applier;
   AI::AICommandFilter m_commandFilter;
 
-  float m_totalGameTime = 0.0F;
+  float m_total_game_time = 0.0F;
 
   Engine::Core::ScopedEventSubscription<Engine::Core::BuildingAttackedEvent>
       m_buildingAttackedSubscription;
 
   void initializeAIPlayers();
 
-  void processResults(Engine::Core::World &world);
+  void process_results(Engine::Core::World &world);
 
-  void onBuildingAttacked(const Engine::Core::BuildingAttackedEvent &event);
+  void on_building_attacked(const Engine::Core::BuildingAttackedEvent &event);
 };
 
 } // namespace Game::Systems

+ 1 - 1
game/systems/ai_system/ai_command_applier.cpp

@@ -133,7 +133,7 @@ void AICommandApplier::apply(Engine::Core::World &world, int aiOwnerId,
       int const current_troops =
           Engine::Core::World::count_troops_for_player(aiOwnerId);
       int const max_troops =
-          Game::GameConfig::instance().getMaxTroopsPerPlayer();
+          Game::GameConfig::instance().get_max_troops_per_player();
       Game::Units::TroopType const product_type = production->product_type;
       int const individuals_per_unit =
           Game::Units::TroopConfig::instance().getIndividualsPerUnit(

+ 53 - 50
game/systems/ai_system/ai_reasoner.cpp

@@ -13,8 +13,9 @@ namespace Game::Systems::AI {
 void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
 
   if (ctx.nation == nullptr) {
-    ctx.nation = Game::Systems::NationRegistry::instance().getNationForPlayer(
-        ctx.player_id);
+    ctx.nation =
+        Game::Systems::NationRegistry::instance().get_nation_for_player(
+            ctx.player_id);
   }
 
   cleanupDeadUnits(snapshot, ctx);
@@ -23,39 +24,39 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
   ctx.buildings.clear();
   ctx.primaryBarracks = 0;
   ctx.total_units = 0;
-  ctx.idleUnits = 0;
-  ctx.combatUnits = 0;
-  ctx.meleeCount = 0;
+  ctx.idle_units = 0;
+  ctx.combat_units = 0;
+  ctx.melee_count = 0;
   ctx.rangedCount = 0;
   ctx.damagedUnitsCount = 0;
-  ctx.averageHealth = 1.0F;
+  ctx.average_health = 1.0F;
   ctx.rally_x = 0.0F;
   ctx.rally_z = 0.0F;
-  ctx.barracksUnderThreat = false;
-  ctx.nearbyThreatCount = 0;
-  ctx.closest_threatDistance = std::numeric_limits<float>::infinity();
-  ctx.basePosX = 0.0F;
-  ctx.basePosY = 0.0F;
-  ctx.basePosZ = 0.0F;
+  ctx.barracks_under_threat = false;
+  ctx.nearby_threat_count = 0;
+  ctx.closest_threat_distance = std::numeric_limits<float>::infinity();
+  ctx.base_pos_x = 0.0F;
+  ctx.base_pos_y = 0.0F;
+  ctx.base_pos_z = 0.0F;
   ctx.visibleEnemyCount = 0;
   ctx.enemyBuildingsCount = 0;
   ctx.averageEnemyDistance = 0.0F;
   ctx.max_troops_per_player =
-      Game::GameConfig::instance().getMaxTroopsPerPlayer();
+      Game::GameConfig::instance().get_max_troops_per_player();
 
   constexpr float attack_record_timeout = 10.0F;
   auto it = ctx.buildingsUnderAttack.begin();
   while (it != ctx.buildingsUnderAttack.end()) {
     bool still_exists = false;
     for (const auto &entity : snapshot.friendlies) {
-      if (entity.id == it->first && entity.isBuilding) {
+      if (entity.id == it->first && entity.is_building) {
         still_exists = true;
         break;
       }
     }
 
     if (!still_exists ||
-        (snapshot.gameTime - it->second) > attack_record_timeout) {
+        (snapshot.game_time - it->second) > attack_record_timeout) {
       it = ctx.buildingsUnderAttack.erase(it);
     } else {
       ++it;
@@ -65,7 +66,7 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
   float total_health_ratio = 0.0F;
 
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       ctx.buildings.push_back(entity.id);
 
       if (entity.spawn_type == Game::Units::SpawnType::Barracks &&
@@ -73,9 +74,9 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
         ctx.primaryBarracks = entity.id;
         ctx.rally_x = entity.posX - 5.0F;
         ctx.rally_z = entity.posZ;
-        ctx.basePosX = entity.posX;
-        ctx.basePosY = entity.posY;
-        ctx.basePosZ = entity.posZ;
+        ctx.base_pos_x = entity.posX;
+        ctx.base_pos_y = entity.posY;
+        ctx.base_pos_z = entity.posZ;
       }
       continue;
     }
@@ -91,15 +92,15 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
         if (ctx.nation->is_ranged_unit(troop_type)) {
           ctx.rangedCount++;
         } else if (ctx.nation->isMeleeUnit(troop_type)) {
-          ctx.meleeCount++;
+          ctx.melee_count++;
         }
       }
     }
 
     if (!entity.movement.has_component || !entity.movement.has_target) {
-      ctx.idleUnits++;
+      ctx.idle_units++;
     } else {
-      ctx.combatUnits++;
+      ctx.combat_units++;
     }
 
     if (entity.max_health > 0) {
@@ -113,7 +114,7 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
     }
   }
 
-  ctx.averageHealth =
+  ctx.average_health =
       (ctx.total_units > 0)
           ? (total_health_ratio / static_cast<float>(ctx.total_units))
           : 1.0F;
@@ -122,13 +123,14 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
   float total_enemy_dist = 0.0F;
 
   for (const auto &enemy : snapshot.visibleEnemies) {
-    if (enemy.isBuilding) {
+    if (enemy.is_building) {
       ctx.enemyBuildingsCount++;
     }
 
     if (ctx.primaryBarracks != 0) {
-      float const dist = distance(enemy.posX, enemy.posY, enemy.posZ,
-                                  ctx.basePosX, ctx.basePosY, ctx.basePosZ);
+      float const dist =
+          distance(enemy.posX, enemy.posY, enemy.posZ, ctx.base_pos_x,
+                   ctx.base_pos_y, ctx.base_pos_z);
       total_enemy_dist += dist;
     }
   }
@@ -147,32 +149,33 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
 
     for (const auto &enemy : snapshot.visibleEnemies) {
       float const dist_sq =
-          distance_squared(enemy.posX, enemy.posY, enemy.posZ, ctx.basePosX,
-                           ctx.basePosY, ctx.basePosZ);
+          distance_squared(enemy.posX, enemy.posY, enemy.posZ, ctx.base_pos_x,
+                           ctx.base_pos_y, ctx.base_pos_z);
 
       if (dist_sq <= defend_radius_sq) {
-        ctx.barracksUnderThreat = true;
-        ctx.nearbyThreatCount++;
+        ctx.barracks_under_threat = true;
+        ctx.nearby_threat_count++;
 
         float const dist = std::sqrt(std::max(dist_sq, 0.0F));
-        ctx.closest_threatDistance = std::min(ctx.closest_threatDistance, dist);
+        ctx.closest_threat_distance =
+            std::min(ctx.closest_threat_distance, dist);
       }
     }
 
-    if (!ctx.barracksUnderThreat) {
-      ctx.closest_threatDistance = std::numeric_limits<float>::infinity();
+    if (!ctx.barracks_under_threat) {
+      ctx.closest_threat_distance = std::numeric_limits<float>::infinity();
     }
   }
 }
 
 void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
-  ctx.stateTimer += delta_time;
-  ctx.decisionTimer += delta_time;
+  ctx.state_timer += delta_time;
+  ctx.decision_timer += delta_time;
 
   constexpr float min_state_duration = 3.0F;
 
   AIState previous_state = ctx.state;
-  if ((ctx.barracksUnderThreat || !ctx.buildingsUnderAttack.empty()) &&
+  if ((ctx.barracks_under_threat || !ctx.buildingsUnderAttack.empty()) &&
       ctx.state != AIState::Defending) {
 
     ctx.state = AIState::Defending;
@@ -183,27 +186,27 @@ void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
     ctx.state = AIState::Defending;
   }
 
-  if (ctx.decisionTimer < 2.0F) {
+  if (ctx.decision_timer < 2.0F) {
     if (ctx.state != previous_state) {
-      ctx.stateTimer = 0.0F;
+      ctx.state_timer = 0.0F;
     }
     return;
   }
 
-  ctx.decisionTimer = 0.0F;
+  ctx.decision_timer = 0.0F;
   previous_state = ctx.state;
 
-  if (ctx.stateTimer < min_state_duration &&
-      ((!ctx.barracksUnderThreat && ctx.buildingsUnderAttack.empty()) ||
+  if (ctx.state_timer < min_state_duration &&
+      ((!ctx.barracks_under_threat && ctx.buildingsUnderAttack.empty()) ||
        ctx.state == AIState::Defending)) {
     return;
   }
 
   switch (ctx.state) {
   case AIState::Idle:
-    if (ctx.idleUnits >= 2) {
+    if (ctx.idle_units >= 2) {
       ctx.state = AIState::Gathering;
-    } else if (ctx.averageHealth < 0.40F && ctx.total_units > 0) {
+    } else if (ctx.average_health < 0.40F && ctx.total_units > 0) {
 
       ctx.state = AIState::Defending;
     } else if (ctx.total_units >= 1 && ctx.visibleEnemyCount > 0) {
@@ -218,7 +221,7 @@ void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
       ctx.state = AIState::Attacking;
     } else if (ctx.total_units < 2) {
       ctx.state = AIState::Idle;
-    } else if (ctx.averageHealth < 0.40F) {
+    } else if (ctx.average_health < 0.40F) {
 
       ctx.state = AIState::Defending;
     } else if (ctx.visibleEnemyCount > 0 && ctx.total_units >= 2) {
@@ -228,7 +231,7 @@ void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
     break;
 
   case AIState::Attacking:
-    if (ctx.averageHealth < 0.25F) {
+    if (ctx.average_health < 0.25F) {
 
       ctx.state = AIState::Retreating;
     } else if (ctx.total_units == 0) {
@@ -240,12 +243,12 @@ void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
 
   case AIState::Defending:
 
-    if (ctx.barracksUnderThreat || !ctx.buildingsUnderAttack.empty()) {
+    if (ctx.barracks_under_threat || !ctx.buildingsUnderAttack.empty()) {
 
-    } else if (ctx.total_units >= 4 && ctx.averageHealth > 0.65F) {
+    } else if (ctx.total_units >= 4 && ctx.average_health > 0.65F) {
 
       ctx.state = AIState::Attacking;
-    } else if (ctx.averageHealth > 0.80F) {
+    } else if (ctx.average_health > 0.80F) {
 
       ctx.state = AIState::Idle;
     }
@@ -253,7 +256,7 @@ void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
 
   case AIState::Retreating:
 
-    if (ctx.stateTimer > 6.0F && ctx.averageHealth > 0.55F) {
+    if (ctx.state_timer > 6.0F && ctx.average_health > 0.55F) {
 
       ctx.state = AIState::Defending;
     }
@@ -266,7 +269,7 @@ void AIReasoner::updateStateMachine(AIContext &ctx, float delta_time) {
   }
 
   if (ctx.state != previous_state) {
-    ctx.stateTimer = 0.0F;
+    ctx.state_timer = 0.0F;
   }
 }
 

+ 2 - 2
game/systems/ai_system/ai_snapshot_builder.cpp

@@ -42,7 +42,7 @@ auto AISnapshotBuilder::build(const Engine::Core::World &world,
     data.owner_id = unit->owner_id;
     data.health = unit->health;
     data.max_health = unit->max_health;
-    data.isBuilding = entity->has_component<Engine::Core::BuildingComponent>();
+    data.is_building = entity->has_component<Engine::Core::BuildingComponent>();
 
     if (auto *transform =
             entity->get_component<Engine::Core::TransformComponent>()) {
@@ -93,7 +93,7 @@ auto AISnapshotBuilder::build(const Engine::Core::World &world,
 
     ContactSnapshot contact;
     contact.id = entity->get_id();
-    contact.isBuilding =
+    contact.is_building =
         entity->has_component<Engine::Core::BuildingComponent>();
     contact.posX = transform->position.x;
     contact.posY = 0.0F;

+ 23 - 23
game/systems/ai_system/ai_tactical.cpp

@@ -15,17 +15,17 @@ namespace Game::Systems::AI {
 auto TacticalUtils::assessEngagement(
     const std::vector<const EntitySnapshot *> &friendlies,
     const std::vector<const ContactSnapshot *> &enemies,
-    float minForceRatio) -> TacticalUtils::EngagementAssessment {
+    float min_force_ratio) -> TacticalUtils::EngagementAssessment {
 
   EngagementAssessment result;
 
   if (friendlies.empty() || enemies.empty()) {
-    result.shouldEngage = false;
+    result.should_engage = false;
     return result;
   }
 
-  result.friendlyCount = static_cast<int>(friendlies.size());
-  result.enemyCount = static_cast<int>(enemies.size());
+  result.friendly_count = static_cast<int>(friendlies.size());
+  result.enemy_count = static_cast<int>(enemies.size());
 
   float total_friendly_health = 0.0F;
   float total_enemy_health = 0.0F;
@@ -48,26 +48,26 @@ auto TacticalUtils::assessEngagement(
     }
   }
 
-  result.avgFriendlyHealth =
+  result.avg_friendly_health =
       valid_friendlies > 0 ? (total_friendly_health / valid_friendlies) : 1.0F;
-  result.avgEnemyHealth =
+  result.avg_enemy_health =
       valid_enemies > 0 ? (total_enemy_health / valid_enemies) : 1.0F;
 
   float const friendly_strength =
-      static_cast<float>(result.friendlyCount) * result.avgFriendlyHealth;
+      static_cast<float>(result.friendly_count) * result.avg_friendly_health;
   float const enemy_strength =
-      static_cast<float>(result.enemyCount) * result.avgEnemyHealth;
+      static_cast<float>(result.enemy_count) * result.avg_enemy_health;
 
   if (enemy_strength < 0.01F) {
-    result.forceRatio = 10.0F;
+    result.force_ratio = 10.0F;
   } else {
-    result.forceRatio = friendly_strength / enemy_strength;
+    result.force_ratio = friendly_strength / enemy_strength;
   }
 
