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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 "ambient_state_manager.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 "audio_event_handler.h"
- #include "audio_resource_loader.h"
- #include "camera_controller.h"
- #include "campaign_manager.h"
- #include "core/system.h"
- #include "game/audio/audio_system.h"
- #include "game/map/mission_context.h"
- #include "game/units/spawn_type.h"
- #include "game/units/troop_type.h"
- #include "game_state_restorer.h"
- #include "input_command_handler.h"
- #include "level_orchestrator.h"
- #include "loading_progress_tracker.h"
- #include "minimap_manager.h"
- #include "production_manager.h"
- #include "renderer_bootstrap.h"
- #include "selection_query_service.h"
- #include <QBuffer>
- #include <QCoreApplication>
- #include <QCursor>
- #include <QDebug>
- #include <QElapsedTimer>
- #include <QEventLoop>
- #include <QImage>
- #include <QOpenGLContext>
- #include <QPainter>
- #include <QQuickWindow>
- #include <QSize>
- #include <QTimer>
- #include <QVariant>
- #include <QVariantMap>
- #include <cmath>
- #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 <unordered_set>
- #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/campaign_loader.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/minimap/map_preview_generator.h"
- #include "game/map/minimap/minimap_generator.h"
- #include "game/map/minimap/minimap_utils.h"
- #include "game/map/minimap/unit_layer.h"
- #include "game/map/mission_loader.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/ai_system/ai_strategy.h"
- #include "game/systems/arrow_system.h"
- #include "game/systems/ballista_attack_system.h"
- #include "game/systems/building_collision_registry.h"
- #include "game/systems/camera_service.h"
- #include "game/systems/camera_visibility_service.h"
- #include "game/systems/capture_system.h"
- #include "game/systems/catapult_attack_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/guard_system.h"
- #include "game/systems/healing_beam_system.h"
- #include "game/systems/healing_system.h"
- #include "game/systems/movement_system.h"
- #include "game/systems/nation_id.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/projectile_system.h"
- #include "game/systems/rain_manager.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/troop_profile_service.h"
- #include "game/systems/victory_service.h"
- #include "game/units/factory.h"
- #include "game/units/troop_config.h"
- #include "game/visuals/team_colors.h"
- #include "render/entity/combat_dust_renderer.h"
- #include "render/entity/healer_aura_renderer.h"
- #include "render/entity/healing_beam_renderer.h"
- #include "render/entity/healing_waves_renderer.h"
- #include "render/geom/arrow.h"
- #include "render/geom/formation_arrow.h"
- #include "render/geom/patrol_flags.h"
- #include "render/geom/stone.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/olive_renderer.h"
- #include "render/ground/pine_renderer.h"
- #include "render/ground/plant_renderer.h"
- #include "render/ground/rain_renderer.h"
- #include "render/ground/river_renderer.h"
- #include "render/ground/riverbank_renderer.h"
- #include "render/ground/road_renderer.h"
- #include "render/ground/stone_renderer.h"
- #include "render/ground/terrain_renderer.h"
- #include "render/scene_renderer.h"
- #include "utils/resource_utils.h"
- #include <QDir>
- #include <QFile>
- #include <QJsonArray>
- #include <QJsonDocument>
- #include <QJsonObject>
- #include <QSet>
- #include <QStringList>
- #include <algorithm>
- #include <cmath>
- #include <utility>
- #include <vector>
- namespace {
- auto resolve_mission_file_path(const QString &mission_id) -> QString {
- const QStringList search_paths = {
- QStringLiteral("assets/missions/%1.json"),
- QStringLiteral("../assets/missions/%1.json"),
- QStringLiteral("../../assets/missions/%1.json"),
- QStringLiteral(":/assets/missions/%1.json"),
- QStringLiteral("/assets/missions/%1.json"),
- QStringLiteral("/../assets/missions/%1.json")};
- for (const auto &pattern : search_paths) {
- QString candidate = pattern.arg(mission_id);
- candidate = Utils::Resources::resolveResourcePath(candidate);
- if (QFile::exists(candidate)) {
- return candidate;
- }
- }
- return {};
- }
- auto build_condition_list(
- const std::vector<Game::Mission::Condition> &conditions) -> QVariantList {
