Browse Source

fix compilation errors

djeada 2 days ago
parent
commit
9866b02a23
90 changed files with 372 additions and 353 deletions
  1. 1 1
      README.md
  2. 8 8
      app/core/game_engine.cpp
  3. 4 4
      app/core/game_engine.h
  4. 2 1
      game/core/world.cpp
  5. 2 1
      game/map/level_loader.cpp
  6. 14 14
      game/map/map_catalog.cpp
  7. 1 1
      game/map/map_catalog.h
  8. 4 3
      game/map/map_transformer.cpp
  9. 1 1
      game/map/map_transformer.h
  10. 1 1
      game/map/minimap/minimap_generator.cpp
  11. 11 10
      game/map/skirmish_loader.cpp
  12. 16 16
      game/map/skirmish_loader.h
  13. 5 5
      game/map/terrain_service.cpp
  14. 10 10
      game/map/terrain_service.h
  15. 1 1
      game/map/visibility_service.h
  16. 4 4
      game/systems/ai_system.cpp
  17. 2 2
      game/systems/ai_system.h
  18. 8 5
      game/systems/ai_system/ai_reasoner.cpp
  19. 1 1
      game/systems/ai_system/ai_tactical.cpp
  20. 1 1
      game/systems/ai_system/behaviors/defend_behavior.cpp
  21. 1 1
      game/systems/ai_system/behaviors/gather_behavior.cpp
  22. 1 1
      game/systems/ai_system/behaviors/production_behavior.cpp
  23. 2 1
      game/systems/ai_system/behaviors/retreat_behavior.cpp
  24. 4 4
      game/systems/building_collision_registry.cpp
  25. 7 6
      game/systems/building_collision_registry.h
  26. 5 4
      game/systems/camera_controller.cpp
  27. 2 2
      game/systems/camera_controller.h
  28. 2 2
      game/systems/camera_service.cpp
  29. 1 1
      game/systems/camera_service.h
  30. 2 1
      game/systems/capture_system.cpp
  31. 10 10
      game/systems/combat_system.cpp
  32. 4 4
      game/systems/combat_system.h
  33. 2 2
      game/systems/formation_system.h
  34. 2 2
      game/systems/healing_system.cpp
  35. 1 1
      game/systems/healing_system.h
  36. 5 4
      game/systems/nation_registry.cpp
  37. 6 6
      game/systems/nation_registry.h
  38. 7 4
      game/systems/owner_registry.cpp
  39. 2 1
      game/systems/production_service.cpp
  40. 3 3
      game/systems/projectile_system.cpp
  41. 1 1
      game/systems/save_load_service.cpp
  42. 3 3
      game/systems/save_load_service.h
  43. 4 4
      game/systems/save_storage.cpp
  44. 4 4
      game/systems/save_storage.h
  45. 1 1
      game/systems/troop_count_registry.h
  46. 9 8
      game/systems/victory_service.cpp
  47. 5 5
      game/systems/victory_service.h
  48. 1 1
      game/units/spawn_type.h
  49. 1 1
      game/visuals/visual_catalog.cpp
  50. 1 1
      game/visuals/visual_catalog.h
  51. 1 1
      render/gl/backend.cpp
  52. 1 1
      render/gl/backend/README.md
  53. 2 2
      render/gl/backend/character_pipeline.cpp
  54. 1 1
      render/gl/backend/character_pipeline.h
  55. 1 1
      render/gl/backend/cylinder_pipeline.h
  56. 2 2
      render/gl/backend/effects_pipeline.cpp
  57. 1 1
      render/gl/backend/effects_pipeline.h
  58. 1 1
      render/gl/backend/pipeline_interface.h
  59. 1 1
      render/gl/backend/primitive_batch_pipeline.h
  60. 2 2
      render/gl/backend/terrain_pipeline.cpp
  61. 1 1
      render/gl/backend/terrain_pipeline.h
  62. 1 1
      render/gl/backend/vegetation_pipeline.h
  63. 2 2
      render/gl/backend/water_pipeline.cpp
  64. 1 1
      render/gl/backend/water_pipeline.h
  65. 1 1
      render/gl/camera.cpp
  66. 1 1
      render/gl/camera.h
  67. 21 20
      render/ground/biome_renderer.cpp
  68. 2 2
      render/ground/biome_renderer.h
  69. 1 1
      render/ground/bridge_renderer.cpp
  70. 5 5
      render/ground/firecamp_renderer.cpp
  71. 2 2
      render/ground/firecamp_renderer.h
  72. 31 31
      render/ground/ground_renderer.cpp
  73. 2 2
      render/ground/ground_renderer.h
  74. 12 12
      render/ground/olive_renderer.cpp
  75. 2 2
      render/ground/olive_renderer.h
  76. 8 8
      render/ground/pine_renderer.cpp
  77. 2 2
      render/ground/pine_renderer.h
  78. 10 10
      render/ground/plant_renderer.cpp
  79. 2 2
      render/ground/plant_renderer.h
  80. 1 1
      render/ground/river_renderer.cpp
  81. 4 4
      render/ground/riverbank_asset_renderer.cpp
  82. 2 2
      render/ground/riverbank_asset_renderer.h
  83. 1 1
      render/ground/riverbank_renderer.cpp
  84. 1 1
      render/ground/road_renderer.cpp
  85. 6 6
      render/ground/stone_renderer.cpp
  86. 2 2
      render/ground/stone_renderer.h
  87. 31 30
      render/ground/terrain_renderer.cpp
  88. 2 2
      render/ground/terrain_renderer.h
  89. 2 2
      render/humanoid/rig.cpp
  90. 4 4
      render/scene_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
 ### 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.
 - 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.
 - 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.
 - 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.
 - Add hooks for balance levers (passive modifiers, tech prerequisites) inside `NationTroopVariant` so future expansions require data changes rather than engine rewrites.
 
 

+ 8 - 8
app/core/game_engine.cpp

@@ -195,17 +195,17 @@ GameEngine::GameEngine(QObject *parent)
   m_hoverTracker = std::make_unique<HoverTracker>(m_pickingService.get());
   m_hoverTracker = std::make_unique<HoverTracker>(m_pickingService.get());
 
 
   m_mapCatalog = std::make_unique<Game::Map::MapCatalog>(this);
   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) {
           [this](const QVariantMap &mapData) {
             m_available_maps.append(mapData);
             m_available_maps.append(mapData);
             emit available_maps_changed();
             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) {
           [this](bool loading) {
             m_maps_loading = loading;
             m_maps_loading = loading;
             emit maps_loading_changed();
             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(); });
           [this]() { emit available_maps_changed(); });
 
 
   if (AudioSystem::getInstance().initialize()) {
   if (AudioSystem::getInstance().initialize()) {
@@ -936,7 +936,7 @@ void GameEngine::camera_set_follow_lerp(float alpha) {
     return;
     return;
   }
   }
 
 
-  m_cameraService->setFollowLerp(*m_camera, alpha);
+  m_cameraService->set_follow_lerp(*m_camera, alpha);
 }
 }
 
 
 auto GameEngine::selected_units_model() -> QAbstractItemModel * {
 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() {
 void GameEngine::start_loading_maps() {
   m_available_maps.clear();
   m_available_maps.clear();
   if (m_mapCatalog) {
   if (m_mapCatalog) {
-    m_mapCatalog->loadMapsAsync();
+    m_mapCatalog->load_maps_async();
   }
   }
   load_campaigns();
   load_campaigns();
 }
 }
@@ -1409,7 +1409,7 @@ auto GameEngine::load_from_slot(const QString &slot) -> bool {
 
 
   m_runtime.loading = true;
   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());
     set_error(m_saveLoadService->getLastError());
     m_runtime.loading = false;
     m_runtime.loading = false;
     return false;
     return false;
@@ -1480,7 +1480,7 @@ auto GameEngine::get_save_slots() const -> QVariantList {
     return {};
     return {};
   }
   }
 
 
-  return m_saveLoadService->getSaveSlots();
+  return m_saveLoadService->get_save_slots();
 }
 }
 
 
 void GameEngine::refresh_save_slots() { emit save_slots_changed(); }
 void GameEngine::refresh_save_slots() { emit save_slots_changed(); }
@@ -2358,7 +2358,7 @@ void GameEngine::update_minimap_units() {
       marker.world_z = transform->position.z;
       marker.world_z = transform->position.z;
       marker.owner_id = unit->owner_id;
       marker.owner_id = unit->owner_id;
       marker.is_selected = selected_ids.count(entity_id) > 0;
       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);
       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);
   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) {
   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();
       emit selected_player_id_changed();
     }
     }
   }
   }
@@ -332,7 +332,7 @@ private:
   Game::Systems::LevelSnapshot m_level;
   Game::Systems::LevelSnapshot m_level;
   SelectedUnitsModel *m_selectedUnitsModel = nullptr;
   SelectedUnitsModel *m_selectedUnitsModel = nullptr;
   int m_enemyTroopsDefeated = 0;
   int m_enemyTroopsDefeated = 0;
-  int m_selectedPlayerId = 1;
+  int m_selected_player_id = 1;
   QVariantList m_available_maps;
   QVariantList m_available_maps;
   QVariantList m_available_campaigns;
   QVariantList m_available_campaigns;
   bool m_maps_loading = false;
   bool m_maps_loading = false;

+ 2 - 1
game/core/world.cpp

@@ -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 {
 auto World::count_troops_for_player(int owner_id) -> int {
-  return Game::Systems::TroopCountRegistry::instance().get_troop_count(owner_id);
+  return Game::Systems::TroopCountRegistry::instance().get_troop_count(
+      owner_id);
 }
 }
 
 
 auto World::get_next_entity_id() const -> EntityID {
 auto World::get_next_entity_id() const -> EntityID {

+ 2 - 1
game/map/level_loader.cpp

@@ -75,7 +75,8 @@ auto LevelLoader::loadFromAssets(
 
 
     const Game::Visuals::VisualCatalog *catalog_ptr =
     const Game::Visuals::VisualCatalog *catalog_ptr =
         visuals_loaded ? &visual_catalog : nullptr;
         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()) {
     if (!rt.unit_ids.empty()) {
       res.player_unit_id = rt.unit_ids.front();
       res.player_unit_id = rt.unit_ids.front();
     } else {
     } else {

+ 14 - 14
game/map/map_catalog.cpp

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

+ 1 - 1
game/map/map_catalog.h

@@ -13,7 +13,7 @@ public:
 
 
   static auto availableMaps() -> QVariantList;
   static auto availableMaps() -> QVariantList;
 
 
-  Q_INVOKABLE void loadMapsAsync();
+  Q_INVOKABLE void load_maps_async();
 
 
   [[nodiscard]] auto isLoading() const -> bool { return m_loading; }
   [[nodiscard]] auto isLoading() const -> bool { return m_loading; }
   [[nodiscard]] auto maps() const -> const QVariantList & { return m_maps; }
   [[nodiscard]] auto maps() const -> const QVariantList & { return m_maps; }

+ 4 - 3
game/map/map_transformer.cpp

@@ -58,7 +58,7 @@ void MapTransformer::clearPlayerTeamOverrides() {
   s_player_team_overrides.clear();
   s_player_team_overrides.clear();
 }
 }
 