-  result.confidenceLevel =
-      std::clamp((result.forceRatio - 0.5F) / 1.5F, 0.0F, 1.0F);
+  result.confidence_level =
+      std::clamp((result.force_ratio - 0.5F) / 1.5F, 0.0F, 1.0F);
 
-  result.shouldEngage = (result.forceRatio >= minForceRatio);
+  result.should_engage = (result.force_ratio >= min_force_ratio);
 
   return result;
 }
@@ -109,7 +109,7 @@ auto TacticalUtils::selectFocusFireTarget(
         Game::Units::spawn_typeToString(enemy->spawn_type), context.nation);
     score += type_priority * 3.0F;
 
-    if (!enemy->isBuilding) {
+    if (!enemy->is_building) {
       score += 5.0F;
     }
 
@@ -124,25 +124,25 @@ auto TacticalUtils::selectFocusFireTarget(
 
     if (context.primaryBarracks != 0) {
       float const dist_to_base =
-          distance(enemy->posX, enemy->posY, enemy->posZ, context.basePosX,
-                   context.basePosY, context.basePosZ);
+          distance(enemy->posX, enemy->posY, enemy->posZ, context.base_pos_x,
+                   context.base_pos_y, context.base_pos_z);
 
       if (dist_to_base < 16.0F) {
         score += (16.0F - dist_to_base) * 0.8F;
       }
     }
 
-    if (context.state == AIState::Attacking && !enemy->isBuilding) {
+    if (context.state == AIState::Attacking && !enemy->is_building) {
       score += 3.0F;
     }
 
     if (score > best_target.score) {
       best_target.target_id = enemy->id;
       best_target.score = score;
-      best_target.distanceToGroup = dist;
-      best_target.isLowHealth =
+      best_target.distance_to_group = dist;
+      best_target.is_low_health =
           (enemy->max_health > 0 && enemy->health < enemy->max_health / 2);
-      best_target.isIsolated = isolated;
+      best_target.is_isolated = isolated;
     }
   }
 
@@ -184,9 +184,9 @@ auto TacticalUtils::calculateForceStrength(
 auto TacticalUtils::isTargetIsolated(
     const ContactSnapshot &target,
     const std::vector<const ContactSnapshot *> &allEnemies,
-    float isolationRadius) -> bool {
+    float isolation_radius) -> bool {
 
-  const float isolation_radius_sq = isolationRadius * isolationRadius;
+  const float isolation_radius_sq = isolation_radius * isolation_radius;
   int nearby_allies = 0;
 
   for (const auto *enemy : allEnemies) {
@@ -226,7 +226,7 @@ auto TacticalUtils::getUnitTypePriority(const std::string &unit_type,
   }
 
   auto spawn_type = Game::Units::spawn_typeFromString(unit_type);
-  if (spawn_type && Game::Units::isBuildingSpawn(*spawn_type)) {
+  if (spawn_type && Game::Units::is_building_spawn(*spawn_type)) {
     return 0.5F;
   }
 

+ 12 - 12
game/systems/ai_system/ai_tactical.h

@@ -8,27 +8,27 @@ namespace Game::Systems::AI {
 class TacticalUtils {
 public:
   struct EngagementAssessment {
-    bool shouldEngage = false;
-    float forceRatio = 0.0F;
-    float confidenceLevel = 0.0F;
-    int friendlyCount = 0;
-    int enemyCount = 0;
-    float avgFriendlyHealth = 1.0F;
-    float avgEnemyHealth = 1.0F;
+    bool should_engage = false;
+    float force_ratio = 0.0F;
+    float confidence_level = 0.0F;
+    int friendly_count = 0;
+    int enemy_count = 0;
+    float avg_friendly_health = 1.0F;
+    float avg_enemy_health = 1.0F;
   };
 
   struct TargetScore {
     Engine::Core::EntityID target_id = 0;
     float score = 0.0F;
-    float distanceToGroup = 0.0F;
-    bool isLowHealth = false;
-    bool isIsolated = false;
+    float distance_to_group = 0.0F;
+    bool is_low_health = false;
+    bool is_isolated = false;
   };
 
   static auto
   assessEngagement(const std::vector<const EntitySnapshot *> &friendlies,
                    const std::vector<const ContactSnapshot *> &enemies,
-                   float minForceRatio = 0.8F) -> EngagementAssessment;
+                   float min_force_ratio = 0.8F) -> EngagementAssessment;
 
   static auto selectFocusFireTarget(
       const std::vector<const EntitySnapshot *> &attackers,
@@ -45,7 +45,7 @@ public:
   static auto
   isTargetIsolated(const ContactSnapshot &target,
                    const std::vector<const ContactSnapshot *> &allEnemies,
-                   float isolationRadius = 8.0F) -> bool;
+                   float isolation_radius = 8.0F) -> bool;
 
   static auto
   getUnitTypePriority(const std::string &unit_type,

+ 17 - 17
game/systems/ai_system/ai_types.h

@@ -60,7 +60,7 @@ struct EntitySnapshot {
   int owner_id = 0;
   int health = 0;
   int max_health = 0;
-  bool isBuilding = false;
+  bool is_building = false;
 
   float posX = 0.0F;
   float posY = 0.0F;
@@ -72,7 +72,7 @@ struct EntitySnapshot {
 
 struct ContactSnapshot {
   Engine::Core::EntityID id = 0;
-  bool isBuilding = false;
+  bool is_building = false;
 
   float posX = 0.0F;
   float posY = 0.0F;
@@ -88,14 +88,14 @@ struct AISnapshot {
   std::vector<EntitySnapshot> friendlies;
   std::vector<ContactSnapshot> visibleEnemies;
 
-  float gameTime = 0.0F;
+  float game_time = 0.0F;
 };
 
 struct AIContext {
   int player_id = 0;
   AIState state = AIState::Idle;
-  float stateTimer = 0.0F;
-  float decisionTimer = 0.0F;
+  float state_timer = 0.0F;
+  float decision_timer = 0.0F;
 
   const Game::Systems::Nation *nation = nullptr;
 
@@ -105,28 +105,28 @@ struct AIContext {
 
   float rally_x = 0.0F;
   float rally_z = 0.0F;
-  int targetPriority = 0;
+  int target_priority = 0;
 
   int total_units = 0;
-  int idleUnits = 0;
-  int combatUnits = 0;
-  float averageHealth = 1.0F;
-  bool barracksUnderThreat = false;
-  int nearbyThreatCount = 0;
-  float closest_threatDistance = 0.0F;
+  int idle_units = 0;
+  int combat_units = 0;
+  float average_health = 1.0F;
+  bool barracks_under_threat = false;
+  int nearby_threat_count = 0;
+  float closest_threat_distance = 0.0F;
 
-  float basePosX = 0.0F;
-  float basePosY = 0.0F;
-  float basePosZ = 0.0F;
+  float base_pos_x = 0.0F;
+  float base_pos_y = 0.0F;
+  float base_pos_z = 0.0F;
 
   struct UnitAssignment {
     BehaviorPriority ownerPriority = BehaviorPriority::Normal;
-    float assignmentTime = 0.0F;
+    float assignment_time = 0.0F;
     std::string assignedTask;
   };
   std::unordered_map<Engine::Core::EntityID, UnitAssignment> assignedUnits;
 
-  int meleeCount = 0;
+  int melee_count = 0;
   int rangedCount = 0;
   int damagedUnitsCount = 0;
 

+ 4 - 4
game/systems/ai_system/ai_utils.h

@@ -92,7 +92,7 @@ inline auto claimUnits(
 
       AIContext::UnitAssignment assignment;
       assignment.ownerPriority = priority;
-      assignment.assignmentTime = currentTime;
+      assignment.assignment_time = currentTime;
       assignment.assignedTask = taskName;
       context.assignedUnits[unit_id] = assignment;
       claimed.push_back(unit_id);
@@ -100,7 +100,7 @@ inline auto claimUnits(
     } else {
 
       const auto &existing = it->second;
-      float const assignmentAge = currentTime - existing.assignmentTime;
+      float const assignmentAge = currentTime - existing.assignment_time;
 
       bool const canSteal = (priority > existing.ownerPriority) &&
                             (assignmentAge > minLockDuration);
@@ -109,7 +109,7 @@ inline auto claimUnits(
 
         AIContext::UnitAssignment assignment;
         assignment.ownerPriority = priority;
-        assignment.assignmentTime = currentTime;
+        assignment.assignment_time = currentTime;
         assignment.assignedTask = taskName;
         context.assignedUnits[unit_id] = assignment;
         claimed.push_back(unit_id);
@@ -131,7 +131,7 @@ inline void cleanupDeadUnits(const AISnapshot &snapshot, AIContext &context) {
 
   std::unordered_set<Engine::Core::EntityID> aliveUnits;
   for (const auto &entity : snapshot.friendlies) {
-    if (!entity.isBuilding) {
+    if (!entity.is_building) {
       aliveUnits.insert(entity.id);
     }
   }

+ 7 - 7
game/systems/ai_system/behaviors/attack_behavior.cpp

@@ -35,7 +35,7 @@ void AttackBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   float group_center_z = 0.0F;
 
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       continue;
     }
 
@@ -90,7 +90,7 @@ void AttackBehavior::execute(const AISnapshot &snapshot, AIContext &context,
       float closest_barracks_dist_sq = std::numeric_limits<float>::max();
 
       for (const auto &enemy : snapshot.visibleEnemies) {
-        if (enemy.isBuilding) {
+        if (enemy.is_building) {
           float const dist_sq =
               distance_squared(enemy.posX, enemy.posY, enemy.posZ,
                                group_center_x, group_center_y, group_center_z);
@@ -190,7 +190,7 @@ void AttackBehavior::execute(const AISnapshot &snapshot, AIContext &context,
 
   bool const being_attacked = context.damagedUnitsCount > 0;
 
-  if (!assessment.shouldEngage && !context.barracksUnderThreat &&
+  if (!assessment.should_engage && !context.barracks_under_threat &&
       !being_attacked) {
 
     m_lastTarget = 0;
@@ -245,8 +245,8 @@ void AttackBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   command.target_id = target_info.target_id;
 
   bool const should_chase_aggressive =
-      (context.state == AIState::Attacking || context.barracksUnderThreat) &&
-      assessment.forceRatio >= 0.8F;
+      (context.state == AIState::Attacking || context.barracks_under_threat) &&
+      assessment.force_ratio >= 0.8F;
 
   command.should_chase = should_chase_aggressive;
 
@@ -261,7 +261,7 @@ auto AttackBehavior::should_execute(const AISnapshot &snapshot,
 
   int ready_units = 0;
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       continue;
     }
 
@@ -285,7 +285,7 @@ auto AttackBehavior::should_execute(const AISnapshot &snapshot,
   }
 
   if (context.state == AIState::Defending) {
-    return context.barracksUnderThreat && ready_units >= 2;
+    return context.barracks_under_threat && ready_units >= 2;
   }
 
   return ready_units >= 1;

+ 10 - 10
game/systems/ai_system/behaviors/defend_behavior.cpp

@@ -21,7 +21,7 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
                              std::vector<AICommand> &outCommands) {
   m_defendTimer += delta_time;
 
-  float const update_interval = context.barracksUnderThreat ? 0.5F : 1.5F;
+  float const update_interval = context.barracks_under_threat ? 0.5F : 1.5F;
 
   if (m_defendTimer < update_interval) {
     return;
@@ -57,7 +57,7 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   engaged_defenders.reserve(snapshot.friendlies.size());
 
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       continue;
     }
 
@@ -92,7 +92,7 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
       ready_defenders.size() + engaged_defenders.size();
   std::size_t desired_count = total_available;
 
-  if (context.barracksUnderThreat || !context.buildingsUnderAttack.empty()) {
+  if (context.barracks_under_threat || !context.buildingsUnderAttack.empty()) {
 
     desired_count = total_available;
   } else {
@@ -109,7 +109,7 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
     return;
   }
 
-  if (context.barracksUnderThreat || !context.buildingsUnderAttack.empty()) {
+  if (context.barracks_under_threat || !context.buildingsUnderAttack.empty()) {
 
     std::vector<const ContactSnapshot *> nearby_threats;
     nearby_threats.reserve(snapshot.visibleEnemies.size());
@@ -154,7 +154,7 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
           return;
         }
       }
-    } else if (context.barracksUnderThreat ||
+    } else if (context.barracks_under_threat ||
                !context.buildingsUnderAttack.empty()) {
 
       const ContactSnapshot *closest_threat = nullptr;
@@ -228,14 +228,14 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   }
 
   const Nation *nation =
-      NationRegistry::instance().getNationForPlayer(context.player_id);
+      NationRegistry::instance().get_nation_for_player(context.player_id);
   FormationType formation_type = FormationType::Roman;
   if (nation != nullptr) {
     formation_type = nation->formation_type;
   }
 
   QVector3D const defend_pos(defend_pos_x, defend_pos_y, defend_pos_z);
-  auto targets = FormationSystem::instance().getFormationPositions(
+  auto targets = FormationSystem::instance().get_formation_positions(
       formation_type, static_cast<int>(unclaimed_defenders.size()), defend_pos,
       3.0F);
 
@@ -307,15 +307,15 @@ auto DefendBehavior::should_execute(const AISnapshot &snapshot,
     return false;
   }
 
-  if (context.barracksUnderThreat || !context.buildingsUnderAttack.empty()) {
+  if (context.barracks_under_threat || !context.buildingsUnderAttack.empty()) {
     return true;
   }
 
-  if (context.state == AIState::Defending && context.idleUnits > 0) {
+  if (context.state == AIState::Defending && context.idle_units > 0) {
     return true;
   }
 
-  if (context.averageHealth < 0.6F && context.total_units > 0) {
+  if (context.average_health < 0.6F && context.total_units > 0) {
     return true;
   }
 

+ 4 - 4
game/systems/ai_system/behaviors/gather_behavior.cpp

@@ -33,7 +33,7 @@ void GatherBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   units_to_gather.reserve(snapshot.friendlies.size());
 
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       continue;
     }
 
@@ -55,13 +55,13 @@ void GatherBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   }
 
   const Nation *nation =
-      NationRegistry::instance().getNationForPlayer(context.player_id);
+      NationRegistry::instance().get_nation_for_player(context.player_id);
   FormationType formation_type = FormationType::Roman;
   if (nation != nullptr) {
     formation_type = nation->formation_type;
   }
 
-  auto formation_targets = FormationSystem::instance().getFormationPositions(
+  auto formation_targets = FormationSystem::instance().get_formation_positions(
       formation_type, static_cast<int>(units_to_gather.size()), rally_point,
       1.4F);
 