- QVariantList list;
- for (const auto &condition : conditions) {
- QVariantMap cond;
- cond["type"] = condition.type;
- cond["description"] = condition.description;
- if (condition.duration.has_value()) {
- cond["duration"] = condition.duration.value();
- }
- if (condition.structure_type.has_value()) {
- cond["structure_type"] = condition.structure_type.value();
- }
- if (!condition.structure_types.empty()) {
- QVariantList types;
- for (const auto &type : condition.structure_types) {
- types.append(type);
- }
- cond["structure_types"] = types;
- }
- if (condition.min_count.has_value()) {
- cond["min_count"] = condition.min_count.value();
- }
- if (condition.wave_count.has_value()) {
- cond["wave_count"] = condition.wave_count.value();
- }
- list.append(cond);
- }
- return list;
- }
- auto build_unit_setup_list(const std::vector<Game::Mission::UnitSetup> &units)
- -> QVariantList {
- QVariantList list;
- for (const auto &unit : units) {
- QVariantMap entry;
- entry["type"] = unit.type;
- entry["count"] = unit.count;
- entry["x"] = unit.position.x;
- entry["z"] = unit.position.z;
- list.append(entry);
- }
- return list;
- }
- auto build_building_setup_list(const std::vector<Game::Mission::BuildingSetup>
- &buildings) -> QVariantList {
- QVariantList list;
- for (const auto &building : buildings) {
- QVariantMap entry;
- entry["type"] = building.type;
- entry["max_population"] = building.max_population;
- entry["x"] = building.position.x;
- entry["z"] = building.position.z;
- list.append(entry);
- }
- return list;
- }
- auto build_player_setup_map(const Game::Mission::PlayerSetup &setup)
- -> QVariantMap {
- QVariantMap map;
- map["nation"] = setup.nation;
- map["faction"] = setup.faction;
- map["color"] = setup.color;
- map["starting_units"] = build_unit_setup_list(setup.starting_units);
- map["starting_buildings"] =
- build_building_setup_list(setup.starting_buildings);
- QVariantMap resources;
- resources["gold"] = setup.starting_resources.gold;
- resources["food"] = setup.starting_resources.food;
- map["starting_resources"] = resources;
- return map;
- }
- auto build_mission_definition_map(
- const Game::Mission::MissionDefinition &mission) -> QVariantMap {
- QVariantMap result;
- result["id"] = mission.id;
- result["title"] = mission.title;
- result["summary"] = mission.summary;
- result["map_path"] = mission.map_path;
- if (mission.teaching_goal.has_value()) {
- result["teaching_goal"] = mission.teaching_goal.value();
- }
- if (mission.narrative_intent.has_value()) {
- result["narrative_intent"] = mission.narrative_intent.value();
- }
- if (mission.historical_context.has_value()) {
- result["historical_context"] = mission.historical_context.value();
- }
- if (mission.terrain_type.has_value()) {
- result["terrain_type"] = mission.terrain_type.value();
- }
- result["player_setup"] = build_player_setup_map(mission.player_setup);
- result["victory_conditions"] =
- build_condition_list(mission.victory_conditions);
- result["defeat_conditions"] = build_condition_list(mission.defeat_conditions);
- result["optional_objectives"] =
- build_condition_list(mission.optional_objectives);
- return result;
- }
- } // namespace
- GameEngine::GameEngine(QObject *parent)
- : QObject(parent),
- m_selectedUnitsModel(new SelectedUnitsModel(this, this)) {
- Game::Systems::NationRegistry::instance().initialize_defaults();
- Game::Systems::TroopCountRegistry::instance().initialize();
- Game::Systems::GlobalStatsRegistry::instance().initialize();
- m_world = std::make_unique<Engine::Core::World>();
- auto rendering = RendererBootstrap::initialize_rendering();
- m_renderer = std::move(rendering.renderer);
- m_camera = std::move(rendering.camera);
- m_ground = std::move(rendering.ground);
- m_terrain = std::move(rendering.terrain);
- m_biome = std::move(rendering.biome);
- m_river = std::move(rendering.river);
- m_road = std::move(rendering.road);
- m_riverbank = std::move(rendering.riverbank);
- m_bridge = std::move(rendering.bridge);
- m_fog = std::move(rendering.fog);
- m_stone = std::move(rendering.stone);
- m_plant = std::move(rendering.plant);
- m_pine = std::move(rendering.pine);
- m_olive = std::move(rendering.olive);
- m_firecamp = std::move(rendering.firecamp);
- m_rain = std::move(rendering.rain);
- m_passes = std::move(rendering.passes);