 
-auto MapTransformer::applyToWorld(
+auto MapTransformer::apply_to_world(
     const MapDefinition &def, Engine::Core::World &world,
     const MapDefinition &def, Engine::Core::World &world,
     const Game::Visuals::VisualCatalog *visuals) -> MapRuntime {
     const Game::Visuals::VisualCatalog *visuals) -> MapRuntime {
   MapRuntime rt;
   MapRuntime rt;
@@ -141,7 +141,8 @@ auto MapTransformer::applyToWorld(
     }
     }
 
 
     auto &terrain = Game::Map::TerrainService::instance();
     auto &terrain = Game::Map::TerrainService::instance();
-    if (terrain.is_initialized() && terrain.is_forbidden_world(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);
       const float tile = std::max(0.0001F, def.grid.tile_size);
       bool found = false;
       bool found = false;
       const int max_radius = 12;
       const int max_radius = 12;
@@ -211,7 +212,7 @@ auto MapTransformer::applyToWorld(
       if (visuals != nullptr) {
       if (visuals != nullptr) {
         Game::Visuals::VisualDef defv;
         Game::Visuals::VisualDef defv;
         if (visuals->lookup(Game::Units::spawn_typeToString(s.type), 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) {
       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 {
 class MapTransformer {
 public:
 public:
-  static auto applyToWorld(
+  static auto apply_to_world(
       const MapDefinition &def, Engine::Core::World &world,
       const MapDefinition &def, Engine::Core::World &world,
       const Game::Visuals::VisualCatalog *visuals = nullptr) -> MapRuntime;
       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);
   painter.setRenderHint(QPainter::Antialiasing, true);
 
 
   for (const auto &spawn : map_def.spawns) {
   for (const auto &spawn : map_def.spawns) {
-    if (!Game::Units::isBuildingSpawn(spawn.type)) {
+    if (!Game::Units::is_building_spawn(spawn.type)) {
       continue;
       continue;
     }
     }
 
 

+ 11 - 10
game/map/skirmish_loader.cpp

@@ -108,7 +108,7 @@ auto SkirmishLoader::start(const QString &map_path,
                            int &out_selected_player_id) -> SkirmishLoadResult {
                            int &out_selected_player_id) -> SkirmishLoadResult {
   SkirmishLoadResult result;
   SkirmishLoadResult result;
 
 
-  resetGameState();
+  reset_game_state();
 
 
   QSet<int> map_player_ids;
   QSet<int> map_player_ids;
   QFile map_file(map_path);
   QFile map_file(map_path);
@@ -229,20 +229,20 @@ auto SkirmishLoader::start(const QString &map_path,
     int player_id = *it;
     int player_id = *it;
     auto nat_it = nation_overrides.find(player_id);
     auto nat_it = nation_overrides.find(player_id);
     if (nat_it != nation_overrides.end()) {
     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 {
     } 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()) {
   if (map_player_ids.isEmpty()) {
     auto nat_it = nation_overrides.find(player_owner_id);
     auto nat_it = nation_overrides.find(player_owner_id);
     if (nat_it != nation_overrides.end()) {
     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 {
     } 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());
     }
     }
   }
   }
 
 
@@ -273,7 +273,7 @@ auto SkirmishLoader::start(const QString &map_path,
         const int green = color_hex.mid(3, 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);
         const int blue = color_hex.mid(5, 2).toInt(&conversion_ok, hex_base);
         owner_registry.set_owner_color(player_id, red / color_scale,
         owner_registry.set_owner_color(player_id, red / color_scale,
-                                     green / color_scale, blue / color_scale);
+                                       green / color_scale, blue / color_scale);
       }
       }
     }
     }
 
 
@@ -347,8 +347,9 @@ auto SkirmishLoader::start(const QString &map_path,
   if (m_riverbank != nullptr) {
   if (m_riverbank != nullptr) {
     if (terrain_service.is_initialized() &&
     if (terrain_service.is_initialized() &&
         (terrain_service.get_height_map() != nullptr)) {
         (terrain_service.get_height_map() != nullptr)) {
-      m_riverbank->configure(terrain_service.get_height_map()->getRiverSegments(),
-                             *terrain_service.get_height_map());
+      m_riverbank->configure(
+          terrain_service.get_height_map()->getRiverSegments(),
+          *terrain_service.get_height_map());
     }
     }
   }
   }
 
 

+ 16 - 16
game/map/skirmish_loader.h

@@ -58,35 +58,35 @@ public:
   SkirmishLoader(Engine::Core::World &world, Render::GL::Renderer &renderer,
   SkirmishLoader(Engine::Core::World &world, Render::GL::Renderer &renderer,
                  Render::GL::Camera &camera);
                  Render::GL::Camera &camera);
 
 
-  void setGroundRenderer(Render::GL::GroundRenderer *ground) {
+  void set_ground_renderer(Render::GL::GroundRenderer *ground) {
     m_ground = ground;
     m_ground = ground;
   }
   }
-  void setTerrainRenderer(Render::GL::TerrainRenderer *terrain) {
+  void set_terrain_renderer(Render::GL::TerrainRenderer *terrain) {
     m_terrain = 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;
     m_riverbank = riverbank;
   }
   }
-  void setBridgeRenderer(Render::GL::BridgeRenderer *bridge) {
+  void set_bridge_renderer(Render::GL::BridgeRenderer *bridge) {
     m_bridge = 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;
     m_firecamp = firecamp;
   }
   }
 
 
-  void setOnOwnersUpdated(OwnersUpdatedCallback callback) {
+  void set_on_owners_updated(OwnersUpdatedCallback callback) {
     m_onOwnersUpdated = std::move(callback);
     m_onOwnersUpdated = std::move(callback);
   }
   }
 
 
-  void setOnVisibilityMaskReady(VisibilityMaskReadyCallback callback) {
+  void set_on_visibility_mask_ready(VisibilityMaskReadyCallback callback) {
     m_onVisibilityMaskReady = std::move(callback);
     m_onVisibilityMaskReady = std::move(callback);
   }
   }
 
 
@@ -95,7 +95,7 @@ public:
              int &out_selected_player_id) -> SkirmishLoadResult;
              int &out_selected_player_id) -> SkirmishLoadResult;
 
 
 private:
 private:
-  void resetGameState();
+  void reset_game_state();
   Engine::Core::World &m_world;
   Engine::Core::World &m_world;
   Render::GL::Renderer &m_renderer;
   Render::GL::Renderer &m_renderer;
   Render::GL::Camera &m_camera;
   Render::GL::Camera &m_camera;

+ 5 - 5
game/map/terrain_service.cpp

@@ -37,7 +37,7 @@ void TerrainService::clear() {
 }
 }
 
 
 auto TerrainService::get_terrain_height(float world_x,
 auto TerrainService::get_terrain_height(float world_x,
-                                      float world_z) const -> float {
+                                        float world_z) const -> float {
   if (!m_height_map) {
   if (!m_height_map) {
     return 0.0F;
     return 0.0F;
   }
   }
@@ -45,7 +45,7 @@ auto TerrainService::get_terrain_height(float world_x,
 }
 }
 
 
 auto TerrainService::get_terrain_height_grid(int grid_x,
 auto TerrainService::get_terrain_height_grid(int grid_x,
-                                          int grid_z) const -> float {
+                                             int grid_z) const -> float {
   if (!m_height_map) {
   if (!m_height_map) {
     return 0.0F;
     return 0.0F;
   }
   }
@@ -86,7 +86,7 @@ auto TerrainService::is_forbidden(int grid_x, int grid_z) const -> bool {
 }
 }
 
 
 auto TerrainService::is_forbidden_world(float world_x,
 auto TerrainService::is_forbidden_world(float world_x,
-                                      float world_z) const -> bool {
+                                        float world_z) const -> bool {
   if (!m_height_map) {
   if (!m_height_map) {
     return false;
     return false;
   }
   }
@@ -106,7 +106,7 @@ auto TerrainService::is_forbidden_world(float world_x,
   const int grid_x_int = static_cast<int>(std::round(grid_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));
   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::is_hill_entrance(int grid_x, int grid_z) const -> bool {
 auto TerrainService::is_hill_entrance(int grid_x, int grid_z) const -> bool {
@@ -117,7 +117,7 @@ auto TerrainService::is_hill_entrance(int grid_x, int grid_z) const -> bool {
 }
 }
 
 
 auto TerrainService::get_terrain_type(int grid_x,
 auto TerrainService::get_terrain_type(int grid_x,
-                                    int grid_z) const -> TerrainType {
+                                      int grid_z) const -> TerrainType {
   if (!m_height_map) {
   if (!m_height_map) {
     return TerrainType::Flat;
     return TerrainType::Flat;
   }
   }

+ 10 - 10
game/map/terrain_service.h

@@ -18,10 +18,10 @@ public:
   void clear();
   void clear();
 
 
   [[nodiscard]] auto get_terrain_height(float world_x,
   [[nodiscard]] auto get_terrain_height(float world_x,
-                                      float world_z) const -> float;
+                                        float world_z) const -> float;
 
 
   [[nodiscard]] auto get_terrain_height_grid(int grid_x,
   [[nodiscard]] auto get_terrain_height_grid(int grid_x,
-                                          int grid_z) const -> float;
+                                             int grid_z) const -> float;
 
 
   [[nodiscard]] auto is_walkable(int grid_x, int grid_z) const -> bool;
   [[nodiscard]] auto is_walkable(int grid_x, int grid_z) const -> bool;
 
 
@@ -30,10 +30,10 @@ public:
   [[nodiscard]] auto is_forbidden(int grid_x, int grid_z) const -> bool;
   [[nodiscard]] auto is_forbidden(int grid_x, int grid_z) const -> bool;
 
 
   [[nodiscard]] auto is_forbidden_world(float world_x,
   [[nodiscard]] auto is_forbidden_world(float world_x,
-                                      float world_z) const -> bool;
+                                        float world_z) const -> bool;
 
 
   [[nodiscard]] auto get_terrain_type(int grid_x,
   [[nodiscard]] auto get_terrain_type(int grid_x,
-                                    int grid_z) const -> TerrainType;
+                                      int grid_z) const -> TerrainType;
 
 
   [[nodiscard]] auto get_height_map() const -> const TerrainHeightMap * {
   [[nodiscard]] auto get_height_map() const -> const TerrainHeightMap * {
     return m_height_map.get();
     return m_height_map.get();
@@ -59,12 +59,12 @@ public:
   }
   }
 
 
   void restore_from_serialized(int width, int height, float tile_size,
   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);
+                               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:
 private:
   TerrainService() = default;
   TerrainService() = default;

+ 1 - 1
game/map/visibility_service.h

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

+ 4 - 4
game/systems/ai_system.cpp

@@ -34,7 +34,7 @@ AISystem::AISystem() {
   m_buildingAttackedSubscription = Engine::Core::ScopedEventSubscription<
   m_buildingAttackedSubscription = Engine::Core::ScopedEventSubscription<
       Engine::Core::BuildingAttackedEvent>(
       Engine::Core::BuildingAttackedEvent>(
       [this](const Engine::Core::BuildingAttackedEvent &event) {
       [this](const Engine::Core::BuildingAttackedEvent &event) {
-        this->onBuildingAttacked(event);
+        this->on_building_attacked(event);
       });
       });
 
 
   initializeAIPlayers();
   initializeAIPlayers();
@@ -77,7 +77,7 @@ void AISystem::update(Engine::Core::World *world, float delta_time) {
 
 
   m_commandFilter.update(m_total_game_time);
   m_commandFilter.update(m_total_game_time);
 
 
-  processResults(*world);
+  process_results(*world);
 
 
   for (auto &ai : m_aiInstances) {
   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(
     AI::AISnapshot snapshot = Game::Systems::AI::AISnapshotBuilder::build(
         *world, ai.context.player_id);
         *world, ai.context.player_id);
-    snapshot.gameTime = m_total_game_time;
+    snapshot.game_time = m_total_game_time;
 