@@ -135,7 +135,7 @@ auto GatherBehavior::should_execute(const AISnapshot &snapshot,
 
     QVector3D const rally_point(context.rally_x, 0.0F, context.rally_z);
     for (const auto &entity : snapshot.friendlies) {
-      if (entity.isBuilding) {
+      if (entity.is_building) {
         continue;
       }
 

+ 4 - 4
game/systems/ai_system/behaviors/production_behavior.cpp

@@ -20,7 +20,7 @@ void ProductionBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   static int const exec_counter = 0;
 
   auto &nation_registry = Game::Systems::NationRegistry::instance();
-  const auto *nation = nation_registry.getNationForPlayer(context.player_id);
+  const auto *nation = nation_registry.get_nation_for_player(context.player_id);
 
   if (nation == nullptr) {
 
@@ -30,8 +30,8 @@ void ProductionBehavior::execute(const AISnapshot &snapshot, AIContext &context,
 
   bool produce_ranged = true;
 
-  if (context.barracksUnderThreat || context.state == AIState::Defending) {
-    produce_ranged = (context.meleeCount > context.rangedCount);
+  if (context.barracks_under_threat || context.state == AIState::Defending) {
+    produce_ranged = (context.melee_count > context.rangedCount);
   } else {
 
     float const ranged_ratio =
@@ -56,7 +56,7 @@ void ProductionBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   }
 
   for (const auto &entity : snapshot.friendlies) {
-    if (!entity.isBuilding ||
+    if (!entity.is_building ||
         entity.spawn_type != Game::Units::SpawnType::Barracks) {
       continue;
     }

+ 4 - 3
game/systems/ai_system/behaviors/retreat_behavior.cpp

@@ -32,7 +32,7 @@ void RetreatBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   constexpr float low_health = 0.50F;
 
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       continue;
     }
 
@@ -57,7 +57,8 @@ void RetreatBehavior::execute(const AISnapshot &snapshot, AIContext &context,
     return;
   }
 
-  QVector3D retreat_pos(context.basePosX, context.basePosY, context.basePosZ);
+  QVector3D retreat_pos(context.base_pos_x, context.base_pos_y,
+                        context.base_pos_z);
 
   retreat_pos.setX(retreat_pos.x() - 8.0F);
 
@@ -121,7 +122,7 @@ auto RetreatBehavior::should_execute(const AISnapshot &snapshot,
   constexpr float critical_health = 0.35F;
 
   for (const auto &entity : snapshot.friendlies) {
-    if (entity.isBuilding) {
+    if (entity.is_building) {
       continue;
     }
 

+ 2 - 2
game/systems/arrow_system.cpp

@@ -19,8 +19,8 @@ void ArrowSystem::spawnArrow(const QVector3D &start, const QVector3D &end,
   a.active = true;
   QVector3D const delta = end - start;
   float const dist = delta.length();
-  a.arc_height = std::clamp(m_config.arcHeightMultiplier * dist,
-                            m_config.arcHeightMin, m_config.arcHeightMax);
+  a.arc_height = std::clamp(m_config.arc_height_multiplier * dist,
+                            m_config.arc_height_min, m_config.arc_height_max);
 
   a.inv_dist = (dist > 0.001F) ? (1.0F / dist) : 1.0F;
   m_arrows.push_back(a);

+ 8 - 8
game/systems/building_collision_registry.cpp

@@ -35,13 +35,13 @@ auto BuildingCollisionRegistry::getBuildingSize(const std::string &buildingType)
   return {2.0F, 2.0F};
 }
 
-void BuildingCollisionRegistry::registerBuilding(
+void BuildingCollisionRegistry::register_building(
     unsigned int entity_id, const std::string &buildingType, float center_x,
     float center_z, int owner_id) {
 
   if (m_entityToIndex.find(entity_id) != m_entityToIndex.end()) {
 
-    updateBuildingPosition(entity_id, center_x, center_z);
+    update_building_position(entity_id, center_x, center_z);
     return;
   }
 
@@ -57,7 +57,7 @@ void BuildingCollisionRegistry::registerBuilding(
   }
 }
 
-void BuildingCollisionRegistry::unregisterBuilding(unsigned int entity_id) {
+void BuildingCollisionRegistry::unregister_building(unsigned int entity_id) {
   auto it = m_entityToIndex.find(entity_id);
   if (it == m_entityToIndex.end()) {
     return;
@@ -79,9 +79,9 @@ void BuildingCollisionRegistry::unregisterBuilding(unsigned int entity_id) {
   }
 }
 
-void BuildingCollisionRegistry::updateBuildingPosition(unsigned int entity_id,
-                                                       float center_x,
-                                                       float center_z) {
+void BuildingCollisionRegistry::update_building_position(unsigned int entity_id,
+                                                         float center_x,
+                                                         float center_z) {
   auto it = m_entityToIndex.find(entity_id);
   if (it == m_entityToIndex.end()) {
     return;
@@ -96,8 +96,8 @@ void BuildingCollisionRegistry::updateBuildingPosition(unsigned int entity_id,
   }
 }
 
-void BuildingCollisionRegistry::updateBuildingOwner(unsigned int entity_id,
-                                                    int owner_id) {
+void BuildingCollisionRegistry::update_building_owner(unsigned int entity_id,
+                                                      int owner_id) {
   auto it = m_entityToIndex.find(entity_id);
   if (it == m_entityToIndex.end()) {
     return;

+ 7 - 6
game/systems/building_collision_registry.h

@@ -32,15 +32,16 @@ public:
 
   static auto getBuildingSize(const std::string &buildingType) -> BuildingSize;
 
-  void registerBuilding(unsigned int entity_id, const std::string &buildingType,
-                        float center_x, float center_z, int owner_id);
+  void register_building(unsigned int entity_id,
+                         const std::string &buildingType, float center_x,
+                         float center_z, int owner_id);
 
-  void unregisterBuilding(unsigned int entity_id);
+  void unregister_building(unsigned int entity_id);
 
-  void updateBuildingPosition(unsigned int entity_id, float center_x,
-                              float center_z);
+  void update_building_position(unsigned int entity_id, float center_x,
+                                float center_z);
 
-  void updateBuildingOwner(unsigned int entity_id, int owner_id);
+  void update_building_owner(unsigned int entity_id, int owner_id);
 
   [[nodiscard]] auto
   getAllBuildings() const -> const std::vector<BuildingFootprint> & {

+ 5 - 4
game/systems/camera_controller.cpp

@@ -46,12 +46,13 @@ void CameraController::zoomDistance(Render::GL::Camera &camera, float delta) {
   }
 }
 
-void CameraController::setFollowEnabled(Render::GL::Camera &camera,
-                                        bool enable) {
-  camera.setFollowEnabled(enable);
+void CameraController::set_follow_enabled(Render::GL::Camera &camera,
+                                          bool enable) {
+  camera.set_follow_enabled(enable);
 }
 
-void CameraController::setFollowLerp(Render::GL::Camera &camera, float alpha) {
+void CameraController::set_follow_lerp(Render::GL::Camera &camera,
+                                       float alpha) {
   camera.setFollowLerp(alpha);
 }
 

+ 2 - 2
game/systems/camera_controller.h

@@ -14,8 +14,8 @@ public:
   static void yaw(Render::GL::Camera &camera, float degrees);
   static void orbit(Render::GL::Camera &camera, float yaw_deg, float pitch_deg);
   static void zoomDistance(Render::GL::Camera &camera, float delta);
-  static void setFollowEnabled(Render::GL::Camera &camera, bool enable);
-  static void setFollowLerp(Render::GL::Camera &camera, float alpha);
+  static void set_follow_enabled(Render::GL::Camera &camera, bool enable);
+  static void set_follow_lerp(Render::GL::Camera &camera, float alpha);
 };
 
 } // namespace Game::Systems

+ 6 - 6
game/systems/camera_service.cpp

@@ -57,14 +57,14 @@ void CameraService::orbit_direction(Render::GL::Camera &camera, int direction,
                                     bool shift) {
   const auto &cam_config = Game::GameConfig::instance().camera();
   float const step =
-      shift ? cam_config.orbitStepShift : cam_config.orbitStepNormal;
+      shift ? cam_config.orbit_step_shift : cam_config.orbit_step_normal;
   float const pitch = step * float(direction);
   orbit(camera, 0.0F, pitch);
 }
 
 void CameraService::follow_selection(Render::GL::Camera &camera,
                                      Engine::Core::World &world, bool enable) {
-  m_controller->setFollowEnabled(camera, enable);
+  m_controller->set_follow_enabled(camera, enable);
 
   if (enable) {
     if (auto *selection_system = world.get_system<SelectionSystem>()) {
@@ -77,9 +77,9 @@ void CameraService::follow_selection(Render::GL::Camera &camera,
   }
 }
 
-void CameraService::setFollowLerp(Render::GL::Camera &camera, float alpha) {
+void CameraService::set_follow_lerp(Render::GL::Camera &camera, float alpha) {
   float const a = std::clamp(alpha, 0.0F, 1.0F);
-  m_controller->setFollowLerp(camera, a);
+  m_controller->set_follow_lerp(camera, a);
 }
 
 void CameraService::resetCamera(Render::GL::Camera &camera,
@@ -114,8 +114,8 @@ void CameraService::snapToEntity(Render::GL::Camera &camera,
   if (auto *t = entity.get_component<Engine::Core::TransformComponent>()) {
     QVector3D const center(t->position.x, t->position.y, t->position.z);
     const auto &cam_config = Game::GameConfig::instance().camera();
-    camera.setRTSView(center, cam_config.defaultDistance,
-                      cam_config.defaultPitch, cam_config.defaultYaw);
+    camera.setRTSView(center, cam_config.default_distance,
+                      cam_config.default_pitch, cam_config.default_yaw);
   }
 }
 

+ 1 - 1
game/systems/camera_service.h

@@ -30,7 +30,7 @@ public:
   void orbit_direction(Render::GL::Camera &camera, int direction, bool shift);
   void follow_selection(Render::GL::Camera &camera, Engine::Core::World &world,
                         bool enable);
-  void setFollowLerp(Render::GL::Camera &camera, float alpha);
+  void set_follow_lerp(Render::GL::Camera &camera, float alpha);
   [[nodiscard]] static auto
   get_distance(const Render::GL::Camera &camera) -> float;
   static void resetCamera(Render::GL::Camera &camera,

+ 3 - 2
game/systems/capture_system.cpp

@@ -76,7 +76,8 @@ void CaptureSystem::transferBarrackOwnership(Engine::Core::World *,
 
   auto &nation_registry = NationRegistry::instance();
   if (!Game::Core::isNeutralOwner(new_owner_id)) {
-    if (const auto *nation = nation_registry.getNationForPlayer(new_owner_id)) {
+    if (const auto *nation =
+            nation_registry.get_nation_for_player(new_owner_id)) {
       unit->nation_id = nation->id;
     } else {
       unit->nation_id = nation_registry.default_nation_id();
@@ -90,7 +91,7 @@ void CaptureSystem::transferBarrackOwnership(Engine::Core::World *,
   renderable->color[1] = tc.y();
   renderable->color[2] = tc.z();
 
-  Game::Systems::BuildingCollisionRegistry::instance().updateBuildingOwner(
+  Game::Systems::BuildingCollisionRegistry::instance().update_building_owner(
       barrack->get_id(), new_owner_id);
 
   if (!Game::Core::isNeutralOwner(new_owner_id) && (prod == nullptr)) {

+ 16 - 16
game/systems/combat_system.cpp

@@ -20,12 +20,12 @@
 namespace Game::Systems {
 
 void CombatSystem::update(Engine::Core::World *world, float delta_time) {
-  processAttacks(world, delta_time);
-  processAutoEngagement(world, delta_time);
+  process_attacks(world, delta_time);
+  process_auto_engagement(world, delta_time);
 }
 
-void CombatSystem::processAttacks(Engine::Core::World *world,
-                                  float delta_time) {
+void CombatSystem::process_attacks(Engine::Core::World *world,
+                                   float delta_time) {
   auto units = world->get_entities_with<Engine::Core::UnitComponent>();
 
   auto *arrow_sys = world->get_system<ArrowSystem>();
@@ -166,8 +166,8 @@ void CombatSystem::processAttacks(Engine::Core::World *world,
             target->get_component<Engine::Core::UnitComponent>();
 
         auto &owner_registry = Game::Systems::OwnerRegistry::instance();
-        bool const is_ally = owner_registry.areAllies(attacker_unit->owner_id,
-                                                      target_unit->owner_id);
+        bool const is_ally = owner_registry.are_allies(attacker_unit->owner_id,
+                                                       target_unit->owner_id);
 
         if ((target_unit != nullptr) && target_unit->health > 0 &&
             target_unit->owner_id != attacker_unit->owner_id && !is_ally) {
@@ -395,8 +395,8 @@ void CombatSystem::processAttacks(Engine::Core::World *world,
           continue;
         }
 
-        if (owner_registry.areAllies(attacker_unit->owner_id,
-                                     target_unit->owner_id)) {
+        if (owner_registry.are_allies(attacker_unit->owner_id,
+                                      target_unit->owner_id)) {
           continue;
         }
 
@@ -696,7 +696,7 @@ void CombatSystem::dealDamage(Engine::Core::World *world,
       }
 
       if (target->has_component<Engine::Core::BuildingComponent>()) {
-        BuildingCollisionRegistry::instance().unregisterBuilding(
+        BuildingCollisionRegistry::instance().unregister_building(
             target->get_id());
       }
 
@@ -759,8 +759,8 @@ void CombatSystem::updateCombatMode(
       continue;
     }
 
-    if (owner_registry.areAllies(attacker_unit->owner_id,
-                                 target_unit->owner_id)) {
+    if (owner_registry.are_allies(attacker_unit->owner_id,
+                                  target_unit->owner_id)) {
       continue;
     }
 
@@ -816,8 +816,8 @@ void CombatSystem::updateCombatMode(
   }
 }
 
-void CombatSystem::processAutoEngagement(Engine::Core::World *world,
-                                         float delta_time) {
+void CombatSystem::process_auto_engagement(Engine::Core::World *world,
+                                           float delta_time) {
   auto units = world->get_entities_with<Engine::Core::UnitComponent>();
 
   for (auto it = m_engagementCooldowns.begin();
@@ -861,7 +861,7 @@ void CombatSystem::processAutoEngagement(Engine::Core::World *world,
       continue;
     }
 
-    if (!isUnitIdle(unit)) {
+    if (!is_unit_idle(unit)) {
       continue;
     }
 