- RendererBootstrap::initialize_world_systems(*m_world);
- 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>();
- m_rainManager = std::make_unique<Game::Systems::RainManager>();
- m_loading_progress_tracker = std::make_unique<LoadingProgressTracker>(this);
- connect(m_loading_progress_tracker.get(),
- &LoadingProgressTracker::progress_changed, this,
- [this](float progress) { emit loading_progress_changed(progress); });
- connect(m_loading_progress_tracker.get(),
- &LoadingProgressTracker::stage_changed, this,
- [this](LoadingProgressTracker::LoadingStage, QString detail) {
- emit loading_stage_changed(detail);
- });
- auto *selection_system =
- m_world->get_system<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_cursor_manager = 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::map_loaded, this,
- [this](const QVariantMap &mapData) {
- m_available_maps.append(mapData);
- emit available_maps_changed();
- });
- connect(m_mapCatalog.get(), &Game::Map::MapCatalog::loading_changed, this,
- [this](bool loading) {
- m_maps_loading = loading;
- emit maps_loading_changed();
- });
- connect(m_mapCatalog.get(), &Game::Map::MapCatalog::all_maps_loaded, this,
- [this]() { emit available_maps_changed(); });
- if (AudioSystem::getInstance().initialize()) {
- qInfo() << "AudioSystem initialized successfully";
- AudioResourceLoader::load_audio_resources();
- } else {
- qWarning() << "Failed to initialize AudioSystem";
- }
- m_audio_systemProxy = std::make_unique<App::Models::AudioSystemProxy>(this);
- m_minimap_manager = std::make_unique<MinimapManager>();
- m_ambient_state_manager = std::make_unique<AmbientStateManager>();
- m_input_handler = std::make_unique<InputCommandHandler>(
- m_world.get(), m_selectionController.get(), m_commandController.get(),
- m_cursor_manager.get(), m_hoverTracker.get(), m_pickingService.get(),
- m_camera.get());
- m_camera_controller = std::make_unique<CameraController>(
- m_camera.get(), m_cameraService.get(), m_world.get());
- m_production_manager = std::make_unique<ProductionManager>(
- m_world.get(), m_pickingService.get(), m_camera.get(), this);
- connect(m_production_manager.get(),
- &ProductionManager::placing_construction_changed, this,
- &GameEngine::placing_construction_changed);
- m_campaign_manager = std::make_unique<CampaignManager>(this);
- connect(m_campaign_manager.get(),
- &CampaignManager::available_campaigns_changed, this,
- &GameEngine::available_campaigns_changed);
- m_selection_query_service =
- std::make_unique<SelectionQueryService>(m_world.get(), 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("swordsman", "swordsman_voice");
- m_audioEventHandler->loadUnitVoiceMapping("swordsman", "swordsman_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_cursor_manager.get(), &CursorManager::mode_changed, this, [this]() {
- if (m_cursor_manager && m_window) {
- m_cursor_manager->update_cursor_shape(m_window);
- }
- emit cursor_mode_changed();
- });
- connect(m_cursor_manager.get(), &CursorManager::global_cursor_changed, this,
- &GameEngine::global_cursor_changed);
- connect(m_selectionController.get(),
- &Game::Systems::SelectionController::selection_changed, this,
- &GameEngine::selected_units_changed);
- connect(m_selectionController.get(),
- &Game::Systems::SelectionController::selection_changed, this,
- &GameEngine::sync_selection_flags);
- connect(
- m_selectionController.get(),
- &Game::Systems::SelectionController::selection_model_refresh_requested,
- this, &GameEngine::selected_units_data_changed);
- connect(m_commandController.get(),
- &App::Controllers::CommandController::attack_target_selected,
- [this]() {
- if (auto *sel_sys =
- m_world->get_system<Game::Systems::SelectionSystem>()) {
- const auto &sel = sel_sys->get_selected_units();
- 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::pick_unit_first(
- 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::troop_limit_reached, [this]() {
- set_error(
- "Maximum troop limit reached. Cannot produce more units.");
- });
- connect(m_commandController.get(),
- &App::Controllers::CommandController::hold_mode_changed, this,
- &GameEngine::hold_mode_changed);
- connect(m_commandController.get(),
- &App::Controllers::CommandController::guard_mode_changed, this,
- &GameEngine::guard_mode_changed);
- connect(m_commandController.get(),