 
     AI::AIJob job;
     AI::AIJob job;
     job.snapshot = std::move(snapshot);
     job.snapshot = std::move(snapshot);
@@ -136,7 +136,7 @@ void AISystem::on_building_attacked(
       ai.context.buildingsUnderAttack[event.buildingId] = m_total_game_time;
       ai.context.buildingsUnderAttack[event.buildingId] = m_total_game_time;
 
 
       if (event.buildingId == ai.context.primaryBarracks) {
       if (event.buildingId == ai.context.primaryBarracks) {
-        ai.context.barracksUnderThreat = true;
+        ai.context.barracks_under_threat = true;
       }
       }
       break;
       break;
     }
     }

+ 2 - 2
game/systems/ai_system.h

@@ -52,9 +52,9 @@ private:
 
 
   void initializeAIPlayers();
   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
 } // namespace Game::Systems

+ 8 - 5
game/systems/ai_system/ai_reasoner.cpp

@@ -13,8 +13,9 @@ namespace Game::Systems::AI {
 void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
 void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
 
 
   if (ctx.nation == nullptr) {
   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);
   cleanupDeadUnits(snapshot, ctx);
@@ -127,8 +128,9 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
     }
     }
 
 
     if (ctx.primaryBarracks != 0) {
     if (ctx.primaryBarracks != 0) {
-      float const dist = distance(enemy.posX, enemy.posY, enemy.posZ,
-                                  ctx.base_pos_x, ctx.base_pos_y, ctx.base_pos_z);
+      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;
       total_enemy_dist += dist;
     }
     }
   }
   }
@@ -155,7 +157,8 @@ void AIReasoner::updateContext(const AISnapshot &snapshot, AIContext &ctx) {
         ctx.nearby_threat_count++;
         ctx.nearby_threat_count++;
 
 
         float const dist = std::sqrt(std::max(dist_sq, 0.0F));
         float const dist = std::sqrt(std::max(dist_sq, 0.0F));
-        ctx.closest_threat_distance = std::min(ctx.closest_threat_distance, dist);
+        ctx.closest_threat_distance =
+            std::min(ctx.closest_threat_distance, dist);
       }
       }
     }
     }
 
 

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

@@ -226,7 +226,7 @@ auto TacticalUtils::getUnitTypePriority(const std::string &unit_type,
   }
   }
 
 
   auto spawn_type = Game::Units::spawn_typeFromString(unit_type);
   auto spawn_type = Game::Units::spawn_typeFromString(unit_type);
-  if (spawn_type && Game::Units::is_buildingSpawn(*spawn_type)) {
+  if (spawn_type && Game::Units::is_building_spawn(*spawn_type)) {
     return 0.5F;
     return 0.5F;
   }
   }
 
 

+ 1 - 1
game/systems/ai_system/behaviors/defend_behavior.cpp

@@ -228,7 +228,7 @@ void DefendBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   }
   }
 
 
   const Nation *nation =
   const Nation *nation =
-      NationRegistry::instance().getNationForPlayer(context.player_id);
+      NationRegistry::instance().get_nation_for_player(context.player_id);
   FormationType formation_type = FormationType::Roman;
   FormationType formation_type = FormationType::Roman;
   if (nation != nullptr) {
   if (nation != nullptr) {
     formation_type = nation->formation_type;
     formation_type = nation->formation_type;

+ 1 - 1
game/systems/ai_system/behaviors/gather_behavior.cpp

@@ -55,7 +55,7 @@ void GatherBehavior::execute(const AISnapshot &snapshot, AIContext &context,
   }
   }
 
 
   const Nation *nation =
   const Nation *nation =
-      NationRegistry::instance().getNationForPlayer(context.player_id);
+      NationRegistry::instance().get_nation_for_player(context.player_id);
   FormationType formation_type = FormationType::Roman;
   FormationType formation_type = FormationType::Roman;
   if (nation != nullptr) {
   if (nation != nullptr) {
     formation_type = nation->formation_type;
     formation_type = nation->formation_type;

+ 1 - 1
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;
   static int const exec_counter = 0;
 
 
   auto &nation_registry = Game::Systems::NationRegistry::instance();
   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) {
   if (nation == nullptr) {
 
 

+ 2 - 1
game/systems/ai_system/behaviors/retreat_behavior.cpp

@@ -57,7 +57,8 @@ void RetreatBehavior::execute(const AISnapshot &snapshot, AIContext &context,
     return;
     return;
   }
   }
 
 
-  QVector3D retreat_pos(context.base_pos_x, context.base_pos_y, context.base_pos_z);
+  QVector3D retreat_pos(context.base_pos_x, context.base_pos_y,
+                        context.base_pos_z);
 
 
   retreat_pos.setX(retreat_pos.x() - 8.0F);
   retreat_pos.setX(retreat_pos.x() - 8.0F);
 
 

+ 4 - 4
game/systems/building_collision_registry.cpp

@@ -41,7 +41,7 @@ void BuildingCollisionRegistry::register_building(
 
 
   if (m_entityToIndex.find(entity_id) != m_entityToIndex.end()) {
   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;
     return;
   }
   }
 
 
@@ -80,8 +80,8 @@ void BuildingCollisionRegistry::unregister_building(unsigned int entity_id) {
 }
 }
 
 
 void BuildingCollisionRegistry::update_building_position(unsigned int entity_id,
 void BuildingCollisionRegistry::update_building_position(unsigned int entity_id,
-                                                       float center_x,
-                                                       float center_z) {
+                                                         float center_x,
+                                                         float center_z) {
   auto it = m_entityToIndex.find(entity_id);
   auto it = m_entityToIndex.find(entity_id);
   if (it == m_entityToIndex.end()) {
   if (it == m_entityToIndex.end()) {
     return;
     return;
@@ -97,7 +97,7 @@ void BuildingCollisionRegistry::update_building_position(unsigned int entity_id,
 }
 }
 
 
 void BuildingCollisionRegistry::update_building_owner(unsigned int entity_id,
 void BuildingCollisionRegistry::update_building_owner(unsigned int entity_id,
-                                                    int owner_id) {
+                                                      int owner_id) {
   auto it = m_entityToIndex.find(entity_id);
   auto it = m_entityToIndex.find(entity_id);
   if (it == m_entityToIndex.end()) {
   if (it == m_entityToIndex.end()) {
     return;
     return;

+ 7 - 6
game/systems/building_collision_registry.h

@@ -32,15 +32,16 @@ public:
 
 
   static auto getBuildingSize(const std::string &buildingType) -> BuildingSize;
   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
   [[nodiscard]] auto
   getAllBuildings() const -> const std::vector<BuildingFootprint> & {
   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);
   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 yaw(Render::GL::Camera &camera, float degrees);
   static void orbit(Render::GL::Camera &camera, float yaw_deg, float pitch_deg);
   static void orbit(Render::GL::Camera &camera, float yaw_deg, float pitch_deg);
   static void zoomDistance(Render::GL::Camera &camera, float delta);
   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
 } // namespace Game::Systems

+ 2 - 2
game/systems/camera_service.cpp

@@ -64,7 +64,7 @@ void CameraService::orbit_direction(Render::GL::Camera &camera, int direction,
 
 
 void CameraService::follow_selection(Render::GL::Camera &camera,
 void CameraService::follow_selection(Render::GL::Camera &camera,
                                      Engine::Core::World &world, bool enable) {
                                      Engine::Core::World &world, bool enable) {
-  m_controller->setFollowEnabled(camera, enable);
+  m_controller->set_follow_enabled(camera, enable);
 
 
   if (enable) {
   if (enable) {
     if (auto *selection_system = world.get_system<SelectionSystem>()) {
     if (auto *selection_system = world.get_system<SelectionSystem>()) {
@@ -79,7 +79,7 @@ void CameraService::follow_selection(Render::GL::Camera &camera,
 
 
 void CameraService::set_follow_lerp(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);
   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,
 void CameraService::resetCamera(Render::GL::Camera &camera,

+ 1 - 1
game/systems/camera_service.h

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

+ 2 - 1
game/systems/capture_system.cpp

@@ -76,7 +76,8 @@ void CaptureSystem::transferBarrackOwnership(Engine::Core::World *,
 
 
   auto &nation_registry = NationRegistry::instance();
   auto &nation_registry = NationRegistry::instance();
   if (!Game::Core::isNeutralOwner(new_owner_id)) {
   if (!Game::Core::isNeutralOwner(new_owner_id)) {
-    if (const auto *nation = nation_registry.get_nation_for_player(new_owner_id)) {
+    if (const auto *nation =
+            nation_registry.get_nation_for_player(new_owner_id)) {
       unit->nation_id = nation->id;
       unit->nation_id = nation->id;
     } else {
     } else {
       unit->nation_id = nation_registry.default_nation_id();
       unit->nation_id = nation_registry.default_nation_id();

+ 10 - 10
game/systems/combat_system.cpp

@@ -20,12 +20,12 @@
 namespace Game::Systems {
 namespace Game::Systems {
 
 
 void CombatSystem::update(Engine::Core::World *world, float delta_time) {
 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 units = world->get_entities_with<Engine::Core::UnitComponent>();
 
 
   auto *arrow_sys = world->get_system<ArrowSystem>();
   auto *arrow_sys = world->get_system<ArrowSystem>();
@@ -167,7 +167,7 @@ void CombatSystem::processAttacks(Engine::Core::World *world,
 
 
         auto &owner_registry = Game::Systems::OwnerRegistry::instance();
         auto &owner_registry = Game::Systems::OwnerRegistry::instance();
         bool const is_ally = owner_registry.are_allies(attacker_unit->owner_id,
         bool const is_ally = owner_registry.are_allies(attacker_unit->owner_id,
-                                                      target_unit->owner_id);
+                                                       target_unit->owner_id);
 
 
         if ((target_unit != nullptr) && target_unit->health > 0 &&
         if ((target_unit != nullptr) && target_unit->health > 0 &&
             target_unit->owner_id != attacker_unit->owner_id && !is_ally) {
             target_unit->owner_id != attacker_unit->owner_id && !is_ally) {
@@ -396,7 +396,7 @@ void CombatSystem::processAttacks(Engine::Core::World *world,
         }
         }
 
 
         if (owner_registry.are_allies(attacker_unit->owner_id,
         if (owner_registry.are_allies(attacker_unit->owner_id,
-                                     target_unit->owner_id)) {
+                                      target_unit->owner_id)) {
           continue;
           continue;
         }
         }
 
 
@@ -760,7 +760,7 @@ void CombatSystem::updateCombatMode(
     }
     }
 
 
     if (owner_registry.are_allies(attacker_unit->owner_id,
     if (owner_registry.are_allies(attacker_unit->owner_id,
-                                 target_unit->owner_id)) {
+                                  target_unit->owner_id)) {
       continue;
       continue;
     }
     }
 
 
@@ -817,7 +817,7 @@ void CombatSystem::updateCombatMode(
 }
 }
 
 
 void CombatSystem::process_auto_engagement(Engine::Core::World *world,
 void CombatSystem::process_auto_engagement(Engine::Core::World *world,
-                                         float delta_time) {
+                                           float delta_time) {
   auto units = world->get_entities_with<Engine::Core::UnitComponent>();
   auto units = world->get_entities_with<Engine::Core::UnitComponent>();
 
 
   for (auto it = m_engagementCooldowns.begin();
   for (auto it = m_engagementCooldowns.begin();
@@ -861,7 +861,7 @@ void CombatSystem::process_auto_engagement(Engine::Core::World *world,
       continue;
       continue;
     }
     }
 
