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- #include "game_engine.h"
- #include "../controllers/action_vfx.h"
- #include "../controllers/command_controller.h"
- #include "../models/audio_system_proxy.h"
- #include "../models/cursor_manager.h"
- #include "../models/hover_tracker.h"
- #include "AudioEventHandler.h"
- #include "app/models/cursor_mode.h"
- #include "app/utils/engine_view_helpers.h"
- #include "app/utils/movement_utils.h"
- #include "app/utils/selection_utils.h"
- #include "core/system.h"
- #include "game/audio/AudioSystem.h"
- #include "game/units/spawn_type.h"
- #include "game/units/troop_type.h"
- #include <QBuffer>
- #include <QCoreApplication>
- #include <QCursor>
- #include <QDebug>
- #include <QImage>
- #include <QOpenGLContext>
- #include <QQuickWindow>
- #include <QSize>
- #include <QVariant>
- #include <QVariantMap>
- #include <memory>
- #include <optional>
- #include <qbuffer.h>
- #include <qcoreapplication.h>
- #include <qdir.h>
- #include <qevent.h>
- #include <qglobal.h>
- #include <qimage.h>
- #include <qjsonobject.h>
- #include <qnamespace.h>
- #include <qobject.h>
- #include <qobjectdefs.h>
- #include <qpoint.h>
- #include <qsize.h>
- #include <qstringliteral.h>
- #include <qstringview.h>
- #include <qtmetamacros.h>
- #include <qvectornd.h>
- #include "../models/selected_units_model.h"
- #include "game/core/component.h"
- #include "game/core/event_manager.h"
- #include "game/core/world.h"
- #include "game/game_config.h"
- #include "game/map/environment.h"
- #include "game/map/level_loader.h"
- #include "game/map/map_catalog.h"
- #include "game/map/map_loader.h"
- #include "game/map/map_transformer.h"
- #include "game/map/skirmish_loader.h"
- #include "game/map/terrain_service.h"
- #include "game/map/visibility_service.h"
- #include "game/map/world_bootstrap.h"
- #include "game/systems/ai_system.h"
- #include "game/systems/arrow_system.h"
- #include "game/systems/building_collision_registry.h"
- #include "game/systems/camera_service.h"
- #include "game/systems/capture_system.h"
- #include "game/systems/cleanup_system.h"
- #include "game/systems/combat_system.h"
- #include "game/systems/command_service.h"
- #include "game/systems/formation_planner.h"
- #include "game/systems/game_state_serializer.h"
- #include "game/systems/global_stats_registry.h"
- #include "game/systems/movement_system.h"
- #include "game/systems/nation_registry.h"
- #include "game/systems/owner_registry.h"
- #include "game/systems/patrol_system.h"
- #include "game/systems/picking_service.h"
- #include "game/systems/production_service.h"
- #include "game/systems/production_system.h"
- #include "game/systems/save_load_service.h"
- #include "game/systems/selection_system.h"
- #include "game/systems/terrain_alignment_system.h"
- #include "game/systems/troop_count_registry.h"
- #include "game/systems/victory_service.h"
- #include "game/units/factory.h"
- #include "game/units/troop_config.h"
- #include "render/geom/arrow.h"
- #include "render/geom/patrol_flags.h"
- #include "render/gl/bootstrap.h"
- #include "render/gl/camera.h"
- #include "render/ground/biome_renderer.h"
- #include "render/ground/bridge_renderer.h"
- #include "render/ground/firecamp_renderer.h"
- #include "render/ground/fog_renderer.h"
- #include "render/ground/ground_renderer.h"
- #include "render/ground/pine_renderer.h"
- #include "render/ground/plant_renderer.h"
- #include "render/ground/river_renderer.h"
- #include "render/ground/riverbank_renderer.h"
- #include "render/ground/stone_renderer.h"
- #include "render/ground/terrain_renderer.h"
- #include "render/scene_renderer.h"
- #include <QDir>
- #include <QFile>
- #include <QJsonArray>
- #include <QJsonDocument>
- #include <QJsonObject>
- #include <QSet>
- #include <algorithm>
- #include <cmath>
- #include <utility>
- #include <vector>
- GameEngine::GameEngine(QObject *parent)
- : QObject(parent),
- m_selectedUnitsModel(new SelectedUnitsModel(this, this)) {
- Game::Systems::NationRegistry::instance().initializeDefaults();
- Game::Systems::TroopCountRegistry::instance().initialize();
- Game::Systems::GlobalStatsRegistry::instance().initialize();
- m_world = std::make_unique<Engine::Core::World>();
- m_renderer = std::make_unique<Render::GL::Renderer>();
- m_camera = std::make_unique<Render::GL::Camera>();
- m_ground = std::make_unique<Render::GL::GroundRenderer>();
- m_terrain = std::make_unique<Render::GL::TerrainRenderer>();
- m_biome = std::make_unique<Render::GL::BiomeRenderer>();
- m_river = std::make_unique<Render::GL::RiverRenderer>();
- m_riverbank = std::make_unique<Render::GL::RiverbankRenderer>();
- m_bridge = std::make_unique<Render::GL::BridgeRenderer>();
- m_fog = std::make_unique<Render::GL::FogRenderer>();
- m_stone = std::make_unique<Render::GL::StoneRenderer>();
- m_plant = std::make_unique<Render::GL::PlantRenderer>();
- m_pine = std::make_unique<Render::GL::PineRenderer>();
- m_firecamp = std::make_unique<Render::GL::FireCampRenderer>();
- m_passes = {m_ground.get(), m_terrain.get(), m_river.get(),
- m_riverbank.get(), m_bridge.get(), m_biome.get(),
- m_stone.get(), m_plant.get(), m_pine.get(),
- m_firecamp.get(), m_fog.get()};
- std::unique_ptr<Engine::Core::System> arrow_sys =
- std::make_unique<Game::Systems::ArrowSystem>();
- m_world->addSystem(std::move(arrow_sys));
- m_world->addSystem(std::make_unique<Game::Systems::MovementSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::PatrolSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::CombatSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::CaptureSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::AISystem>());
- m_world->addSystem(std::make_unique<Game::Systems::ProductionSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::TerrainAlignmentSystem>());
- m_world->addSystem(std::make_unique<Game::Systems::CleanupSystem>());
- {
- std::unique_ptr<Engine::Core::System> sel_sys =
- std::make_unique<Game::Systems::SelectionSystem>();
- m_world->addSystem(std::move(sel_sys));
- }
- m_pickingService = std::make_unique<Game::Systems::PickingService>();
- m_victoryService = std::make_unique<Game::Systems::VictoryService>();
- m_saveLoadService = std::make_unique<Game::Systems::SaveLoadService>();
- m_cameraService = std::make_unique<Game::Systems::CameraService>();
- auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
- m_selectionController = std::make_unique<Game::Systems::SelectionController>(
- m_world.get(), selection_system, m_pickingService.get());
- m_commandController = std::make_unique<App::Controllers::CommandController>(
- m_world.get(), selection_system, m_pickingService.get());
- m_cursorManager = std::make_unique<CursorManager>();
- m_hoverTracker = std::make_unique<HoverTracker>(m_pickingService.get());
- m_mapCatalog = std::make_unique<Game::Map::MapCatalog>(this);
- connect(m_mapCatalog.get(), &Game::Map::MapCatalog::mapLoaded, this,
- [this](const QVariantMap &mapData) {
- m_availableMaps.append(mapData);
- emit availableMapsChanged();
- });
- connect(m_mapCatalog.get(), &Game::Map::MapCatalog::loadingChanged, this,