- &App::Controllers::CommandController::formation_mode_changed, this,
- &GameEngine::formation_mode_changed);
- connect(m_commandController.get(),
- &App::Controllers::CommandController::formation_placement_started,
- [this]() { emit placing_formation_changed(); });
- connect(m_commandController.get(),
- &App::Controllers::CommandController::formation_placement_ended,
- [this]() { emit placing_formation_changed(); });
- connect(this, SIGNAL(selected_units_changed()), m_selectedUnitsModel,
- SLOT(refresh()));
- connect(this, SIGNAL(selected_units_data_changed()), m_selectedUnitsModel,
- SLOT(refresh()));
- emit selected_units_changed();
- m_unit_died_subscription =
- Engine::Core::ScopedEventSubscription<Engine::Core::UnitDiedEvent>(
- [this](const Engine::Core::UnitDiedEvent &e) {
- on_unit_died(e);
- if (Game::Units::isTroopSpawn(e.spawn_type) &&
- e.owner_id != m_runtime.local_owner_id &&
- e.killer_owner_id == m_runtime.local_owner_id) {
- int const production_cost =
- Game::Units::TroopConfig::instance().getProductionCost(
- e.spawn_type);
- m_enemyTroopsDefeated += production_cost;
- emit enemy_troops_defeated_changed();
- }
- });
- m_unit_spawned_subscription =
- Engine::Core::ScopedEventSubscription<Engine::Core::UnitSpawnedEvent>(
- [this](const Engine::Core::UnitSpawnedEvent &e) {
- on_unit_spawned(e);
- });
- }
- GameEngine::~GameEngine() {
- if (m_audioEventHandler) {
- m_audioEventHandler->shutdown();
- }
- AudioSystem::getInstance().shutdown();
- qInfo() << "AudioSystem shut down";
- }
- void GameEngine::cleanup_opengl_resources() {
- 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_road.reset();
- m_riverbank.reset();
- m_bridge.reset();
- m_fog.reset();
- m_stone.reset();
- m_plant.reset();
- m_pine.reset();
- m_olive.reset();
- m_firecamp.reset();
- m_rain.reset();
- m_rainManager.reset();
- m_renderer.reset();
- m_resources.reset();
- qInfo() << "OpenGL resources cleaned up";
- }
- void GameEngine::on_map_clicked(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->on_map_clicked(sx, sy, m_runtime.local_owner_id,
- m_viewport);
- }
- }
- void GameEngine::on_right_click(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->on_right_click(sx, sy, m_runtime.local_owner_id,
- m_viewport);
- }
- }
- void GameEngine::on_right_double_click(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->on_right_double_click(sx, sy, m_runtime.local_owner_id,
- m_viewport);
- }
- }
- void GameEngine::on_attack_click(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->on_attack_click(sx, sy, m_viewport);
- }
- }
- void GameEngine::reset_movement(Engine::Core::Entity *entity) {
- InputCommandHandler::reset_movement(entity);
- }
- void GameEngine::on_stop_command() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_stop_command();
- }
- void GameEngine::on_hold_command() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_hold_command();
- }
- void GameEngine::on_guard_command() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_guard_command();
- }
- void GameEngine::on_formation_command() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_formation_command();
- }
- void GameEngine::on_run_command() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_run_command();
- }
- void GameEngine::on_heal_command() {
- if (!m_cursor_manager) {
- return;
- }
- ensure_initialized();
- m_cursor_manager->set_mode(CursorMode::Heal);
- }
- void GameEngine::on_build_command() {
- if (!m_cursor_manager) {
- return;
- }
- ensure_initialized();
- m_cursor_manager->set_mode(CursorMode::Build);
- }
- void GameEngine::on_guard_click(qreal sx, qreal sy) {
- if (!m_input_handler || !m_camera) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_guard_click(sx, sy, m_viewport);
- }
- auto GameEngine::any_selected_in_hold_mode() const -> bool {
- if (!m_input_handler) {
- return false;
- }
- return m_input_handler->any_selected_in_hold_mode();
- }
- auto GameEngine::any_selected_in_guard_mode() const -> bool {
- if (!m_input_handler) {
- return false;
- }
- return m_input_handler->any_selected_in_guard_mode();
- }
- auto GameEngine::any_selected_in_formation_mode() const -> bool {
- if (!m_input_handler) {
- return false;
- }
- return m_input_handler->any_selected_in_formation_mode();
- }
- auto GameEngine::any_selected_in_run_mode() const -> bool {
- if (!m_input_handler) {
- return false;