 
-    if (!isUnitIdle(unit)) {
+    if (!is_unit_idle(unit)) {
       continue;
       continue;
     }
     }
 
 
@@ -886,7 +886,7 @@ void CombatSystem::process_auto_engagement(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>();
   auto *hold_mode = unit->get_component<Engine::Core::HoldModeComponent>();
   if ((hold_mode != nullptr) && hold_mode->active) {
   if ((hold_mode != nullptr) && hold_mode->active) {

+ 4 - 4
game/systems/combat_system.h

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

+ 2 - 2
game/systems/formation_system.h

@@ -61,8 +61,8 @@ public:
 
 
   auto
   auto
   get_formation_positions(FormationType type, int unit_count,
   get_formation_positions(FormationType type, int unit_count,
-                        const QVector3D &center,
-                        float base_spacing = 1.0F) -> std::vector<QVector3D>;
+                          const QVector3D &center,
+                          float base_spacing = 1.0F) -> std::vector<QVector3D>;
 
 
   void registerFormation(FormationType type,
   void registerFormation(FormationType type,
                          std::unique_ptr<IFormation> formation);
                          std::unique_ptr<IFormation> formation);

+ 2 - 2
game/systems/healing_system.cpp

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

+ 5 - 4
game/systems/nation_registry.cpp

@@ -109,7 +109,8 @@ auto NationRegistry::getNation(NationID nationId) const -> const Nation * {
   return &m_nations[it->second];
   return &m_nations[it->second];
 }
 }
 
 
-auto NationRegistry::get_nation_for_player(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);
   auto it = m_playerNations.find(player_id);
   if (it != m_playerNations.end()) {
   if (it != m_playerNations.end()) {
@@ -123,7 +124,7 @@ auto NationRegistry::get_nation_for_player(int player_id) const -> const Nation
   return 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;
   m_playerNations[player_id] = nationId;
 }
 }
 
 
@@ -163,12 +164,12 @@ void NationRegistry::initialize_defaults() {
     appendTroop(Game::Units::TroopType::Spearman);
     appendTroop(Game::Units::TroopType::Spearman);
     appendTroop(Game::Units::TroopType::MountedKnight);
     appendTroop(Game::Units::TroopType::MountedKnight);
 
 
-    registerNation(std::move(roman));
+    register_nation(std::move(roman));
     m_defaultNation = NationID::RomanRepublic;
     m_defaultNation = NationID::RomanRepublic;
   } else {
   } else {
     NationID fallback_default = nations.front().id;
     NationID fallback_default = nations.front().id;
     for (auto &nation : nations) {
     for (auto &nation : nations) {
-      registerNation(std::move(nation));
+      register_nation(std::move(nation));
     }
     }
     m_defaultNation = fallback_default;
     m_defaultNation = fallback_default;
   }
   }

+ 6 - 6
game/systems/nation_registry.h

@@ -75,23 +75,23 @@ class NationRegistry {
 public:
 public:
   static auto instance() -> NationRegistry &;
   static auto instance() -> NationRegistry &;
 
 
-  void registerNation(Nation nation);
+  void register_nation(Nation nation);
 
 
   auto getNation(NationID nationId) const -> const 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;
     return m_nations;
   }
   }
 
 
-  void initializeDefaults();
+  void initialize_defaults();
 
 
   void clear();
   void clear();
 
 
-  void clearPlayerAssignments();
+  void clear_player_assignments();
 
 
   auto default_nation_id() const -> NationID { return m_defaultNation; }
   auto default_nation_id() const -> NationID { return m_defaultNation; }
 
 

+ 7 - 4
game/systems/owner_registry.cpp

@@ -71,7 +71,7 @@ void OwnerRegistry::clear() {
 }
 }
 
 
 auto OwnerRegistry::register_owner(OwnerType type,
 auto OwnerRegistry::register_owner(OwnerType type,
-                                  const std::string &name) -> int {
+                                   const std::string &name) -> int {
   int const owner_id = m_next_owner_id++;
   int const owner_id = m_next_owner_id++;
   OwnerInfo info;
   OwnerInfo info;
   info.owner_id = owner_id;
   info.owner_id = owner_id;
@@ -104,7 +104,7 @@ auto OwnerRegistry::register_owner(OwnerType type,
 }
 }
 
 
 void OwnerRegistry::register_owner_with_id(int owner_id, OwnerType type,
 void OwnerRegistry::register_owner_with_id(int owner_id, OwnerType type,
-                                        const std::string &name) {
+                                           const std::string &name) {
   if (m_owner_id_to_index.find(owner_id) != m_owner_id_to_index.end()) {
   if (m_owner_id_to_index.find(owner_id) != m_owner_id_to_index.end()) {
     return;
     return;
   }
   }
@@ -145,7 +145,9 @@ void OwnerRegistry::set_local_player_id(int player_id) {
   m_local_player_id = player_id;
   m_local_player_id = player_id;
 }
 }
 
 
-auto OwnerRegistry::get_local_player_id() const -> int { return m_local_player_id; }
+auto OwnerRegistry::get_local_player_id() const -> int {
+  return m_local_player_id;
+}
 
 
 auto OwnerRegistry::is_player(int owner_id) const -> bool {
 auto OwnerRegistry::is_player(int owner_id) const -> bool {
   auto it = m_owner_id_to_index.find(owner_id);
   auto it = m_owner_id_to_index.find(owner_id);
@@ -279,7 +281,8 @@ void OwnerRegistry::set_owner_color(int owner_id, float r, float g, float b) {
   }
   }
 }
 }
 
 
-auto OwnerRegistry::get_owner_color(int owner_id) const -> std::array<float, 3> {
+auto OwnerRegistry::get_owner_color(int owner_id) const
+    -> std::array<float, 3> {
   auto it = m_owner_id_to_index.find(owner_id);
   auto it = m_owner_id_to_index.find(owner_id);
   if (it != m_owner_id_to_index.end()) {
   if (it != m_owner_id_to_index.end()) {
     return m_owners[it->second].color;
     return m_owners[it->second].color;

+ 2 - 1
game/systems/production_service.cpp

@@ -85,7 +85,8 @@ auto ProductionService::startProductionForFirstSelectedBarracks(
 
 
   int const current_troops =
   int const current_troops =
       Engine::Core::World::count_troops_for_player(owner_id);
       Engine::Core::World::count_troops_for_player(owner_id);
-  int const max_troops = Game::GameConfig::instance().get_max_troops_per_player();
+  int const max_troops =
+      Game::GameConfig::instance().get_max_troops_per_player();
   if (current_troops + production_cost > max_troops) {
   if (current_troops + production_cost > max_troops) {
     return ProductionResult::GlobalTroopLimitReached;
     return ProductionResult::GlobalTroopLimitReached;
   }
   }

+ 3 - 3
game/systems/projectile_system.cpp

@@ -27,9 +27,9 @@ void ProjectileSystem::spawn_arrow(const QVector3D &start, const QVector3D &end,
                             m_arrow_config.arc_height_max * 0.6F);
                             m_arrow_config.arc_height_max * 0.6F);
   } else {
   } else {
 
 
-    arc_height =
-        std::clamp(m_arrow_config.arc_height_multiplier * dist,
-                   m_arrow_config.arc_height_min, m_arrow_config.arc_height_max);
+    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;
   float inv_dist = (dist > 0.001F) ? (1.0F / dist) : 1.0F;
 
 

+ 1 - 1
game/systems/save_load_service.cpp

@@ -109,7 +109,7 @@ auto SaveLoadService::saveGameToSlot(Engine::Core::World &world,
 }
 }
 
 
 auto SaveLoadService::load_game_from_slot(Engine::Core::World &world,
 auto SaveLoadService::load_game_from_slot(Engine::Core::World &world,
-                                       const QString &slotName) -> bool {
+                                          const QString &slotName) -> bool {
   qInfo() << "Loading game from slot:" << slotName;
   qInfo() << "Loading game from slot:" << slotName;
 
 
   try {
   try {

+ 3 - 3
game/systems/save_load_service.h

@@ -25,10 +25,10 @@ public:
                       const QJsonObject &metadata = {},
                       const QJsonObject &metadata = {},
                       const QByteArray &screenshot = QByteArray()) -> bool;
                       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;
   auto deleteSaveSlot(const QString &slotName) -> bool;
 
 

+ 4 - 4
game/systems/save_storage.cpp

@@ -480,12 +480,12 @@ auto SaveStorage::ensureSchema(QString *out_error) const -> bool {
     return false;
     return false;
   }
   }
 
 
-  if (!migrateSchema(current_version, out_error)) {
+  if (!migrate_schema(current_version, out_error)) {
     transaction.rollback();
     transaction.rollback();
     return false;
     return false;
   }
   }
 
 
-  if (!setSchemaVersion(k_current_schema_version, out_error)) {
+  if (!set_schema_version(k_current_schema_version, out_error)) {
     transaction.rollback();
     transaction.rollback();
     return false;
     return false;
   }
   }
@@ -515,7 +515,7 @@ auto SaveStorage::schemaVersion(QString *out_error) const -> int {
 }
 }
 
 
 auto SaveStorage::set_schema_version(int version,
 auto SaveStorage::set_schema_version(int version,
-                                   QString *out_error) const -> bool {
+                                     QString *out_error) const -> bool {
   QSqlQuery pragma_query(m_database);
   QSqlQuery pragma_query(m_database);
   if (!pragma_query.exec(
   if (!pragma_query.exec(
           QStringLiteral("PRAGMA user_version = %1").arg(version))) {
           QStringLiteral("PRAGMA user_version = %1").arg(version))) {
@@ -567,7 +567,7 @@ auto SaveStorage::createBaseSchema(QString *out_error) const -> bool {
 }
 }
 
 
 auto SaveStorage::migrate_schema(int fromVersion,
 auto SaveStorage::migrate_schema(int fromVersion,
-                                QString *out_error) const -> bool {
+                                 QString *out_error) const -> bool {
   int version = fromVersion;
   int version = fromVersion;
 
 
   while (version < k_current_schema_version) {
   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 open(QString *out_error = nullptr) const -> bool;
   auto ensureSchema(QString *out_error = nullptr) const -> bool;
   auto ensureSchema(QString *out_error = nullptr) const -> bool;
   auto createBaseSchema(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 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;
   auto migrate_to_2(QString *out_error = nullptr) const -> bool;
 
 
   QString m_database_path;
   QString m_database_path;

+ 1 - 1
game/systems/troop_count_registry.h

@@ -16,7 +16,7 @@ public:
   void initialize();
   void initialize();
   void clear();
   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_spawned(const Engine::Core::UnitSpawnedEvent &event);
   void on_unit_died(const Engine::Core::UnitDiedEvent &event);
   void on_unit_died(const Engine::Core::UnitDiedEvent &event);

+ 9 - 8
game/systems/victory_service.cpp

@@ -88,12 +88,12 @@ void VictoryService::update(Engine::Core::World &world, float delta_time) {
     m_elapsed_time += delta_time;
     m_elapsed_time += delta_time;
   }
   }
 
 
-  checkVictoryConditions(world);
+  check_victory_conditions(world);
   if (!m_victoryState.isEmpty()) {
   if (!m_victoryState.isEmpty()) {
     return;
     return;
   }
   }
 