@@ -886,7 +886,7 @@ void CombatSystem::processAutoEngagement(Engine::Core::World *world,
   }
 }
 
-auto CombatSystem::isUnitIdle(Engine::Core::Entity *unit) -> bool {
+auto CombatSystem::is_unit_idle(Engine::Core::Entity *unit) -> bool {
 
   auto *hold_mode = unit->get_component<Engine::Core::HoldModeComponent>();
   if ((hold_mode != nullptr) && hold_mode->active) {
@@ -946,7 +946,7 @@ auto CombatSystem::findNearestEnemy(Engine::Core::Entity *unit,
     if (target_unit->owner_id == unit_comp->owner_id) {
       continue;
     }
-    if (owner_registry.areAllies(unit_comp->owner_id, target_unit->owner_id)) {
+    if (owner_registry.are_allies(unit_comp->owner_id, target_unit->owner_id)) {
       continue;
     }
 

+ 4 - 4
game/systems/combat_system.h

@@ -15,7 +15,7 @@ public:
   void update(Engine::Core::World *world, float delta_time) override;
 
 private:
-  static void processAttacks(Engine::Core::World *world, float delta_time);
+  static void process_attacks(Engine::Core::World *world, float delta_time);
   static void updateCombatMode(Engine::Core::Entity *attacker,
                                Engine::Core::World *world,
                                Engine::Core::AttackComponent *attack_comp);
@@ -24,8 +24,8 @@ private:
   static void dealDamage(Engine::Core::World *world,
                          Engine::Core::Entity *target, int damage,
                          Engine::Core::EntityID attackerId = 0);
-  void processAutoEngagement(Engine::Core::World *world, float delta_time);
-  static auto isUnitIdle(Engine::Core::Entity *unit) -> bool;
+  void process_auto_engagement(Engine::Core::World *world, float delta_time);
+  static auto is_unit_idle(Engine::Core::Entity *unit) -> bool;
   static auto findNearestEnemy(Engine::Core::Entity *unit,
                                Engine::Core::World *world,
                                float max_range) -> Engine::Core::Entity *;
@@ -34,4 +34,4 @@ private:
   static constexpr float ENGAGEMENT_COOLDOWN = 0.5F;
 };
 
-} // namespace Game::Systems
+} // namespace Game::Systems

+ 2 - 2
game/systems/formation_system.cpp

@@ -99,7 +99,7 @@ void FormationSystem::initializeDefaults() {
                     std::make_unique<BarbarianFormation>());
 }
 
-auto FormationSystem::getFormationPositions(
+auto FormationSystem::get_formation_positions(
     FormationType type, int unit_count, const QVector3D &center,
     float base_spacing) -> std::vector<QVector3D> {
   auto it = m_formations.find(type);
@@ -117,7 +117,7 @@ void FormationSystem::registerFormation(FormationType type,
   m_formations[type] = std::move(formation);
 }
 
-auto FormationSystem::getFormation(FormationType type) const
+auto FormationSystem::get_formation(FormationType type) const
     -> const IFormation * {
   auto it = m_formations.find(type);
   if (it == m_formations.end()) {

+ 4 - 4
game/systems/formation_system.h

@@ -60,14 +60,14 @@ public:
   static auto instance() -> FormationSystem &;
 
   auto
-  getFormationPositions(FormationType type, int unit_count,
-                        const QVector3D &center,
-                        float base_spacing = 1.0F) -> std::vector<QVector3D>;
+  get_formation_positions(FormationType type, int unit_count,
+                          const QVector3D &center,
+                          float base_spacing = 1.0F) -> std::vector<QVector3D>;
 
   void registerFormation(FormationType type,
                          std::unique_ptr<IFormation> formation);
 
-  auto getFormation(FormationType type) const -> const IFormation *;
+  auto get_formation(FormationType type) const -> const IFormation *;
 
 private:
   FormationSystem();

+ 4 - 4
game/systems/game_state_serializer.cpp

@@ -23,10 +23,10 @@ auto GameStateSerializer::buildMetadata(
   metadata["player_unit_id"] = static_cast<qint64>(level.player_unit_id);
 
   metadata["gameMaxTroopsPerPlayer"] =
-      Game::GameConfig::instance().getMaxTroopsPerPlayer();
+      Game::GameConfig::instance().get_max_troops_per_player();
 
   const auto &terrain_service = Game::Map::TerrainService::instance();
-  if (const auto *height_map = terrain_service.getHeightMap()) {
+  if (const auto *height_map = terrain_service.get_height_map()) {
     metadata["grid_width"] = height_map->getWidth();
     metadata["grid_height"] = height_map->getHeight();
     metadata["tile_size"] = height_map->getTileSize();
@@ -145,10 +145,10 @@ void GameStateSerializer::restoreLevelFromMetadata(const QJsonObject &metadata,
   int max_troops = metadata.value("max_troops_per_player")
                        .toInt(level.max_troops_per_player);
   if (max_troops <= 0) {
-    max_troops = Game::GameConfig::instance().getMaxTroopsPerPlayer();
+    max_troops = Game::GameConfig::instance().get_max_troops_per_player();
   }
   level.max_troops_per_player = max_troops;
-  Game::GameConfig::instance().setMaxTroopsPerPlayer(max_troops);
+  Game::GameConfig::instance().set_max_troops_per_player(max_troops);
 }
 
 } // namespace Game::Systems

+ 1 - 1
game/systems/global_stats_registry.cpp

@@ -102,7 +102,7 @@ void GlobalStatsRegistry::on_unit_died(
 
     auto &owner_registry = OwnerRegistry::instance();
 
-    if (owner_registry.areEnemies(event.killer_owner_id, event.owner_id)) {
+    if (owner_registry.are_enemies(event.killer_owner_id, event.owner_id)) {
       auto &stats = m_player_stats[event.killer_owner_id];
 
       if (event.spawn_type != Game::Units::SpawnType::Barracks) {

+ 3 - 3
game/systems/healing_system.cpp

@@ -9,11 +9,11 @@
 namespace Game::Systems {
 
 void HealingSystem::update(Engine::Core::World *world, float delta_time) {
-  processHealing(world, delta_time);
+  process_healing(world, delta_time);
 }
 
-void HealingSystem::processHealing(Engine::Core::World *world,
-                                   float delta_time) {
+void HealingSystem::process_healing(Engine::Core::World *world,
+                                    float delta_time) {
   auto healers = world->get_entities_with<Engine::Core::HealerComponent>();
   auto *arrow_system = world->get_system<ArrowSystem>();
 

+ 1 - 1
game/systems/healing_system.h

@@ -13,7 +13,7 @@ public:
   void update(Engine::Core::World *world, float delta_time) override;
 
 private:
-  void processHealing(Engine::Core::World *world, float delta_time);
+  void process_healing(Engine::Core::World *world, float delta_time);
 };
 
 } // namespace Game::Systems

+ 4 - 4
game/systems/movement_system.cpp

@@ -37,10 +37,10 @@ auto isPointAllowed(const QVector3D &pos,
     if (!pathfinder->isWalkable(grid_x, grid_z)) {
       return false;
     }
-  } else if (terrain_service.isInitialized()) {
+  } else if (terrain_service.is_initialized()) {
     int const grid_x = static_cast<int>(std::round(pos.x()));
     int const grid_z = static_cast<int>(std::round(pos.z()));
-    if (!terrain_service.isWalkable(grid_x, grid_z)) {
+    if (!terrain_service.is_walkable(grid_x, grid_z)) {
       return false;
     }
   }
@@ -349,8 +349,8 @@ void MovementSystem::move_unit(Engine::Core::Entity *entity,
   transform->position.z += movement->vz * delta_time;
 
   auto &terrain = Game::Map::TerrainService::instance();
-  if (terrain.isInitialized()) {
-    const Game::Map::TerrainHeightMap *hm = terrain.getHeightMap();
+  if (terrain.is_initialized()) {
+    const Game::Map::TerrainHeightMap *hm = terrain.get_height_map();
     if (hm != nullptr) {
       const float tile = hm->getTileSize();
       const int w = hm->getWidth();

+ 8 - 7
game/systems/nation_registry.cpp

@@ -87,7 +87,7 @@ auto NationRegistry::instance() -> NationRegistry & {
   return inst;
 }
 
-void NationRegistry::registerNation(Nation nation) {
+void NationRegistry::register_nation(Nation nation) {
 
   auto it = m_nationIndex.find(nation.id);
   if (it != m_nationIndex.end()) {
@@ -109,7 +109,8 @@ auto NationRegistry::getNation(NationID nationId) const -> const Nation * {
   return &m_nations[it->second];
 }
 
-auto NationRegistry::getNationForPlayer(int player_id) const -> const Nation * {
+auto NationRegistry::get_nation_for_player(int player_id) const
+    -> const Nation * {
 
   auto it = m_playerNations.find(player_id);
   if (it != m_playerNations.end()) {
@@ -123,11 +124,11 @@ auto NationRegistry::getNationForPlayer(int player_id) const -> const Nation * {
   return nation;
 }
 
-void NationRegistry::setPlayerNation(int player_id, NationID nationId) {
+void NationRegistry::set_player_nation(int player_id, NationID nationId) {
   m_playerNations[player_id] = nationId;
 }
 
-void NationRegistry::initializeDefaults() {
+void NationRegistry::initialize_defaults() {
   if (m_initialized) {
     return;
   }
@@ -163,12 +164,12 @@ void NationRegistry::initializeDefaults() {
     appendTroop(Game::Units::TroopType::Spearman);
     appendTroop(Game::Units::TroopType::MountedKnight);
 
-    registerNation(std::move(roman));
+    register_nation(std::move(roman));
     m_defaultNation = NationID::RomanRepublic;
   } else {
     NationID fallback_default = nations.front().id;
     for (auto &nation : nations) {
-      registerNation(std::move(nation));
+      register_nation(std::move(nation));
     }
     m_defaultNation = fallback_default;
   }
@@ -184,6 +185,6 @@ void NationRegistry::clear() {
   m_initialized = false;
 }
 
-void NationRegistry::clearPlayerAssignments() { m_playerNations.clear(); }
+void NationRegistry::clear_player_assignments() { m_playerNations.clear(); }
 
 } // namespace Game::Systems

+ 6 - 6
game/systems/nation_registry.h

@@ -75,23 +75,23 @@ class NationRegistry {
 public:
   static auto instance() -> NationRegistry &;
 
-  void registerNation(Nation nation);
+  void register_nation(Nation nation);
 
   auto getNation(NationID nationId) const -> const Nation *;
 
-  auto getNationForPlayer(int player_id) const -> const Nation *;
+  auto get_nation_for_player(int player_id) const -> const Nation *;
 
-  void setPlayerNation(int player_id, NationID nationId);
+  void set_player_nation(int player_id, NationID nationId);
 
-  auto getAllNations() const -> const std::vector<Nation> & {
+  auto get_all_nations() const -> const std::vector<Nation> & {
     return m_nations;
   }
 
-  void initializeDefaults();
+  void initialize_defaults();
 
   void clear();
 
-  void clearPlayerAssignments();
+  void clear_player_assignments();
 
   auto default_nation_id() const -> NationID { return m_defaultNation; }
 

+ 64 - 61
game/systems/owner_registry.cpp

@@ -65,14 +65,14 @@ auto OwnerRegistry::instance() -> OwnerRegistry & {
 
 void OwnerRegistry::clear() {
   m_owners.clear();
-  m_owner_idToIndex.clear();
-  m_nextOwnerId = 1;
-  m_localPlayerId = 1;
+  m_owner_id_to_index.clear();
+  m_next_owner_id = 1;
+  m_local_player_id = 1;
 }
 
-auto OwnerRegistry::registerOwner(OwnerType type,
-                                  const std::string &name) -> int {
-  int const owner_id = m_nextOwnerId++;
+auto OwnerRegistry::register_owner(OwnerType type,
+                                   const std::string &name) -> int {
+  int const owner_id = m_next_owner_id++;
   OwnerInfo info;
   info.owner_id = owner_id;
   info.type = type;
@@ -98,14 +98,14 @@ auto OwnerRegistry::registerOwner(OwnerType type,
 
   size_t const index = m_owners.size();
   m_owners.push_back(info);
-  m_owner_idToIndex[owner_id] = index;
+  m_owner_id_to_index[owner_id] = index;
 
   return owner_id;
 }
 
-void OwnerRegistry::registerOwnerWithId(int owner_id, OwnerType type,
-                                        const std::string &name) {
-  if (m_owner_idToIndex.find(owner_id) != m_owner_idToIndex.end()) {
+void OwnerRegistry::register_owner_with_id(int owner_id, OwnerType type,
+                                           const std::string &name) {
+  if (m_owner_id_to_index.find(owner_id) != m_owner_id_to_index.end()) {
     return;
   }
 
@@ -134,56 +134,58 @@ void OwnerRegistry::registerOwnerWithId(int owner_id, OwnerType type,
 
   size_t const index = m_owners.size();
   m_owners.push_back(info);
-  m_owner_idToIndex[owner_id] = index;
+  m_owner_id_to_index[owner_id] = index;
 
-  if (owner_id >= m_nextOwnerId) {
-    m_nextOwnerId = owner_id + 1;
+  if (owner_id >= m_next_owner_id) {
+    m_next_owner_id = owner_id + 1;
   }
 }
 
-void OwnerRegistry::setLocalPlayerId(int player_id) {
-  m_localPlayerId = player_id;
+void OwnerRegistry::set_local_player_id(int player_id) {
+  m_local_player_id = player_id;
 }
 
-auto OwnerRegistry::getLocalPlayerId() const -> int { return m_localPlayerId; }
+auto OwnerRegistry::get_local_player_id() const -> int {
+  return m_local_player_id;
+}
 
-auto OwnerRegistry::isPlayer(int owner_id) const -> bool {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it == m_owner_idToIndex.end()) {
+auto OwnerRegistry::is_player(int owner_id) const -> bool {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it == m_owner_id_to_index.end()) {
     return false;
   }
   return m_owners[it->second].type == OwnerType::Player;
 }
 
-auto OwnerRegistry::isAI(int owner_id) const -> bool {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it == m_owner_idToIndex.end()) {
+auto OwnerRegistry::is_ai(int owner_id) const -> bool {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it == m_owner_id_to_index.end()) {
     return false;
   }
   return m_owners[it->second].type == OwnerType::AI;
 }
 
-auto OwnerRegistry::getOwnerType(int owner_id) const -> OwnerType {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it == m_owner_idToIndex.end()) {
+auto OwnerRegistry::get_owner_type(int owner_id) const -> OwnerType {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it == m_owner_id_to_index.end()) {
     return OwnerType::Neutral;
   }
   return m_owners[it->second].type;
 }
 