- }
- return m_input_handler->any_selected_in_run_mode();
- }
- auto GameEngine::is_placing_formation() const -> bool {
- if (m_commandController) {
- return m_commandController->is_placing_formation();
- }
- return false;
- }
- bool GameEngine::is_campaign_mission() const {
- if (!m_campaign_manager) {
- return false;
- }
- return m_campaign_manager->current_mission_context().is_campaign();
- }
- void GameEngine::on_formation_mouse_move(qreal sx, qreal sy) {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_formation_mouse_move(sx, sy, m_viewport);
- }
- void GameEngine::on_formation_scroll(float delta) {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_formation_scroll(delta);
- }
- void GameEngine::on_formation_confirm() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_formation_confirm();
- }
- void GameEngine::on_formation_cancel() {
- if (!m_input_handler) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_formation_cancel();
- }
- auto GameEngine::is_placing_construction() const -> bool {
- return m_production_manager ? m_production_manager->is_placing_construction()
- : false;
- }
- void GameEngine::on_construction_mouse_move(qreal sx, qreal sy) {
- ensure_initialized();
- if (m_production_manager) {
- m_production_manager->on_construction_mouse_move(sx, sy, m_viewport);
- }
- }
- void GameEngine::on_construction_confirm() {
- ensure_initialized();
- if (m_production_manager) {
- m_production_manager->on_construction_confirm();
- }
- }
- void GameEngine::on_construction_cancel() {
- if (m_production_manager) {
- m_production_manager->on_construction_cancel();
- }
- }
- void GameEngine::on_patrol_click(qreal sx, qreal sy) {
- if (!m_input_handler || !m_camera) {
- return;
- }
- ensure_initialized();
- m_input_handler->on_patrol_click(sx, sy, m_viewport);
- }
- void GameEngine::update_cursor(Qt::CursorShape newCursor) {
- if (m_window == nullptr) {
- return;
- }
- if (m_runtime.current_cursor != newCursor) {
- m_runtime.current_cursor = newCursor;
- m_window->setCursor(newCursor);
- }
- }
- void GameEngine::set_error(const QString &errorMessage) {
- if (m_runtime.last_error != errorMessage) {
- m_runtime.last_error = errorMessage;
- qCritical() << "GameEngine error:" << errorMessage;
- emit last_error_changed();
- }
- }
- void GameEngine::set_cursor_mode(CursorMode mode) {
- if (!m_cursor_manager) {
- return;
- }
- m_cursor_manager->set_mode(mode);
- m_cursor_manager->update_cursor_shape(m_window);
- }
- void GameEngine::set_cursor_mode(const QString &mode) {
- set_cursor_mode(CursorModeUtils::fromString(mode));
- }
- auto GameEngine::cursor_mode() const -> QString {
- if (!m_cursor_manager) {
- return "normal";
- }
- return m_cursor_manager->mode_string();
- }
- auto GameEngine::global_cursor_x() const -> qreal {
- if (!m_cursor_manager) {
- return 0;
- }
- return m_cursor_manager->global_cursor_x(m_window);
- }
- auto GameEngine::global_cursor_y() const -> qreal {
- if (!m_cursor_manager) {
- return 0;
- }
- return m_cursor_manager->global_cursor_y(m_window);
- }
- void GameEngine::set_hover_at_screen(qreal sx, qreal sy) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->set_hover_at_screen(sx, sy, m_viewport);
- }
- }
- void GameEngine::on_click_select(qreal sx, qreal sy, bool additive) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->on_click_select(sx, sy, additive, m_runtime.local_owner_id,
- m_viewport);
- }
- }
- void GameEngine::on_area_selected(qreal x1, qreal y1, qreal x2, qreal y2,
- bool additive) {
- if (m_window == nullptr) {
- return;
- }
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->on_area_selected(x1, y1, x2, y2, additive,
- m_runtime.local_owner_id, m_viewport);
- }
- }
- void GameEngine::select_all_troops() {
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->select_all_troops(m_runtime.local_owner_id);
- }
- }
- void GameEngine::select_unit_by_id(int unitId) {
- ensure_initialized();
- if (m_input_handler) {
- m_input_handler->select_unit_by_id(unitId, m_runtime.local_owner_id);
- }
- }
- void GameEngine::ensure_initialized() {
- QString error;
- Game::Map::WorldBootstrap::ensure_initialized(
- m_runtime.initialized, *m_renderer, *m_camera, m_ground.get(), &error);
- if (!error.isEmpty()) {
- set_error(error);
- }
- }
- auto GameEngine::enemy_troops_defeated() const -> int {