 
-  checkDefeatConditions(world);
+  check_defeat_conditions(world);
 }
 }
 
 
 void VictoryService::on_unit_died(const Engine::Core::UnitDiedEvent &event) {}
 void VictoryService::on_unit_died(const Engine::Core::UnitDiedEvent &event) {}
@@ -105,12 +105,12 @@ void VictoryService::on_barrack_captured(
     return;
     return;
   }
   }
 
 
-  checkVictoryConditions(*m_worldPtr);
+  check_victory_conditions(*m_worldPtr);
   if (!m_victoryState.isEmpty()) {
   if (!m_victoryState.isEmpty()) {
     return;
     return;
   }
   }
 
 
-  checkDefeatConditions(*m_worldPtr);
+  check_defeat_conditions(*m_worldPtr);
 }
 }
 
 
 void VictoryService::check_victory_conditions(Engine::Core::World &world) {
 void VictoryService::check_victory_conditions(Engine::Core::World &world) {
@@ -118,7 +118,7 @@ void VictoryService::check_victory_conditions(Engine::Core::World &world) {
 
 
   switch (m_victoryType) {
   switch (m_victoryType) {
   case VictoryType::Elimination:
   case VictoryType::Elimination:
-    victory = checkElimination(world);
+    victory = check_elimination(world);
     break;
     break;
   case VictoryType::SurviveTime:
   case VictoryType::SurviveTime:
     victory = checkSurviveTime();
     victory = checkSurviveTime();
@@ -160,10 +160,10 @@ void VictoryService::check_defeat_conditions(Engine::Core::World &world) {
 
 
     switch (condition) {
     switch (condition) {
     case DefeatCondition::NoUnits:
     case DefeatCondition::NoUnits:
-      defeat = checkNoUnits(world);
+      defeat = check_no_units(world);
       break;
       break;
     case DefeatCondition::NoKeyStructures:
     case DefeatCondition::NoKeyStructures:
-      defeat = checkNoKeyStructures(world);
+      defeat = check_no_key_structures(world);
       break;
       break;
     case DefeatCondition::TimeExpired:
     case DefeatCondition::TimeExpired:
 
 
@@ -252,7 +252,8 @@ auto VictoryService::check_no_units(Engine::Core::World &world) const -> bool {
   return true;
   return true;
 }
 }
 
 
-auto VictoryService::check_no_key_structures(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>();
   auto entities = world.get_entities_with<Engine::Core::UnitComponent>();
   for (auto *e : entities) {
   for (auto *e : entities) {

+ 5 - 5
game/systems/victory_service.h

@@ -51,13 +51,13 @@ public:
 private:
 private:
   void on_unit_died(const Engine::Core::UnitDiedEvent &event);
   void on_unit_died(const Engine::Core::UnitDiedEvent &event);
   void on_barrack_captured(const Engine::Core::BarrackCapturedEvent &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;
   [[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;
   VictoryType m_victoryType = VictoryType::Elimination;
   std::vector<QString> m_keyStructures;
   std::vector<QString> m_keyStructures;

+ 1 - 1
game/units/spawn_type.h

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

+ 1 - 1
game/visuals/visual_catalog.cpp

@@ -103,7 +103,7 @@ auto VisualCatalog::lookup(const std::string &unitType,
 }
 }
 
 
 void apply_to_renderable(const VisualDef &def,
 void apply_to_renderable(const VisualDef &def,
-                       Engine::Core::RenderableComponent &r) {
+                         Engine::Core::RenderableComponent &r) {
   r.mesh = toRenderableMesh(def.mesh);
   r.mesh = toRenderableMesh(def.mesh);
   r.color[0] = def.color.x();
   r.color[0] = def.color.x();
   r.color[1] = def.color.y();
   r.color[1] = def.color.y();

+ 1 - 1
game/visuals/visual_catalog.h

@@ -32,6 +32,6 @@ private:
 auto meshKindFromString(const QString &s) -> VisualDef::MeshKind;
 auto meshKindFromString(const QString &s) -> VisualDef::MeshKind;
 
 
 void apply_to_renderable(const VisualDef &def,
 void apply_to_renderable(const VisualDef &def,
-                       Engine::Core::RenderableComponent &r);
+                         Engine::Core::RenderableComponent &r);
 
 
 } // namespace Game::Visuals
 } // namespace Game::Visuals

+ 1 - 1
render/gl/backend.cpp

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

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

@@ -61,7 +61,7 @@ python3 scripts/validate_shader_uniforms.py
 When creating a new rendering pipeline:
 When creating a new rendering pipeline:
 
 
 1. Inherit from `IPipeline` interface
 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
 3. Add validation to ensure uniform names match shader files
 4. Document any shader dependencies
 4. Document any shader dependencies
 5. Update this README with the new pipeline
 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();
   cacheUniforms();
 
 
-  return isInitialized();
+  return is_initialized();
 }
 }
 
 
 void CharacterPipeline::shutdown() {
 void CharacterPipeline::shutdown() {
@@ -52,7 +52,7 @@ void CharacterPipeline::cacheUniforms() {
   cacheSpearmanUniforms();
   cacheSpearmanUniforms();
 }
 }
 
 
-auto CharacterPipeline::isInitialized() const -> bool {
+auto CharacterPipeline::is_initialized() const -> bool {
   return m_basicShader != nullptr && m_archerShader != nullptr &&
   return m_basicShader != nullptr && m_archerShader != nullptr &&
          m_swordsmanShader != nullptr && m_spearmanShader != nullptr;
          m_swordsmanShader != nullptr && m_spearmanShader != nullptr;
 }
 }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

@@ -32,7 +32,7 @@ auto WaterPipeline::initialize() -> bool {
 
 
   cacheUniforms();
   cacheUniforms();
 
 
-  return isInitialized();
+  return is_initialized();
 }
 }
 
 
 void WaterPipeline::shutdown() {
 void WaterPipeline::shutdown() {
@@ -49,7 +49,7 @@ void WaterPipeline::cacheUniforms() {
   cache_road_uniforms();
   cache_road_uniforms();
 }
 }
 
 
-auto WaterPipeline::isInitialized() const -> bool {
+auto WaterPipeline::is_initialized() const -> bool {
   return m_riverShader != nullptr && m_riverbankShader != nullptr &&
   return m_riverShader != nullptr && m_riverbankShader != nullptr &&
          m_bridgeShader != nullptr && m_road_shader != 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;
   auto initialize() -> bool override;
   void shutdown() override;
   void shutdown() override;
   void cacheUniforms() override;
   void cacheUniforms() override;
-  [[nodiscard]] auto isInitialized() const -> bool override;
+  [[nodiscard]] auto is_initialized() const -> bool override;
 
 
   struct RiverUniforms {
   struct RiverUniforms {
     GL::Shader::UniformHandle model{GL::Shader::InvalidUniform};
     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();
   auto &vis = Game::Map::VisibilityService::instance();
-  if (!vis.isInitialized()) {
+  if (!vis.is_initialized()) {
     return;
     return;
   }
   }
 
 

+ 1 - 1
render/gl/camera.h

@@ -54,7 +54,7 @@ public:
   auto world_to_screen(const QVector3D &world, qreal screenW, qreal screenH,
   auto world_to_screen(const QVector3D &world, qreal screenW, qreal screenH,
                        QPointF &outScreen) const -> bool;
                        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; }
   [[nodiscard]] auto isFollowEnabled() const -> bool { return m_followEnabled; }
   void setFollowLerp(float alpha) { m_followLerp = alpha; }
   void setFollowLerp(float alpha) { m_followLerp = alpha; }
   void setFollowOffset(const QVector3D &off) { m_followOffset = off; }
   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;
 BiomeRenderer::~BiomeRenderer() = default;
 
 
 void BiomeRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
 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_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   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_grassInstances.clear();
   m_grassInstanceBuffer.reset();
   m_grassInstanceBuffer.reset();
   m_grassInstanceCount = 0;
   m_grassInstanceCount = 0;
   m_grassInstancesDirty = false;
   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.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
   m_grassParams.time = 0.0F;
   m_grassParams.time = 0.0F;
 
 
@@ -131,7 +131,7 @@ void BiomeRenderer::generateGrassInstances() {
     return;
     return;
   }
   }
 
 
-  if (m_biomeSettings.patch_density < 0.01F) {
+  if (m_biome_settings.patch_density < 0.01F) {
     m_grassInstanceCount = 0;
     m_grassInstanceCount = 0;
     m_grassInstancesDirty = false;
     m_grassInstancesDirty = false;
     return;
     return;
@@ -142,7 +142,7 @@ void BiomeRenderer::generateGrassInstances() {
   const float tile_safe = std::max(0.001F, m_tile_size);
   const float tile_safe = std::max(0.001F, m_tile_size);
 
 
   const float edge_padding =
   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_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 
 
@@ -268,16 +268,17 @@ void BiomeRenderer::generateGrassInstances() {
     float const dryness =
     float const dryness =
         std::clamp(dryness_noise * 0.6F + slope * 0.4F, 0.0F, 1.0F);
         std::clamp(dryness_noise * 0.6F + slope * 0.4F, 0.0F, 1.0F);
     QVector3D const lush_mix =
     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 =
     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;
                         tile_safe;
 
 
     float const sway_strength = remap(rand_01(state), 0.75F, 1.25F);
     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;
       float const type_bias = 1.0F;
       constexpr float k_cluster_boost = 1.35F;
       constexpr float k_cluster_boost = 1.35F;
       float const expected_clusters =
       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);
                              slope_penalty * type_bias * usable_coverage);
       int cluster_count = static_cast<int>(std::floor(expected_clusters));
       int cluster_count = static_cast<int>(std::floor(expected_clusters));
       float const frac = expected_clusters - float(cluster_count);
       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_x = float(chunk_max_x - chunk_x + 1);
         auto chunk_span_z = float(chunk_max_z - chunk_z + 1);
         auto chunk_span_z = float(chunk_max_z - chunk_z + 1);
         float const scatter_base =
         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 =
         auto pick_cluster_center =
             [&](uint32_t &rng) -> std::optional<QVector2D> {
             [&](uint32_t &rng) -> std::optional<QVector2D> {
@@ -456,7 +457,7 @@ void BiomeRenderer::generateGrassInstances() {
   }
   }
 
 
   const float background_density =
   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) {
   if (background_density > 0.0F) {
     for (int z = 0; z < m_height; ++z) {
     for (int z = 0; z < m_height; ++z) {
       for (int x = 0; x < m_width; ++x) {
       for (int x = 0; x < m_width; ++x) {

+ 2 - 2
render/ground/biome_renderer.h

@@ -18,7 +18,7 @@ public:
   ~BiomeRenderer() override;
   ~BiomeRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -35,7 +35,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<GrassInstanceGpu> m_grassInstances;
   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);
   Q_UNUSED(resources);
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   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");
   auto *shader = renderer.get_shader("bridge");
   if (shader == nullptr) {
   if (shader == nullptr) {

