game_engine.cpp 64 KB

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  1. #include "game_engine.h"
  2. #include "../controllers/action_vfx.h"
  3. #include "../controllers/command_controller.h"
  4. #include "../models/audio_system_proxy.h"
  5. #include "../models/cursor_manager.h"
  6. #include "../models/hover_tracker.h"
  7. #include "AudioEventHandler.h"
  8. #include "app/models/cursor_mode.h"
  9. #include "app/utils/engine_view_helpers.h"
  10. #include "app/utils/movement_utils.h"
  11. #include "app/utils/selection_utils.h"
  12. #include "core/system.h"
  13. #include "game/audio/AudioSystem.h"
  14. #include "game/units/spawn_type.h"
  15. #include "game/units/troop_type.h"
  16. #include <QBuffer>
  17. #include <QCoreApplication>
  18. #include <QCursor>
  19. #include <QDebug>
  20. #include <QImage>
  21. #include <QOpenGLContext>
  22. #include <QQuickWindow>
  23. #include <QSize>
  24. #include <QVariant>
  25. #include <QVariantMap>
  26. #include <memory>
  27. #include <optional>
  28. #include <qbuffer.h>
  29. #include <qcoreapplication.h>
  30. #include <qdir.h>
  31. #include <qevent.h>
  32. #include <qglobal.h>
  33. #include <qimage.h>
  34. #include <qjsonobject.h>
  35. #include <qnamespace.h>
  36. #include <qobject.h>
  37. #include <qobjectdefs.h>
  38. #include <qpoint.h>
  39. #include <qsize.h>
  40. #include <qstringliteral.h>
  41. #include <qstringview.h>
  42. #include <qtmetamacros.h>
  43. #include <qvectornd.h>
  44. #include "../models/selected_units_model.h"
  45. #include "game/core/component.h"
  46. #include "game/core/event_manager.h"
  47. #include "game/core/world.h"
  48. #include "game/game_config.h"
  49. #include "game/map/environment.h"
  50. #include "game/map/level_loader.h"
  51. #include "game/map/map_catalog.h"
  52. #include "game/map/map_loader.h"
  53. #include "game/map/map_transformer.h"
  54. #include "game/map/skirmish_loader.h"
  55. #include "game/map/terrain_service.h"
  56. #include "game/map/visibility_service.h"
  57. #include "game/map/world_bootstrap.h"
  58. #include "game/systems/ai_system.h"
  59. #include "game/systems/arrow_system.h"
  60. #include "game/systems/building_collision_registry.h"
  61. #include "game/systems/camera_service.h"
  62. #include "game/systems/capture_system.h"
  63. #include "game/systems/cleanup_system.h"
  64. #include "game/systems/combat_system.h"
  65. #include "game/systems/command_service.h"
  66. #include "game/systems/formation_planner.h"
  67. #include "game/systems/game_state_serializer.h"
  68. #include "game/systems/global_stats_registry.h"
  69. #include "game/systems/healing_system.h"
  70. #include "game/systems/movement_system.h"
  71. #include "game/systems/nation_id.h"
  72. #include "game/systems/nation_registry.h"
  73. #include "game/systems/owner_registry.h"
  74. #include "game/systems/patrol_system.h"
  75. #include "game/systems/picking_service.h"
  76. #include "game/systems/production_service.h"
  77. #include "game/systems/production_system.h"
  78. #include "game/systems/save_load_service.h"
  79. #include "game/systems/selection_system.h"
  80. #include "game/systems/terrain_alignment_system.h"
  81. #include "game/systems/troop_count_registry.h"
  82. #include "game/systems/victory_service.h"
  83. #include "game/units/factory.h"
  84. #include "game/units/troop_config.h"
  85. #include "render/geom/arrow.h"
  86. #include "render/geom/patrol_flags.h"
  87. #include "render/gl/bootstrap.h"
  88. #include "render/gl/camera.h"
  89. #include "render/ground/biome_renderer.h"
  90. #include "render/ground/bridge_renderer.h"
  91. #include "render/ground/firecamp_renderer.h"
  92. #include "render/ground/fog_renderer.h"
  93. #include "render/ground/ground_renderer.h"
  94. #include "render/ground/olive_renderer.h"
  95. #include "render/ground/pine_renderer.h"
  96. #include "render/ground/plant_renderer.h"
  97. #include "render/ground/river_renderer.h"
  98. #include "render/ground/riverbank_renderer.h"
  99. #include "render/ground/road_renderer.h"
  100. #include "render/ground/stone_renderer.h"
  101. #include "render/ground/terrain_renderer.h"
  102. #include "render/scene_renderer.h"
  103. #include <QDir>
  104. #include <QFile>
  105. #include <QJsonArray>
  106. #include <QJsonDocument>
  107. #include <QJsonObject>
  108. #include <QSet>
  109. #include <algorithm>
  110. #include <cmath>
  111. #include <utility>
  112. #include <vector>
  113. GameEngine::GameEngine(QObject *parent)
  114. : QObject(parent),
  115. m_selectedUnitsModel(new SelectedUnitsModel(this, this)) {
  116. Game::Systems::NationRegistry::instance().initializeDefaults();
  117. Game::Systems::TroopCountRegistry::instance().initialize();
  118. Game::Systems::GlobalStatsRegistry::instance().initialize();
  119. m_world = std::make_unique<Engine::Core::World>();
  120. m_renderer = std::make_unique<Render::GL::Renderer>();
  121. m_camera = std::make_unique<Render::GL::Camera>();
  122. m_ground = std::make_unique<Render::GL::GroundRenderer>();
  123. m_terrain = std::make_unique<Render::GL::TerrainRenderer>();
  124. m_biome = std::make_unique<Render::GL::BiomeRenderer>();
  125. m_river = std::make_unique<Render::GL::RiverRenderer>();
  126. m_road = std::make_unique<Render::GL::RoadRenderer>();
  127. m_riverbank = std::make_unique<Render::GL::RiverbankRenderer>();
  128. m_bridge = std::make_unique<Render::GL::BridgeRenderer>();
  129. m_fog = std::make_unique<Render::GL::FogRenderer>();
  130. m_stone = std::make_unique<Render::GL::StoneRenderer>();
  131. m_plant = std::make_unique<Render::GL::PlantRenderer>();
  132. m_pine = std::make_unique<Render::GL::PineRenderer>();
  133. m_olive = std::make_unique<Render::GL::OliveRenderer>();
  134. m_firecamp = std::make_unique<Render::GL::FireCampRenderer>();
  135. m_passes = {m_ground.get(), m_terrain.get(), m_river.get(),
  136. m_road.get(), m_riverbank.get(), m_bridge.get(),
  137. m_biome.get(), m_stone.get(), m_plant.get(),
  138. m_pine.get(), m_olive.get(), m_firecamp.get(),
  139. m_fog.get()};
  140. std::unique_ptr<Engine::Core::System> arrow_sys =
  141. std::make_unique<Game::Systems::ArrowSystem>();
  142. m_world->addSystem(std::move(arrow_sys));
  143. m_world->addSystem(std::make_unique<Game::Systems::MovementSystem>());
  144. m_world->addSystem(std::make_unique<Game::Systems::PatrolSystem>());
  145. m_world->addSystem(std::make_unique<Game::Systems::CombatSystem>());
  146. m_world->addSystem(std::make_unique<Game::Systems::HealingSystem>());
  147. m_world->addSystem(std::make_unique<Game::Systems::CaptureSystem>());
  148. m_world->addSystem(std::make_unique<Game::Systems::AISystem>());
  149. m_world->addSystem(std::make_unique<Game::Systems::ProductionSystem>());
  150. m_world->addSystem(std::make_unique<Game::Systems::TerrainAlignmentSystem>());
  151. m_world->addSystem(std::make_unique<Game::Systems::CleanupSystem>());
  152. {
  153. std::unique_ptr<Engine::Core::System> sel_sys =
  154. std::make_unique<Game::Systems::SelectionSystem>();
  155. m_world->addSystem(std::move(sel_sys));
  156. }
  157. m_pickingService = std::make_unique<Game::Systems::PickingService>();
  158. m_victoryService = std::make_unique<Game::Systems::VictoryService>();
  159. m_saveLoadService = std::make_unique<Game::Systems::SaveLoadService>();
  160. m_cameraService = std::make_unique<Game::Systems::CameraService>();
  161. auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
  162. m_selectionController = std::make_unique<Game::Systems::SelectionController>(
  163. m_world.get(), selection_system, m_pickingService.get());
  164. m_commandController = std::make_unique<App::Controllers::CommandController>(
  165. m_world.get(), selection_system, m_pickingService.get());
  166. m_cursorManager = std::make_unique<CursorManager>();
  167. m_hoverTracker = std::make_unique<HoverTracker>(m_pickingService.get());
  168. m_mapCatalog = std::make_unique<Game::Map::MapCatalog>(this);
  169. connect(m_mapCatalog.get(), &Game::Map::MapCatalog::mapLoaded, this,
  170. [this](const QVariantMap &mapData) {
  171. m_available_maps.append(mapData);
  172. emit available_maps_changed();
  173. });
  174. connect(m_mapCatalog.get(), &Game::Map::MapCatalog::loadingChanged, this,
  175. [this](bool loading) {
  176. m_maps_loading = loading;
  177. emit maps_loading_changed();
  178. });
  179. connect(m_mapCatalog.get(), &Game::Map::MapCatalog::allMapsLoaded, this,
  180. [this]() { emit available_maps_changed(); });
  181. if (AudioSystem::getInstance().initialize()) {
  182. qInfo() << "AudioSystem initialized successfully";
  183. loadAudioResources();
  184. } else {
  185. qWarning() << "Failed to initialize AudioSystem";