-auto OwnerRegistry::getOwnerName(int owner_id) const -> std::string {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it == m_owner_idToIndex.end()) {
+auto OwnerRegistry::get_owner_name(int owner_id) const -> std::string {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it == m_owner_id_to_index.end()) {
     return "Unknown";
   }
   return m_owners[it->second].name;
 }
 
-auto OwnerRegistry::getAllOwners() const -> const std::vector<OwnerInfo> & {
+auto OwnerRegistry::get_all_owners() const -> const std::vector<OwnerInfo> & {
   return m_owners;
 }
 
-auto OwnerRegistry::getPlayerOwnerIds() const -> std::vector<int> {
+auto OwnerRegistry::get_player_owner_ids() const -> std::vector<int> {
   std::vector<int> result;
   for (const auto &owner : m_owners) {
     if (owner.type == OwnerType::Player) {
@@ -193,7 +195,7 @@ auto OwnerRegistry::getPlayerOwnerIds() const -> std::vector<int> {
   return result;
 }
 
-auto OwnerRegistry::getAIOwnerIds() const -> std::vector<int> {
+auto OwnerRegistry::get_ai_owner_ids() const -> std::vector<int> {
   std::vector<int> result;
   for (const auto &owner : m_owners) {
     if (owner.type == OwnerType::AI) {
@@ -203,51 +205,51 @@ auto OwnerRegistry::getAIOwnerIds() const -> std::vector<int> {
   return result;
 }
 
-void OwnerRegistry::setOwnerTeam(int owner_id, int team_id) {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it != m_owner_idToIndex.end()) {
+void OwnerRegistry::set_owner_team(int owner_id, int team_id) {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it != m_owner_id_to_index.end()) {
     m_owners[it->second].team_id = team_id;
   }
 }
 
-auto OwnerRegistry::getOwnerTeam(int owner_id) const -> int {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it == m_owner_idToIndex.end()) {
+auto OwnerRegistry::get_owner_team(int owner_id) const -> int {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it == m_owner_id_to_index.end()) {
     return 0;
   }
   return m_owners[it->second].team_id;
 }
 
-auto OwnerRegistry::areAllies(int owner_id1, int owner_id2) const -> bool {
+auto OwnerRegistry::are_allies(int owner_id1, int owner_id2) const -> bool {
 
   if (owner_id1 == owner_id2) {
     return true;
   }
 
-  int const team1 = getOwnerTeam(owner_id1);
-  int const team2 = getOwnerTeam(owner_id2);
+  int const team1 = get_owner_team(owner_id1);
+  int const team2 = get_owner_team(owner_id2);
 
   bool const result = (team1 == team2);
 
   return result;
 }
 
-auto OwnerRegistry::areEnemies(int owner_id1, int owner_id2) const -> bool {
+auto OwnerRegistry::are_enemies(int owner_id1, int owner_id2) const -> bool {
 
   if (owner_id1 == owner_id2) {
     return false;
   }
 
-  if (areAllies(owner_id1, owner_id2)) {
+  if (are_allies(owner_id1, owner_id2)) {
     return false;
   }
 
   return true;
 }
 
-auto OwnerRegistry::getAlliesOf(int owner_id) const -> std::vector<int> {
+auto OwnerRegistry::get_allies_of(int owner_id) const -> std::vector<int> {
   std::vector<int> result;
-  int const my_team = getOwnerTeam(owner_id);
+  int const my_team = get_owner_team(owner_id);
 
   if (my_team == 0) {
     return result;
@@ -261,37 +263,38 @@ auto OwnerRegistry::getAlliesOf(int owner_id) const -> std::vector<int> {
   return result;
 }
 
-auto OwnerRegistry::getEnemiesOf(int owner_id) const -> std::vector<int> {
+auto OwnerRegistry::get_enemies_of(int owner_id) const -> std::vector<int> {
   std::vector<int> result;
 
   for (const auto &owner : m_owners) {
-    if (areEnemies(owner_id, owner.owner_id)) {
+    if (are_enemies(owner_id, owner.owner_id)) {
       result.push_back(owner.owner_id);
     }
   }
   return result;
 }
 
-void OwnerRegistry::setOwnerColor(int owner_id, float r, float g, float b) {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it != m_owner_idToIndex.end()) {
+void OwnerRegistry::set_owner_color(int owner_id, float r, float g, float b) {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it != m_owner_id_to_index.end()) {
     m_owners[it->second].color = {r, g, b};
   }
 }
 
-auto OwnerRegistry::getOwnerColor(int owner_id) const -> std::array<float, 3> {
-  auto it = m_owner_idToIndex.find(owner_id);
-  if (it != m_owner_idToIndex.end()) {
+auto OwnerRegistry::get_owner_color(int owner_id) const
+    -> std::array<float, 3> {
+  auto it = m_owner_id_to_index.find(owner_id);
+  if (it != m_owner_id_to_index.end()) {
     return m_owners[it->second].color;
   }
 
   return {0.8F, 0.9F, 1.0F};
 }
 
-auto OwnerRegistry::toJson() const -> QJsonObject {
+auto OwnerRegistry::to_json() const -> QJsonObject {
   QJsonObject root;
-  root["nextOwnerId"] = m_nextOwnerId;
-  root["localPlayerId"] = m_localPlayerId;
+  root["nextOwnerId"] = m_next_owner_id;
+  root["localPlayerId"] = m_local_player_id;
 
   QJsonArray owners_array;
   for (const auto &owner : m_owners) {
@@ -308,11 +311,11 @@ auto OwnerRegistry::toJson() const -> QJsonObject {
   return root;
 }
 
-void OwnerRegistry::fromJson(const QJsonObject &json) {
+void OwnerRegistry::from_json(const QJsonObject &json) {
   clear();
 
-  m_nextOwnerId = json["nextOwnerId"].toInt(1);
-  m_localPlayerId = json["localPlayerId"].toInt(1);
+  m_next_owner_id = json["nextOwnerId"].toInt(1);
+  m_local_player_id = json["localPlayerId"].toInt(1);
 
   const auto owners_array = json["owners"].toArray();
   m_owners.reserve(owners_array.size());
@@ -329,12 +332,12 @@ void OwnerRegistry::fromJson(const QJsonObject &json) {
 
     const size_t index = m_owners.size();
     m_owners.push_back(info);
-    m_owner_idToIndex[info.owner_id] = index;
+    m_owner_id_to_index[info.owner_id] = index;
   }
 
   for (const auto &owner : m_owners) {
-    if (owner.owner_id >= m_nextOwnerId) {
-      m_nextOwnerId = owner.owner_id + 1;
+    if (owner.owner_id >= m_next_owner_id) {
+      m_next_owner_id = owner.owner_id + 1;
     }
   }
 }

+ 25 - 25
game/systems/owner_registry.h

@@ -29,41 +29,41 @@ public:
 
   void clear();
 
-  auto registerOwner(OwnerType type, const std::string &name = "") -> int;
+  auto register_owner(OwnerType type, const std::string &name = "") -> int;
 
-  void registerOwnerWithId(int owner_id, OwnerType type,
-                           const std::string &name = "");
+  void register_owner_with_id(int owner_id, OwnerType type,
+                              const std::string &name = "");
 
-  void setLocalPlayerId(int player_id);
+  void set_local_player_id(int player_id);
 
-  auto getLocalPlayerId() const -> int;
+  auto get_local_player_id() const -> int;
 
-  auto isPlayer(int owner_id) const -> bool;
+  auto is_player(int owner_id) const -> bool;
 
-  auto isAI(int owner_id) const -> bool;
+  auto is_ai(int owner_id) const -> bool;
 
-  auto getOwnerType(int owner_id) const -> OwnerType;
+  auto get_owner_type(int owner_id) const -> OwnerType;
 
-  auto getOwnerName(int owner_id) const -> std::string;
+  auto get_owner_name(int owner_id) const -> std::string;
 
-  auto getAllOwners() const -> const std::vector<OwnerInfo> &;
+  auto get_all_owners() const -> const std::vector<OwnerInfo> &;
 
-  auto getPlayerOwnerIds() const -> std::vector<int>;
+  auto get_player_owner_ids() const -> std::vector<int>;
 
-  auto getAIOwnerIds() const -> std::vector<int>;
+  auto get_ai_owner_ids() const -> std::vector<int>;
 
-  void setOwnerTeam(int owner_id, int team_id);
-  auto getOwnerTeam(int owner_id) const -> int;
-  auto areAllies(int owner_id1, int owner_id2) const -> bool;
-  auto areEnemies(int owner_id1, int owner_id2) const -> bool;
-  auto getAlliesOf(int owner_id) const -> std::vector<int>;
-  auto getEnemiesOf(int owner_id) const -> std::vector<int>;
+  void set_owner_team(int owner_id, int team_id);
+  auto get_owner_team(int owner_id) const -> int;
+  auto are_allies(int owner_id1, int owner_id2) const -> bool;
+  auto are_enemies(int owner_id1, int owner_id2) const -> bool;
+  auto get_allies_of(int owner_id) const -> std::vector<int>;
+  auto get_enemies_of(int owner_id) const -> std::vector<int>;
 
-  void setOwnerColor(int owner_id, float r, float g, float b);
-  auto getOwnerColor(int owner_id) const -> std::array<float, 3>;
+  void set_owner_color(int owner_id, float r, float g, float b);
+  auto get_owner_color(int owner_id) const -> std::array<float, 3>;
 
-  auto toJson() const -> QJsonObject;
-  void fromJson(const QJsonObject &json);
+  auto to_json() const -> QJsonObject;
+  void from_json(const QJsonObject &json);
 
 private:
   OwnerRegistry() = default;
@@ -71,10 +71,10 @@ private:
   OwnerRegistry(const OwnerRegistry &) = delete;
   auto operator=(const OwnerRegistry &) -> OwnerRegistry & = delete;
 
-  int m_nextOwnerId = 1;
-  int m_localPlayerId = 1;
+  int m_next_owner_id = 1;
+  int m_local_player_id = 1;
   std::vector<OwnerInfo> m_owners;
-  std::unordered_map<int, size_t> m_owner_idToIndex;
+  std::unordered_map<int, size_t> m_owner_id_to_index;
 };
 
 } // namespace Game::Systems

+ 3 - 3
game/systems/pathfinding.cpp

@@ -71,9 +71,9 @@ void Pathfinding::updateBuildingObstacles() {
   }
 
   auto &terrain_service = Game::Map::TerrainService::instance();
-  if (terrain_service.isInitialized()) {
+  if (terrain_service.is_initialized()) {
     const Game::Map::TerrainHeightMap *height_map =
-        terrain_service.getHeightMap();
+        terrain_service.get_height_map();
     const int terrain_width =
         (height_map != nullptr) ? height_map->getWidth() : 0;
     const int terrain_height =
@@ -83,7 +83,7 @@ void Pathfinding::updateBuildingObstacles() {
       for (int x = 0; x < m_width; ++x) {
         bool blocked = false;
         if (x < terrain_width && z < terrain_height) {
-          blocked = !terrain_service.isWalkable(x, z);
+          blocked = !terrain_service.is_walkable(x, z);
         } else {
           blocked = true;
         }

+ 4 - 4
game/systems/picking_service.cpp

@@ -70,17 +70,17 @@ auto PickingService::update_hover(float sx, float sy,
       pick_single(sx, sy, world, camera, view_w, view_h, 0, false);
 
   if (picked != 0 && picked != prev_hover) {
-    m_hoverGraceTicks = 6;
+    m_hover_grace_ticks = 6;
   }
 
   Engine::Core::EntityID current_hover = picked;
-  if (current_hover == 0 && prev_hover != 0 && m_hoverGraceTicks > 0) {
+  if (current_hover == 0 && prev_hover != 0 && m_hover_grace_ticks > 0) {
 
     current_hover = prev_hover;
   }
 
-  if (m_hoverGraceTicks > 0) {
-    --m_hoverGraceTicks;
+  if (m_hover_grace_ticks > 0) {
+    --m_hover_grace_ticks;
   }
   m_prev_hoverId = current_hover;
   return current_hover;

+ 1 - 1
game/systems/picking_service.h

@@ -56,7 +56,7 @@ public:
 
 private:
   Engine::Core::EntityID m_prev_hoverId = 0;
-  int m_hoverGraceTicks = 0;
+  int m_hover_grace_ticks = 0;
   static auto project_bounds(const Render::GL::Camera &cam,
                              const QVector3D &center, float hx, float hz,
                              int view_w, int view_h, QRectF &out) -> bool;

+ 3 - 2
game/systems/production_service.cpp

@@ -35,7 +35,7 @@ namespace {
 auto resolve_nation_id(const Engine::Core::UnitComponent *unit,
                        int owner_id) -> Game::Systems::NationID {
   auto &registry = NationRegistry::instance();
-  if (const auto *nation = registry.getNationForPlayer(owner_id)) {
+  if (const auto *nation = registry.get_nation_for_player(owner_id)) {
     return nation->id;
   }
   return registry.default_nation_id();
@@ -85,7 +85,8 @@ auto ProductionService::startProductionForFirstSelectedBarracks(
 
   int const current_troops =
       Engine::Core::World::count_troops_for_player(owner_id);
-  int const max_troops = Game::GameConfig::instance().getMaxTroopsPerPlayer();
+  int const max_troops =
+      Game::GameConfig::instance().get_max_troops_per_player();
   if (current_troops + production_cost > max_troops) {
     return ProductionResult::GlobalTroopLimitReached;
   }

+ 3 - 3
game/systems/production_system.cpp

@@ -32,7 +32,7 @@ void apply_production_profile(Engine::Core::ProductionComponent *prod,
 auto resolve_nation_id(const Engine::Core::UnitComponent *unit,
                        int owner_id) -> Game::Systems::NationID {
   auto &registry = NationRegistry::instance();
-  if (const auto *nation = registry.getNationForPlayer(owner_id)) {
+  if (const auto *nation = registry.get_nation_for_player(owner_id)) {
     return nation->id;
   }
   return registry.default_nation_id();
@@ -82,7 +82,7 @@ void ProductionSystem::update(Engine::Core::World *world, float delta_time) {
         int const current_troops =
             Engine::Core::World::count_troops_for_player(u->owner_id);
         int const max_troops =
-            Game::GameConfig::instance().getMaxTroopsPerPlayer();
+            Game::GameConfig::instance().get_max_troops_per_player();
         if (current_troops + production_cost > max_troops) {
           prod->in_progress = false;
           prod->time_remaining = 0.0F;
@@ -108,7 +108,7 @@ void ProductionSystem::update(Engine::Core::World *world, float delta_time) {
           auto unit = reg->create(sp.spawn_type, *world, sp);
 
           if (unit && prod->rally_set) {
-            unit->moveTo(prod->rally_x, prod->rally_z);
+            unit->move_to(prod->rally_x, prod->rally_z);
           }
         }
 