- [this](bool loading) {
- m_mapsLoading = loading;
- emit mapsLoadingChanged();
- });
- connect(m_mapCatalog.get(), &Game::Map::MapCatalog::allMapsLoaded, this,
- [this]() { emit availableMapsChanged(); });
- if (AudioSystem::getInstance().initialize()) {
- qInfo() << "AudioSystem initialized successfully";
- loadAudioResources();
- } else {
- qWarning() << "Failed to initialize AudioSystem";
- }
- m_audio_systemProxy = std::make_unique<App::Models::AudioSystemProxy>(this);
- m_audioEventHandler =
- std::make_unique<Game::Audio::AudioEventHandler>(m_world.get());
- if (m_audioEventHandler->initialize()) {
- qInfo() << "AudioEventHandler initialized successfully";
- m_audioEventHandler->loadUnitVoiceMapping("archer", "archer_voice");
- m_audioEventHandler->loadUnitVoiceMapping("knight", "knight_voice");
- m_audioEventHandler->loadUnitVoiceMapping("swordsman", "knight_voice");
- m_audioEventHandler->loadUnitVoiceMapping("spearman", "spearman_voice");
- m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::PEACEFUL,
- "music_peaceful");
- m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::TENSE,
- "music_tense");
- m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::COMBAT,
- "music_combat");
- m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::VICTORY,
- "music_victory");
- m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::DEFEAT,
- "music_defeat");
- qInfo() << "Audio mappings configured";
- } else {
- qWarning() << "Failed to initialize AudioEventHandler";
- }
- connect(m_cursorManager.get(), &CursorManager::modeChanged, this,
- &GameEngine::cursorModeChanged);
- connect(m_cursorManager.get(), &CursorManager::globalCursorChanged, this,
- &GameEngine::globalCursorChanged);
- connect(m_selectionController.get(),
- &Game::Systems::SelectionController::selectionChanged, this,
- &GameEngine::selectedUnitsChanged);
- connect(m_selectionController.get(),
- &Game::Systems::SelectionController::selectionChanged, this,
- &GameEngine::syncSelectionFlags);
- connect(m_selectionController.get(),
- &Game::Systems::SelectionController::selectionModelRefreshRequested,
- this, &GameEngine::selectedUnitsDataChanged);
- connect(m_commandController.get(),
- &App::Controllers::CommandController::attack_targetSelected,
- [this]() {
- if (auto *sel_sys =
- m_world->getSystem<Game::Systems::SelectionSystem>()) {
- const auto &sel = sel_sys->getSelectedUnits();
- if (!sel.empty()) {
- auto *cam = m_camera.get();
- auto *picking = m_pickingService.get();
- if ((cam != nullptr) && (picking != nullptr)) {
- Engine::Core::EntityID const target_id =
- Game::Systems::PickingService::pickUnitFirst(
- 0.0F, 0.0F, *m_world, *cam, m_viewport.width,
- m_viewport.height, 0);
- if (target_id != 0) {
- App::Controllers::ActionVFX::spawnAttackArrow(m_world.get(),
- target_id);
- }
- }
- }
- }
- });
- connect(m_commandController.get(),
- &App::Controllers::CommandController::troopLimitReached, [this]() {
- setError("Maximum troop limit reached. Cannot produce more units.");
- });
- connect(this, SIGNAL(selectedUnitsChanged()), m_selectedUnitsModel,
- SLOT(refresh()));
- connect(this, SIGNAL(selectedUnitsDataChanged()), m_selectedUnitsModel,
- SLOT(refresh()));
- emit selectedUnitsChanged();
- m_unitDiedSubscription =
- Engine::Core::ScopedEventSubscription<Engine::Core::UnitDiedEvent>(
- [this](const Engine::Core::UnitDiedEvent &e) {
- onUnitDied(e);
- if (e.owner_id != m_runtime.localOwnerId) {
- int const individuals_per_unit =
- Game::Units::TroopConfig::instance().getIndividualsPerUnit(
- e.spawn_type);
- m_enemyTroopsDefeated += individuals_per_unit;
- emit enemyTroopsDefeatedChanged();
- }
- });
- m_unitSpawnedSubscription =
- Engine::Core::ScopedEventSubscription<Engine::Core::UnitSpawnedEvent>(
- [this](const Engine::Core::UnitSpawnedEvent &e) {
- onUnitSpawned(e);
- });
- }
- GameEngine::~GameEngine() {
- if (m_audioEventHandler) {
- m_audioEventHandler->shutdown();
- }
- AudioSystem::getInstance().shutdown();
- qInfo() << "AudioSystem shut down";
- }
- void GameEngine::cleanupOpenGLResources() {
- qInfo() << "Cleaning up OpenGL resources...";
- QOpenGLContext *context = QOpenGLContext::currentContext();
- const bool has_valid_context = (context != nullptr);
- if (!has_valid_context) {
- qInfo() << "No valid OpenGL context, skipping OpenGL cleanup";
- }
- if (m_renderer && has_valid_context) {
- m_renderer->shutdown();
- qInfo() << "Renderer shut down";
- }
- m_passes.clear();
- m_ground.reset();
- m_terrain.reset();
- m_biome.reset();
- m_river.reset();
- m_riverbank.reset();
- m_bridge.reset();
- m_fog.reset();
- m_stone.reset();
- m_plant.reset();
- m_pine.reset();
- m_firecamp.reset();
- m_renderer.reset();
- m_resources.reset();
- qInfo() << "OpenGL resources cleaned up";
- }
- void GameEngine::onMapClicked(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensureInitialized();
- if (m_selectionController && m_camera) {
- m_selectionController->onClickSelect(sx, sy, false, m_viewport.width,
- m_viewport.height, m_camera.get(),
- m_runtime.localOwnerId);
- }
- }
- void GameEngine::onRightClick(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensureInitialized();
- auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
- if (selection_system == nullptr) {
- return;
- }
- if (m_cursorManager->mode() == CursorMode::Patrol ||
- m_cursorManager->mode() == CursorMode::Attack) {
- setCursorMode(CursorMode::Normal);
- return;
- }
- const auto &sel = selection_system->getSelectedUnits();
- if (sel.empty()) {
- return;
- }
- if (m_pickingService && m_camera) {
- Engine::Core::EntityID const target_id = m_pickingService->pickUnitFirst(
- float(sx), float(sy), *m_world, *m_camera, m_viewport.width,
- m_viewport.height, 0);
- if (target_id != 0U) {
- auto *target_entity = m_world->getEntity(target_id);
- if (target_entity != nullptr) {
- auto *target_unit =
- target_entity->getComponent<Engine::Core::UnitComponent>();
- if (target_unit != nullptr) {
- bool const is_enemy =
- (target_unit->owner_id != m_runtime.localOwnerId);
- if (is_enemy) {
- Game::Systems::CommandService::attack_target(*m_world, sel,
- target_id, true);
- return;
- }
- }
- }
- }
- }
- if (m_pickingService && m_camera) {
- QVector3D hit;
- if (m_pickingService->screenToGround(QPointF(sx, sy), *m_camera,
- m_viewport.width, m_viewport.height,
- hit)) {
- auto targets = Game::Systems::FormationPlanner::spreadFormation(
- int(sel.size()), hit,
- Game::GameConfig::instance().gameplay().formationSpacingDefault);
- Game::Systems::CommandService::MoveOptions opts;
- opts.groupMove = sel.size() > 1;
- Game::Systems::CommandService::moveUnits(*m_world, sel, targets, opts);
- }
- }
- }
- void GameEngine::onAttackClick(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensureInitialized();
- if (!m_commandController || !m_camera) {
- return;
- }
- auto result = m_commandController->onAttackClick(
- sx, sy, m_viewport.width, m_viewport.height, m_camera.get());
- auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