  186. }
  187. m_audio_systemProxy = std::make_unique<App::Models::AudioSystemProxy>(this);
  188. m_audioEventHandler =
  189. std::make_unique<Game::Audio::AudioEventHandler>(m_world.get());
  190. if (m_audioEventHandler->initialize()) {
  191. qInfo() << "AudioEventHandler initialized successfully";
  192. m_audioEventHandler->loadUnitVoiceMapping("archer", "archer_voice");
  193. m_audioEventHandler->loadUnitVoiceMapping("swordsman", "swordsman_voice");
  194. m_audioEventHandler->loadUnitVoiceMapping("swordsman", "swordsman_voice");
  195. m_audioEventHandler->loadUnitVoiceMapping("spearman", "spearman_voice");
  196. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::PEACEFUL,
  197. "music_peaceful");
  198. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::TENSE,
  199. "music_tense");
  200. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::COMBAT,
  201. "music_combat");
  202. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::VICTORY,
  203. "music_victory");
  204. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::DEFEAT,
  205. "music_defeat");
  206. qInfo() << "Audio mappings configured";
  207. } else {
  208. qWarning() << "Failed to initialize AudioEventHandler";
  209. }
  210. connect(m_cursorManager.get(), &CursorManager::modeChanged, this,
  211. &GameEngine::cursorModeChanged);
  212. connect(m_cursorManager.get(), &CursorManager::globalCursorChanged, this,
  213. &GameEngine::globalCursorChanged);
  214. connect(m_selectionController.get(),
  215. &Game::Systems::SelectionController::selectionChanged, this,
  216. &GameEngine::selectedUnitsChanged);
  217. connect(m_selectionController.get(),
  218. &Game::Systems::SelectionController::selectionChanged, this,
  219. &GameEngine::syncSelectionFlags);
  220. connect(m_selectionController.get(),
  221. &Game::Systems::SelectionController::selectionModelRefreshRequested,
  222. this, &GameEngine::selectedUnitsDataChanged);
  223. connect(m_commandController.get(),
  224. &App::Controllers::CommandController::attack_targetSelected,
  225. [this]() {
  226. if (auto *sel_sys =
  227. m_world->getSystem<Game::Systems::SelectionSystem>()) {
  228. const auto &sel = sel_sys->getSelectedUnits();
  229. if (!sel.empty()) {
  230. auto *cam = m_camera.get();
  231. auto *picking = m_pickingService.get();
  232. if ((cam != nullptr) && (picking != nullptr)) {
  233. Engine::Core::EntityID const target_id =
  234. Game::Systems::PickingService::pickUnitFirst(
  235. 0.0F, 0.0F, *m_world, *cam, m_viewport.width,
  236. m_viewport.height, 0);
  237. if (target_id != 0) {
  238. App::Controllers::ActionVFX::spawnAttackArrow(m_world.get(),
  239. target_id);
  240. }
  241. }
  242. }
  243. }
  244. });
  245. connect(m_commandController.get(),
  246. &App::Controllers::CommandController::troopLimitReached, [this]() {
  247. setError("Maximum troop limit reached. Cannot produce more units.");
  248. });
  249. connect(m_commandController.get(),
  250. &App::Controllers::CommandController::hold_modeChanged, this,
  251. &GameEngine::holdModeChanged);
  252. connect(this, SIGNAL(selectedUnitsChanged()), m_selectedUnitsModel,
  253. SLOT(refresh()));
  254. connect(this, SIGNAL(selectedUnitsDataChanged()), m_selectedUnitsModel,
  255. SLOT(refresh()));
  256. emit selectedUnitsChanged();
  257. m_unitDiedSubscription =
  258. Engine::Core::ScopedEventSubscription<Engine::Core::UnitDiedEvent>(
  259. [this](const Engine::Core::UnitDiedEvent &e) {
  260. onUnitDied(e);
  261. if (e.owner_id != m_runtime.localOwnerId) {
  262. int const individuals_per_unit =
  263. Game::Units::TroopConfig::instance().getIndividualsPerUnit(
  264. e.spawn_type);
  265. m_enemyTroopsDefeated += individuals_per_unit;
  266. emit enemyTroopsDefeatedChanged();
  267. }
  268. });
  269. m_unitSpawnedSubscription =
  270. Engine::Core::ScopedEventSubscription<Engine::Core::UnitSpawnedEvent>(
  271. [this](const Engine::Core::UnitSpawnedEvent &e) {
  272. onUnitSpawned(e);
  273. });
  274. }
  275. GameEngine::~GameEngine() {
  276. if (m_audioEventHandler) {
  277. m_audioEventHandler->shutdown();
  278. }
  279. AudioSystem::getInstance().shutdown();
  280. qInfo() << "AudioSystem shut down";
  281. }
  282. void GameEngine::cleanupOpenGLResources() {
  283. qInfo() << "Cleaning up OpenGL resources...";
  284. QOpenGLContext *context = QOpenGLContext::currentContext();
  285. const bool has_valid_context = (context != nullptr);
  286. if (!has_valid_context) {
  287. qInfo() << "No valid OpenGL context, skipping OpenGL cleanup";
  288. }
  289. if (m_renderer && has_valid_context) {
  290. m_renderer->shutdown();
  291. qInfo() << "Renderer shut down";
  292. }
  293. m_passes.clear();
  294. m_ground.reset();
  295. m_terrain.reset();
  296. m_biome.reset();
  297. m_river.reset();
  298. m_road.reset();
  299. m_riverbank.reset();
  300. m_bridge.reset();
  301. m_fog.reset();
  302. m_stone.reset();
  303. m_plant.reset();
  304. m_pine.reset();
  305. m_olive.reset();
  306. m_firecamp.reset();
  307. m_renderer.reset();
  308. m_resources.reset();
  309. qInfo() << "OpenGL resources cleaned up";
  310. }
  311. void GameEngine::onMapClicked(qreal sx, qreal sy) {
  312. if (m_window == nullptr) {
  313. return;
  314. }
  315. ensureInitialized();
  316. if (m_selectionController && m_camera) {
  317. m_selectionController->onClickSelect(sx, sy, false, m_viewport.width,
  318. m_viewport.height, m_camera.get(),
  319. m_runtime.localOwnerId);
  320. }
  321. }
  322. void GameEngine::onRightClick(qreal sx, qreal sy) {
  323. if (m_window == nullptr) {
  324. return;
  325. }
  326. ensureInitialized();
  327. auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
  328. if (selection_system == nullptr) {
  329. return;
  330. }
  331. if (m_cursorManager->mode() == CursorMode::Patrol ||
  332. m_cursorManager->mode() == CursorMode::Attack) {
  333. setCursorMode(CursorMode::Normal);
  334. return;
  335. }
  336. const auto &sel = selection_system->getSelectedUnits();
  337. if (sel.empty()) {
  338. return;
  339. }
  340. if (m_pickingService && m_camera) {
  341. Engine::Core::EntityID const target_id = m_pickingService->pickUnitFirst(
  342. float(sx), float(sy), *m_world, *m_camera, m_viewport.width,
  343. m_viewport.height, 0);
  344. if (target_id != 0U) {
  345. auto *target_entity = m_world->getEntity(target_id);
  346. if (target_entity != nullptr) {
  347. auto *target_unit =
  348. target_entity->getComponent<Engine::Core::UnitComponent>();
  349. if (target_unit != nullptr) {
  350. bool const is_enemy =
  351. (target_unit->owner_id != m_runtime.localOwnerId);
  352. if (is_enemy) {
  353. Game::Systems::CommandService::attack_target(*m_world, sel,
  354. target_id, true);
  355. return;
  356. }
  357. }
  358. }
  359. }
  360. }
  361. if (m_pickingService && m_camera) {
  362. QVector3D hit;
  363. if (m_pickingService->screenToGround(QPointF(sx, sy), *m_camera,
  364. m_viewport.width, m_viewport.height,
  365. hit)) {
  366. auto targets = Game::Systems::FormationPlanner::spreadFormation(
  367. int(sel.size()), hit,
  368. Game::GameConfig::instance().gameplay().formationSpacingDefault);
  369. Game::Systems::CommandService::MoveOptions opts;
  370. opts.groupMove = sel.size() > 1;
  371. Game::Systems::CommandService::moveUnits(*m_world, sel, targets, opts);
  372. }
  373. }
  374. }
  375. void GameEngine::onAttackClick(qreal sx, qreal sy) {
  376. if (m_window == nullptr) {
  377. return;
  378. }
  379. ensureInitialized();
  380. if (!m_commandController || !m_camera) {
  381. return;
  382. }
  383. auto result = m_commandController->onAttackClick(
  384. sx, sy, m_viewport.width, m_viewport.height, m_camera.get());
  385. auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
  386. if ((selection_system == nullptr) || !m_pickingService || !m_camera ||
  387. !m_world) {
  388. return;
  389. }
  390. const auto &selected = selection_system->getSelectedUnits();
  391. if (!selected.empty()) {
  392. Engine::Core::EntityID const target_id = m_pickingService->pickUnitFirst(
  393. float(sx), float(sy), *m_world, *m_camera, m_viewport.width,
  394. m_viewport.height, 0);
  395. if (target_id != 0) {
  396. auto *target_entity = m_world->getEntity(target_id);
  397. if (target_entity != nullptr) {
  398. auto *target_unit =
  399. target_entity->getComponent<Engine::Core::UnitComponent>();
  400. if ((target_unit != nullptr) &&
  401. target_unit->owner_id != m_runtime.localOwnerId) {
  402. App::Controllers::ActionVFX::spawnAttackArrow(m_world.get(),
  403. target_id);
  404. }
  405. }
  406. }
  407. }
  408. if (result.resetCursorToNormal) {
  409. setCursorMode(CursorMode::Normal);
  410. }
  411. }