- return m_enemyTroopsDefeated;
- }
- auto GameEngine::get_player_stats(int owner_id) -> QVariantMap {
- QVariantMap result;
- auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
- const auto *stats = stats_registry.get_stats(owner_id);
- if (stats != nullptr) {
- result["troopsRecruited"] = stats->troops_recruited;
- result["enemiesKilled"] = stats->enemies_killed;
- result["losses"] = stats->losses;
- result["barracksOwned"] = stats->barracks_owned;
- result["playTimeSec"] = stats->play_time_sec;
- result["gameEnded"] = stats->game_ended;
- } else {
- result["troopsRecruited"] = 0;
- result["enemiesKilled"] = 0;
- result["losses"] = 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.time_scale;
- }
- if (!m_runtime.paused && !m_runtime.loading) {
- if (m_ambient_state_manager) {
- m_ambient_state_manager->update(dt, m_world.get(),
- m_runtime.local_owner_id, m_entity_cache,
- m_runtime.victory_state);
- }
- }
- if (m_renderer) {
- m_renderer->update_animation_time(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.is_initialized() && !m_level.is_spectator_mode) {
- m_runtime.visibility_update_accumulator += dt;
- const float visibility_update_interval =
- Game::GameConfig::instance().gameplay().visibility_update_interval;
- if (m_runtime.visibility_update_accumulator >=
- visibility_update_interval) {
- m_runtime.visibility_update_accumulator = 0.0F;
- visibility_service.update(*m_world, m_runtime.local_owner_id);
- }
- const auto new_version = visibility_service.version();
- if (new_version != m_runtime.visibility_version) {
- if (m_fog) {
- m_fog->update_mask(visibility_service.getWidth(),
- visibility_service.getHeight(),
- visibility_service.getTileSize(),
- visibility_service.snapshotCells());
- }
- m_runtime.visibility_version = new_version;
- }
- }
- if (m_minimap_manager) {
- if (!m_level.is_spectator_mode) {
- m_minimap_manager->update_fog(dt, m_runtime.local_owner_id);
- }
- auto *selection_system =
- m_world->get_system<Game::Systems::SelectionSystem>();
- m_minimap_manager->update_units(m_world.get(), selection_system,
- m_runtime.local_owner_id);
- m_minimap_manager->update_camera_viewport(
- m_camera.get(), static_cast<float>(m_viewport.width),
- static_cast<float>(m_viewport.height));
- if (m_minimap_manager->consume_dirty_flag()) {
- emit minimap_image_changed();
- }
- }
- }
- if (m_rainManager) {
- m_rainManager->update(dt);
- if (m_rain) {
- m_rain->set_enabled(m_rainManager->is_enabled());
- m_rain->set_intensity(m_rainManager->get_intensity());
- m_rain->set_weather_type(m_rainManager->get_weather_type());
- m_rain->set_wind_strength(m_rainManager->get_wind_strength());
- if (m_camera) {
- m_rain->set_camera_position(m_camera->get_position());
- }
- }
- }
- if (m_victoryService && m_world) {
- m_victoryService->update(*m_world, dt);
- }
- if (m_camera_controller) {
- m_camera_controller->update_follow(m_followSelectionEnabled);
- }
- if (m_selectedUnitsModel != nullptr) {
- auto *selection_system =
- m_world->get_system<Game::Systems::SelectionSystem>();
- if ((selection_system != nullptr) &&
- !selection_system->get_selected_units().empty()) {
- m_runtime.selection_refresh_counter++;
- if (m_runtime.selection_refresh_counter >= 15) {
- m_runtime.selection_refresh_counter = 0;
- emit selected_units_data_changed();
- }
- }
- }
- }
- void GameEngine::render(int pixelWidth, int pixelHeight) {
- if (!m_renderer || !m_world || !m_runtime.initialized || m_runtime.loading) {
- return;
- }
- Game::Systems::CameraVisibilityService::instance().set_camera(m_camera.get());
- if (pixelWidth > 0 && pixelHeight > 0) {
- m_viewport.width = pixelWidth;
- m_viewport.height = pixelHeight;
- m_renderer->set_viewport(pixelWidth, pixelHeight);
- }
- if (auto *selection_system =
- m_world->get_system<Game::Systems::SelectionSystem>()) {
- const auto &sel = selection_system->get_selected_units();
- std::vector<unsigned int> const ids(sel.begin(), sel.end());
- m_renderer->set_selected_entities(ids);
- }
- m_renderer->begin_frame();
- 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->set_hovered_entity_id(m_hoverTracker->getLastHoveredEntity());
- }
- if (m_renderer) {
- m_renderer->set_local_owner_id(m_runtime.local_owner_id);
- }
- m_renderer->render_world(m_world.get());
- render_game_effects();
- m_renderer->end_frame();
- update_loading_overlay();