- if ((selection_system == nullptr) || !m_pickingService || !m_camera ||
- !m_world) {
- return;
- }
- const auto &selected = selection_system->getSelectedUnits();
- if (!selected.empty()) {
- Engine::Core::EntityID const target_id = m_pickingService->pickUnitFirst(
- float(sx), float(sy), *m_world, *m_camera, m_viewport.width,
- m_viewport.height, 0);
- if (target_id != 0) {
- auto *target_entity = m_world->getEntity(target_id);
- if (target_entity != nullptr) {
- auto *target_unit =
- target_entity->getComponent<Engine::Core::UnitComponent>();
- if ((target_unit != nullptr) &&
- target_unit->owner_id != m_runtime.localOwnerId) {
- App::Controllers::ActionVFX::spawnAttackArrow(m_world.get(),
- target_id);
- }
- }
- }
- }
- if (result.resetCursorToNormal) {
- setCursorMode(CursorMode::Normal);
- }
- }
- void GameEngine::resetMovement(Engine::Core::Entity *entity) {
- App::Utils::resetMovement(entity);
- }
- void GameEngine::onStopCommand() {
- if (!m_commandController) {
- return;
- }
- ensureInitialized();
- auto result = m_commandController->onStopCommand();
- if (result.resetCursorToNormal) {
- setCursorMode(CursorMode::Normal);
- }
- }
- void GameEngine::onHoldCommand() {
- if (!m_commandController) {
- return;
- }
- ensureInitialized();
- auto result = m_commandController->onHoldCommand();
- if (result.resetCursorToNormal) {
- setCursorMode(CursorMode::Normal);
- }
- }
- auto GameEngine::anySelectedInHoldMode() const -> bool {
- if (!m_commandController) {
- return false;
- }
- return m_commandController->anySelectedInHoldMode();
- }
- void GameEngine::onPatrolClick(qreal sx, qreal sy) {
- if (!m_commandController || !m_camera) {
- return;
- }
- ensureInitialized();
- auto result = m_commandController->onPatrolClick(
- sx, sy, m_viewport.width, m_viewport.height, m_camera.get());
- if (result.resetCursorToNormal) {
- setCursorMode(CursorMode::Normal);
- }
- }
- void GameEngine::updateCursor(Qt::CursorShape newCursor) {
- if (m_window == nullptr) {
- return;
- }
- if (m_runtime.currentCursor != newCursor) {
- m_runtime.currentCursor = newCursor;
- m_window->setCursor(newCursor);
- }
- }
- void GameEngine::setError(const QString &errorMessage) {
- if (m_runtime.lastError != errorMessage) {
- m_runtime.lastError = errorMessage;
- qCritical() << "GameEngine error:" << errorMessage;
- emit lastErrorChanged();
- }
- }
- void GameEngine::setCursorMode(CursorMode mode) {
- if (!m_cursorManager) {
- return;
- }
- m_cursorManager->setMode(mode);
- m_cursorManager->updateCursorShape(m_window);
- }
- void GameEngine::setCursorMode(const QString &mode) {
- setCursorMode(CursorModeUtils::fromString(mode));
- }
- auto GameEngine::cursorMode() const -> QString {
- if (!m_cursorManager) {
- return "normal";
- }
- return m_cursorManager->modeString();
- }
- auto GameEngine::globalCursorX() const -> qreal {
- if (!m_cursorManager) {
- return 0;
- }
- return m_cursorManager->globalCursorX(m_window);
- }
- auto GameEngine::globalCursorY() const -> qreal {
- if (!m_cursorManager) {
- return 0;
- }
- return m_cursorManager->globalCursorY(m_window);
- }
- void GameEngine::setHoverAtScreen(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensureInitialized();
- if (!m_hoverTracker || !m_camera || !m_world) {
- return;
- }
- m_cursorManager->updateCursorShape(m_window);
- m_hoverTracker->updateHover(float(sx), float(sy), *m_world, *m_camera,
- m_viewport.width, m_viewport.height);
- }
- void GameEngine::onClickSelect(qreal sx, qreal sy, bool additive) {
- if (m_window == nullptr) {
- return;
- }
- ensureInitialized();
- if (m_selectionController && m_camera) {
- m_selectionController->onClickSelect(sx, sy, additive, m_viewport.width,
- m_viewport.height, m_camera.get(),
- m_runtime.localOwnerId);
- }
- }
- void GameEngine::onAreaSelected(qreal x1, qreal y1, qreal x2, qreal y2,
- bool additive) {
- if (m_window == nullptr) {
- return;
- }
- ensureInitialized();
- if (m_selectionController && m_camera) {
- m_selectionController->onAreaSelected(
- x1, y1, x2, y2, additive, m_viewport.width, m_viewport.height,
- m_camera.get(), m_runtime.localOwnerId);
- }
- }
- void GameEngine::selectAllTroops() {
- ensureInitialized();
- if (m_selectionController) {
- m_selectionController->selectAllPlayerTroops(m_runtime.localOwnerId);
- }
- }
- void GameEngine::ensureInitialized() {
- QString error;
- Game::Map::WorldBootstrap::ensureInitialized(
- m_runtime.initialized, *m_renderer, *m_camera, m_ground.get(), &error);
- if (!error.isEmpty()) {
- setError(error);
- }
- }
- auto GameEngine::enemyTroopsDefeated() const -> int {
- return m_enemyTroopsDefeated;
- }
- auto GameEngine::getPlayerStats(int owner_id) -> QVariantMap {
- QVariantMap result;
- auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
- const auto *stats = stats_registry.getStats(owner_id);
- if (stats != nullptr) {
- result["troopsRecruited"] = stats->troopsRecruited;
- result["enemiesKilled"] = stats->enemiesKilled;
- result["barracksOwned"] = stats->barracksOwned;
- result["playTimeSec"] = stats->playTimeSec;
- result["gameEnded"] = stats->gameEnded;
- } else {
- result["troopsRecruited"] = 0;
- result["enemiesKilled"] = 0;
- result["barracksOwned"] = 0;
- result["playTimeSec"] = 0.0F;
- result["gameEnded"] = false;
- }
- return result;
- }
- void GameEngine::update(float dt) {
- if (m_runtime.loading) {
- return;
- }
- if (m_runtime.paused) {
- dt = 0.0F;
- } else {
- dt *= m_runtime.timeScale;
- }
- if (!m_runtime.paused && !m_runtime.loading) {
- updateAmbientState(dt);
- }
- if (m_renderer) {
- m_renderer->updateAnimationTime(dt);
- }
- if (m_camera) {
- m_camera->update(dt);
- }
- if (m_world) {
- m_world->update(dt);
- auto &visibility_service = Game::Map::VisibilityService::instance();
- if (visibility_service.isInitialized()) {
- m_runtime.visibilityUpdateAccumulator += dt;
- const float visibility_update_interval =
- Game::GameConfig::instance().gameplay().visibility_update_interval;
- if (m_runtime.visibilityUpdateAccumulator >= visibility_update_interval) {
- m_runtime.visibilityUpdateAccumulator = 0.0F;
- visibility_service.update(*m_world, m_runtime.localOwnerId);
- }
- const auto new_version = visibility_service.version();
- if (new_version != m_runtime.visibilityVersion) {
- if (m_fog) {
- m_fog->updateMask(visibility_service.getWidth(),
- visibility_service.getHeight(),
- visibility_service.getTileSize(),
- visibility_service.snapshotCells());
- }
- m_runtime.visibilityVersion = new_version;
- }
- }
- }
- if (m_victoryService && m_world) {
- m_victoryService->update(*m_world, dt);
- }
- if (m_followSelectionEnabled && m_camera && m_world && m_cameraService) {
- m_cameraService->updateFollow(*m_camera, *m_world,
- m_followSelectionEnabled);
- }
- if (m_selectedUnitsModel != nullptr) {
- auto *selection_system =
- m_world->getSystem<Game::Systems::SelectionSystem>();
- if ((selection_system != nullptr) &&
- !selection_system->getSelectedUnits().empty()) {
- m_runtime.selectionRefreshCounter++;
- if (m_runtime.selectionRefreshCounter >= 15) {
- m_runtime.selectionRefreshCounter = 0;