  412. void GameEngine::resetMovement(Engine::Core::Entity *entity) {
  413. App::Utils::resetMovement(entity);
  414. }
  415. void GameEngine::onStopCommand() {
  416. if (!m_commandController) {
  417. return;
  418. }
  419. ensureInitialized();
  420. auto result = m_commandController->onStopCommand();
  421. if (result.resetCursorToNormal) {
  422. setCursorMode(CursorMode::Normal);
  423. }
  424. }
  425. void GameEngine::onHoldCommand() {
  426. if (!m_commandController) {
  427. return;
  428. }
  429. ensureInitialized();
  430. auto result = m_commandController->onHoldCommand();
  431. if (result.resetCursorToNormal) {
  432. setCursorMode(CursorMode::Normal);
  433. }
  434. }
  435. auto GameEngine::anySelectedInHoldMode() const -> bool {
  436. if (!m_commandController) {
  437. return false;
  438. }
  439. return m_commandController->anySelectedInHoldMode();
  440. }
  441. void GameEngine::onPatrolClick(qreal sx, qreal sy) {
  442. if (!m_commandController || !m_camera) {
  443. return;
  444. }
  445. ensureInitialized();
  446. auto result = m_commandController->onPatrolClick(
  447. sx, sy, m_viewport.width, m_viewport.height, m_camera.get());
  448. if (result.resetCursorToNormal) {
  449. setCursorMode(CursorMode::Normal);
  450. }
  451. }
  452. void GameEngine::updateCursor(Qt::CursorShape newCursor) {
  453. if (m_window == nullptr) {
  454. return;
  455. }
  456. if (m_runtime.currentCursor != newCursor) {
  457. m_runtime.currentCursor = newCursor;
  458. m_window->setCursor(newCursor);
  459. }
  460. }
  461. void GameEngine::setError(const QString &errorMessage) {
  462. if (m_runtime.lastError != errorMessage) {
  463. m_runtime.lastError = errorMessage;
  464. qCritical() << "GameEngine error:" << errorMessage;
  465. emit lastErrorChanged();
  466. }
  467. }
  468. void GameEngine::setCursorMode(CursorMode mode) {
  469. if (!m_cursorManager) {
  470. return;
  471. }
  472. m_cursorManager->setMode(mode);
  473. m_cursorManager->updateCursorShape(m_window);
  474. }
  475. void GameEngine::setCursorMode(const QString &mode) {
  476. setCursorMode(CursorModeUtils::fromString(mode));
  477. }
  478. auto GameEngine::cursorMode() const -> QString {
  479. if (!m_cursorManager) {
  480. return "normal";
  481. }
  482. return m_cursorManager->modeString();
  483. }
  484. auto GameEngine::globalCursorX() const -> qreal {
  485. if (!m_cursorManager) {
  486. return 0;
  487. }
  488. return m_cursorManager->globalCursorX(m_window);
  489. }
  490. auto GameEngine::globalCursorY() const -> qreal {
  491. if (!m_cursorManager) {
  492. return 0;
  493. }
  494. return m_cursorManager->globalCursorY(m_window);
  495. }
  496. void GameEngine::setHoverAtScreen(qreal sx, qreal sy) {
  497. if (m_window == nullptr) {
  498. return;
  499. }
  500. ensureInitialized();
  501. if (!m_hoverTracker || !m_camera || !m_world) {
  502. return;
  503. }
  504. m_cursorManager->updateCursorShape(m_window);
  505. m_hoverTracker->updateHover(float(sx), float(sy), *m_world, *m_camera,
  506. m_viewport.width, m_viewport.height);
  507. }
  508. void GameEngine::onClickSelect(qreal sx, qreal sy, bool additive) {
  509. if (m_window == nullptr) {
  510. return;
  511. }
  512. ensureInitialized();
  513. if (m_selectionController && m_camera) {
  514. m_selectionController->onClickSelect(sx, sy, additive, m_viewport.width,
  515. m_viewport.height, m_camera.get(),
  516. m_runtime.localOwnerId);
  517. }
  518. }
  519. void GameEngine::onAreaSelected(qreal x1, qreal y1, qreal x2, qreal y2,
  520. bool additive) {
  521. if (m_window == nullptr) {
  522. return;
  523. }
  524. ensureInitialized();
  525. if (m_selectionController && m_camera) {
  526. m_selectionController->onAreaSelected(
  527. x1, y1, x2, y2, additive, m_viewport.width, m_viewport.height,
  528. m_camera.get(), m_runtime.localOwnerId);
  529. }
  530. }
  531. void GameEngine::selectAllTroops() {
  532. ensureInitialized();
  533. if (m_selectionController) {
  534. m_selectionController->selectAllPlayerTroops(m_runtime.localOwnerId);
  535. }
  536. }
  537. void GameEngine::selectUnitById(int unitId) {
  538. ensureInitialized();
  539. if (!m_selectionController || (unitId <= 0)) {
  540. return;
  541. }
  542. m_selectionController->selectSingleUnit(
  543. static_cast<Engine::Core::EntityID>(unitId), m_runtime.localOwnerId);
  544. }
  545. void GameEngine::ensureInitialized() {
  546. QString error;
  547. Game::Map::WorldBootstrap::ensureInitialized(
  548. m_runtime.initialized, *m_renderer, *m_camera, m_ground.get(), &error);
  549. if (!error.isEmpty()) {
  550. setError(error);
  551. }
  552. }
  553. auto GameEngine::enemyTroopsDefeated() const -> int {
  554. return m_enemyTroopsDefeated;
  555. }
  556. auto GameEngine::getPlayerStats(int owner_id) -> QVariantMap {
  557. QVariantMap result;
  558. auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
  559. const auto *stats = stats_registry.getStats(owner_id);
  560. if (stats != nullptr) {
  561. result["troopsRecruited"] = stats->troopsRecruited;
  562. result["enemiesKilled"] = stats->enemiesKilled;
  563. result["barracksOwned"] = stats->barracksOwned;
  564. result["playTimeSec"] = stats->playTimeSec;
  565. result["gameEnded"] = stats->gameEnded;
  566. } else {
  567. result["troopsRecruited"] = 0;
  568. result["enemiesKilled"] = 0;
  569. result["barracksOwned"] = 0;
  570. result["playTimeSec"] = 0.0F;
  571. result["gameEnded"] = false;
  572. }
  573. return result;
  574. }
  575. void GameEngine::update(float dt) {
  576. if (m_runtime.loading) {
  577. return;
  578. }
  579. if (m_runtime.paused) {
  580. dt = 0.0F;
  581. } else {
  582. dt *= m_runtime.timeScale;
  583. }
  584. if (!m_runtime.paused && !m_runtime.loading) {
  585. updateAmbientState(dt);
  586. }
  587. if (m_renderer) {
  588. m_renderer->updateAnimationTime(dt);
  589. }
  590. if (m_camera) {
  591. m_camera->update(dt);
  592. }
  593. if (m_world) {
  594. m_world->update(dt);
  595. auto &visibility_service = Game::Map::VisibilityService::instance();
  596. if (visibility_service.isInitialized()) {
  597. m_runtime.visibilityUpdateAccumulator += dt;
  598. const float visibility_update_interval =
  599. Game::GameConfig::instance().gameplay().visibility_update_interval;
  600. if (m_runtime.visibilityUpdateAccumulator >= visibility_update_interval) {
  601. m_runtime.visibilityUpdateAccumulator = 0.0F;
  602. visibility_service.update(*m_world, m_runtime.localOwnerId);
  603. }
  604. const auto new_version = visibility_service.version();
  605. if (new_version != m_runtime.visibilityVersion) {
  606. if (m_fog) {
  607. m_fog->updateMask(visibility_service.getWidth(),
  608. visibility_service.getHeight(),
  609. visibility_service.getTileSize(),
  610. visibility_service.snapshotCells());
  611. }
  612. m_runtime.visibilityVersion = new_version;
  613. }
  614. }
  615. }
  616. if (m_victoryService && m_world) {
  617. m_victoryService->update(*m_world, dt);
  618. }
  619. if (m_followSelectionEnabled && m_camera && m_world && m_cameraService) {
  620. m_cameraService->updateFollow(*m_camera, *m_world,
  621. m_followSelectionEnabled);
  622. }
  623. if (m_selectedUnitsModel != nullptr) {
  624. auto *selection_system =
  625. m_world->getSystem<Game::Systems::SelectionSystem>();
  626. if ((selection_system != nullptr) &&
  627. !selection_system->getSelectedUnits().empty()) {
  628. m_runtime.selectionRefreshCounter++;
  629. if (m_runtime.selectionRefreshCounter >= 15) {
  630. m_runtime.selectionRefreshCounter = 0;
  631. emit selectedUnitsDataChanged();
  632. }
  633. }
  634. }
  635. }
  636. void GameEngine::render(int pixelWidth, int pixelHeight) {
  637. if (!m_renderer || !m_world || !m_runtime.initialized || m_runtime.loading) {
  638. return;
  639. }
  640. if (pixelWidth > 0 && pixelHeight > 0) {
  641. m_viewport.width = pixelWidth;
  642. m_viewport.height = pixelHeight;
  643. m_renderer->setViewport(pixelWidth, pixelHeight);
  644. }
  645. if (auto *selection_system =
  646. m_world->getSystem<Game::Systems::SelectionSystem>()) {
  647. const auto &sel = selection_system->getSelectedUnits();
  648. std::vector<unsigned int> const ids(sel.begin(), sel.end());
  649. m_renderer->setSelectedEntities(ids);
  650. }
  651. m_renderer->beginFrame();
  652. if (auto *res = m_renderer->resources()) {
  653. for (auto *pass : m_passes) {
  654. if (pass != nullptr) {
  655. pass->submit(*m_renderer, res);
  656. }
  657. }
  658. }
  659. if (m_renderer && m_hoverTracker) {
  660. m_renderer->setHoveredEntityId(m_hoverTracker->getLastHoveredEntity());
  661. }
  662. if (m_renderer) {
  663. m_renderer->setLocalOwnerId(m_runtime.localOwnerId);