+ 5 - 5
render/ground/firecamp_renderer.cpp

@@ -58,14 +58,14 @@ FireCampRenderer::~FireCampRenderer() = default;
 
 
 void FireCampRenderer::configure(
 void FireCampRenderer::configure(
     const Game::Map::TerrainHeightMap &height_map,
     const Game::Map::TerrainHeightMap &height_map,
-    const Game::Map::BiomeSettings &biomeSettings) {
+    const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   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_fireCampInstances.clear();
   m_fireCampInstanceBuffer.reset();
   m_fireCampInstanceBuffer.reset();
@@ -92,7 +92,7 @@ void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   }
   }
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   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 =
   const std::uint64_t current_version =
       use_visibility ? visibility.version() : 0;
       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 tile_safe = std::max(0.1F, m_tile_size);
 
 
   const float edge_padding =
   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_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * 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;
   ~FireCampRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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,
   void setExplicitFireCamps(const std::vector<QVector3D> &positions,
                             const std::vector<float> &intensities = {},
                             const std::vector<float> &intensities = {},
@@ -38,7 +38,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<FireCampInstanceGpu> m_fireCampInstances;
   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_x = (m_width > 0 ? float(m_width) * m_tile_size : m_extent);
   const float span_z =
   const float span_z =
       (m_height > 0 ? float(m_height) * m_tile_size : m_extent);
       (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;
   QVector2D new_offset;
   new_offset.setX(span_x * 0.37F + seed * 0.21F);
   new_offset.setX(span_x * 0.37F + seed * 0.21F);
@@ -64,52 +64,52 @@ auto GroundRenderer::buildParams() const -> TerrainChunkParams {
 
 
   TerrainChunkParams params;
   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_primary = saturate(primary);
   params.grass_secondary = saturate(secondary);
   params.grass_secondary = saturate(secondary);
   params.grass_dry = saturate(dry);
   params.grass_dry = saturate(dry);
   params.soil_color = saturate(soil);
   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.tint = QVector3D(0.96F, 0.98F, 0.96F);
 
 
   params.tile_size = std::max(0.25F, m_tile_size);
   params.tile_size = std::max(0.25F, m_tile_size);
 
 
   params.macro_noise_scale =
   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 =
   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 =
   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 =
   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 =
   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_offset = m_noiseOffset;
   params.noise_angle = m_noiseAngle;
   params.noise_angle = m_noiseAngle;
 
 
   float target_amp;
   float target_amp;
   float target_freq;
   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);
                             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 {
   } 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);
                             0.10F, 0.20F);
     target_freq =
     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_strength = target_amp;
   params.height_noise_frequency = target_freq;
   params.height_noise_frequency = target_freq;
@@ -120,27 +120,27 @@ auto GroundRenderer::buildParams() const -> TerrainChunkParams {
 
 
   params.albedo_jitter = 0.05F;
   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 =
   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);
   QVector3D const l(0.35F, 0.85F, 0.42F);
   params.light_direction = l.normalized();
   params.light_direction = l.normalized();
 
 
   params.is_ground_plane = true;
   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 =
   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 =
   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 =
   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 =
   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_cachedParams = params;
   m_cachedParamsValid = true;
   m_cachedParamsValid = true;
@@ -184,12 +184,12 @@ void GroundRenderer::submit(Renderer &renderer, ResourceManager *resources) {
 
 
 void GroundRenderer::syncBiomeFromService() {
 void GroundRenderer::syncBiomeFromService() {
   auto &service = Game::Map::TerrainService::instance();
   auto &service = Game::Map::TerrainService::instance();
-  if (!service.isInitialized()) {
+  if (!service.is_initialized()) {
     return;
     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;
     m_hasBiome = true;
     updateNoiseOffset();
     updateNoiseOffset();
     invalidateParamsCache();
     invalidateParamsCache();

+ 2 - 2
render/ground/ground_renderer.h

@@ -38,7 +38,7 @@ public:
   void setColor(const QVector3D &c) { m_color = c; }
   void setColor(const QVector3D &c) { m_color = c; }
 
 
   void setBiome(const Game::Map::BiomeSettings &settings) {
   void setBiome(const Game::Map::BiomeSettings &settings) {
-    m_biomeSettings = settings;
+    m_biome_settings = settings;
     m_hasBiome = true;
     m_hasBiome = true;
     updateNoiseOffset();
     updateNoiseOffset();
 
 
@@ -62,7 +62,7 @@ private:
 
 
   QVector3D m_color{0.15F, 0.18F, 0.15F};
   QVector3D m_color{0.15F, 0.18F, 0.15F};
   QMatrix4x4 m_model;
   QMatrix4x4 m_model;
-  Game::Map::BiomeSettings m_biomeSettings;
+  Game::Map::BiomeSettings m_biome_settings;
   bool m_hasBiome = false;
   bool m_hasBiome = false;
   QVector2D m_noiseOffset{0.0F, 0.0F};
   QVector2D m_noiseOffset{0.0F, 0.0F};
   float m_noiseAngle = 0.0F;
   float m_noiseAngle = 0.0F;

+ 12 - 12
render/ground/olive_renderer.cpp

@@ -46,14 +46,14 @@ OliveRenderer::OliveRenderer() = default;
 OliveRenderer::~OliveRenderer() = default;
 OliveRenderer::~OliveRenderer() = default;
 
 
 void OliveRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
 void OliveRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
-                              const Game::Map::BiomeSettings &biomeSettings) {
+                              const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
 
   m_oliveInstances.clear();
   m_oliveInstances.clear();
   m_oliveInstanceBuffer.reset();
   m_oliveInstanceBuffer.reset();
@@ -80,7 +80,7 @@ void OliveRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   }
   }
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   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 =
   const std::uint64_t current_version =
       use_visibility ? visibility.version() : 0;
       use_visibility ? visibility.version() : 0;
 
 
@@ -141,7 +141,7 @@ void OliveRenderer::generate_olive_instances() {
     return;
     return;
   }
   }
 
 
-  if (m_biomeSettings.ground_type != Game::Map::GroundType::GrassDry) {
+  if (m_biome_settings.ground_type != Game::Map::GroundType::GrassDry) {
     m_oliveInstancesDirty = false;
     m_oliveInstancesDirty = false;
     return;
     return;
   }
   }
@@ -151,19 +151,19 @@ void OliveRenderer::generate_olive_instances() {
   const float tile_safe = std::max(0.1F, m_tile_size);
   const float tile_safe = std::max(0.1F, m_tile_size);
 
 
   const float edge_padding =
   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_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 
 
   float olive_density =
   float olive_density =
-      (m_biomeSettings.ground_type == Game::Map::GroundType::GrassDry) ? 0.12F
-                                                                       : 0.05F;
-  if (m_biomeSettings.plant_density > 0.0F) {
+      (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry) ? 0.12F
+                                                                        : 0.05F;
+  if (m_biome_settings.plant_density > 0.0F) {
     float const density_mult =
     float const density_mult =
-        (m_biomeSettings.ground_type == Game::Map::GroundType::GrassDry)
+        (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry)
             ? 0.15F
             ? 0.15F
             : 0.08F;
             : 0.08F;
-    olive_density = m_biomeSettings.plant_density * density_mult;
+    olive_density = m_biome_settings.plant_density * density_mult;
   }
   }
 
 
   std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
   std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
@@ -240,7 +240,7 @@ void OliveRenderer::generate_olive_instances() {
     float const base_scale = remap(rand_01(state), 2.8F, 5.5F) * tile_safe;
     float const base_scale = remap(rand_01(state), 2.8F, 5.5F) * tile_safe;
     float const dry_scale = remap(rand_01(state), 3.2F, 6.5F) * tile_safe;
     float const dry_scale = remap(rand_01(state), 3.2F, 6.5F) * tile_safe;
     float const chosen_scale =
     float const chosen_scale =
-        (m_biomeSettings.ground_type == Game::Map::GroundType::GrassDry)
+        (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry)
             ? dry_scale
             ? dry_scale
             : base_scale;
             : base_scale;
 
 

+ 2 - 2
render/ground/olive_renderer.h

@@ -18,7 +18,7 @@ public:
   ~OliveRenderer() override;
   ~OliveRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -33,7 +33,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<OliveInstanceGpu> m_oliveInstances;
   std::vector<OliveInstanceGpu> m_oliveInstances;

+ 8 - 8
render/ground/pine_renderer.cpp

@@ -46,14 +46,14 @@ PineRenderer::PineRenderer() = default;
 PineRenderer::~PineRenderer() = default;
 PineRenderer::~PineRenderer() = default;
 
 
 void PineRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
 void PineRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
-                             const Game::Map::BiomeSettings &biomeSettings) {
+                             const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
 
   m_pineInstances.clear();
   m_pineInstances.clear();
   m_pineInstanceBuffer.reset();
   m_pineInstanceBuffer.reset();
@@ -80,7 +80,7 @@ void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   }
   }
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   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 =
   const std::uint64_t current_version =
       use_visibility ? visibility.version() : 0;
       use_visibility ? visibility.version() : 0;
 
 
@@ -141,7 +141,7 @@ void PineRenderer::generatePineInstances() {
     return;
     return;
   }
   }
 
 
-  if (m_biomeSettings.ground_type == Game::Map::GroundType::GrassDry) {
+  if (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry) {
     m_pineInstancesDirty = false;
     m_pineInstancesDirty = false;
     return;
     return;
   }
   }
@@ -151,14 +151,14 @@ void PineRenderer::generatePineInstances() {
   const float tile_safe = std::max(0.1F, m_tile_size);
   const float tile_safe = std::max(0.1F, m_tile_size);
 
 
   const float edge_padding =
   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_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 
 
   float pine_density = 0.2F;
   float pine_density = 0.2F;
-  if (m_biomeSettings.plant_density > 0.0F) {
+  if (m_biome_settings.plant_density > 0.0F) {
 
 
-    pine_density = m_biomeSettings.plant_density * 0.3F;
+    pine_density = m_biome_settings.plant_density * 0.3F;
   }
   }
 
 
   std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
   std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),

+ 2 - 2
render/ground/pine_renderer.h

@@ -18,7 +18,7 @@ public:
   ~PineRenderer() override;
   ~PineRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -33,7 +33,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<PineInstanceGpu> m_pineInstances;
   std::vector<PineInstanceGpu> m_pineInstances;

+ 10 - 10
render/ground/plant_renderer.cpp

@@ -46,14 +46,14 @@ PlantRenderer::PlantRenderer() = default;
 PlantRenderer::~PlantRenderer() = default;
 PlantRenderer::~PlantRenderer() = default;
 
 
 void PlantRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
 void PlantRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
-                              const Game::Map::BiomeSettings &biomeSettings) {
+                              const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
 
   m_plantInstances.clear();
   m_plantInstances.clear();
   m_plantInstanceBuffer.reset();
   m_plantInstanceBuffer.reset();
@@ -62,8 +62,8 @@ void PlantRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
 
 
   m_plantParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
   m_plantParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
   m_plantParams.time = 0.0F;
   m_plantParams.time = 0.0F;
-  m_plantParams.wind_strength = m_biomeSettings.sway_strength;
-  m_plantParams.wind_speed = m_biomeSettings.sway_speed;
+  m_plantParams.wind_strength = m_biome_settings.sway_strength;
+  m_plantParams.wind_speed = m_biome_settings.sway_speed;
 
 
   generatePlantInstances();
   generatePlantInstances();
 }
 }
@@ -80,7 +80,7 @@ void PlantRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   }
   }
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   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 =
   const std::uint64_t current_version =
       use_visibility ? visibility.version() : 0;
       use_visibility ? visibility.version() : 0;
 
 
@@ -147,7 +147,7 @@ void PlantRenderer::generatePlantInstances() {
   }
   }
 
 
   const float plant_density =
   const float plant_density =
-      std::clamp(m_biomeSettings.plant_density, 0.0F, 2.0F);
+      std::clamp(m_biome_settings.plant_density, 0.0F, 2.0F);
 
 
   if (plant_density < 0.01F) {
   if (plant_density < 0.01F) {
     m_plantInstanceCount = 0;
     m_plantInstanceCount = 0;
@@ -160,7 +160,7 @@ void PlantRenderer::generatePlantInstances() {
   const float tile_safe = std::max(0.001F, m_tile_size);
   const float tile_safe = std::max(0.001F, m_tile_size);
 
 
   const float edge_padding =
   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_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 
 