- emit selectedUnitsDataChanged();
- }
- }
- }
- }
- void GameEngine::render(int pixelWidth, int pixelHeight) {
- if (!m_renderer || !m_world || !m_runtime.initialized || m_runtime.loading) {
- return;
- }
- if (pixelWidth > 0 && pixelHeight > 0) {
- m_viewport.width = pixelWidth;
- m_viewport.height = pixelHeight;
- m_renderer->setViewport(pixelWidth, pixelHeight);
- }
- if (auto *selection_system =
- m_world->getSystem<Game::Systems::SelectionSystem>()) {
- const auto &sel = selection_system->getSelectedUnits();
- std::vector<unsigned int> const ids(sel.begin(), sel.end());
- m_renderer->setSelectedEntities(ids);
- }
- m_renderer->beginFrame();
- if (auto *res = m_renderer->resources()) {
- for (auto *pass : m_passes) {
- if (pass != nullptr) {
- pass->submit(*m_renderer, res);
- }
- }
- }
- if (m_renderer && m_hoverTracker) {
- m_renderer->setHoveredEntityId(m_hoverTracker->getLastHoveredEntity());
- }
- if (m_renderer) {
- m_renderer->setLocalOwnerId(m_runtime.localOwnerId);
- }
- m_renderer->renderWorld(m_world.get());
- if (auto *arrow_system = m_world->getSystem<Game::Systems::ArrowSystem>()) {
- if (auto *res = m_renderer->resources()) {
- Render::GL::renderArrows(m_renderer.get(), res, *arrow_system);
- }
- }
- if (auto *res = m_renderer->resources()) {
- std::optional<QVector3D> preview_waypoint;
- if (m_commandController && m_commandController->hasPatrolFirstWaypoint()) {
- preview_waypoint = m_commandController->getPatrolFirstWaypoint();
- }
- Render::GL::renderPatrolFlags(m_renderer.get(), res, *m_world,
- preview_waypoint);
- }
- m_renderer->endFrame();
- qreal const current_x = globalCursorX();
- qreal const current_y = globalCursorY();
- if (current_x != m_runtime.lastCursorX ||
- current_y != m_runtime.lastCursorY) {
- m_runtime.lastCursorX = current_x;
- m_runtime.lastCursorY = current_y;
- emit globalCursorChanged();
- }
- }
- auto GameEngine::screenToGround(const QPointF &screenPt,
- QVector3D &outWorld) -> bool {
- return App::Utils::screenToGround(m_pickingService.get(), m_camera.get(),
- m_window, m_viewport.width,
- m_viewport.height, screenPt, outWorld);
- }
- auto GameEngine::worldToScreen(const QVector3D &world,
- QPointF &outScreen) const -> bool {
- return App::Utils::worldToScreen(m_pickingService.get(), m_camera.get(),
- m_window, m_viewport.width,
- m_viewport.height, world, outScreen);
- }
- void GameEngine::syncSelectionFlags() {
- auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
- if (!m_world || (selection_system == nullptr)) {
- return;
- }
- App::Utils::sanitizeSelection(m_world.get(), selection_system);
- if (selection_system->getSelectedUnits().empty()) {
- if (m_cursorManager && m_cursorManager->mode() != CursorMode::Normal) {
- setCursorMode(CursorMode::Normal);
- }
- }
- }
- void GameEngine::cameraMove(float dx, float dz) {
- ensureInitialized();
- if (!m_camera || !m_cameraService) {
- return;
- }
- m_cameraService->move(*m_camera, dx, dz);
- }
- void GameEngine::cameraElevate(float dy) {
- ensureInitialized();
- if (!m_camera || !m_cameraService) {
- return;
- }
- m_cameraService->elevate(*m_camera, dy);
- }
- void GameEngine::resetCamera() {
- ensureInitialized();
- if (!m_camera || !m_world || !m_cameraService) {
- return;
- }
- m_cameraService->resetCamera(*m_camera, *m_world, m_runtime.localOwnerId,
- m_level.playerUnitId);
- }
- void GameEngine::cameraZoom(float delta) {
- ensureInitialized();
- if (!m_camera || !m_cameraService) {
- return;
- }
- m_cameraService->zoom(*m_camera, delta);
- }
- auto GameEngine::cameraDistance() const -> float {
- if (!m_camera || !m_cameraService) {
- return 0.0F;
- }
- return m_cameraService->getDistance(*m_camera);
- }
- void GameEngine::cameraYaw(float degrees) {
- ensureInitialized();
- if (!m_camera || !m_cameraService) {
- return;
- }
- m_cameraService->yaw(*m_camera, degrees);
- }
- void GameEngine::cameraOrbit(float yaw_deg, float pitch_deg) {
- ensureInitialized();
- if (!m_camera || !m_cameraService) {
- return;
- }
- if (!std::isfinite(yaw_deg) || !std::isfinite(pitch_deg)) {
- qWarning() << "GameEngine::cameraOrbit received invalid input, ignoring:"
- << yaw_deg << pitch_deg;
- return;
- }
- m_cameraService->orbit(*m_camera, yaw_deg, pitch_deg);
- }
- void GameEngine::cameraOrbitDirection(int direction, bool shift) {
- if (!m_camera || !m_cameraService) {
- return;
- }
- m_cameraService->orbitDirection(*m_camera, direction, shift);
- }
- void GameEngine::cameraFollowSelection(bool enable) {
- ensureInitialized();
- m_followSelectionEnabled = enable;
- if (!m_camera || !m_world || !m_cameraService) {
- return;
- }
- m_cameraService->followSelection(*m_camera, *m_world, enable);
- }
- void GameEngine::cameraSetFollowLerp(float alpha) {
- ensureInitialized();
- if (!m_camera || !m_cameraService) {
- return;
- }
- m_cameraService->setFollowLerp(*m_camera, alpha);
- }
- auto GameEngine::selectedUnitsModel() -> QObject * {
- return m_selectedUnitsModel;
- }
- auto GameEngine::audio_system() -> QObject * {
- return m_audio_systemProxy.get();
- }
- auto GameEngine::hasUnitsSelected() const -> bool {
- if (!m_selectionController) {
- return false;
- }
- return m_selectionController->hasUnitsSelected();
- }
- auto GameEngine::playerTroopCount() const -> int {
- return m_entityCache.playerTroopCount;
- }
- auto GameEngine::hasSelectedType(const QString &type) const -> bool {
- if (!m_selectionController) {
- return false;
- }
- return m_selectionController->hasSelectedType(type);
- }
- void GameEngine::recruitNearSelected(const QString &unit_type) {
- ensureInitialized();
- if (!m_commandController) {
- return;
- }
- m_commandController->recruitNearSelected(unit_type, m_runtime.localOwnerId);
- }
- auto GameEngine::getSelectedProductionState() const -> QVariantMap {
- QVariantMap m;
- m["has_barracks"] = false;
- m["inProgress"] = false;
- m["timeRemaining"] = 0.0;
- m["buildTime"] = 0.0;
- m["producedCount"] = 0;
- m["maxUnits"] = 0;
- m["villagerCost"] = 1;
- if (!m_world) {
- return m;
- }
- auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
- if (selection_system == nullptr) {
- return m;
- }
- Game::Systems::ProductionState st;
- Game::Systems::ProductionService::getSelectedBarracksState(
- *m_world, selection_system->getSelectedUnits(), m_runtime.localOwnerId,
- st);
- m["has_barracks"] = st.has_barracks;
- m["inProgress"] = st.inProgress;
- m["product_type"] =
- QString::fromStdString(Game::Units::troop_typeToString(st.product_type));
- m["timeRemaining"] = st.timeRemaining;
- m["buildTime"] = st.buildTime;
- m["producedCount"] = st.producedCount;
- m["maxUnits"] = st.maxUnits;
- m["villagerCost"] = st.villagerCost;
- m["queueSize"] = st.queueSize;
- QVariantList queue_list;
- for (const auto &unit_type : st.productionQueue) {
- queue_list.append(
- QString::fromStdString(Game::Units::troop_typeToString(unit_type)));
- }
- m["productionQueue"] = queue_list;
- return m;
- }
- auto GameEngine::getSelectedUnitsCommandMode() const -> QString {
- if (!m_world) {
- return "normal";
- }