  664. }
  665. m_renderer->renderWorld(m_world.get());
  666. if (auto *arrow_system = m_world->getSystem<Game::Systems::ArrowSystem>()) {
  667. if (auto *res = m_renderer->resources()) {
  668. Render::GL::renderArrows(m_renderer.get(), res, *arrow_system);
  669. }
  670. }
  671. if (auto *res = m_renderer->resources()) {
  672. std::optional<QVector3D> preview_waypoint;
  673. if (m_commandController && m_commandController->hasPatrolFirstWaypoint()) {
  674. preview_waypoint = m_commandController->getPatrolFirstWaypoint();
  675. }
  676. Render::GL::renderPatrolFlags(m_renderer.get(), res, *m_world,
  677. preview_waypoint);
  678. }
  679. m_renderer->endFrame();
  680. qreal const current_x = globalCursorX();
  681. qreal const current_y = globalCursorY();
  682. if (current_x != m_runtime.lastCursorX ||
  683. current_y != m_runtime.lastCursorY) {
  684. m_runtime.lastCursorX = current_x;
  685. m_runtime.lastCursorY = current_y;
  686. emit globalCursorChanged();
  687. }
  688. }
  689. auto GameEngine::screenToGround(const QPointF &screenPt,
  690. QVector3D &outWorld) -> bool {
  691. return App::Utils::screenToGround(m_pickingService.get(), m_camera.get(),
  692. m_window, m_viewport.width,
  693. m_viewport.height, screenPt, outWorld);
  694. }
  695. auto GameEngine::worldToScreen(const QVector3D &world,
  696. QPointF &outScreen) const -> bool {
  697. return App::Utils::worldToScreen(m_pickingService.get(), m_camera.get(),
  698. m_window, m_viewport.width,
  699. m_viewport.height, world, outScreen);
  700. }
  701. void GameEngine::syncSelectionFlags() {
  702. auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
  703. if (!m_world || (selection_system == nullptr)) {
  704. return;
  705. }
  706. App::Utils::sanitizeSelection(m_world.get(), selection_system);
  707. if (selection_system->getSelectedUnits().empty()) {
  708. if (m_cursorManager && m_cursorManager->mode() != CursorMode::Normal) {
  709. setCursorMode(CursorMode::Normal);
  710. }
  711. }
  712. }
  713. void GameEngine::cameraMove(float dx, float dz) {
  714. ensureInitialized();
  715. if (!m_camera || !m_cameraService) {
  716. return;
  717. }
  718. m_cameraService->move(*m_camera, dx, dz);
  719. }
  720. void GameEngine::cameraElevate(float dy) {
  721. ensureInitialized();
  722. if (!m_camera || !m_cameraService) {
  723. return;
  724. }
  725. m_cameraService->elevate(*m_camera, dy);
  726. }
  727. void GameEngine::resetCamera() {
  728. ensureInitialized();
  729. if (!m_camera || !m_world || !m_cameraService) {
  730. return;
  731. }
  732. m_cameraService->resetCamera(*m_camera, *m_world, m_runtime.localOwnerId,
  733. m_level.playerUnitId);
  734. }
  735. void GameEngine::cameraZoom(float delta) {
  736. ensureInitialized();
  737. if (!m_camera || !m_cameraService) {
  738. return;
  739. }
  740. m_cameraService->zoom(*m_camera, delta);
  741. }
  742. auto GameEngine::cameraDistance() const -> float {
  743. if (!m_camera || !m_cameraService) {
  744. return 0.0F;
  745. }
  746. return m_cameraService->getDistance(*m_camera);
  747. }
  748. void GameEngine::cameraYaw(float degrees) {
  749. ensureInitialized();
  750. if (!m_camera || !m_cameraService) {
  751. return;
  752. }
  753. m_cameraService->yaw(*m_camera, degrees);
  754. }
  755. void GameEngine::cameraOrbit(float yaw_deg, float pitch_deg) {
  756. ensureInitialized();
  757. if (!m_camera || !m_cameraService) {
  758. return;
  759. }
  760. if (!std::isfinite(yaw_deg) || !std::isfinite(pitch_deg)) {
  761. qWarning() << "GameEngine::cameraOrbit received invalid input, ignoring:"
  762. << yaw_deg << pitch_deg;
  763. return;
  764. }
  765. m_cameraService->orbit(*m_camera, yaw_deg, pitch_deg);
  766. }
  767. void GameEngine::cameraOrbitDirection(int direction, bool shift) {
  768. if (!m_camera || !m_cameraService) {
  769. return;
  770. }
  771. m_cameraService->orbitDirection(*m_camera, direction, shift);
  772. }
  773. void GameEngine::cameraFollowSelection(bool enable) {
  774. ensureInitialized();
  775. m_followSelectionEnabled = enable;
  776. if (!m_camera || !m_world || !m_cameraService) {
  777. return;
  778. }
  779. m_cameraService->followSelection(*m_camera, *m_world, enable);
  780. }
  781. void GameEngine::cameraSetFollowLerp(float alpha) {
  782. ensureInitialized();
  783. if (!m_camera || !m_cameraService) {
  784. return;
  785. }
  786. m_cameraService->setFollowLerp(*m_camera, alpha);
  787. }
  788. auto GameEngine::selectedUnitsModel() -> QAbstractItemModel * {
  789. return m_selectedUnitsModel;
  790. }
  791. auto GameEngine::audio_system() -> QObject * {
  792. return m_audio_systemProxy.get();
  793. }
  794. auto GameEngine::hasUnitsSelected() const -> bool {
  795. if (!m_selectionController) {
  796. return false;
  797. }
  798. return m_selectionController->hasUnitsSelected();
  799. }
  800. auto GameEngine::playerTroopCount() const -> int {
  801. return m_entityCache.playerTroopCount;
  802. }
  803. auto GameEngine::hasSelectedType(const QString &type) const -> bool {
  804. if (!m_selectionController) {
  805. return false;
  806. }
  807. return m_selectionController->hasSelectedType(type);
  808. }
  809. void GameEngine::recruitNearSelected(const QString &unit_type) {
  810. ensureInitialized();
  811. if (!m_commandController) {
  812. return;
  813. }
  814. m_commandController->recruitNearSelected(unit_type, m_runtime.localOwnerId);
  815. }
  816. auto GameEngine::getSelectedProductionState() const -> QVariantMap {
  817. QVariantMap m;
  818. m["has_barracks"] = false;
  819. m["inProgress"] = false;
  820. m["timeRemaining"] = 0.0;
  821. m["buildTime"] = 0.0;
  822. m["producedCount"] = 0;
  823. m["maxUnits"] = 0;
  824. m["villagerCost"] = 1;
  825. if (!m_world) {
  826. return m;
  827. }
  828. auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
  829. if (selection_system == nullptr) {
  830. return m;
  831. }
  832. Game::Systems::ProductionState st;
  833. Game::Systems::ProductionService::getSelectedBarracksState(
  834. *m_world, selection_system->getSelectedUnits(), m_runtime.localOwnerId,
  835. st);
  836. m["has_barracks"] = st.has_barracks;
  837. m["inProgress"] = st.inProgress;
  838. m["product_type"] =
  839. QString::fromStdString(Game::Units::troop_typeToString(st.product_type));
  840. m["timeRemaining"] = st.timeRemaining;
  841. m["buildTime"] = st.buildTime;
  842. m["producedCount"] = st.producedCount;
  843. m["maxUnits"] = st.maxUnits;
  844. m["villagerCost"] = st.villagerCost;
  845. m["queueSize"] = st.queueSize;
  846. m["nation_id"] =
  847. QString::fromStdString(Game::Systems::nationIDToString(st.nation_id));
  848. QVariantList queue_list;
  849. for (const auto &unit_type : st.productionQueue) {
  850. queue_list.append(
  851. QString::fromStdString(Game::Units::troop_typeToString(unit_type)));
  852. }
  853. m["productionQueue"] = queue_list;
  854. return m;
  855. }
  856. auto GameEngine::getSelectedUnitsCommandMode() const -> QString {
  857. if (!m_world) {
  858. return "normal";
  859. }
  860. auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
  861. if (selection_system == nullptr) {
  862. return "normal";
  863. }
  864. const auto &sel = selection_system->getSelectedUnits();
  865. if (sel.empty()) {
  866. return "normal";
  867. }
  868. int attacking_count = 0;
  869. int patrolling_count = 0;
  870. int total_units = 0;
  871. for (auto id : sel) {
  872. auto *e = m_world->getEntity(id);
  873. if (e == nullptr) {
  874. continue;
  875. }
  876. auto *u = e->getComponent<Engine::Core::UnitComponent>();
  877. if (u == nullptr) {
  878. continue;
  879. }
  880. if (u->spawn_type == Game::Units::SpawnType::Barracks) {
  881. continue;
  882. }
  883. total_units++;
  884. if (e->getComponent<Engine::Core::AttackTargetComponent>() != nullptr) {
  885. attacking_count++;
  886. }
  887. auto *patrol = e->getComponent<Engine::Core::PatrolComponent>();
  888. if ((patrol != nullptr) && patrol->patrolling) {
  889. patrolling_count++;
  890. }
  891. }
  892. if (total_units == 0) {
  893. return "normal";
  894. }
  895. if (patrolling_count == total_units) {
  896. return "patrol";
  897. }
  898. if (attacking_count == total_units) {
  899. return "attack";
  900. }
  901. return "normal";
  902. }
  903. void GameEngine::setRallyAtScreen(qreal sx, qreal sy) {
  904. ensureInitialized();
  905. if (!m_commandController || !m_camera) {
  906. return;
  907. }
  908. m_commandController->setRallyAtScreen(sx, sy, m_viewport.width,
  909. m_viewport.height, m_camera.get(),
  910. m_runtime.localOwnerId);
  911. }
  912. void GameEngine::start_loading_maps() {
  913. m_available_maps.clear();