@@ -275,8 +275,8 @@ void PlantRenderer::generatePlantInstances() {
     float const plant_type = std::floor(rand_01(state) * 4.0F);
     float const plant_type = std::floor(rand_01(state) * 4.0F);
 
 
     float const color_var = remap(rand_01(state), 0.0F, 1.0F);
     float const color_var = remap(rand_01(state), 0.0F, 1.0F);
-    QVector3D const base_color = m_biomeSettings.grass_primary * 0.7F;
-    QVector3D const var_color = m_biomeSettings.grass_secondary * 0.8F;
+    QVector3D const base_color = m_biome_settings.grass_primary * 0.7F;
+    QVector3D const var_color = m_biome_settings.grass_secondary * 0.8F;
     QVector3D tint_color =
     QVector3D tint_color =
         base_color * (1.0F - color_var) + var_color * color_var;
         base_color * (1.0F - color_var) + var_color * color_var;
 
 

+ 2 - 2
render/ground/plant_renderer.h

@@ -18,7 +18,7 @@ public:
   ~PlantRenderer() override;
   ~PlantRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -33,7 +33,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<PlantInstanceGpu> m_plantInstances;
   std::vector<PlantInstanceGpu> m_plantInstances;

+ 1 - 1
render/ground/river_renderer.cpp

@@ -160,7 +160,7 @@ void RiverRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   Q_UNUSED(resources);
   Q_UNUSED(resources);
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   auto &visibility = Game::Map::VisibilityService::instance();
-  const bool use_visibility = visibility.isInitialized();
+  const bool use_visibility = visibility.is_initialized();
 
 
   auto *shader = renderer.get_shader("river");
   auto *shader = renderer.get_shader("river");
   if (shader == nullptr) {
   if (shader == nullptr) {

+ 4 - 4
render/ground/riverbank_asset_renderer.cpp

@@ -47,15 +47,15 @@ RiverbankAssetRenderer::~RiverbankAssetRenderer() = default;
 void RiverbankAssetRenderer::configure(
 void RiverbankAssetRenderer::configure(
     const std::vector<Game::Map::RiverSegment> &riverSegments,
     const std::vector<Game::Map::RiverSegment> &riverSegments,
     const Game::Map::TerrainHeightMap &height_map,
     const Game::Map::TerrainHeightMap &height_map,
-    const Game::Map::BiomeSettings &biomeSettings) {
+    const Game::Map::BiomeSettings &biome_settings) {
   m_riverSegments = riverSegments;
   m_riverSegments = riverSegments;
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
 
   m_assetInstances.clear();
   m_assetInstances.clear();
   m_assetInstanceBuffer.reset();
   m_assetInstanceBuffer.reset();
@@ -76,7 +76,7 @@ void RiverbankAssetRenderer::submit(Renderer &, ResourceManager *resources) {
   }
   }
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   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 =
   const std::uint64_t current_version =
       use_visibility ? visibility.version() : 0;
       use_visibility ? visibility.version() : 0;
 
 

+ 2 - 2
render/ground/riverbank_asset_renderer.h

@@ -19,7 +19,7 @@ public:
 
 
   void configure(const std::vector<Game::Map::RiverSegment> &riverSegments,
   void configure(const std::vector<Game::Map::RiverSegment> &riverSegments,
                  const Game::Map::TerrainHeightMap &height_map,
                  const Game::Map::TerrainHeightMap &height_map,
-                 const Game::Map::BiomeSettings &biomeSettings);
+                 const Game::Map::BiomeSettings &biome_settings);
 
 
   void submit(Renderer &renderer, ResourceManager *resources) override;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -35,7 +35,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<RiverbankAssetInstanceGpu> m_assetInstances;
   std::vector<RiverbankAssetInstanceGpu> m_assetInstances;

+ 1 - 1
render/ground/riverbank_renderer.cpp

@@ -248,7 +248,7 @@ void RiverbankRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   Q_UNUSED(resources);
   Q_UNUSED(resources);
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   auto &visibility = Game::Map::VisibilityService::instance();
-  const bool use_visibility = visibility.isInitialized();
+  const bool use_visibility = visibility.is_initialized();
 
 
   auto *shader = renderer.get_shader("riverbank");
   auto *shader = renderer.get_shader("riverbank");
   if (shader == nullptr) {
   if (shader == nullptr) {

+ 1 - 1
render/ground/road_renderer.cpp

@@ -153,7 +153,7 @@ void RoadRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   Q_UNUSED(resources);
   Q_UNUSED(resources);
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   auto &visibility = Game::Map::VisibilityService::instance();
-  const bool use_visibility = visibility.isInitialized();
+  const bool use_visibility = visibility.is_initialized();
 
 
   auto *shader = renderer.get_shader("road");
   auto *shader = renderer.get_shader("road");
   if (shader == nullptr) {
   if (shader == nullptr) {

+ 6 - 6
render/ground/stone_renderer.cpp

@@ -48,14 +48,14 @@ StoneRenderer::StoneRenderer() = default;
 StoneRenderer::~StoneRenderer() = default;
 StoneRenderer::~StoneRenderer() = default;
 
 
 void StoneRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
 void StoneRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
-                              const Game::Map::BiomeSettings &biomeSettings) {
+                              const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
 
 
   m_stoneInstances.clear();
   m_stoneInstances.clear();
   m_stoneInstanceBuffer.reset();
   m_stoneInstanceBuffer.reset();
@@ -111,7 +111,7 @@ void StoneRenderer::generateStoneInstances() {
   const float tile_safe = std::max(0.001F, m_tile_size);
   const float tile_safe = std::max(0.001F, m_tile_size);
 
 
   const float edge_padding =
   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_x = static_cast<float>(m_width) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
   const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
 
 
@@ -212,8 +212,8 @@ void StoneRenderer::generateStoneInstances() {
     float const scale = remap(rand_01(state), 0.08F, 0.25F) * tile_safe;
     float const scale = remap(rand_01(state), 0.08F, 0.25F) * tile_safe;
 
 
     float const color_var = remap(rand_01(state), 0.0F, 1.0F);
     float const color_var = remap(rand_01(state), 0.0F, 1.0F);
-    QVector3D const base_rock = m_biomeSettings.rock_low;
-    QVector3D const high_rock = m_biomeSettings.rock_high;
+    QVector3D const base_rock = m_biome_settings.rock_low;
+    QVector3D const high_rock = m_biome_settings.rock_high;
     QVector3D color = base_rock * (1.0F - color_var) + high_rock * color_var;
     QVector3D color = base_rock * (1.0F - color_var) + high_rock * color_var;
 
 
     float const brown_mix = remap(rand_01(state), 0.0F, 0.4F);
     float const brown_mix = remap(rand_01(state), 0.0F, 0.4F);

+ 2 - 2
render/ground/stone_renderer.h

@@ -18,7 +18,7 @@ public:
   ~StoneRenderer() override;
   ~StoneRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -33,7 +33,7 @@ private:
 
 
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   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::uint32_t m_noiseSeed = 0U;
 
 
   std::vector<StoneInstanceGpu> m_stoneInstances;
   std::vector<StoneInstanceGpu> m_stoneInstances;

+ 31 - 30
render/ground/terrain_renderer.cpp

@@ -78,16 +78,17 @@ namespace Render::GL {
 TerrainRenderer::TerrainRenderer() = default;
 TerrainRenderer::TerrainRenderer() = default;
 TerrainRenderer::~TerrainRenderer() = default;
 TerrainRenderer::~TerrainRenderer() = default;
 
 
-void TerrainRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
-                                const Game::Map::BiomeSettings &biomeSettings) {
+void TerrainRenderer::configure(
+    const Game::Map::TerrainHeightMap &height_map,
+    const Game::Map::BiomeSettings &biome_settings) {
   m_width = height_map.getWidth();
   m_width = height_map.getWidth();
   m_height = height_map.getHeight();
   m_height = height_map.getHeight();
   m_tile_size = height_map.getTileSize();
   m_tile_size = height_map.getTileSize();
 
 
   m_heightData = height_map.getHeightData();
   m_heightData = height_map.getHeightData();
   m_terrain_types = height_map.getTerrainTypes();
   m_terrain_types = height_map.getTerrainTypes();
-  m_biomeSettings = biomeSettings;
-  m_noiseSeed = biomeSettings.seed;
+  m_biome_settings = biome_settings;
+  m_noiseSeed = biome_settings.seed;
   buildMeshes();
   buildMeshes();
 }
 }
 
 
@@ -99,7 +100,7 @@ void TerrainRenderer::submit(Renderer &renderer, ResourceManager *resources) {
   Q_UNUSED(resources);
   Q_UNUSED(resources);
 
 
   auto &visibility = Game::Map::VisibilityService::instance();
   auto &visibility = Game::Map::VisibilityService::instance();
-  const bool use_visibility = visibility.isInitialized();
+  const bool use_visibility = visibility.is_initialized();
 
 
   for (const auto &chunk : m_chunks) {
   for (const auto &chunk : m_chunks) {
     if (!chunk.mesh) {
     if (!chunk.mesh) {
@@ -551,7 +552,7 @@ void TerrainRenderer::buildMeshes() {
 
 
         QVector3D const base_color =
         QVector3D const base_color =
             getTerrainColor(chunk.type, chunk.averageHeight);
             getTerrainColor(chunk.type, chunk.averageHeight);
-        QVector3D const rock_tint = m_biomeSettings.rock_low;
+        QVector3D const rock_tint = m_biome_settings.rock_low;
 
 
         float slope_mix = std::clamp(
         float slope_mix = std::clamp(
             avg_slope * ((chunk.type == Game::Map::TerrainType::Flat) ? 0.30F
             avg_slope * ((chunk.type == Game::Map::TerrainType::Flat) ? 0.30F
@@ -612,18 +613,18 @@ void TerrainRenderer::buildMeshes() {
         auto tint_color = [&](const QVector3D &base) {
         auto tint_color = [&](const QVector3D &base) {
           return clamp01(applyTint(base, chunk.tint));
           return clamp01(applyTint(base, chunk.tint));
         };
         };
-        params.grass_primary = tint_color(m_biomeSettings.grass_primary);
-        params.grass_secondary = tint_color(m_biomeSettings.grass_secondary);
-        params.grass_dry = tint_color(m_biomeSettings.grass_dry);
-        params.soil_color = tint_color(m_biomeSettings.soil_color);
-        params.rock_low = tint_color(m_biomeSettings.rock_low);
-        params.rock_high = tint_color(m_biomeSettings.rock_high);
+        params.grass_primary = tint_color(m_biome_settings.grass_primary);
+        params.grass_secondary = tint_color(m_biome_settings.grass_secondary);
+        params.grass_dry = tint_color(m_biome_settings.grass_dry);
+        params.soil_color = tint_color(m_biome_settings.soil_color);
+        params.rock_low = tint_color(m_biome_settings.rock_low);
+        params.rock_high = tint_color(m_biome_settings.rock_high);
 
 
         params.tile_size = std::max(0.001F, m_tile_size);
         params.tile_size = std::max(0.001F, m_tile_size);
-        params.macro_noise_scale = m_biomeSettings.terrain_macro_noise_scale;
-        params.detail_noise_scale = m_biomeSettings.terrain_detail_noise_scale;
+        params.macro_noise_scale = m_biome_settings.terrain_macro_noise_scale;
+        params.detail_noise_scale = m_biome_settings.terrain_detail_noise_scale;
 
