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