  914. if (m_mapCatalog) {
  915. m_mapCatalog->loadMapsAsync();
  916. }
  917. load_campaigns();
  918. }
  919. auto GameEngine::available_maps() const -> QVariantList {
  920. return m_available_maps;
  921. }
  922. auto GameEngine::available_nations() const -> QVariantList {
  923. QVariantList nations;
  924. const auto &registry = Game::Systems::NationRegistry::instance();
  925. const auto &all = registry.getAllNations();
  926. QList<QVariantMap> ordered;
  927. ordered.reserve(static_cast<int>(all.size()));
  928. for (const auto &nation : all) {
  929. QVariantMap entry;
  930. entry.insert(
  931. QStringLiteral("id"),
  932. QString::fromStdString(Game::Systems::nationIDToString(nation.id)));
  933. entry.insert(QStringLiteral("name"),
  934. QString::fromStdString(nation.displayName));
  935. ordered.append(entry);
  936. }
  937. std::sort(ordered.begin(), ordered.end(),
  938. [](const QVariantMap &a, const QVariantMap &b) {
  939. return a.value(QStringLiteral("name"))
  940. .toString()
  941. .localeAwareCompare(
  942. b.value(QStringLiteral("name")).toString()) < 0;
  943. });
  944. for (const auto &entry : ordered) {
  945. nations.append(entry);
  946. }
  947. return nations;
  948. }
  949. auto GameEngine::available_campaigns() const -> QVariantList {
  950. return m_available_campaigns;
  951. }
  952. void GameEngine::load_campaigns() {
  953. if (!m_saveLoadService) {
  954. return;
  955. }
  956. QString error;
  957. auto campaigns = m_saveLoadService->list_campaigns(&error);
  958. if (!error.isEmpty()) {
  959. qWarning() << "Failed to load campaigns:" << error;
  960. return;
  961. }
  962. m_available_campaigns = campaigns;
  963. emit available_campaigns_changed();
  964. }
  965. void GameEngine::start_campaign_mission(const QString &campaign_id) {
  966. clearError();
  967. if (!m_saveLoadService) {
  968. setError("Save/Load service not initialized");
  969. return;
  970. }
  971. QString error;
  972. auto campaigns = m_saveLoadService->list_campaigns(&error);
  973. if (!error.isEmpty()) {
  974. setError("Failed to load campaign: " + error);
  975. return;
  976. }
  977. QVariantMap selectedCampaign;
  978. for (const auto &campaign : campaigns) {
  979. auto campaignMap = campaign.toMap();
  980. if (campaignMap.value("id").toString() == campaign_id) {
  981. selectedCampaign = campaignMap;
  982. break;
  983. }
  984. }
  985. if (selectedCampaign.isEmpty()) {
  986. setError("Campaign not found: " + campaign_id);
  987. return;
  988. }
  989. m_current_campaign_id = campaign_id;
  990. QString mapPath = selectedCampaign.value("mapPath").toString();
  991. QVariantList playerConfigs;
  992. QVariantMap player1;
  993. player1.insert("player_id", 1);
  994. player1.insert("playerName", "Carthage");
  995. player1.insert("colorIndex", 0);
  996. player1.insert("team_id", 0);
  997. player1.insert("nationId", "carthage");
  998. player1.insert("isHuman", true);
  999. playerConfigs.append(player1);
  1000. QVariantMap player2;
  1001. player2.insert("player_id", 2);
  1002. player2.insert("playerName", "Rome");
  1003. player2.insert("colorIndex", 1);
  1004. player2.insert("team_id", 1);
  1005. player2.insert("nationId", "roman_republic");
  1006. player2.insert("isHuman", false);
  1007. playerConfigs.append(player2);
  1008. start_skirmish(mapPath, playerConfigs);
  1009. }
  1010. void GameEngine::mark_current_mission_completed() {
  1011. if (m_current_campaign_id.isEmpty()) {
  1012. qWarning() << "No active campaign mission to mark as completed";
  1013. return;
  1014. }
  1015. if (!m_saveLoadService) {
  1016. qWarning() << "Save/Load service not initialized";
  1017. return;
  1018. }
  1019. QString error;
  1020. bool success =
  1021. m_saveLoadService->mark_campaign_completed(m_current_campaign_id, &error);
  1022. if (!success) {
  1023. qWarning() << "Failed to mark campaign as completed:" << error;
  1024. } else {
  1025. qInfo() << "Campaign mission" << m_current_campaign_id
  1026. << "marked as completed";
  1027. load_campaigns();
  1028. }
  1029. }
  1030. void GameEngine::start_skirmish(const QString &map_path,
  1031. const QVariantList &playerConfigs) {
  1032. clearError();
  1033. m_level.map_path = map_path;
  1034. m_level.map_name = map_path;
  1035. if (!m_runtime.victoryState.isEmpty()) {
  1036. m_runtime.victoryState = "";
  1037. emit victoryStateChanged();
  1038. }
  1039. if (m_victoryService) {
  1040. m_victoryService->reset();
  1041. }
  1042. m_enemyTroopsDefeated = 0;
  1043. if (!m_runtime.initialized) {
  1044. ensureInitialized();
  1045. return;
  1046. }
  1047. if (m_world && m_renderer && m_camera) {
  1048. m_runtime.loading = true;
  1049. if (m_hoverTracker) {
  1050. m_hoverTracker->updateHover(-1, -1, *m_world, *m_camera, 0, 0);
  1051. }
  1052. m_entityCache.reset();
  1053. Game::Map::SkirmishLoader loader(*m_world, *m_renderer, *m_camera);
  1054. loader.setGroundRenderer(m_ground.get());
  1055. loader.setTerrainRenderer(m_terrain.get());
  1056. loader.setBiomeRenderer(m_biome.get());
  1057. loader.setRiverRenderer(m_river.get());
  1058. loader.setRoadRenderer(m_road.get());
  1059. loader.setRiverbankRenderer(m_riverbank.get());
  1060. loader.setBridgeRenderer(m_bridge.get());
  1061. loader.setFogRenderer(m_fog.get());
  1062. loader.setStoneRenderer(m_stone.get());
  1063. loader.setPlantRenderer(m_plant.get());
  1064. loader.setPineRenderer(m_pine.get());
  1065. loader.setOliveRenderer(m_olive.get());
  1066. loader.setFireCampRenderer(m_firecamp.get());
  1067. loader.setOnOwnersUpdated([this]() { emit ownerInfoChanged(); });
  1068. loader.setOnVisibilityMaskReady([this]() {
  1069. m_runtime.visibilityVersion =
  1070. Game::Map::VisibilityService::instance().version();
  1071. m_runtime.visibilityUpdateAccumulator = 0.0F;
  1072. });
  1073. int updated_player_id = m_selectedPlayerId;
  1074. auto result = loader.start(map_path, playerConfigs, m_selectedPlayerId,
  1075. updated_player_id);
  1076. if (updated_player_id != m_selectedPlayerId) {
  1077. m_selectedPlayerId = updated_player_id;
  1078. emit selectedPlayerIdChanged();
  1079. }
  1080. if (!result.ok && !result.errorMessage.isEmpty()) {
  1081. setError(result.errorMessage);
  1082. }
  1083. m_runtime.localOwnerId = updated_player_id;
  1084. m_level.map_name = result.map_name;
  1085. m_level.playerUnitId = result.playerUnitId;
  1086. m_level.camFov = result.camFov;
  1087. m_level.camNear = result.camNear;
  1088. m_level.camFar = result.camFar;
  1089. m_level.max_troops_per_player = result.max_troops_per_player;
  1090. Game::GameConfig::instance().setMaxTroopsPerPlayer(
  1091. result.max_troops_per_player);
  1092. if (m_victoryService) {
  1093. m_victoryService->configure(result.victoryConfig, m_runtime.localOwnerId);
  1094. m_victoryService->setVictoryCallback([this](const QString &state) {
  1095. if (m_runtime.victoryState != state) {
  1096. m_runtime.victoryState = state;
  1097. emit victoryStateChanged();
  1098. if (state == "victory" && !m_current_campaign_id.isEmpty()) {
  1099. mark_current_mission_completed();
  1100. }
  1101. }
  1102. });
  1103. }
  1104. if (result.hasFocusPosition && m_camera) {
  1105. const auto &cam_config = Game::GameConfig::instance().camera();
  1106. m_camera->setRTSView(result.focusPosition, cam_config.defaultDistance,
  1107. cam_config.defaultPitch, cam_config.defaultYaw);
  1108. }
  1109. m_runtime.loading = false;
  1110. if (auto *ai_system = m_world->getSystem<Game::Systems::AISystem>()) {
  1111. ai_system->reinitialize();
  1112. }
  1113. rebuildEntityCache();
  1114. auto &troops = Game::Systems::TroopCountRegistry::instance();
  1115. troops.rebuildFromWorld(*m_world);
  1116. auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
  1117. stats_registry.rebuildFromWorld(*m_world);
  1118. auto &owner_registry = Game::Systems::OwnerRegistry::instance();
  1119. const auto &all_owners = owner_registry.getAllOwners();
  1120. for (const auto &owner : all_owners) {
  1121. if (owner.type == Game::Systems::OwnerType::Player ||
  1122. owner.type == Game::Systems::OwnerType::AI) {
  1123. stats_registry.markGameStart(owner.owner_id);
  1124. }
  1125. }
  1126. m_currentAmbientState = Engine::Core::AmbientState::PEACEFUL;
  1127. m_ambientCheckTimer = 0.0F;
  1128. Engine::Core::EventManager::instance().publish(
  1129. Engine::Core::AmbientStateChangedEvent(
  1130. Engine::Core::AmbientState::PEACEFUL,
  1131. Engine::Core::AmbientState::PEACEFUL));
  1132. emit ownerInfoChanged();
  1133. }
  1134. }
  1135. void GameEngine::open_settings() {
  1136. if (m_saveLoadService) {
  1137. m_saveLoadService->openSettings();
  1138. }