+ 6 - 6
game/systems/projectile_system.cpp

@@ -22,14 +22,14 @@ void ProjectileSystem::spawn_arrow(const QVector3D &start, const QVector3D &end,
   float arc_height;
   if (is_ballista_bolt) {
 
-    arc_height = std::clamp(m_arrow_config.arcHeightMultiplier * dist * 0.4F,
-                            m_arrow_config.arcHeightMin * 0.5F,
-                            m_arrow_config.arcHeightMax * 0.6F);
+    arc_height = std::clamp(m_arrow_config.arc_height_multiplier * dist * 0.4F,
+                            m_arrow_config.arc_height_min * 0.5F,
+                            m_arrow_config.arc_height_max * 0.6F);
   } else {
 
-    arc_height =
-        std::clamp(m_arrow_config.arcHeightMultiplier * dist,
-                   m_arrow_config.arcHeightMin, m_arrow_config.arcHeightMax);
+    arc_height = std::clamp(m_arrow_config.arc_height_multiplier * dist,
+                            m_arrow_config.arc_height_min,
+                            m_arrow_config.arc_height_max);
   }
   float inv_dist = (dist > 0.001F) ? (1.0F / dist) : 1.0F;
 

+ 7 - 7
game/systems/save_load_service.cpp

@@ -95,9 +95,9 @@ auto SaveLoadService::saveGameToSlot(Engine::Core::World &world,
       return false;
     }
 
-    m_lastMetadata = combined_metadata;
+    m_last_metadata = combined_metadata;
     m_lastTitle = title;
-    m_lastScreenshot = screenshot;
+    m_last_screenshot = screenshot;
     m_last_error.clear();
     return true;
   } catch (const std::exception &e) {
@@ -108,8 +108,8 @@ auto SaveLoadService::saveGameToSlot(Engine::Core::World &world,
   }
 }
 
-auto SaveLoadService::loadGameFromSlot(Engine::Core::World &world,
-                                       const QString &slotName) -> bool {
+auto SaveLoadService::load_game_from_slot(Engine::Core::World &world,
+                                          const QString &slotName) -> bool {
   qInfo() << "Loading game from slot:" << slotName;
 
   try {
@@ -145,9 +145,9 @@ auto SaveLoadService::loadGameFromSlot(Engine::Core::World &world,
     world.clear();
     Engine::Core::Serialization::deserializeWorld(&world, doc);
 
-    m_lastMetadata = metadata;
+    m_last_metadata = metadata;
     m_lastTitle = title;
-    m_lastScreenshot = screenshot;
+    m_last_screenshot = screenshot;
     m_last_error.clear();
     return true;
   } catch (const std::exception &e) {
@@ -158,7 +158,7 @@ auto SaveLoadService::loadGameFromSlot(Engine::Core::World &world,
   }
 }
 
-auto SaveLoadService::getSaveSlots() const -> QVariantList {
+auto SaveLoadService::get_save_slots() const -> QVariantList {
   if (!m_storage) {
     return {};
   }

+ 7 - 7
game/systems/save_load_service.h

@@ -25,10 +25,10 @@ public:
                       const QJsonObject &metadata = {},
                       const QByteArray &screenshot = QByteArray()) -> bool;
 
-  auto loadGameFromSlot(Engine::Core::World &world,
-                        const QString &slotName) -> bool;
+  auto load_game_from_slot(Engine::Core::World &world,
+                           const QString &slotName) -> bool;
 
-  auto getSaveSlots() const -> QVariantList;
+  auto get_save_slots() const -> QVariantList;
 
   auto deleteSaveSlot(const QString &slotName) -> bool;
 
@@ -36,9 +36,9 @@ public:
 
   void clearError() { m_last_error.clear(); }
 
-  auto getLastMetadata() const -> QJsonObject { return m_lastMetadata; }
+  auto getLastMetadata() const -> QJsonObject { return m_last_metadata; }
   auto getLastTitle() const -> QString { return m_lastTitle; }
-  auto getLastScreenshot() const -> QByteArray { return m_lastScreenshot; }
+  auto getLastScreenshot() const -> QByteArray { return m_last_screenshot; }
 
   auto list_campaigns(QString *out_error = nullptr) const -> QVariantList;
   auto get_campaign_progress(const QString &campaign_id,
@@ -56,9 +56,9 @@ private:
   static void ensureSavesDirectoryExists();
 
   mutable QString m_last_error;
-  QJsonObject m_lastMetadata;
+  QJsonObject m_last_metadata;
   QString m_lastTitle;
-  QByteArray m_lastScreenshot;
+  QByteArray m_last_screenshot;
   std::unique_ptr<SaveStorage> m_storage;
 };
 

+ 6 - 6
game/systems/save_storage.cpp

@@ -480,12 +480,12 @@ auto SaveStorage::ensureSchema(QString *out_error) const -> bool {
     return false;
   }
 
-  if (!migrateSchema(current_version, out_error)) {
+  if (!migrate_schema(current_version, out_error)) {
     transaction.rollback();
     return false;
   }
 
-  if (!setSchemaVersion(k_current_schema_version, out_error)) {
+  if (!set_schema_version(k_current_schema_version, out_error)) {
     transaction.rollback();
     return false;
   }
@@ -514,8 +514,8 @@ auto SaveStorage::schemaVersion(QString *out_error) const -> int {
   return 0;
 }
 
-auto SaveStorage::setSchemaVersion(int version,
-                                   QString *out_error) const -> bool {
+auto SaveStorage::set_schema_version(int version,
+                                     QString *out_error) const -> bool {
   QSqlQuery pragma_query(m_database);
   if (!pragma_query.exec(
           QStringLiteral("PRAGMA user_version = %1").arg(version))) {
@@ -566,8 +566,8 @@ auto SaveStorage::createBaseSchema(QString *out_error) const -> bool {
   return true;
 }
 
-auto SaveStorage::migrateSchema(int fromVersion,
-                                QString *out_error) const -> bool {
+auto SaveStorage::migrate_schema(int fromVersion,
+                                 QString *out_error) const -> bool {
   int version = fromVersion;
 
   while (version < k_current_schema_version) {

+ 4 - 4
game/systems/save_storage.h

@@ -41,11 +41,11 @@ private:
   auto open(QString *out_error = nullptr) const -> bool;
   auto ensureSchema(QString *out_error = nullptr) const -> bool;
   auto createBaseSchema(QString *out_error = nullptr) const -> bool;
-  auto migrateSchema(int fromVersion,
-                     QString *out_error = nullptr) const -> bool;
+  auto migrate_schema(int fromVersion,
+                      QString *out_error = nullptr) const -> bool;
   auto schemaVersion(QString *out_error = nullptr) const -> int;
-  auto setSchemaVersion(int version,
-                        QString *out_error = nullptr) const -> bool;
+  auto set_schema_version(int version,
+                          QString *out_error = nullptr) const -> bool;
   auto migrate_to_2(QString *out_error = nullptr) const -> bool;
 
   QString m_database_path;

+ 2 - 2
game/systems/terrain_alignment_system.cpp

@@ -10,7 +10,7 @@ namespace Game::Systems {
 void TerrainAlignmentSystem::update(Engine::Core::World *world, float) {
   auto &terrain_service = Game::Map::TerrainService::instance();
 
-  if (!terrain_service.isInitialized()) {
+  if (!terrain_service.is_initialized()) {
     return;
   }
 
@@ -29,7 +29,7 @@ void TerrainAlignmentSystem::alignEntityToTerrain(
 
   auto &terrain_service = Game::Map::TerrainService::instance();
 
-  float const terrain_height = terrain_service.getTerrainHeight(
+  float const terrain_height = terrain_service.get_terrain_height(
       transform->position.x, transform->position.z);
 
   float entity_base_offset = 0.0F;

+ 1 - 1
game/systems/troop_count_registry.cpp

@@ -26,7 +26,7 @@ void TroopCountRegistry::initialize() {
 
 void TroopCountRegistry::clear() { m_troop_counts.clear(); }
 
-auto TroopCountRegistry::getTroopCount(int owner_id) const -> int {
+auto TroopCountRegistry::get_troop_count(int owner_id) const -> int {
   auto it = m_troop_counts.find(owner_id);
   if (it != m_troop_counts.end()) {
     return it->second;

+ 1 - 1
game/systems/troop_count_registry.h

@@ -16,7 +16,7 @@ public:
   void initialize();
   void clear();
 
-  auto getTroopCount(int owner_id) const -> int;
+  auto get_troop_count(int owner_id) const -> int;
 
   void on_unit_spawned(const Engine::Core::UnitSpawnedEvent &event);
   void on_unit_died(const Engine::Core::UnitDiedEvent &event);

+ 1 - 1
game/systems/troop_profile_service.cpp

@@ -25,7 +25,7 @@ auto TroopProfileService::get_profile(
     const auto fallback_id = NationRegistry::instance().default_nation_id();
     nation = NationRegistry::instance().getNation(fallback_id);
     if (nation == nullptr) {
-      const auto &all = NationRegistry::instance().getAllNations();
+      const auto &all = NationRegistry::instance().get_all_nations();
       if (all.empty()) {
         const auto &catalog_class =
             Game::Units::TroopCatalog::instance().get_class_or_fallback(type);

+ 25 - 24
game/systems/victory_service.cpp

@@ -31,8 +31,8 @@ VictoryService::~VictoryService() = default;
 
 void VictoryService::reset() {
   m_victoryState = "";
-  m_elapsedTime = 0.0F;
-  m_startupDelay = 0.0F;
+  m_elapsed_time = 0.0F;
+  m_startup_delay = 0.0F;
   m_worldPtr = nullptr;
   m_victoryCallback = nullptr;
   m_keyStructures.clear();
@@ -50,7 +50,7 @@ void VictoryService::configure(const Game::Map::VictoryConfig &config,
     m_keyStructures = config.keyStructures;
   } else if (config.victoryType == "survive_time") {
     m_victoryType = VictoryType::SurviveTime;
-    m_surviveTimeDuration = config.surviveTimeDuration;
+    m_survive_time_duration = config.surviveTimeDuration;
   } else {
     m_victoryType = VictoryType::Elimination;
     m_keyStructures = {"barracks"};
@@ -69,7 +69,7 @@ void VictoryService::configure(const Game::Map::VictoryConfig &config,
     m_defeatConditions.push_back(DefeatCondition::NoKeyStructures);
   }
 
-  m_startupDelay = k_startup_delay_seconds;
+  m_startup_delay = k_startup_delay_seconds;
 }
 
 void VictoryService::update(Engine::Core::World &world, float delta_time) {
@@ -79,21 +79,21 @@ void VictoryService::update(Engine::Core::World &world, float delta_time) {
 
   m_worldPtr = &world;
 
-  if (m_startupDelay > 0.0F) {
-    m_startupDelay = std::max(0.0F, m_startupDelay - delta_time);
+  if (m_startup_delay > 0.0F) {
+    m_startup_delay = std::max(0.0F, m_startup_delay - delta_time);
     return;
   }
 
   if (m_victoryType == VictoryType::SurviveTime) {
-    m_elapsedTime += delta_time;
+    m_elapsed_time += delta_time;
   }
 
-  checkVictoryConditions(world);
+  check_victory_conditions(world);
   if (!m_victoryState.isEmpty()) {
     return;
   }
 
-  checkDefeatConditions(world);
+  check_defeat_conditions(world);
 }
 
 void VictoryService::on_unit_died(const Engine::Core::UnitDiedEvent &event) {}
@@ -105,20 +105,20 @@ void VictoryService::on_barrack_captured(
     return;
   }
 
-  checkVictoryConditions(*m_worldPtr);
+  check_victory_conditions(*m_worldPtr);
   if (!m_victoryState.isEmpty()) {
     return;
   }
 
-  checkDefeatConditions(*m_worldPtr);
+  check_defeat_conditions(*m_worldPtr);
 }
 
-void VictoryService::checkVictoryConditions(Engine::Core::World &world) {
+void VictoryService::check_victory_conditions(Engine::Core::World &world) {
   bool victory = false;
 
   switch (m_victoryType) {
   case VictoryType::Elimination:
-    victory = checkElimination(world);
+    victory = check_elimination(world);
     break;
   case VictoryType::SurviveTime:
     victory = checkSurviveTime();
@@ -132,7 +132,7 @@ void VictoryService::checkVictoryConditions(Engine::Core::World &world) {
     m_victoryState = "victory";
     qInfo() << "VICTORY! Conditions met.";
 
-    const auto &all_owners = m_owner_registry.getAllOwners();
+    const auto &all_owners = m_owner_registry.get_all_owners();
     for (const auto &owner : all_owners) {
       if (owner.type == Game::Systems::OwnerType::Player ||
           owner.type == Game::Systems::OwnerType::AI) {
@@ -154,16 +154,16 @@ void VictoryService::checkVictoryConditions(Engine::Core::World &world) {
   }
 }
 
-void VictoryService::checkDefeatConditions(Engine::Core::World &world) {
+void VictoryService::check_defeat_conditions(Engine::Core::World &world) {
   for (const auto &condition : m_defeatConditions) {
     bool defeat = false;
 
     switch (condition) {
     case DefeatCondition::NoUnits:
-      defeat = checkNoUnits(world);
+      defeat = check_no_units(world);
       break;
     case DefeatCondition::NoKeyStructures:
-      defeat = checkNoKeyStructures(world);
+      defeat = check_no_key_structures(world);
       break;
     case DefeatCondition::TimeExpired:
 
@@ -174,7 +174,7 @@ void VictoryService::checkDefeatConditions(Engine::Core::World &world) {
       m_victoryState = "defeat";
       qInfo() << "DEFEAT! Condition met.";
 
-      const auto &all_owners = m_owner_registry.getAllOwners();
+      const auto &all_owners = m_owner_registry.get_all_owners();
       for (const auto &owner : all_owners) {
         if (owner.type == Game::Systems::OwnerType::Player ||
             owner.type == Game::Systems::OwnerType::AI) {
@@ -198,11 +198,11 @@ void VictoryService::checkDefeatConditions(Engine::Core::World &world) {
   }
 }
 