- update_cursor_position();
- }
- void GameEngine::render_game_effects() {
- auto *res = m_renderer->resources();
- if (!res) {
- return;
- }
- if (auto *arrow_system = m_world->get_system<Game::Systems::ArrowSystem>()) {
- Render::GL::render_arrows(m_renderer.get(), res, *arrow_system);
- }
- if (auto *projectile_system =
- m_world->get_system<Game::Systems::ProjectileSystem>()) {
- Render::GL::render_projectiles(m_renderer.get(), res, *projectile_system);
- }
- if (auto *healing_beam_system =
- m_world->get_system<Game::Systems::HealingBeamSystem>()) {
- if (auto *res = m_renderer->resources()) {
- Render::GL::render_healing_beams(m_renderer.get(), res,
- *healing_beam_system);
- Render::GL::render_healing_waves(m_renderer.get(), res,
- *healing_beam_system);
- }
- }
- Render::GL::render_healer_auras(m_renderer.get(), res, m_world.get());
- Render::GL::render_combat_dust(m_renderer.get(), res, m_world.get());
- std::optional<QVector3D> preview_waypoint;
- if (m_commandController && m_commandController->has_patrol_first_waypoint()) {
- preview_waypoint = m_commandController->get_patrol_first_waypoint();
- }
- Render::GL::render_patrol_flags(m_renderer.get(), res, *m_world,
- preview_waypoint);
- if (m_commandController && m_commandController->is_placing_formation()) {
- Render::GL::FormationPlacementInfo placement;
- placement.position =
- m_commandController->get_formation_placement_position();
- placement.angle_degrees =
- m_commandController->get_formation_placement_angle();
- placement.active = true;
- Render::GL::render_formation_arrow(m_renderer.get(), res, placement);
- }
- }
- void GameEngine::update_loading_overlay() {
- if (!m_loading_overlay_wait_for_first_frame) {
- return;
- }
- if (!m_renderer || !m_renderer->resources()) {
- m_loading_overlay_frames_remaining = 5;
- m_loading_overlay_timer.restart();
- return;
- }
- if (m_loading_overlay_frames_remaining > 0) {
- m_loading_overlay_frames_remaining--;
- }
- constexpr qint64 k_loading_overlay_max_wait_ms = 15000;
- const qint64 elapsed_ms =
- m_loading_overlay_timer.isValid() ? m_loading_overlay_timer.elapsed() : 0;
- const bool enough_time = m_loading_overlay_timer.isValid() &&
- (elapsed_ms >= m_loading_overlay_min_duration_ms);
- const bool exceeded_max_wait = m_loading_overlay_timer.isValid() &&
- (elapsed_ms >= k_loading_overlay_max_wait_ms);
- QStringList pending_components;
- const bool biome_ready = !m_biome || m_biome->is_gpu_ready();
- const bool pine_ready = !m_pine || m_pine->is_gpu_ready();
- const bool olive_ready = !m_olive || m_olive->is_gpu_ready();
- const bool plant_ready = !m_plant || m_plant->is_gpu_ready();
- const bool stone_ready = !m_stone || m_stone->is_gpu_ready();
- const bool firecamp_ready = !m_firecamp || m_firecamp->is_gpu_ready();
- if (!biome_ready) {
- pending_components << QStringLiteral("biome");
- }
- if (!pine_ready) {
- pending_components << QStringLiteral("pine");
- }
- if (!olive_ready) {
- pending_components << QStringLiteral("olive");
- }
- if (!plant_ready) {
- pending_components << QStringLiteral("plant");
- }
- if (!stone_ready) {
- pending_components << QStringLiteral("stone");
- }
- if (!firecamp_ready) {
- pending_components << QStringLiteral("firecamp");
- }
- const bool biome_gpu_ready = pending_components.isEmpty();
- if (enough_time && m_loading_overlay_frames_remaining <= 0 &&
- (biome_gpu_ready || exceeded_max_wait)) {
- if (exceeded_max_wait && !biome_gpu_ready) {
- qWarning() << "Loading overlay timed out waiting for GPU readiness"
- << pending_components.join(", ");
- }
- m_loading_overlay_wait_for_first_frame = false;
- m_loading_overlay_active = false;
- if (m_finalize_progress_after_overlay && m_loading_progress_tracker) {
- m_loading_progress_tracker->set_stage(
- LoadingProgressTracker::LoadingStage::COMPLETED);
- }
- m_finalize_progress_after_overlay = false;
- emit is_loading_changed();
- if (m_show_objectives_after_loading) {
- m_show_objectives_after_loading = false;
- emit campaign_mission_changed();
- }
- }
- }
- void GameEngine::update_cursor_position() {
- qreal const current_x = global_cursor_x();
- qreal const current_y = global_cursor_y();
- if (current_x != m_runtime.last_cursor_x ||
- current_y != m_runtime.last_cursor_y) {
- m_runtime.last_cursor_x = current_x;
- m_runtime.last_cursor_y = current_y;
- emit global_cursor_changed();