  1139. }
  1140. void GameEngine::load_save() { loadFromSlot("savegame"); }
  1141. void GameEngine::save_game(const QString &filename) {
  1142. saveToSlot(filename, filename);
  1143. }
  1144. void GameEngine::save_game_to_slot(const QString &slotName) {
  1145. saveToSlot(slotName, slotName);
  1146. }
  1147. void GameEngine::load_game_from_slot(const QString &slotName) {
  1148. loadFromSlot(slotName);
  1149. }
  1150. auto GameEngine::loadFromSlot(const QString &slot) -> bool {
  1151. if (!m_saveLoadService || !m_world) {
  1152. setError("Load: not initialized");
  1153. return false;
  1154. }
  1155. m_runtime.loading = true;
  1156. if (!m_saveLoadService->loadGameFromSlot(*m_world, slot)) {
  1157. setError(m_saveLoadService->getLastError());
  1158. m_runtime.loading = false;
  1159. return false;
  1160. }
  1161. const QJsonObject meta = m_saveLoadService->getLastMetadata();
  1162. Game::Systems::GameStateSerializer::restoreLevelFromMetadata(meta, m_level);
  1163. Game::Systems::GameStateSerializer::restoreCameraFromMetadata(
  1164. meta, m_camera.get(), m_viewport.width, m_viewport.height);
  1165. Game::Systems::RuntimeSnapshot runtime_snap = toRuntimeSnapshot();
  1166. Game::Systems::GameStateSerializer::restoreRuntimeFromMetadata(meta,
  1167. runtime_snap);
  1168. applyRuntimeSnapshot(runtime_snap);
  1169. restoreEnvironmentFromMetadata(meta);
  1170. auto unit_reg = std::make_shared<Game::Units::UnitFactoryRegistry>();
  1171. Game::Units::registerBuiltInUnits(*unit_reg);
  1172. Game::Map::MapTransformer::setFactoryRegistry(unit_reg);
  1173. qInfo() << "Factory registry reinitialized after loading saved game";
  1174. rebuildRegistriesAfterLoad();
  1175. rebuildEntityCache();
  1176. if (auto *ai_system = m_world->getSystem<Game::Systems::AISystem>()) {
  1177. qInfo() << "Reinitializing AI system after loading saved game";
  1178. ai_system->reinitialize();
  1179. }
  1180. if (m_victoryService) {
  1181. m_victoryService->configure(Game::Map::VictoryConfig(),
  1182. m_runtime.localOwnerId);
  1183. }
  1184. m_runtime.loading = false;
  1185. qInfo() << "Game load complete, victory/defeat checks re-enabled";
  1186. emit selectedUnitsChanged();
  1187. emit ownerInfoChanged();
  1188. return true;
  1189. }
  1190. auto GameEngine::saveToSlot(const QString &slot, const QString &title) -> bool {
  1191. if (!m_saveLoadService || !m_world) {
  1192. setError("Save: not initialized");
  1193. return false;
  1194. }
  1195. Game::Systems::RuntimeSnapshot const runtime_snap = toRuntimeSnapshot();
  1196. QJsonObject meta = Game::Systems::GameStateSerializer::buildMetadata(
  1197. *m_world, m_camera.get(), m_level, runtime_snap);
  1198. meta["title"] = title;
  1199. const QByteArray screenshot = captureScreenshot();
  1200. if (!m_saveLoadService->saveGameToSlot(*m_world, slot, title,
  1201. m_level.map_name, meta, screenshot)) {
  1202. setError(m_saveLoadService->getLastError());
  1203. return false;
  1204. }
  1205. emit saveSlotsChanged();
  1206. return true;
  1207. }
  1208. auto GameEngine::get_save_slots() const -> QVariantList {
  1209. if (!m_saveLoadService) {
  1210. qWarning() << "Cannot get save slots: service not initialized";
  1211. return {};
  1212. }
  1213. return m_saveLoadService->getSaveSlots();
  1214. }
  1215. void GameEngine::refresh_save_slots() { emit saveSlotsChanged(); }
  1216. auto GameEngine::delete_save_slot(const QString &slotName) -> bool {
  1217. if (!m_saveLoadService) {
  1218. qWarning() << "Cannot delete save slot: service not initialized";
  1219. return false;
  1220. }
  1221. bool const success = m_saveLoadService->deleteSaveSlot(slotName);
  1222. if (!success) {
  1223. QString const error = m_saveLoadService->getLastError();
  1224. qWarning() << "Failed to delete save slot:" << error;
  1225. setError(error);
  1226. } else {
  1227. emit saveSlotsChanged();
  1228. }
  1229. return success;
  1230. }
  1231. void GameEngine::exit_game() {
  1232. if (m_saveLoadService) {
  1233. m_saveLoadService->exitGame();
  1234. }
  1235. }
  1236. auto GameEngine::getOwnerInfo() const -> QVariantList {
  1237. QVariantList result;
  1238. const auto &owner_registry = Game::Systems::OwnerRegistry::instance();
  1239. const auto &owners = owner_registry.getAllOwners();
  1240. for (const auto &owner : owners) {
  1241. QVariantMap owner_map;
  1242. owner_map["id"] = owner.owner_id;
  1243. owner_map["name"] = QString::fromStdString(owner.name);
  1244. owner_map["team_id"] = owner.team_id;
  1245. QString type_str;
  1246. switch (owner.type) {
  1247. case Game::Systems::OwnerType::Player:
  1248. type_str = "Player";
  1249. break;
  1250. case Game::Systems::OwnerType::AI:
  1251. type_str = "AI";
  1252. break;
  1253. case Game::Systems::OwnerType::Neutral:
  1254. type_str = "Neutral";
  1255. break;
  1256. }
  1257. owner_map["type"] = type_str;
  1258. owner_map["isLocal"] = (owner.owner_id == m_runtime.localOwnerId);
  1259. result.append(owner_map);
  1260. }
  1261. return result;
  1262. }
  1263. void GameEngine::getSelectedUnitIds(
  1264. std::vector<Engine::Core::EntityID> &out) const {
  1265. out.clear();
  1266. if (!m_selectionController) {
  1267. return;
  1268. }
  1269. m_selectionController->getSelectedUnitIds(out);
  1270. }
  1271. auto GameEngine::getUnitInfo(Engine::Core::EntityID id, QString &name,
  1272. int &health, int &max_health, bool &isBuilding,
  1273. bool &alive, QString &nation) const -> bool {
  1274. if (!m_world) {
  1275. return false;
  1276. }
  1277. auto *e = m_world->getEntity(id);
  1278. if (e == nullptr) {
  1279. return false;
  1280. }
  1281. isBuilding = e->hasComponent<Engine::Core::BuildingComponent>();
  1282. if (auto *u = e->getComponent<Engine::Core::UnitComponent>()) {
  1283. name =
  1284. QString::fromStdString(Game::Units::spawn_typeToString(u->spawn_type));
  1285. health = u->health;
  1286. max_health = u->max_health;
  1287. alive = (u->health > 0);
  1288. nation = Game::Systems::nationIDToQString(u->nation_id);
  1289. return true;
  1290. }
  1291. name = QStringLiteral("Entity");
  1292. health = max_health = 0;
  1293. alive = true;
  1294. nation = QStringLiteral("");
  1295. return true;
  1296. }
  1297. void GameEngine::onUnitSpawned(const Engine::Core::UnitSpawnedEvent &event) {
  1298. auto &owners = Game::Systems::OwnerRegistry::instance();
  1299. if (event.owner_id == m_runtime.localOwnerId) {
  1300. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  1301. m_entityCache.playerBarracksAlive = true;
  1302. } else {
  1303. int const individuals_per_unit =
  1304. Game::Units::TroopConfig::instance().getIndividualsPerUnit(
  1305. event.spawn_type);
  1306. m_entityCache.playerTroopCount += individuals_per_unit;
  1307. }
  1308. } else if (owners.isAI(event.owner_id)) {
  1309. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  1310. m_entityCache.enemyBarracksCount++;
  1311. m_entityCache.enemyBarracksAlive = true;
  1312. }
  1313. }
  1314. auto emit_if_changed = [&] {
  1315. if (m_entityCache.playerTroopCount != m_runtime.lastTroopCount) {
  1316. m_runtime.lastTroopCount = m_entityCache.playerTroopCount;
  1317. emit troop_countChanged();
  1318. }
  1319. };
  1320. emit_if_changed();
  1321. }
  1322. void GameEngine::onUnitDied(const Engine::Core::UnitDiedEvent &event) {
  1323. auto &owners = Game::Systems::OwnerRegistry::instance();
  1324. if (event.owner_id == m_runtime.localOwnerId) {
  1325. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  1326. m_entityCache.playerBarracksAlive = false;
  1327. } else {
  1328. int const individuals_per_unit =
  1329. Game::Units::TroopConfig::instance().getIndividualsPerUnit(
  1330. event.spawn_type);
  1331. m_entityCache.playerTroopCount -= individuals_per_unit;
  1332. m_entityCache.playerTroopCount =
  1333. std::max(0, m_entityCache.playerTroopCount);
  1334. }
  1335. } else if (owners.isAI(event.owner_id)) {
  1336. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  1337. m_entityCache.enemyBarracksCount--;
  1338. m_entityCache.enemyBarracksCount =
  1339. std::max(0, m_entityCache.enemyBarracksCount);
  1340. m_entityCache.enemyBarracksAlive = (m_entityCache.enemyBarracksCount > 0);
  1341. }
  1342. }
  1343. syncSelectionFlags();
  1344. auto emit_if_changed = [&] {
  1345. if (m_entityCache.playerTroopCount != m_runtime.lastTroopCount) {
  1346. m_runtime.lastTroopCount = m_entityCache.playerTroopCount;
  1347. emit troop_countChanged();
  1348. }
  1349. };
  1350. emit_if_changed();
  1351. }
  1352. void GameEngine::rebuildEntityCache() {
  1353. if (!m_world) {
  1354. m_entityCache.reset();
  1355. return;
  1356. }
  1357. m_entityCache.reset();