-auto VictoryService::checkElimination(Engine::Core::World &world) -> bool {
+auto VictoryService::check_elimination(Engine::Core::World &world) -> bool {
 
   bool enemy_key_structures_alive = false;
 
-  int const local_team = m_owner_registry.getOwnerTeam(m_local_owner_id);
+  int const local_team = m_owner_registry.get_owner_team(m_local_owner_id);
 
   auto entities = world.get_entities_with<Engine::Core::UnitComponent>();
   for (auto *e : entities) {
@@ -215,7 +215,7 @@ auto VictoryService::checkElimination(Engine::Core::World &world) -> bool {
       continue;
     }
 
-    if (m_owner_registry.areAllies(m_local_owner_id, unit->owner_id)) {
+    if (m_owner_registry.are_allies(m_local_owner_id, unit->owner_id)) {
       continue;
     }
 
@@ -232,10 +232,10 @@ auto VictoryService::checkElimination(Engine::Core::World &world) -> bool {
 }
 
 auto VictoryService::checkSurviveTime() const -> bool {
-  return m_elapsedTime >= m_surviveTimeDuration;
+  return m_elapsed_time >= m_survive_time_duration;
 }
 
-auto VictoryService::checkNoUnits(Engine::Core::World &world) const -> bool {
+auto VictoryService::check_no_units(Engine::Core::World &world) const -> bool {
 
   auto entities = world.get_entities_with<Engine::Core::UnitComponent>();
   for (auto *e : entities) {
@@ -252,7 +252,8 @@ auto VictoryService::checkNoUnits(Engine::Core::World &world) const -> bool {
   return true;
 }
 
-auto VictoryService::checkNoKeyStructures(Engine::Core::World &world) -> bool {
+auto VictoryService::check_no_key_structures(Engine::Core::World &world)
+    -> bool {
 
   auto entities = world.get_entities_with<Engine::Core::UnitComponent>();
   for (auto *e : entities) {

+ 8 - 8
game/systems/victory_service.h

@@ -51,21 +51,21 @@ public:
 private:
   void on_unit_died(const Engine::Core::UnitDiedEvent &event);
   void on_barrack_captured(const Engine::Core::BarrackCapturedEvent &event);
-  void checkVictoryConditions(Engine::Core::World &world);
-  void checkDefeatConditions(Engine::Core::World &world);
+  void check_victory_conditions(Engine::Core::World &world);
+  void check_defeat_conditions(Engine::Core::World &world);
 
-  auto checkElimination(Engine::Core::World &world) -> bool;
+  auto check_elimination(Engine::Core::World &world) -> bool;
   [[nodiscard]] auto checkSurviveTime() const -> bool;
-  auto checkNoUnits(Engine::Core::World &world) const -> bool;
-  auto checkNoKeyStructures(Engine::Core::World &world) -> bool;
+  auto check_no_units(Engine::Core::World &world) const -> bool;
+  auto check_no_key_structures(Engine::Core::World &world) -> bool;
 
   VictoryType m_victoryType = VictoryType::Elimination;
   std::vector<QString> m_keyStructures;
   std::vector<DefeatCondition> m_defeatConditions;
 
-  float m_surviveTimeDuration = 0.0F;
-  float m_elapsedTime = 0.0F;
-  float m_startupDelay = 0.0F;
+  float m_survive_time_duration = 0.0F;
+  float m_elapsed_time = 0.0F;
+  float m_startup_delay = 0.0F;
 
   int m_local_owner_id = 1;
   QString m_victoryState;

+ 1 - 1
game/units/barracks.cpp

@@ -58,7 +58,7 @@ void Barracks::init(const SpawnParams &params) {
 
   e->add_component<Engine::Core::BuildingComponent>();
 
-  Game::Systems::BuildingCollisionRegistry::instance().registerBuilding(
+  Game::Systems::BuildingCollisionRegistry::instance().register_building(
       m_id, m_type_string, m_t->position.x, m_t->position.z, m_u->owner_id);
 
   if (!Game::Core::isNeutralOwner(m_u->owner_id)) {

+ 1 - 1
game/units/spawn_type.h

@@ -137,7 +137,7 @@ inline auto isTroopSpawn(SpawnType type) -> bool {
   return type != SpawnType::Barracks;
 }
 
-inline auto isBuildingSpawn(SpawnType type) -> bool {
+inline auto is_building_spawn(SpawnType type) -> bool {
   return type == SpawnType::Barracks;
 }
 

+ 3 - 3
game/units/unit.cpp

@@ -50,7 +50,7 @@ void Unit::ensureCoreComponents() {
   }
 }
 
-void Unit::moveTo(float x, float z) {
+void Unit::move_to(float x, float z) {
   ensureCoreComponents();
   if (m_mv == nullptr) {
     if (auto *e = entity()) {
@@ -94,7 +94,7 @@ auto Unit::position() const -> QVector3D {
   return {};
 }
 
-void Unit::setHoldMode(bool enabled) {
+void Unit::set_hold_mode(bool enabled) {
   auto *e = entity();
   if (e == nullptr) {
     return;
@@ -123,7 +123,7 @@ void Unit::setHoldMode(bool enabled) {
   }
 }
 
-auto Unit::isInHoldMode() const -> bool {
+auto Unit::is_in_hold_mode() const -> bool {
   auto *e = entity();
   if (e == nullptr) {
     return false;

+ 3 - 3
game/units/unit.h

@@ -40,12 +40,12 @@ public:
     return m_type_string;
   }
 
-  void moveTo(float x, float z);
+  void move_to(float x, float z);
   [[nodiscard]] auto is_alive() const -> bool;
   [[nodiscard]] auto position() const -> QVector3D;
 
-  void setHoldMode(bool enabled);
-  [[nodiscard]] auto isInHoldMode() const -> bool;
+  void set_hold_mode(bool enabled);
+  [[nodiscard]] auto is_in_hold_mode() const -> bool;
 
 protected:
   Unit(Engine::Core::World &world, TroopType type);

+ 1 - 1
game/visuals/team_colors.h

@@ -11,7 +11,7 @@ inline auto team_colorForOwner(int owner_id) -> QVector3D {
   }
 
   auto &registry = Game::Systems::OwnerRegistry::instance();
-  auto color = registry.getOwnerColor(owner_id);
+  auto color = registry.get_owner_color(owner_id);
   return {color[0], color[1], color[2]};
 }
 } // namespace Game::Visuals

+ 2 - 2
game/visuals/visual_catalog.cpp

@@ -102,8 +102,8 @@ auto VisualCatalog::lookup(const std::string &unitType,
   return true;
 }
 
-void applyToRenderable(const VisualDef &def,
-                       Engine::Core::RenderableComponent &r) {
+void apply_to_renderable(const VisualDef &def,
+                         Engine::Core::RenderableComponent &r) {
   r.mesh = toRenderableMesh(def.mesh);
   r.color[0] = def.color.x();
   r.color[1] = def.color.y();

+ 2 - 2
game/visuals/visual_catalog.h

@@ -31,7 +31,7 @@ private:
 
 auto meshKindFromString(const QString &s) -> VisualDef::MeshKind;
 
-void applyToRenderable(const VisualDef &def,
-                       Engine::Core::RenderableComponent &r);
+void apply_to_renderable(const VisualDef &def,
+                         Engine::Core::RenderableComponent &r);
 
 } // namespace Game::Visuals

+ 1 - 1
render/gl/backend.cpp

@@ -1414,7 +1414,7 @@ void Backend::execute(const DrawQueue &queue, const Camera &cam) {
     case PrimitiveBatchCmdIndex: {
       const auto &batch = std::get<PrimitiveBatchCmdIndex>(cmd);
       if (batch.instance_count() == 0 || m_primitiveBatchPipeline == nullptr ||
-          !m_primitiveBatchPipeline->isInitialized()) {
+          !m_primitiveBatchPipeline->is_initialized()) {
         break;
       }
 

+ 1 - 1
render/gl/backend/README.md

@@ -61,7 +61,7 @@ python3 scripts/validate_shader_uniforms.py
 When creating a new rendering pipeline:
 
 1. Inherit from `IPipeline` interface
-2. Implement `initialize()`, `shutdown()`, `cacheUniforms()`, `isInitialized()`
+2. Implement `initialize()`, `shutdown()`, `cacheUniforms()`, `is_initialized()`
 3. Add validation to ensure uniform names match shader files
 4. Document any shader dependencies
 5. Update this README with the new pipeline

+ 2 - 2
render/gl/backend/character_pipeline.cpp

@@ -34,7 +34,7 @@ auto CharacterPipeline::initialize() -> bool {
 
   cacheUniforms();
 
-  return isInitialized();
+  return is_initialized();
 }
 
 void CharacterPipeline::shutdown() {
@@ -52,7 +52,7 @@ void CharacterPipeline::cacheUniforms() {
   cacheSpearmanUniforms();
 }
 
-auto CharacterPipeline::isInitialized() const -> bool {
+auto CharacterPipeline::is_initialized() const -> bool {
   return m_basicShader != nullptr && m_archerShader != nullptr &&
          m_swordsmanShader != nullptr && m_spearmanShader != nullptr;
 }

+ 1 - 1
render/gl/backend/character_pipeline.h

@@ -19,7 +19,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override;
+  [[nodiscard]] auto is_initialized() const -> bool override;
 
   struct BasicUniforms {
     GL::Shader::UniformHandle mvp{GL::Shader::InvalidUniform};

+ 1 - 1
render/gl/backend/cylinder_pipeline.h

@@ -17,7 +17,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override {
+  [[nodiscard]] auto is_initialized() const -> bool override {
     return m_initialized;
   }
 

+ 2 - 2
render/gl/backend/effects_pipeline.cpp

@@ -24,7 +24,7 @@ auto EffectsPipeline::initialize() -> bool {
 
   cacheUniforms();
 
-  return isInitialized();
+  return is_initialized();
 }
 
 void EffectsPipeline::shutdown() {
@@ -37,7 +37,7 @@ void EffectsPipeline::cacheUniforms() {
   cacheGridUniforms();
 }
 
-auto EffectsPipeline::isInitialized() const -> bool {
+auto EffectsPipeline::is_initialized() const -> bool {
   return m_basicShader != nullptr && m_gridShader != nullptr;
 }
 

+ 1 - 1
render/gl/backend/effects_pipeline.h

@@ -18,7 +18,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override;
+  [[nodiscard]] auto is_initialized() const -> bool override;
 
   struct GridUniforms {
     GL::Shader::UniformHandle mvp{GL::Shader::InvalidUniform};

+ 1 - 1
render/gl/backend/pipeline_interface.h

@@ -15,7 +15,7 @@ public:
 
   virtual void cacheUniforms() = 0;
 
-  [[nodiscard]] virtual auto isInitialized() const -> bool = 0;
+  [[nodiscard]] virtual auto is_initialized() const -> bool = 0;
 };
 
 } // namespace Render::GL::BackendPipelines

+ 1 - 1
render/gl/backend/primitive_batch_pipeline.h

@@ -19,7 +19,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override {
+  [[nodiscard]] auto is_initialized() const -> bool override {
     return m_initialized;
   }
 

+ 2 - 2
render/gl/backend/terrain_pipeline.cpp

@@ -42,7 +42,7 @@ auto TerrainPipeline::initialize() -> bool {
 
   cacheUniforms();
 
-  return isInitialized();
+  return is_initialized();
 }
 
 void TerrainPipeline::shutdown() {
@@ -58,7 +58,7 @@ void TerrainPipeline::cacheUniforms() {
   cacheTerrainUniforms();
 }
 
-auto TerrainPipeline::isInitialized() const -> bool {
+auto TerrainPipeline::is_initialized() const -> bool {
   return m_grassShader != nullptr && m_groundShader != nullptr &&
          m_terrainShader != nullptr && m_grassVao != 0;
 }

+ 1 - 1
render/gl/backend/terrain_pipeline.h

@@ -21,7 +21,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override;
+  [[nodiscard]] auto is_initialized() const -> bool override;
 
   struct GrassUniforms {
     GL::Shader::UniformHandle view_proj{GL::Shader::InvalidUniform};

+ 1 - 1
render/gl/backend/vegetation_pipeline.h

@@ -16,7 +16,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override {
+  [[nodiscard]] auto is_initialized() const -> bool override {
     return m_initialized;
   }
 

+ 2 - 2
render/gl/backend/water_pipeline.cpp

@@ -32,7 +32,7 @@ auto WaterPipeline::initialize() -> bool {
 
   cacheUniforms();
 
-  return isInitialized();
+  return is_initialized();
 }
 
 void WaterPipeline::shutdown() {
@@ -49,7 +49,7 @@ void WaterPipeline::cacheUniforms() {
   cache_road_uniforms();
 }
 
-auto WaterPipeline::isInitialized() const -> bool {
+auto WaterPipeline::is_initialized() const -> bool {
   return m_riverShader != nullptr && m_riverbankShader != nullptr &&
          m_bridgeShader != nullptr && m_road_shader != nullptr;
 }

+ 1 - 1
render/gl/backend/water_pipeline.h

@@ -18,7 +18,7 @@ public:
   auto initialize() -> bool override;
   void shutdown() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override;
+  [[nodiscard]] auto is_initialized() const -> bool override;
 
   struct RiverUniforms {
     GL::Shader::UniformHandle model{GL::Shader::InvalidUniform};

+ 1 - 1
render/gl/camera.cpp

@@ -603,7 +603,7 @@ void Camera::applySoftBoundaries(bool isPanning) {
   }
 
   auto &vis = Game::Map::VisibilityService::instance();
-  if (!vis.isInitialized()) {
+  if (!vis.is_initialized()) {
     return;
   }
 

+ 1 - 1
render/gl/camera.h

@@ -54,7 +54,7 @@ public:
   auto world_to_screen(const QVector3D &world, qreal screenW, qreal screenH,
                        QPointF &outScreen) const -> bool;
 
-  void setFollowEnabled(bool enable) { m_followEnabled = enable; }
+  void set_follow_enabled(bool enable) { m_followEnabled = enable; }
   [[nodiscard]] auto isFollowEnabled() const -> bool { return m_followEnabled; }
   void setFollowLerp(float alpha) { m_followLerp = alpha; }
   void setFollowOffset(const QVector3D &off) { m_followOffset = off; }

+ 21 - 20
render/ground/biome_renderer.cpp

@@ -64,23 +64,23 @@ BiomeRenderer::BiomeRenderer() = default;
 BiomeRenderer::~BiomeRenderer() = default;
 
 void BiomeRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
-                              const Game::Map::BiomeSettings &biomeSettings) {
+                              const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
   m_grassInstances.clear();
   m_grassInstanceBuffer.reset();
   m_grassInstanceCount = 0;
   m_grassInstancesDirty = false;
 