 
-        float slope_threshold = m_biomeSettings.terrain_rock_threshold;
+        float slope_threshold = m_biome_settings.terrain_rock_threshold;
         float sharpness_mul = 1.0F;
         float sharpness_mul = 1.0F;
         if (chunk.type == Game::Map::TerrainType::Hill) {
         if (chunk.type == Game::Map::TerrainType::Hill) {
           slope_threshold -= 0.08F;
           slope_threshold -= 0.08F;
@@ -640,9 +641,9 @@ void TerrainRenderer::buildMeshes() {
 
 
         params.slope_rock_threshold = slope_threshold;
         params.slope_rock_threshold = slope_threshold;
         params.slope_rock_sharpness = std::max(
         params.slope_rock_sharpness = std::max(
-            1.0F, m_biomeSettings.terrain_rock_sharpness * sharpness_mul);
+            1.0F, m_biome_settings.terrain_rock_sharpness * sharpness_mul);
 
 
-        float soil_height = m_biomeSettings.terrain_soil_height;
+        float soil_height = m_biome_settings.terrain_soil_height;
         if (chunk.type == Game::Map::TerrainType::Hill) {
         if (chunk.type == Game::Map::TerrainType::Hill) {
           soil_height -= 0.06F;
           soil_height -= 0.06F;
         } else if (chunk.type == Game::Map::TerrainType::Mountain) {
         } else if (chunk.type == Game::Map::TerrainType::Mountain) {
@@ -652,7 +653,7 @@ void TerrainRenderer::buildMeshes() {
         params.soil_blend_height = soil_height;
         params.soil_blend_height = soil_height;
 
 
         params.soil_blend_sharpness =
         params.soil_blend_sharpness =
-            std::max(0.75F, m_biomeSettings.terrain_soil_sharpness *
+            std::max(0.75F, m_biome_settings.terrain_soil_sharpness *
                                 (chunk.type == Game::Map::TerrainType::Mountain
                                 (chunk.type == Game::Map::TerrainType::Mountain
                                      ? 0.80F
                                      ? 0.80F
                                      : 0.95F));
                                      : 0.95F));
@@ -667,7 +668,7 @@ void TerrainRenderer::buildMeshes() {
                       hash_to_01(noise_key_b) * k_noise_offset_scale);
                       hash_to_01(noise_key_b) * k_noise_offset_scale);
 
 
         float base_amp =
         float base_amp =
-            m_biomeSettings.height_noise_amplitude *
+            m_biome_settings.height_noise_amplitude *
             (0.7F + 0.3F * std::clamp(roughness * 0.6F, 0.0F, 1.0F));
             (0.7F + 0.3F * std::clamp(roughness * 0.6F, 0.0F, 1.0F));
         if (chunk.type == Game::Map::TerrainType::Mountain) {
         if (chunk.type == Game::Map::TerrainType::Mountain) {
           base_amp *= 1.25F;
           base_amp *= 1.25F;
@@ -675,13 +676,13 @@ void TerrainRenderer::buildMeshes() {
         base_amp *= (1.0F + 0.10F * edge_factor - 0.08F * plateau_factor -
         base_amp *= (1.0F + 0.10F * edge_factor - 0.08F * plateau_factor -
                      0.06F * entrance_factor);
                      0.06F * entrance_factor);
         params.height_noise_strength = base_amp;
         params.height_noise_strength = base_amp;
-        params.height_noise_frequency = m_biomeSettings.height_noise_frequency;
+        params.height_noise_frequency = m_biome_settings.height_noise_frequency;
 
 
         params.ambient_boost =
         params.ambient_boost =
-            m_biomeSettings.terrain_ambient_boost *
+            m_biome_settings.terrain_ambient_boost *
             ((chunk.type == Game::Map::TerrainType::Mountain) ? 0.90F : 0.95F);
             ((chunk.type == Game::Map::TerrainType::Mountain) ? 0.90F : 0.95F);
         params.rock_detail_strength =
         params.rock_detail_strength =
-            m_biomeSettings.terrain_rock_detail_strength *
+            m_biome_settings.terrain_rock_detail_strength *
             (0.75F + 0.35F * std::clamp(avg_slope * 1.2F, 0.0F, 1.0F) +
             (0.75F + 0.35F * std::clamp(avg_slope * 1.2F, 0.0F, 1.0F) +
              0.15F * edge_factor - 0.10F * plateau_factor -
              0.15F * edge_factor - 0.10F * plateau_factor -
              0.08F * entrance_factor);
              0.08F * entrance_factor);
@@ -703,25 +704,25 @@ auto TerrainRenderer::getTerrainColor(Game::Map::TerrainType type,
   switch (type) {
   switch (type) {
   case Game::Map::TerrainType::Mountain:
   case Game::Map::TerrainType::Mountain:
     if (height > 4.0F) {
     if (height > 4.0F) {
-      return m_biomeSettings.rock_high;
+      return m_biome_settings.rock_high;
     }
     }
-    return m_biomeSettings.rock_low;
+    return m_biome_settings.rock_low;
   case Game::Map::TerrainType::Hill: {
   case Game::Map::TerrainType::Hill: {
     float const t = std::clamp(height / 3.0F, 0.0F, 1.0F);
     float const t = std::clamp(height / 3.0F, 0.0F, 1.0F);
-    QVector3D const grass = m_biomeSettings.grass_secondary * (1.0F - t) +
-                            m_biomeSettings.grass_dry * t;
+    QVector3D const grass = m_biome_settings.grass_secondary * (1.0F - t) +
+                            m_biome_settings.grass_dry * t;
     QVector3D const rock =
     QVector3D const rock =
-        m_biomeSettings.rock_low * (1.0F - t) + m_biomeSettings.rock_high * t;
+        m_biome_settings.rock_low * (1.0F - t) + m_biome_settings.rock_high * t;
     float const rock_blend = std::clamp(0.25F + 0.5F * t, 0.0F, 0.75F);
     float const rock_blend = std::clamp(0.25F + 0.5F * t, 0.0F, 0.75F);
     return grass * (1.0F - rock_blend) + rock * rock_blend;
     return grass * (1.0F - rock_blend) + rock * rock_blend;
   }
   }
   case Game::Map::TerrainType::Flat:
   case Game::Map::TerrainType::Flat:
   default: {
   default: {
     float const moisture = std::clamp((height - 0.5F) * 0.2F, 0.0F, 0.4F);
     float const moisture = std::clamp((height - 0.5F) * 0.2F, 0.0F, 0.4F);
-    QVector3D const base = m_biomeSettings.grass_primary * (1.0F - moisture) +
-                           m_biomeSettings.grass_secondary * moisture;
+    QVector3D const base = m_biome_settings.grass_primary * (1.0F - moisture) +
+                           m_biome_settings.grass_secondary * moisture;
     float const dry_blend = std::clamp((height - 2.0F) * 0.12F, 0.0F, 0.3F);
     float const dry_blend = std::clamp((height - 2.0F) * 0.12F, 0.0F, 0.3F);
-    return base * (1.0F - dry_blend) + m_biomeSettings.grass_dry * dry_blend;
+    return base * (1.0F - dry_blend) + m_biome_settings.grass_dry * dry_blend;
   }
   }
   }
   }
 }
 }

+ 2 - 2
render/ground/terrain_renderer.h

@@ -23,7 +23,7 @@ public:
   ~TerrainRenderer() override;
   ~TerrainRenderer() override;
 
 
   void configure(const Game::Map::TerrainHeightMap &height_map,
   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;
   void submit(Renderer &renderer, ResourceManager *resources) override;
 
 
@@ -64,7 +64,7 @@ private:
   std::vector<float> m_heightData;
   std::vector<float> m_heightData;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   std::vector<Game::Map::TerrainType> m_terrain_types;
   std::vector<ChunkMesh> m_chunks;
   std::vector<ChunkMesh> m_chunks;
-  Game::Map::BiomeSettings m_biomeSettings;
+  Game::Map::BiomeSettings m_biome_settings;
   std::uint32_t m_noiseSeed = 0U;
   std::uint32_t m_noiseSeed = 0U;
 };
 };
 
 

+ 2 - 2
render/humanoid/rig.cpp

@@ -1594,12 +1594,12 @@ void HumanoidRendererBase::render(const DrawContext &ctx,
 
 
         auto &terrain_service = Game::Map::TerrainService::instance();
         auto &terrain_service = Game::Map::TerrainService::instance();
 
 
-        if (terrain_service.isInitialized()) {
+        if (terrain_service.is_initialized()) {
 
 
           QVector3D const instPos =
           QVector3D const instPos =
               inst_ctx.model.map(QVector3D(0.0F, 0.0F, 0.0F));
               inst_ctx.model.map(QVector3D(0.0F, 0.0F, 0.0F));
           float const shadowY =
           float const shadowY =
-              terrain_service.getTerrainHeight(instPos.x(), instPos.z());
+              terrain_service.get_terrain_height(instPos.x(), instPos.z());
 
 
           QVector3D light_dir = k_shadow_light_dir.normalized();
           QVector3D light_dir = k_shadow_light_dir.normalized();
           QVector2D light_dir_xz(light_dir.x(), light_dir.z());
           QVector2D light_dir_xz(light_dir.x(), light_dir.z());

+ 4 - 4
render/scene_renderer.cpp

@@ -325,7 +325,7 @@ void Renderer::enqueue_selection_ring(
     if (troop_type_opt) {
     if (troop_type_opt) {
       const auto &nation_reg = Game::Systems::NationRegistry::instance();
       const auto &nation_reg = Game::Systems::NationRegistry::instance();
       const Game::Systems::Nation *nation =
       const Game::Systems::Nation *nation =
-          nation_reg.getNationForPlayer(unit_comp->owner_id);
+          nation_reg.get_nation_for_player(unit_comp->owner_id);
       Game::Systems::NationID nation_id =
       Game::Systems::NationID nation_id =
           nation != nullptr ? nation->id : nation_reg.default_nation_id();
           nation != nullptr ? nation->id : nation_reg.default_nation_id();
 
 
@@ -353,8 +353,8 @@ void Renderer::enqueue_selection_ring(
                 transform->position.z);
                 transform->position.z);
   auto &terrain_service = Game::Map::TerrainService::instance();
   auto &terrain_service = Game::Map::TerrainService::instance();
   float terrain_y = transform->position.y;
   float terrain_y = transform->position.y;
-  if (terrain_service.isInitialized()) {
-    terrain_y = terrain_service.getTerrainHeight(pos.x(), pos.z());
+  if (terrain_service.is_initialized()) {
+    terrain_y = terrain_service.get_terrain_height(pos.x(), pos.z());
   } else {
   } else {
     terrain_y -= ground_offset * scale_y;
     terrain_y -= ground_offset * scale_y;
   }
   }
@@ -382,7 +382,7 @@ void Renderer::render_world(Engine::Core::World *world) {
   std::lock_guard<std::recursive_mutex> const guard(world->get_entity_mutex());
   std::lock_guard<std::recursive_mutex> const guard(world->get_entity_mutex());
 
 
   auto &vis = Game::Map::VisibilityService::instance();
   auto &vis = Game::Map::VisibilityService::instance();
-  const bool visibility_enabled = vis.isInitialized();
+  const bool visibility_enabled = vis.is_initialized();
 
 
   auto renderable_entities =
   auto renderable_entities =
       world->get_entities_with<Engine::Core::RenderableComponent>();
       world->get_entities_with<Engine::Core::RenderableComponent>();