  1358. auto &owners = Game::Systems::OwnerRegistry::instance();
  1359. auto entities = m_world->getEntitiesWith<Engine::Core::UnitComponent>();
  1360. for (auto *e : entities) {
  1361. auto *unit = e->getComponent<Engine::Core::UnitComponent>();
  1362. if ((unit == nullptr) || unit->health <= 0) {
  1363. continue;
  1364. }
  1365. if (unit->owner_id == m_runtime.localOwnerId) {
  1366. if (unit->spawn_type == Game::Units::SpawnType::Barracks) {
  1367. m_entityCache.playerBarracksAlive = true;
  1368. } else {
  1369. int const individuals_per_unit =
  1370. Game::Units::TroopConfig::instance().getIndividualsPerUnit(
  1371. unit->spawn_type);
  1372. m_entityCache.playerTroopCount += individuals_per_unit;
  1373. }
  1374. } else if (owners.isAI(unit->owner_id)) {
  1375. if (unit->spawn_type == Game::Units::SpawnType::Barracks) {
  1376. m_entityCache.enemyBarracksCount++;
  1377. m_entityCache.enemyBarracksAlive = true;
  1378. }
  1379. }
  1380. }
  1381. auto emit_if_changed = [&] {
  1382. if (m_entityCache.playerTroopCount != m_runtime.lastTroopCount) {
  1383. m_runtime.lastTroopCount = m_entityCache.playerTroopCount;
  1384. emit troop_countChanged();
  1385. }
  1386. };
  1387. emit_if_changed();
  1388. }
  1389. void GameEngine::rebuildRegistriesAfterLoad() {
  1390. if (!m_world) {
  1391. return;
  1392. }
  1393. auto &owner_registry = Game::Systems::OwnerRegistry::instance();
  1394. m_runtime.localOwnerId = owner_registry.getLocalPlayerId();
  1395. auto &troops = Game::Systems::TroopCountRegistry::instance();
  1396. troops.rebuildFromWorld(*m_world);
  1397. auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
  1398. stats_registry.rebuildFromWorld(*m_world);
  1399. const auto &all_owners = owner_registry.getAllOwners();
  1400. for (const auto &owner : all_owners) {
  1401. if (owner.type == Game::Systems::OwnerType::Player ||
  1402. owner.type == Game::Systems::OwnerType::AI) {
  1403. stats_registry.markGameStart(owner.owner_id);
  1404. }
  1405. }
  1406. rebuildBuildingCollisions();
  1407. m_level.playerUnitId = 0;
  1408. auto units = m_world->getEntitiesWith<Engine::Core::UnitComponent>();
  1409. for (auto *entity : units) {
  1410. auto *unit = entity->getComponent<Engine::Core::UnitComponent>();
  1411. if (unit == nullptr) {
  1412. continue;
  1413. }
  1414. if (unit->owner_id == m_runtime.localOwnerId) {
  1415. m_level.playerUnitId = entity->getId();
  1416. break;
  1417. }
  1418. }
  1419. if (m_selectedPlayerId != m_runtime.localOwnerId) {
  1420. m_selectedPlayerId = m_runtime.localOwnerId;
  1421. emit selectedPlayerIdChanged();
  1422. }
  1423. }
  1424. void GameEngine::rebuildBuildingCollisions() {
  1425. auto &registry = Game::Systems::BuildingCollisionRegistry::instance();
  1426. registry.clear();
  1427. if (!m_world) {
  1428. return;
  1429. }
  1430. auto buildings = m_world->getEntitiesWith<Engine::Core::BuildingComponent>();
  1431. for (auto *entity : buildings) {
  1432. auto *transform = entity->getComponent<Engine::Core::TransformComponent>();
  1433. auto *unit = entity->getComponent<Engine::Core::UnitComponent>();
  1434. if ((transform == nullptr) || (unit == nullptr)) {
  1435. continue;
  1436. }
  1437. registry.registerBuilding(
  1438. entity->getId(), Game::Units::spawn_typeToString(unit->spawn_type),
  1439. transform->position.x, transform->position.z, unit->owner_id);
  1440. }
  1441. }
  1442. auto GameEngine::toRuntimeSnapshot() const -> Game::Systems::RuntimeSnapshot {
  1443. Game::Systems::RuntimeSnapshot snap;
  1444. snap.paused = m_runtime.paused;
  1445. snap.timeScale = m_runtime.timeScale;
  1446. snap.localOwnerId = m_runtime.localOwnerId;
  1447. snap.victoryState = m_runtime.victoryState;
  1448. snap.cursorMode = CursorModeUtils::toInt(m_runtime.cursorMode);
  1449. snap.selectedPlayerId = m_selectedPlayerId;
  1450. snap.followSelection = m_followSelectionEnabled;
  1451. return snap;
  1452. }
  1453. void GameEngine::applyRuntimeSnapshot(
  1454. const Game::Systems::RuntimeSnapshot &snapshot) {
  1455. m_runtime.localOwnerId = snapshot.localOwnerId;
  1456. setPaused(snapshot.paused);
  1457. setGameSpeed(snapshot.timeScale);
  1458. if (snapshot.victoryState != m_runtime.victoryState) {
  1459. m_runtime.victoryState = snapshot.victoryState;
  1460. emit victoryStateChanged();
  1461. }
  1462. setCursorMode(CursorModeUtils::fromInt(snapshot.cursorMode));
  1463. if (snapshot.selectedPlayerId != m_selectedPlayerId) {
  1464. m_selectedPlayerId = snapshot.selectedPlayerId;
  1465. emit selectedPlayerIdChanged();
  1466. }
  1467. if (snapshot.followSelection != m_followSelectionEnabled) {
  1468. m_followSelectionEnabled = snapshot.followSelection;
  1469. if (m_camera && m_cameraService && m_world) {
  1470. m_cameraService->followSelection(*m_camera, *m_world,
  1471. m_followSelectionEnabled);
  1472. }
  1473. }
  1474. }
  1475. auto GameEngine::captureScreenshot() const -> QByteArray {
  1476. if (m_window == nullptr) {
  1477. return {};
  1478. }
  1479. QImage const image = m_window->grabWindow();
  1480. if (image.isNull()) {
  1481. return {};
  1482. }
  1483. const QSize target_size(320, 180);
  1484. QImage const scaled =
  1485. image.scaled(target_size, Qt::KeepAspectRatio, Qt::SmoothTransformation);
  1486. QByteArray buffer;
  1487. QBuffer q_buffer(&buffer);
  1488. if (!q_buffer.open(QIODevice::WriteOnly)) {
  1489. return {};
  1490. }
  1491. if (!scaled.save(&q_buffer, "PNG")) {
  1492. return {};
  1493. }
  1494. return buffer;
  1495. }
  1496. void GameEngine::restoreEnvironmentFromMetadata(const QJsonObject &metadata) {
  1497. if (!m_world) {
  1498. return;
  1499. }
  1500. const auto fallback_grid_width = metadata.value("grid_width").toInt(50);
  1501. const auto fallback_grid_height = metadata.value("grid_height").toInt(50);
  1502. const float fallback_tile_size =
  1503. static_cast<float>(metadata.value("tile_size").toDouble(1.0));
  1504. auto &terrain_service = Game::Map::TerrainService::instance();
  1505. bool const terrain_already_restored = terrain_service.isInitialized();
  1506. Game::Map::MapDefinition def;
  1507. QString map_error;
  1508. bool loaded_definition = false;
  1509. const QString &map_path = m_level.map_path;
  1510. if (!terrain_already_restored && !map_path.isEmpty()) {
  1511. loaded_definition =
  1512. Game::Map::MapLoader::loadFromJsonFile(map_path, def, &map_error);
  1513. if (!loaded_definition) {
  1514. qWarning() << "GameEngine: Failed to load map definition from" << map_path
  1515. << "during save load:" << map_error;
  1516. }
  1517. }
  1518. if (!terrain_already_restored && loaded_definition) {
  1519. terrain_service.initialize(def);
  1520. if (!def.name.isEmpty()) {
  1521. m_level.map_name = def.name;
  1522. }
  1523. m_level.camFov = def.camera.fovY;
  1524. m_level.camNear = def.camera.near_plane;
  1525. m_level.camFar = def.camera.far_plane;
  1526. }
  1527. if (m_renderer && m_camera) {
  1528. if (loaded_definition) {
  1529. Game::Map::Environment::apply(def, *m_renderer, *m_camera);
  1530. } else {
  1531. Game::Map::Environment::applyDefault(*m_renderer, *m_camera);
  1532. }
  1533. }
  1534. if (terrain_service.isInitialized()) {
  1535. const auto *height_map = terrain_service.getHeightMap();
  1536. const int grid_width =
  1537. (height_map != nullptr) ? height_map->getWidth() : fallback_grid_width;
  1538. const int grid_height = (height_map != nullptr) ? height_map->getHeight()
  1539. : fallback_grid_height;
  1540. const float tile_size = (height_map != nullptr) ? height_map->getTileSize()
  1541. : fallback_tile_size;
  1542. if (m_ground) {
  1543. m_ground->configure(tile_size, grid_width, grid_height);
  1544. m_ground->setBiome(terrain_service.biomeSettings());
  1545. }
  1546. if (height_map != nullptr) {
  1547. if (m_terrain) {
  1548. m_terrain->configure(*height_map, terrain_service.biomeSettings());
  1549. }
  1550. if (m_river) {
  1551. m_river->configure(height_map->getRiverSegments(),
  1552. height_map->getTileSize());
  1553. }
  1554. if (m_road) {
  1555. m_road->configure(terrain_service.road_segments(),
  1556. height_map->getTileSize());
  1557. }
  1558. if (m_riverbank) {
  1559. m_riverbank->configure(height_map->getRiverSegments(), *height_map);
  1560. }
  1561. if (m_bridge) {
  1562. m_bridge->configure(height_map->getBridges(),
  1563. height_map->getTileSize());
  1564. }
  1565. if (m_biome) {
  1566. m_biome->configure(*height_map, terrain_service.biomeSettings());
  1567. m_biome->refreshGrass();
  1568. }
  1569. if (m_stone) {
  1570. m_stone->configure(*height_map, terrain_service.biomeSettings());
  1571. }
  1572. if (m_plant) {