- auto *selection_system = m_world->getSystem<Game::Systems::SelectionSystem>();
- if (selection_system == nullptr) {
- return "normal";
- }
- const auto &sel = selection_system->getSelectedUnits();
- if (sel.empty()) {
- return "normal";
- }
- int attacking_count = 0;
- int patrolling_count = 0;
- int total_units = 0;
- for (auto id : sel) {
- auto *e = m_world->getEntity(id);
- if (e == nullptr) {
- continue;
- }
- auto *u = e->getComponent<Engine::Core::UnitComponent>();
- if (u == nullptr) {
- continue;
- }
- if (u->spawn_type == Game::Units::SpawnType::Barracks) {
- continue;
- }
- total_units++;
- if (e->getComponent<Engine::Core::AttackTargetComponent>() != nullptr) {
- attacking_count++;
- }
- auto *patrol = e->getComponent<Engine::Core::PatrolComponent>();
- if ((patrol != nullptr) && patrol->patrolling) {
- patrolling_count++;
- }
- }
- if (total_units == 0) {
- return "normal";
- }
- if (patrolling_count == total_units) {
- return "patrol";
- }
- if (attacking_count == total_units) {
- return "attack";
- }
- return "normal";
- }
- void GameEngine::setRallyAtScreen(qreal sx, qreal sy) {
- ensureInitialized();
- if (!m_commandController || !m_camera) {
- return;
- }
- m_commandController->setRallyAtScreen(sx, sy, m_viewport.width,
- m_viewport.height, m_camera.get(),
- m_runtime.localOwnerId);
- }
- void GameEngine::startLoadingMaps() {
- m_availableMaps.clear();
- if (m_mapCatalog) {
- m_mapCatalog->loadMapsAsync();
- }
- }
- auto GameEngine::availableMaps() const -> QVariantList {
- return m_availableMaps;
- }
- auto GameEngine::availableNations() const -> QVariantList {
- QVariantList nations;
- const auto ®istry = Game::Systems::NationRegistry::instance();
- const auto &all = registry.getAllNations();
- QList<QVariantMap> ordered;
- ordered.reserve(static_cast<int>(all.size()));
- for (const auto &nation : all) {
- QVariantMap entry;
- entry.insert(QStringLiteral("id"), QString::fromStdString(nation.id));
- entry.insert(QStringLiteral("name"),
- QString::fromStdString(nation.displayName));
- ordered.append(entry);
- }
- std::sort(ordered.begin(), ordered.end(),
- [](const QVariantMap &a, const QVariantMap &b) {
- return a.value(QStringLiteral("name"))
- .toString()
- .localeAwareCompare(
- b.value(QStringLiteral("name")).toString()) < 0;
- });
- for (const auto &entry : ordered) {
- nations.append(entry);
- }
- return nations;
- }
- void GameEngine::startSkirmish(const QString &map_path,
- const QVariantList &playerConfigs) {
- clearError();
- m_level.map_path = map_path;
- m_level.map_name = map_path;
- if (!m_runtime.victoryState.isEmpty()) {
- m_runtime.victoryState = "";
- emit victoryStateChanged();
- }
- m_enemyTroopsDefeated = 0;
- if (!m_runtime.initialized) {
- ensureInitialized();
- return;
- }
- if (m_world && m_renderer && m_camera) {
- m_runtime.loading = true;
- if (m_hoverTracker) {
- m_hoverTracker->updateHover(-1, -1, *m_world, *m_camera, 0, 0);
- }
- m_entityCache.reset();
- Game::Map::SkirmishLoader loader(*m_world, *m_renderer, *m_camera);
- loader.setGroundRenderer(m_ground.get());
- loader.setTerrainRenderer(m_terrain.get());
- loader.setBiomeRenderer(m_biome.get());
- loader.setRiverRenderer(m_river.get());
- loader.setRiverbankRenderer(m_riverbank.get());
- loader.setBridgeRenderer(m_bridge.get());
- loader.setFogRenderer(m_fog.get());
- loader.setStoneRenderer(m_stone.get());
- loader.setPlantRenderer(m_plant.get());
- loader.setPineRenderer(m_pine.get());
- loader.setFireCampRenderer(m_firecamp.get());
- loader.setOnOwnersUpdated([this]() { emit ownerInfoChanged(); });
- loader.setOnVisibilityMaskReady([this]() {
- m_runtime.visibilityVersion =
- Game::Map::VisibilityService::instance().version();
- m_runtime.visibilityUpdateAccumulator = 0.0F;
- });
- int updated_player_id = m_selectedPlayerId;
- auto result = loader.start(map_path, playerConfigs, m_selectedPlayerId,
- updated_player_id);
- if (updated_player_id != m_selectedPlayerId) {
- m_selectedPlayerId = updated_player_id;
- emit selectedPlayerIdChanged();
- }
- if (!result.ok && !result.errorMessage.isEmpty()) {
- setError(result.errorMessage);
- }
- m_runtime.localOwnerId = updated_player_id;
- m_level.map_name = result.map_name;
- m_level.playerUnitId = result.playerUnitId;
- m_level.camFov = result.camFov;
- m_level.camNear = result.camNear;
- m_level.camFar = result.camFar;
- m_level.max_troops_per_player = result.max_troops_per_player;
- Game::GameConfig::instance().setMaxTroopsPerPlayer(
- result.max_troops_per_player);
- if (m_victoryService) {
- m_victoryService->configure(result.victoryConfig, m_runtime.localOwnerId);
- m_victoryService->setVictoryCallback([this](const QString &state) {
- if (m_runtime.victoryState != state) {
- m_runtime.victoryState = state;
- emit victoryStateChanged();
- }
- });
- }
- if (result.hasFocusPosition && m_camera) {
- const auto &cam_config = Game::GameConfig::instance().camera();
- m_camera->setRTSView(result.focusPosition, cam_config.defaultDistance,
- cam_config.defaultPitch, cam_config.defaultYaw);
- }
- m_runtime.loading = false;
- if (auto *ai_system = m_world->getSystem<Game::Systems::AISystem>()) {
- ai_system->reinitialize();
- }
- rebuildEntityCache();
- auto &troops = Game::Systems::TroopCountRegistry::instance();
- troops.rebuildFromWorld(*m_world);
- auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
- stats_registry.rebuildFromWorld(*m_world);
- auto &owner_registry = Game::Systems::OwnerRegistry::instance();
- const auto &all_owners = owner_registry.getAllOwners();
- for (const auto &owner : all_owners) {
- if (owner.type == Game::Systems::OwnerType::Player ||
- owner.type == Game::Systems::OwnerType::AI) {
- stats_registry.markGameStart(owner.owner_id);
- }
- }
- m_currentAmbientState = Engine::Core::AmbientState::PEACEFUL;
- m_ambientCheckTimer = 0.0F;
- Engine::Core::EventManager::instance().publish(
- Engine::Core::AmbientStateChangedEvent(
- Engine::Core::AmbientState::PEACEFUL,
- Engine::Core::AmbientState::PEACEFUL));
- emit ownerInfoChanged();
- }
- }
- void GameEngine::openSettings() {
- if (m_saveLoadService) {
- m_saveLoadService->openSettings();
- }
- }
- void GameEngine::loadSave() { loadFromSlot("savegame"); }
- void GameEngine::saveGame(const QString &filename) {
- saveToSlot(filename, filename);
- }
- void GameEngine::saveGameToSlot(const QString &slotName) {
- saveToSlot(slotName, slotName);
- }
- void GameEngine::loadGameFromSlot(const QString &slotName) {
- loadFromSlot(slotName);
- }
- auto GameEngine::loadFromSlot(const QString &slot) -> bool {
- if (!m_saveLoadService || !m_world) {
- setError("Load: not initialized");
- return false;
- }
- m_runtime.loading = true;
- if (!m_saveLoadService->loadGameFromSlot(*m_world, slot)) {
- setError(m_saveLoadService->getLastError());
- m_runtime.loading = false;
- return false;
- }
- const QJsonObject meta = m_saveLoadService->getLastMetadata();
- Game::Systems::GameStateSerializer::restoreLevelFromMetadata(meta, m_level);
- Game::Systems::GameStateSerializer::restoreCameraFromMetadata(
- meta, m_camera.get(), m_viewport.width, m_viewport.height);