-  m_grassParams.soil_color = m_biomeSettings.soil_color;
-  m_grassParams.wind_strength = m_biomeSettings.sway_strength;
-  m_grassParams.wind_speed = m_biomeSettings.sway_speed;
+  m_grassParams.soil_color = m_biome_settings.soil_color;
+  m_grassParams.wind_strength = m_biome_settings.sway_strength;
+  m_grassParams.wind_speed = m_biome_settings.sway_speed;
   m_grassParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
   m_grassParams.time = 0.0F;
 
@@ -131,7 +131,7 @@ void BiomeRenderer::generateGrassInstances() {
     return;
   }
 
-  if (m_biomeSettings.patch_density < 0.01F) {
+  if (m_biome_settings.patch_density < 0.01F) {
     m_grassInstanceCount = 0;
     m_grassInstancesDirty = false;
     return;
@@ -142,7 +142,7 @@ void BiomeRenderer::generateGrassInstances() {
   const float tile_safe = std::max(0.001F, m_tile_size);
 
   const float edge_padding =
-      std::clamp(m_biomeSettings.spawn_edge_padding, 0.0F, 0.5F);
+      std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
   const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 
@@ -268,16 +268,17 @@ void BiomeRenderer::generateGrassInstances() {
     float const dryness =
         std::clamp(dryness_noise * 0.6F + slope * 0.4F, 0.0F, 1.0F);
     QVector3D const lush_mix =
-        m_biomeSettings.grass_primary * (1.0F - lush_noise) +
-        m_biomeSettings.grass_secondary * lush_noise;
+        m_biome_settings.grass_primary * (1.0F - lush_noise) +
+        m_biome_settings.grass_secondary * lush_noise;
     QVector3D const color =
-        lush_mix * (1.0F - dryness) + m_biomeSettings.grass_dry * dryness;
-
-    float const height = remap(rand_01(state), m_biomeSettings.blade_height_min,
-                               m_biomeSettings.blade_height_max) *
-                         tile_safe * 0.5F;
-    float const width = remap(rand_01(state), m_biomeSettings.blade_width_min,
-                              m_biomeSettings.blade_width_max) *
+        lush_mix * (1.0F - dryness) + m_biome_settings.grass_dry * dryness;
+
+    float const height =
+        remap(rand_01(state), m_biome_settings.blade_height_min,
+              m_biome_settings.blade_height_max) *
+        tile_safe * 0.5F;
+    float const width = remap(rand_01(state), m_biome_settings.blade_width_min,
+                              m_biome_settings.blade_width_max) *
                         tile_safe;
 
     float const sway_strength = remap(rand_01(state), 0.75F, 1.25F);
@@ -382,7 +383,7 @@ void BiomeRenderer::generateGrassInstances() {
       float const type_bias = 1.0F;
       constexpr float k_cluster_boost = 1.35F;
       float const expected_clusters =
-          std::max(0.0F, m_biomeSettings.patch_density * k_cluster_boost *
+          std::max(0.0F, m_biome_settings.patch_density * k_cluster_boost *
                              slope_penalty * type_bias * usable_coverage);
       int cluster_count = static_cast<int>(std::floor(expected_clusters));
       float const frac = expected_clusters - float(cluster_count);
@@ -394,7 +395,7 @@ void BiomeRenderer::generateGrassInstances() {
         auto chunk_span_x = float(chunk_max_x - chunk_x + 1);
         auto chunk_span_z = float(chunk_max_z - chunk_z + 1);
         float const scatter_base =
-            std::max(0.25F, m_biomeSettings.patch_jitter);
+            std::max(0.25F, m_biome_settings.patch_jitter);
 
         auto pick_cluster_center =
             [&](uint32_t &rng) -> std::optional<QVector2D> {
@@ -456,7 +457,7 @@ void BiomeRenderer::generateGrassInstances() {
   }
 
   const float background_density =
-      std::max(0.0F, m_biomeSettings.background_blade_density);
+      std::max(0.0F, m_biome_settings.background_blade_density);
   if (background_density > 0.0F) {
     for (int z = 0; z < m_height; ++z) {
       for (int x = 0; x < m_width; ++x) {

+ 2 - 2
render/ground/biome_renderer.h

@@ -18,7 +18,7 @@ public:
   ~BiomeRenderer() override;
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
-                 const Game::Map::BiomeSettings &biomeSettings);
+                 const Game::Map::BiomeSettings &biome_settings);
 
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
@@ -35,7 +35,7 @@ private:
 
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
-  Game::Map::BiomeSettings m_biomeSettings;
+  Game::Map::BiomeSettings m_biome_settings;
   std::uint32_t m_noiseSeed = 0U;
 
   std::vector<GrassInstanceGpu> m_grassInstances;

+ 1 - 1
render/ground/bridge_renderer.cpp

@@ -220,7 +220,7 @@ void BridgeRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   Q_UNUSED(resources);
 
   auto &visibility = Game::Map::VisibilityService::instance();
-  const bool use_visibility = visibility.isInitialized();
+  const bool use_visibility = visibility.is_initialized();
 
   auto *shader = renderer.get_shader("bridge");
   if (shader == nullptr) {

+ 5 - 5
render/ground/firecamp_renderer.cpp

@@ -58,14 +58,14 @@ FireCampRenderer::~FireCampRenderer() = default;
 
 void FireCampRenderer::configure(
     const Game::Map::TerrainHeightMap &height_map,
-    const Game::Map::BiomeSettings &biomeSettings) {
+    const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
   m_fireCampInstances.clear();
   m_fireCampInstanceBuffer.reset();
@@ -92,7 +92,7 @@ void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   }
 
   auto &visibility = Game::Map::VisibilityService::instance();
-  const bool use_visibility = visibility.isInitialized();
+  const bool use_visibility = visibility.is_initialized();
   const std::uint64_t current_version =
       use_visibility ? visibility.version() : 0;
 
@@ -261,7 +261,7 @@ void FireCampRenderer::generateFireCampInstances() {
   const float tile_safe = std::max(0.1F, m_tile_size);
 
   const float edge_padding =
-      std::clamp(m_biomeSettings.spawn_edge_padding, 0.0F, 0.5F);
+      std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
   const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 

+ 2 - 2
render/ground/firecamp_renderer.h

@@ -18,7 +18,7 @@ public:
   ~FireCampRenderer() override;
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
-                 const Game::Map::BiomeSettings &biomeSettings);
+                 const Game::Map::BiomeSettings &biome_settings);
 
   void setExplicitFireCamps(const std::vector<QVector3D> &positions,
                             const std::vector<float> &intensities = {},
@@ -38,7 +38,7 @@ private:
 
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
-  Game::Map::BiomeSettings m_biomeSettings;
+  Game::Map::BiomeSettings m_biome_settings;
   std::uint32_t m_noiseSeed = 0U;
 
   std::vector<FireCampInstanceGpu> m_fireCampInstances;

+ 31 - 31
render/ground/ground_renderer.cpp

@@ -43,7 +43,7 @@ void GroundRenderer::updateNoiseOffset() {
   const float span_x = (m_width > 0 ? float(m_width) * m_tile_size : m_extent);
   const float span_z =
       (m_height > 0 ? float(m_height) * m_tile_size : m_extent);
-  const auto seed = static_cast<float>(m_biomeSettings.seed % 1024U);
+  const auto seed = static_cast<float>(m_biome_settings.seed % 1024U);
 
   QVector2D new_offset;
   new_offset.setX(span_x * 0.37F + seed * 0.21F);
@@ -64,52 +64,52 @@ auto GroundRenderer::buildParams() const -> TerrainChunkParams {
 
   TerrainChunkParams params;
 
-  const QVector3D primary = m_biomeSettings.grass_primary * 0.97F;
-  const QVector3D secondary = m_biomeSettings.grass_secondary * 0.93F;
-  const QVector3D dry = m_biomeSettings.grass_dry * 0.90F;
-  const QVector3D soil = m_biomeSettings.soil_color * 0.68F;
+  const QVector3D primary = m_biome_settings.grass_primary * 0.97F;
+  const QVector3D secondary = m_biome_settings.grass_secondary * 0.93F;
+  const QVector3D dry = m_biome_settings.grass_dry * 0.90F;
+  const QVector3D soil = m_biome_settings.soil_color * 0.68F;
 
   params.grass_primary = saturate(primary);
   params.grass_secondary = saturate(secondary);
   params.grass_dry = saturate(dry);
   params.soil_color = saturate(soil);
-  params.rock_low = saturate(m_biomeSettings.rock_low);
-  params.rock_high = saturate(m_biomeSettings.rock_high);
+  params.rock_low = saturate(m_biome_settings.rock_low);
+  params.rock_high = saturate(m_biome_settings.rock_high);
 
   params.tint = QVector3D(0.96F, 0.98F, 0.96F);
 
   params.tile_size = std::max(0.25F, m_tile_size);
 
   params.macro_noise_scale =
-      std::max(0.012F, m_biomeSettings.terrain_macro_noise_scale * 0.60F);
+      std::max(0.012F, m_biome_settings.terrain_macro_noise_scale * 0.60F);
   params.detail_noise_scale =
-      std::max(0.045F, m_biomeSettings.terrain_detail_noise_scale * 0.75F);
+      std::max(0.045F, m_biome_settings.terrain_detail_noise_scale * 0.75F);
 
   params.slope_rock_threshold =
-      std::clamp(m_biomeSettings.terrain_rock_threshold + 0.30F, 0.40F, 0.90F);
+      std::clamp(m_biome_settings.terrain_rock_threshold + 0.30F, 0.40F, 0.90F);
   params.slope_rock_sharpness =
-      std::clamp(m_biomeSettings.terrain_rock_sharpness + 1.5F, 2.0F, 6.0F);
+      std::clamp(m_biome_settings.terrain_rock_sharpness + 1.5F, 2.0F, 6.0F);
 
-  params.soil_blend_height = m_biomeSettings.terrain_soil_height - 1.25F;
+  params.soil_blend_height = m_biome_settings.terrain_soil_height - 1.25F;
   params.soil_blend_sharpness =
-      std::clamp(m_biomeSettings.terrain_soil_sharpness * 0.75F, 1.5F, 5.0F);
+      std::clamp(m_biome_settings.terrain_soil_sharpness * 0.75F, 1.5F, 5.0F);
 
   params.noise_offset = m_noiseOffset;
   params.noise_angle = m_noiseAngle;
 
   float target_amp;
   float target_freq;
-  if (m_biomeSettings.ground_irregularity_enabled) {
+  if (m_biome_settings.ground_irregularity_enabled) {
 
-    target_amp = std::clamp(m_biomeSettings.irregularity_amplitude * 0.85F,
+    target_amp = std::clamp(m_biome_settings.irregularity_amplitude * 0.85F,
                             0.15F, 0.70F);
-    target_freq = std::max(0.45F, m_biomeSettings.irregularity_scale * 2.5F);
+    target_freq = std::max(0.45F, m_biome_settings.irregularity_scale * 2.5F);
   } else {
 
-    target_amp = std::clamp(m_biomeSettings.height_noise_amplitude * 0.22F,
+    target_amp = std::clamp(m_biome_settings.height_noise_amplitude * 0.22F,
                             0.10F, 0.20F);
     target_freq =
-        std::max(0.6F, m_biomeSettings.height_noise_frequency * 1.05F);
+        std::max(0.6F, m_biome_settings.height_noise_frequency * 1.05F);
   }
   params.height_noise_strength = target_amp;
   params.height_noise_frequency = target_freq;
@@ -120,27 +120,27 @@ auto GroundRenderer::buildParams() const -> TerrainChunkParams {
 
   params.albedo_jitter = 0.05F;
 
-  params.ambient_boost = m_biomeSettings.terrain_ambient_boost * 0.85F;
+  params.ambient_boost = m_biome_settings.terrain_ambient_boost * 0.85F;
 
   params.rock_detail_strength =
-      m_biomeSettings.terrain_rock_detail_strength * 0.18F;
+      m_biome_settings.terrain_rock_detail_strength * 0.18F;
 
   QVector3D const l(0.35F, 0.85F, 0.42F);
   params.light_direction = l.normalized();
 
   params.is_ground_plane = true;
 
-  params.snow_coverage = std::clamp(m_biomeSettings.snow_coverage, 0.0F, 1.0F);
+  params.snow_coverage = std::clamp(m_biome_settings.snow_coverage, 0.0F, 1.0F);
   params.moisture_level =
-      std::clamp(m_biomeSettings.moisture_level, 0.0F, 1.0F);
+      std::clamp(m_biome_settings.moisture_level, 0.0F, 1.0F);
   params.crack_intensity =
-      std::clamp(m_biomeSettings.crack_intensity, 0.0F, 1.0F);
-  params.rock_exposure = std::clamp(m_biomeSettings.rock_exposure, 0.0F, 1.0F);
+      std::clamp(m_biome_settings.crack_intensity, 0.0F, 1.0F);
+  params.rock_exposure = std::clamp(m_biome_settings.rock_exposure, 0.0F, 1.0F);
   params.grass_saturation =
-      std::clamp(m_biomeSettings.grass_saturation, 0.0F, 1.5F);
+      std::clamp(m_biome_settings.grass_saturation, 0.0F, 1.5F);
   params.soil_roughness =
-      std::clamp(m_biomeSettings.soil_roughness, 0.0F, 1.0F);
-  params.snow_color = saturate(m_biomeSettings.snow_color);
+      std::clamp(m_biome_settings.soil_roughness, 0.0F, 1.0F);
+  params.snow_color = saturate(m_biome_settings.snow_color);
 
   m_cachedParams = params;
   m_cachedParamsValid = true;
@@ -184,12 +184,12 @@ void GroundRenderer::submit(Renderer &renderer, ResourceManager *resources) {
 
 void GroundRenderer::syncBiomeFromService() {
   auto &service = Game::Map::TerrainService::instance();
-  if (!service.isInitialized()) {
+  if (!service.is_initialized()) {
     return;
   }
-  const auto &current = service.biomeSettings();
-  if (!m_hasBiome || !biomeEquals(current, m_biomeSettings)) {
-    m_biomeSettings = current;
+  const auto &current = service.biome_settings();
+  if (!m_hasBiome || !biomeEquals(current, m_biome_settings)) {
+    m_biome_settings = current;
     m_hasBiome = true;
     updateNoiseOffset();
     invalidateParamsCache();

Some files were not shown because too many files changed in this diff