  1573. m_plant->configure(*height_map, terrain_service.biomeSettings());
  1574. }
  1575. if (m_pine) {
  1576. m_pine->configure(*height_map, terrain_service.biomeSettings());
  1577. }
  1578. if (m_olive) {
  1579. m_olive->configure(*height_map, terrain_service.biomeSettings());
  1580. }
  1581. if (m_firecamp) {
  1582. m_firecamp->configure(*height_map, terrain_service.biomeSettings());
  1583. }
  1584. }
  1585. Game::Systems::CommandService::initialize(grid_width, grid_height);
  1586. auto &visibility_service = Game::Map::VisibilityService::instance();
  1587. visibility_service.initialize(grid_width, grid_height, tile_size);
  1588. visibility_service.computeImmediate(*m_world, m_runtime.localOwnerId);
  1589. if (m_fog && visibility_service.isInitialized()) {
  1590. m_fog->updateMask(
  1591. visibility_service.getWidth(), visibility_service.getHeight(),
  1592. visibility_service.getTileSize(), visibility_service.snapshotCells());
  1593. }
  1594. m_runtime.visibilityVersion = visibility_service.version();
  1595. m_runtime.visibilityUpdateAccumulator = 0.0F;
  1596. } else {
  1597. if (m_renderer && m_camera) {
  1598. Game::Map::Environment::applyDefault(*m_renderer, *m_camera);
  1599. }
  1600. Game::Map::MapDefinition fallback_def;
  1601. fallback_def.grid.width = fallback_grid_width;
  1602. fallback_def.grid.height = fallback_grid_height;
  1603. fallback_def.grid.tile_size = fallback_tile_size;
  1604. fallback_def.max_troops_per_player = m_level.max_troops_per_player;
  1605. terrain_service.initialize(fallback_def);
  1606. if (m_ground) {
  1607. m_ground->configure(fallback_tile_size, fallback_grid_width,
  1608. fallback_grid_height);
  1609. }
  1610. Game::Systems::CommandService::initialize(fallback_grid_width,
  1611. fallback_grid_height);
  1612. auto &visibility_service = Game::Map::VisibilityService::instance();
  1613. visibility_service.initialize(fallback_grid_width, fallback_grid_height,
  1614. fallback_tile_size);
  1615. visibility_service.computeImmediate(*m_world, m_runtime.localOwnerId);
  1616. if (m_fog && visibility_service.isInitialized()) {
  1617. m_fog->updateMask(
  1618. visibility_service.getWidth(), visibility_service.getHeight(),
  1619. visibility_service.getTileSize(), visibility_service.snapshotCells());
  1620. }
  1621. m_runtime.visibilityVersion = visibility_service.version();
  1622. m_runtime.visibilityUpdateAccumulator = 0.0F;
  1623. }
  1624. }
  1625. auto GameEngine::hasPatrolPreviewWaypoint() const -> bool {
  1626. return m_commandController && m_commandController->hasPatrolFirstWaypoint();
  1627. }
  1628. auto GameEngine::getPatrolPreviewWaypoint() const -> QVector3D {
  1629. if (!m_commandController) {
  1630. return {};
  1631. }
  1632. return m_commandController->getPatrolFirstWaypoint();
  1633. }
  1634. void GameEngine::updateAmbientState(float dt) {
  1635. m_ambientCheckTimer += dt;
  1636. const float check_interval = 2.0F;
  1637. if (m_ambientCheckTimer < check_interval) {
  1638. return;
  1639. }
  1640. m_ambientCheckTimer = 0.0F;
  1641. Engine::Core::AmbientState new_state = Engine::Core::AmbientState::PEACEFUL;
  1642. if (!m_runtime.victoryState.isEmpty()) {
  1643. if (m_runtime.victoryState == "victory") {
  1644. new_state = Engine::Core::AmbientState::VICTORY;
  1645. } else if (m_runtime.victoryState == "defeat") {
  1646. new_state = Engine::Core::AmbientState::DEFEAT;
  1647. }
  1648. } else if (isPlayerInCombat()) {
  1649. new_state = Engine::Core::AmbientState::COMBAT;
  1650. } else if (m_entityCache.enemyBarracksAlive &&
  1651. m_entityCache.playerBarracksAlive) {
  1652. new_state = Engine::Core::AmbientState::TENSE;
  1653. }
  1654. if (new_state != m_currentAmbientState) {
  1655. Engine::Core::AmbientState const previous_state = m_currentAmbientState;
  1656. m_currentAmbientState = new_state;
  1657. Engine::Core::EventManager::instance().publish(
  1658. Engine::Core::AmbientStateChangedEvent(new_state, previous_state));
  1659. qInfo() << "Ambient state changed from" << static_cast<int>(previous_state)
  1660. << "to" << static_cast<int>(new_state);
  1661. }
  1662. }
  1663. auto GameEngine::isPlayerInCombat() const -> bool {
  1664. if (!m_world) {
  1665. return false;
  1666. }
  1667. auto units = m_world->getEntitiesWith<Engine::Core::UnitComponent>();
  1668. const float combat_check_radius = 15.0F;
  1669. for (auto *entity : units) {
  1670. auto *unit = entity->getComponent<Engine::Core::UnitComponent>();
  1671. if ((unit == nullptr) || unit->owner_id != m_runtime.localOwnerId ||
  1672. unit->health <= 0) {
  1673. continue;
  1674. }
  1675. if (entity->hasComponent<Engine::Core::AttackTargetComponent>()) {
  1676. return true;
  1677. }
  1678. auto *transform = entity->getComponent<Engine::Core::TransformComponent>();
  1679. if (transform == nullptr) {
  1680. continue;
  1681. }
  1682. for (auto *other_entity : units) {
  1683. auto *other_unit =
  1684. other_entity->getComponent<Engine::Core::UnitComponent>();
  1685. if ((other_unit == nullptr) ||
  1686. other_unit->owner_id == m_runtime.localOwnerId ||
  1687. other_unit->health <= 0) {
  1688. continue;
  1689. }
  1690. auto *other_transform =
  1691. other_entity->getComponent<Engine::Core::TransformComponent>();
  1692. if (other_transform == nullptr) {
  1693. continue;
  1694. }
  1695. float const dx = transform->position.x - other_transform->position.x;
  1696. float const dz = transform->position.z - other_transform->position.z;
  1697. float const dist_sq = dx * dx + dz * dz;
  1698. if (dist_sq < combat_check_radius * combat_check_radius) {
  1699. return true;
  1700. }
  1701. }
  1702. }
  1703. return false;
  1704. }
  1705. void GameEngine::loadAudioResources() {
  1706. auto &audio_sys = AudioSystem::getInstance();
  1707. QString const base_path =
  1708. QCoreApplication::applicationDirPath() + "/assets/audio/";
  1709. qInfo() << "Loading audio resources from:" << base_path;
  1710. QDir const audio_dir(base_path);
  1711. if (!audio_dir.exists()) {
  1712. qWarning() << "Audio assets directory does not exist:" << base_path;
  1713. qWarning() << "Application directory:"
  1714. << QCoreApplication::applicationDirPath();
  1715. return;
  1716. }
  1717. if (audio_sys.loadSound("archer_voice",
  1718. (base_path + "voices/archer_voice.wav").toStdString(),
  1719. AudioCategory::VOICE)) {
  1720. qInfo() << "Loaded archer voice";
  1721. } else {
  1722. qWarning() << "Failed to load archer voice from:"
  1723. << (base_path + "voices/archer_voice.wav");
  1724. }
  1725. if (audio_sys.loadSound(
  1726. "swordsman_voice",
  1727. (base_path + "voices/swordsman_voice.wav").toStdString(),
  1728. AudioCategory::VOICE)) {
  1729. qInfo() << "Loaded swordsman voice";
  1730. } else {
  1731. qWarning() << "Failed to load swordsman voice from:"
  1732. << (base_path + "voices/swordsman_voice.wav");
  1733. }
  1734. if (audio_sys.loadSound(
  1735. "spearman_voice",
  1736. (base_path + "voices/spearman_voice.wav").toStdString(),
  1737. AudioCategory::VOICE)) {
  1738. qInfo() << "Loaded spearman voice";
  1739. } else {
  1740. qWarning() << "Failed to load spearman voice from:"
  1741. << (base_path + "voices/spearman_voice.wav");
  1742. }
  1743. if (audio_sys.loadMusic("music_peaceful",
  1744. (base_path + "music/peaceful.wav").toStdString())) {
  1745. qInfo() << "Loaded peaceful music";
  1746. } else {
  1747. qWarning() << "Failed to load peaceful music from:"
  1748. << (base_path + "music/peaceful.wav");
  1749. }
  1750. if (audio_sys.loadMusic("music_tense",
  1751. (base_path + "music/tense.wav").toStdString())) {
  1752. qInfo() << "Loaded tense music";
  1753. } else {
  1754. qWarning() << "Failed to load tense music from:"
  1755. << (base_path + "music/tense.wav");
  1756. }
  1757. if (audio_sys.loadMusic("music_combat",
  1758. (base_path + "music/combat.wav").toStdString())) {
  1759. qInfo() << "Loaded combat music";
  1760. } else {
  1761. qWarning() << "Failed to load combat music from:"
  1762. << (base_path + "music/combat.wav");
  1763. }
  1764. if (audio_sys.loadMusic("music_victory",
  1765. (base_path + "music/victory.wav").toStdString())) {
  1766. qInfo() << "Loaded victory music";
  1767. } else {
  1768. qWarning() << "Failed to load victory music from:"
  1769. << (base_path + "music/victory.wav");
  1770. }
  1771. if (audio_sys.loadMusic("music_defeat",
  1772. (base_path + "music/defeat.wav").toStdString())) {
  1773. qInfo() << "Loaded defeat music";
  1774. } else {
  1775. qWarning() << "Failed to load defeat music from:"
  1776. << (base_path + "music/defeat.wav");
  1777. }
  1778. qInfo() << "Audio resources loading complete";
  1779. }