- Game::Systems::RuntimeSnapshot runtime_snap = toRuntimeSnapshot();
- Game::Systems::GameStateSerializer::restoreRuntimeFromMetadata(meta,
- runtime_snap);
- applyRuntimeSnapshot(runtime_snap);
- restoreEnvironmentFromMetadata(meta);
- auto unit_reg = std::make_shared<Game::Units::UnitFactoryRegistry>();
- Game::Units::registerBuiltInUnits(*unit_reg);
- Game::Map::MapTransformer::setFactoryRegistry(unit_reg);
- qInfo() << "Factory registry reinitialized after loading saved game";
- rebuildRegistriesAfterLoad();
- rebuildEntityCache();
- if (auto *ai_system = m_world->getSystem<Game::Systems::AISystem>()) {
- qInfo() << "Reinitializing AI system after loading saved game";
- ai_system->reinitialize();
- }
- if (m_victoryService) {
- m_victoryService->configure(Game::Map::VictoryConfig(),
- m_runtime.localOwnerId);
- }
- m_runtime.loading = false;
- qInfo() << "Game load complete, victory/defeat checks re-enabled";
- emit selectedUnitsChanged();
- emit ownerInfoChanged();
- return true;
- }
- auto GameEngine::saveToSlot(const QString &slot, const QString &title) -> bool {
- if (!m_saveLoadService || !m_world) {
- setError("Save: not initialized");
- return false;
- }
- Game::Systems::RuntimeSnapshot const runtime_snap = toRuntimeSnapshot();
- QJsonObject meta = Game::Systems::GameStateSerializer::buildMetadata(
- *m_world, m_camera.get(), m_level, runtime_snap);
- meta["title"] = title;
- const QByteArray screenshot = captureScreenshot();
- if (!m_saveLoadService->saveGameToSlot(*m_world, slot, title,
- m_level.map_name, meta, screenshot)) {
- setError(m_saveLoadService->getLastError());
- return false;
- }
- emit saveSlotsChanged();
- return true;
- }
- auto GameEngine::getSaveSlots() const -> QVariantList {
- if (!m_saveLoadService) {
- qWarning() << "Cannot get save slots: service not initialized";
- return {};
- }
- return m_saveLoadService->getSaveSlots();
- }
- void GameEngine::refreshSaveSlots() { emit saveSlotsChanged(); }
- auto GameEngine::deleteSaveSlot(const QString &slotName) -> bool {
- if (!m_saveLoadService) {
- qWarning() << "Cannot delete save slot: service not initialized";
- return false;
- }
- bool const success = m_saveLoadService->deleteSaveSlot(slotName);
- if (!success) {
- QString const error = m_saveLoadService->getLastError();
- qWarning() << "Failed to delete save slot:" << error;
- setError(error);
- } else {
- emit saveSlotsChanged();
- }
- return success;
- }
- void GameEngine::exitGame() {
- if (m_saveLoadService) {
- m_saveLoadService->exitGame();
- }
- }
- auto GameEngine::getOwnerInfo() const -> QVariantList {
- QVariantList result;
- const auto &owner_registry = Game::Systems::OwnerRegistry::instance();
- const auto &owners = owner_registry.getAllOwners();
- for (const auto &owner : owners) {
- QVariantMap owner_map;
- owner_map["id"] = owner.owner_id;
- owner_map["name"] = QString::fromStdString(owner.name);
- owner_map["team_id"] = owner.team_id;
- QString type_str;
- switch (owner.type) {
- case Game::Systems::OwnerType::Player:
- type_str = "Player";
- break;
- case Game::Systems::OwnerType::AI:
- type_str = "AI";
- break;
- case Game::Systems::OwnerType::Neutral:
- type_str = "Neutral";
- break;
- }
- owner_map["type"] = type_str;
- owner_map["isLocal"] = (owner.owner_id == m_runtime.localOwnerId);
- result.append(owner_map);
- }
- return result;
- }
- void GameEngine::getSelectedUnitIds(
- std::vector<Engine::Core::EntityID> &out) const {
- out.clear();
- if (!m_selectionController) {
- return;
- }
- m_selectionController->getSelectedUnitIds(out);
- }
- auto GameEngine::getUnitInfo(Engine::Core::EntityID id, QString &name,
- int &health, int &max_health, bool &isBuilding,
- bool &alive) const -> bool {
- if (!m_world) {
- return false;
- }
- auto *e = m_world->getEntity(id);
- if (e == nullptr) {
- return false;
- }
- isBuilding = e->hasComponent<Engine::Core::BuildingComponent>();
- if (auto *u = e->getComponent<Engine::Core::UnitComponent>()) {
- name =
- QString::fromStdString(Game::Units::spawn_typeToString(u->spawn_type));
- health = u->health;
- max_health = u->max_health;
- alive = (u->health > 0);
- return true;
- }
- name = QStringLiteral("Entity");
- health = max_health = 0;
- alive = true;
- return true;
- }
- void GameEngine::onUnitSpawned(const Engine::Core::UnitSpawnedEvent &event) {
- auto &owners = Game::Systems::OwnerRegistry::instance();
- if (event.owner_id == m_runtime.localOwnerId) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entityCache.playerBarracksAlive = true;
- } else {
- int const individuals_per_unit =
- Game::Units::TroopConfig::instance().getIndividualsPerUnit(
- event.spawn_type);
- m_entityCache.playerTroopCount += individuals_per_unit;
- }
- } else if (owners.isAI(event.owner_id)) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entityCache.enemyBarracksCount++;
- m_entityCache.enemyBarracksAlive = true;
- }
- }
- auto emit_if_changed = [&] {
- if (m_entityCache.playerTroopCount != m_runtime.lastTroopCount) {
- m_runtime.lastTroopCount = m_entityCache.playerTroopCount;
- emit troop_countChanged();
- }
- };
- emit_if_changed();
- }
- void GameEngine::onUnitDied(const Engine::Core::UnitDiedEvent &event) {
- auto &owners = Game::Systems::OwnerRegistry::instance();
- if (event.owner_id == m_runtime.localOwnerId) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entityCache.playerBarracksAlive = false;
- } else {
- int const individuals_per_unit =
- Game::Units::TroopConfig::instance().getIndividualsPerUnit(
- event.spawn_type);
- m_entityCache.playerTroopCount -= individuals_per_unit;
- m_entityCache.playerTroopCount =
- std::max(0, m_entityCache.playerTroopCount);
- }
- } else if (owners.isAI(event.owner_id)) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entityCache.enemyBarracksCount--;
- m_entityCache.enemyBarracksCount =
- std::max(0, m_entityCache.enemyBarracksCount);
- m_entityCache.enemyBarracksAlive = (m_entityCache.enemyBarracksCount > 0);
- }
- }
- syncSelectionFlags();
- auto emit_if_changed = [&] {
- if (m_entityCache.playerTroopCount != m_runtime.lastTroopCount) {
- m_runtime.lastTroopCount = m_entityCache.playerTroopCount;
- emit troop_countChanged();
- }
- };
- emit_if_changed();
- }
- void GameEngine::rebuildEntityCache() {
- if (!m_world) {
- m_entityCache.reset();
- return;
- }
- m_entityCache.reset();
- auto &owners = Game::Systems::OwnerRegistry::instance();
- auto entities = m_world->getEntitiesWith<Engine::Core::UnitComponent>();
- for (auto *e : entities) {
- auto *unit = e->getComponent<Engine::Core::UnitComponent>();
- if ((unit == nullptr) || unit->health <= 0) {
- continue;
- }
- if (unit->owner_id == m_runtime.localOwnerId) {
- if (unit->spawn_type == Game::Units::SpawnType::Barracks) {
- m_entityCache.playerBarracksAlive = true;
- } else {
- int const individuals_per_unit =
- Game::Units::TroopConfig::instance().getIndividualsPerUnit(
- unit->spawn_type);
- m_entityCache.playerTroopCount += individuals_per_unit;
- }
- } else if (owners.isAI(unit->owner_id)) {
- if (unit->spawn_type == Game::Units::SpawnType::Barracks) {
- m_entityCache.enemyBarracksCount++;
- m_entityCache.enemyBarracksAlive = true;
- }
- }
- }
- auto emit_if_changed = [&] {
- if (m_entityCache.playerTroopCount != m_runtime.lastTroopCount) {
- m_runtime.lastTroopCount = m_entityCache.playerTroopCount;
- emit troop_countChanged();
- }
- };
- emit_if_changed();
- }
- void GameEngine::rebuildRegistriesAfterLoad() {
- if (!m_world) {
- return;
- }
- auto &owner_registry = Game::Systems::OwnerRegistry::instance();
- m_runtime.localOwnerId = owner_registry.getLocalPlayerId();
- auto &troops = Game::Systems::TroopCountRegistry::instance();
- troops.rebuildFromWorld(*m_world);
- auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
- stats_registry.rebuildFromWorld(*m_world);
- const auto &all_owners = owner_registry.getAllOwners();
- for (const auto &owner : all_owners) {
- if (owner.type == Game::Systems::OwnerType::Player ||
- owner.type == Game::Systems::OwnerType::AI) {
- stats_registry.markGameStart(owner.owner_id);
- }
- }
- rebuildBuildingCollisions();
- m_level.playerUnitId = 0;
- auto units = m_world->getEntitiesWith<Engine::Core::UnitComponent>();
- for (auto *entity : units) {
- auto *unit = entity->getComponent<Engine::Core::UnitComponent>();
- if (unit == nullptr) {
- continue;
- }
- if (unit->owner_id == m_runtime.localOwnerId) {
- m_level.playerUnitId = entity->getId();
- break;
- }
- }
- if (m_selectedPlayerId != m_runtime.localOwnerId) {
- m_selectedPlayerId = m_runtime.localOwnerId;
- emit selectedPlayerIdChanged();
- }
- }
- void GameEngine::rebuildBuildingCollisions() {
- auto ®istry = Game::Systems::BuildingCollisionRegistry::instance();
- registry.clear();
- if (!m_world) {
- return;
- }
- auto buildings = m_world->getEntitiesWith<Engine::Core::BuildingComponent>();
- for (auto *entity : buildings) {
- auto *transform = entity->getComponent<Engine::Core::TransformComponent>();
- auto *unit = entity->getComponent<Engine::Core::UnitComponent>();
- if ((transform == nullptr) || (unit == nullptr)) {
- continue;
- }
- registry.registerBuilding(
- entity->getId(), Game::Units::spawn_typeToString(unit->spawn_type),
- transform->position.x, transform->position.z, unit->owner_id);
- }
- }
- auto GameEngine::toRuntimeSnapshot() const -> Game::Systems::RuntimeSnapshot {
- Game::Systems::RuntimeSnapshot snap;
- snap.paused = m_runtime.paused;
- snap.timeScale = m_runtime.timeScale;
- snap.localOwnerId = m_runtime.localOwnerId;
- snap.victoryState = m_runtime.victoryState;
- snap.cursorMode = CursorModeUtils::toInt(m_runtime.cursorMode);
- snap.selectedPlayerId = m_selectedPlayerId;
- snap.followSelection = m_followSelectionEnabled;
- return snap;
- }
- void GameEngine::applyRuntimeSnapshot(
- const Game::Systems::RuntimeSnapshot &snapshot) {
- m_runtime.localOwnerId = snapshot.localOwnerId;
- setPaused(snapshot.paused);
- setGameSpeed(snapshot.timeScale);
- if (snapshot.victoryState != m_runtime.victoryState) {
- m_runtime.victoryState = snapshot.victoryState;
- emit victoryStateChanged();
- }
- setCursorMode(CursorModeUtils::fromInt(snapshot.cursorMode));
- if (snapshot.selectedPlayerId != m_selectedPlayerId) {
- m_selectedPlayerId = snapshot.selectedPlayerId;
- emit selectedPlayerIdChanged();
- }
- if (snapshot.followSelection != m_followSelectionEnabled) {
- m_followSelectionEnabled = snapshot.followSelection;
- if (m_camera && m_cameraService && m_world) {
- m_cameraService->followSelection(*m_camera, *m_world,
- m_followSelectionEnabled);
- }
- }
- }
- auto GameEngine::captureScreenshot() const -> QByteArray {
- if (m_window == nullptr) {
- return {};
- }
- QImage const image = m_window->grabWindow();
- if (image.isNull()) {
- return {};
- }
- const QSize target_size(320, 180);
- QImage const scaled =
- image.scaled(target_size, Qt::KeepAspectRatio, Qt::SmoothTransformation);
- QByteArray buffer;
- QBuffer q_buffer(&buffer);
- if (!q_buffer.open(QIODevice::WriteOnly)) {
- return {};
- }
- if (!scaled.save(&q_buffer, "PNG")) {
- return {};
- }
- return buffer;
- }
- void GameEngine::restoreEnvironmentFromMetadata(const QJsonObject &metadata) {
- if (!m_world) {
- return;
- }
- const auto fallback_grid_width = metadata.value("grid_width").toInt(50);
- const auto fallback_grid_height = metadata.value("grid_height").toInt(50);
- const float fallback_tile_size =
- static_cast<float>(metadata.value("tile_size").toDouble(1.0));
- auto &terrain_service = Game::Map::TerrainService::instance();
- bool const terrain_already_restored = terrain_service.isInitialized();
- Game::Map::MapDefinition def;
- QString map_error;
- bool loaded_definition = false;
- const QString &map_path = m_level.map_path;
- if (!terrain_already_restored && !map_path.isEmpty()) {
- loaded_definition =
- Game::Map::MapLoader::loadFromJsonFile(map_path, def, &map_error);
- if (!loaded_definition) {
- qWarning() << "GameEngine: Failed to load map definition from" << map_path
- << "during save load:" << map_error;
- }
- }
- if (!terrain_already_restored && loaded_definition) {
- terrain_service.initialize(def);
- if (!def.name.isEmpty()) {
- m_level.map_name = def.name;
- }
- m_level.camFov = def.camera.fovY;
- m_level.camNear = def.camera.near_plane;
- m_level.camFar = def.camera.far_plane;
- }
- if (m_renderer && m_camera) {
- if (loaded_definition) {
- Game::Map::Environment::apply(def, *m_renderer, *m_camera);
- } else {
- Game::Map::Environment::applyDefault(*m_renderer, *m_camera);
- }
- }
- if (terrain_service.isInitialized()) {
- const auto *height_map = terrain_service.getHeightMap();
- const int grid_width =
- (height_map != nullptr) ? height_map->getWidth() : fallback_grid_width;
- const int grid_height = (height_map != nullptr) ? height_map->getHeight()
- : fallback_grid_height;
- const float tile_size = (height_map != nullptr) ? height_map->getTileSize()
- : fallback_tile_size;
- if (m_ground) {
- m_ground->configure(tile_size, grid_width, grid_height);
- m_ground->setBiome(terrain_service.biomeSettings());
- }
- if (height_map != nullptr) {
- if (m_terrain) {
- m_terrain->configure(*height_map, terrain_service.biomeSettings());
- }
- if (m_river) {
- m_river->configure(height_map->getRiverSegments(),
- height_map->getTileSize());
- }
- if (m_riverbank) {
- m_riverbank->configure(height_map->getRiverSegments(), *height_map);
- }
- if (m_bridge) {
- m_bridge->configure(height_map->getBridges(),
- height_map->getTileSize());
- }
- if (m_biome) {
- m_biome->configure(*height_map, terrain_service.biomeSettings());
- m_biome->refreshGrass();
- }
- if (m_stone) {
- m_stone->configure(*height_map, terrain_service.biomeSettings());
- }
- if (m_plant) {
- m_plant->configure(*height_map, terrain_service.biomeSettings());
- }
- if (m_pine) {
- m_pine->configure(*height_map, terrain_service.biomeSettings());
- }
- if (m_firecamp) {
- m_firecamp->configure(*height_map, terrain_service.biomeSettings());
- }
- }
- Game::Systems::CommandService::initialize(grid_width, grid_height);
- auto &visibility_service = Game::Map::VisibilityService::instance();
- visibility_service.initialize(grid_width, grid_height, tile_size);
- visibility_service.computeImmediate(*m_world, m_runtime.localOwnerId);
- if (m_fog && visibility_service.isInitialized()) {
- m_fog->updateMask(
- visibility_service.getWidth(), visibility_service.getHeight(),
- visibility_service.getTileSize(), visibility_service.snapshotCells());
- }
- m_runtime.visibilityVersion = visibility_service.version();
- m_runtime.visibilityUpdateAccumulator = 0.0F;
- } else {
- if (m_renderer && m_camera) {
- Game::Map::Environment::applyDefault(*m_renderer, *m_camera);
- }
- Game::Map::MapDefinition fallback_def;
- fallback_def.grid.width = fallback_grid_width;
- fallback_def.grid.height = fallback_grid_height;
- fallback_def.grid.tile_size = fallback_tile_size;
- fallback_def.max_troops_per_player = m_level.max_troops_per_player;
- terrain_service.initialize(fallback_def);
- if (m_ground) {
- m_ground->configure(fallback_tile_size, fallback_grid_width,
- fallback_grid_height);
- }
- Game::Systems::CommandService::initialize(fallback_grid_width,
- fallback_grid_height);
- auto &visibility_service = Game::Map::VisibilityService::instance();
- visibility_service.initialize(fallback_grid_width, fallback_grid_height,
- fallback_tile_size);
- visibility_service.computeImmediate(*m_world, m_runtime.localOwnerId);
- if (m_fog && visibility_service.isInitialized()) {
- m_fog->updateMask(
- visibility_service.getWidth(), visibility_service.getHeight(),
- visibility_service.getTileSize(), visibility_service.snapshotCells());
- }
- m_runtime.visibilityVersion = visibility_service.version();
- m_runtime.visibilityUpdateAccumulator = 0.0F;
- }
- }
- auto GameEngine::hasPatrolPreviewWaypoint() const -> bool {
- return m_commandController && m_commandController->hasPatrolFirstWaypoint();
- }
- auto GameEngine::getPatrolPreviewWaypoint() const -> QVector3D {
- if (!m_commandController) {
- return {};
- }
- return m_commandController->getPatrolFirstWaypoint();
- }
- void GameEngine::updateAmbientState(float dt) {
- m_ambientCheckTimer += dt;
- const float check_interval = 2.0F;
- if (m_ambientCheckTimer < check_interval) {
- return;
- }
- m_ambientCheckTimer = 0.0F;
- Engine::Core::AmbientState new_state = Engine::Core::AmbientState::PEACEFUL;
- if (!m_runtime.victoryState.isEmpty()) {
- if (m_runtime.victoryState == "victory") {
- new_state = Engine::Core::AmbientState::VICTORY;
- } else if (m_runtime.victoryState == "defeat") {
- new_state = Engine::Core::AmbientState::DEFEAT;
- }
- } else if (isPlayerInCombat()) {
- new_state = Engine::Core::AmbientState::COMBAT;
- } else if (m_entityCache.enemyBarracksAlive &&
- m_entityCache.playerBarracksAlive) {
- new_state = Engine::Core::AmbientState::TENSE;
- }
- if (new_state != m_currentAmbientState) {
- Engine::Core::AmbientState const previous_state = m_currentAmbientState;
- m_currentAmbientState = new_state;
- Engine::Core::EventManager::instance().publish(
- Engine::Core::AmbientStateChangedEvent(new_state, previous_state));
- qInfo() << "Ambient state changed from" << static_cast<int>(previous_state)
- << "to" << static_cast<int>(new_state);
- }
- }
- auto GameEngine::isPlayerInCombat() const -> bool {
- if (!m_world) {
- return false;
- }
- auto units = m_world->getEntitiesWith<Engine::Core::UnitComponent>();
- const float combat_check_radius = 15.0F;
- for (auto *entity : units) {
- auto *unit = entity->getComponent<Engine::Core::UnitComponent>();
- if ((unit == nullptr) || unit->owner_id != m_runtime.localOwnerId ||
- unit->health <= 0) {
- continue;
- }
- if (entity->hasComponent<Engine::Core::AttackTargetComponent>()) {
- return true;
- }
- auto *transform = entity->getComponent<Engine::Core::TransformComponent>();
- if (transform == nullptr) {
- continue;
- }
- for (auto *other_entity : units) {
- auto *other_unit =
- other_entity->getComponent<Engine::Core::UnitComponent>();
- if ((other_unit == nullptr) ||
- other_unit->owner_id == m_runtime.localOwnerId ||
- other_unit->health <= 0) {
- continue;
- }
- auto *other_transform =
- other_entity->getComponent<Engine::Core::TransformComponent>();
- if (other_transform == nullptr) {
- continue;
- }
- float const dx = transform->position.x - other_transform->position.x;
- float const dz = transform->position.z - other_transform->position.z;
- float const dist_sq = dx * dx + dz * dz;
- if (dist_sq < combat_check_radius * combat_check_radius) {
- return true;
- }
- }
- }
- return false;
- }
- void GameEngine::loadAudioResources() {
- auto &audio_sys = AudioSystem::getInstance();
- QString const base_path =
- QCoreApplication::applicationDirPath() + "/assets/audio/";
- qInfo() << "Loading audio resources from:" << base_path;
- QDir const audio_dir(base_path);
- if (!audio_dir.exists()) {
- qWarning() << "Audio assets directory does not exist:" << base_path;
- qWarning() << "Application directory:"
- << QCoreApplication::applicationDirPath();
- return;
- }
- if (audio_sys.loadSound("archer_voice",
- (base_path + "voices/archer_voice.wav").toStdString(),
- AudioCategory::VOICE)) {
- qInfo() << "Loaded archer voice";
- } else {
- qWarning() << "Failed to load archer voice from:"
- << (base_path + "voices/archer_voice.wav");
- }
- if (audio_sys.loadSound("knight_voice",
- (base_path + "voices/knight_voice.wav").toStdString(),
- AudioCategory::VOICE)) {
- qInfo() << "Loaded knight voice";
- } else {
- qWarning() << "Failed to load knight voice from:"
- << (base_path + "voices/knight_voice.wav");
- }
- if (audio_sys.loadSound(
- "spearman_voice",
- (base_path + "voices/spearman_voice.wav").toStdString(),
- AudioCategory::VOICE)) {
- qInfo() << "Loaded spearman voice";
- } else {
- qWarning() << "Failed to load spearman voice from:"
- << (base_path + "voices/spearman_voice.wav");
- }
- if (audio_sys.loadMusic("music_peaceful",
- (base_path + "music/peaceful.wav").toStdString())) {
- qInfo() << "Loaded peaceful music";
- } else {
- qWarning() << "Failed to load peaceful music from:"
- << (base_path + "music/peaceful.wav");
- }
- if (audio_sys.loadMusic("music_tense",
- (base_path + "music/tense.wav").toStdString())) {
- qInfo() << "Loaded tense music";
- } else {
- qWarning() << "Failed to load tense music from:"
- << (base_path + "music/tense.wav");
- }
- if (audio_sys.loadMusic("music_combat",
- (base_path + "music/combat.wav").toStdString())) {
- qInfo() << "Loaded combat music";
- } else {
- qWarning() << "Failed to load combat music from:"
- << (base_path + "music/combat.wav");
- }
- if (audio_sys.loadMusic("music_victory",
- (base_path + "music/victory.wav").toStdString())) {
- qInfo() << "Loaded victory music";
- } else {
- qWarning() << "Failed to load victory music from:"
- << (base_path + "music/victory.wav");
- }
- if (audio_sys.loadMusic("music_defeat",
- (base_path + "music/defeat.wav").toStdString())) {
- qInfo() << "Loaded defeat music";
- } else {
- qWarning() << "Failed to load defeat music from:"
- << (base_path + "music/defeat.wav");
- }
- qInfo() << "Audio resources loading complete";
- }
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