- }
- }
- auto GameEngine::screen_to_ground(const QPointF &screenPt,
- QVector3D &outWorld) -> bool {
- return App::Utils::screen_to_ground(m_pickingService.get(), m_camera.get(),
- m_window, m_viewport.width,
- m_viewport.height, screenPt, outWorld);
- }
- auto GameEngine::world_to_screen(const QVector3D &world,
- QPointF &outScreen) const -> bool {
- return App::Utils::world_to_screen(m_pickingService.get(), m_camera.get(),
- m_window, m_viewport.width,
- m_viewport.height, world, outScreen);
- }
- void GameEngine::sync_selection_flags() {
- auto *selection_system =
- m_world->get_system<Game::Systems::SelectionSystem>();
- if (!m_world || (selection_system == nullptr)) {
- return;
- }
- App::Utils::sanitize_selection(m_world.get(), selection_system);
- if (selection_system->get_selected_units().empty()) {
- if (m_cursor_manager && m_cursor_manager->mode() != CursorMode::Normal) {
- set_cursor_mode(CursorMode::Normal);
- }
- }
- }
- void GameEngine::camera_move(float dx, float dz) {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->move(dx, dz);
- }
- }
- void GameEngine::camera_elevate(float dy) {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->elevate(dy);
- }
- }
- void GameEngine::reset_camera() {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->reset(m_runtime.local_owner_id, m_level);
- }
- }
- void GameEngine::camera_zoom(float delta) {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->zoom(delta);
- }
- }
- auto GameEngine::camera_distance() const -> float {
- if (m_camera_controller) {
- return m_camera_controller->distance();
- }
- return 0.0F;
- }
- void GameEngine::camera_yaw(float degrees) {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->yaw(degrees);
- }
- }
- void GameEngine::camera_orbit(float yaw_deg, float pitch_deg) {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->orbit(yaw_deg, pitch_deg);
- }
- }
- void GameEngine::camera_orbit_direction(int direction, bool shift) {
- if (m_camera_controller) {
- m_camera_controller->orbit_direction(direction, shift);
- }
- }
- void GameEngine::camera_follow_selection(bool enable) {
- ensure_initialized();
- m_followSelectionEnabled = enable;
- if (m_camera_controller) {
- m_camera_controller->follow_selection(enable);
- }
- }
- void GameEngine::camera_set_follow_lerp(float alpha) {
- ensure_initialized();
- if (m_camera_controller) {
- m_camera_controller->set_follow_lerp(alpha);
- }
- }
- void GameEngine::on_minimap_left_click(qreal mx, qreal my, qreal minimap_width,
- qreal minimap_height) {
- ensure_initialized();
- if (!m_camera || !m_minimap_manager || !m_minimap_manager->has_minimap()) {
- return;
- }
- const QImage &minimap_img = m_minimap_manager->get_image();
- if (minimap_img.isNull()) {
- return;
- }
- const float img_width = static_cast<float>(minimap_img.width());
- const float img_height = static_cast<float>(minimap_img.height());
- const float px =
- (static_cast<float>(mx) / static_cast<float>(minimap_width)) * img_width;
- const float py =
- (static_cast<float>(my) / static_cast<float>(minimap_height)) *
- img_height;
- const auto [world_x, world_z] = Game::Map::Minimap::pixel_to_world(
- px, py, m_minimap_manager->get_world_width(),
- m_minimap_manager->get_world_height(), img_width, img_height,
- m_minimap_manager->get_tile_size());
- if (m_camera) {
- const QVector3D new_target(world_x, 0.0F, world_z);
- const QVector3D current_target = m_camera->get_target();
- const QVector3D current_position = m_camera->get_position();
- const QVector3D offset = current_position - current_target;
- m_camera->look_at(new_target + offset, new_target,
- m_camera->get_up_vector());
- }
- m_followSelectionEnabled = false;
- if (m_camera_controller) {
- m_camera_controller->follow_selection(false);
- }
- }
- void GameEngine::on_minimap_right_click(qreal mx, qreal my, qreal minimap_width,
- qreal minimap_height) {
- ensure_initialized();
- if (m_level.is_spectator_mode || !m_world || !m_minimap_manager ||
- !m_minimap_manager->has_minimap()) {
- return;
- }
- const QImage &minimap_img = m_minimap_manager->get_image();
- if (minimap_img.isNull()) {
- return;
- }
- const float img_width = static_cast<float>(minimap_img.width());
- const float img_height = static_cast<float>(minimap_img.height());
- const float px =
- (static_cast<float>(mx) / static_cast<float>(minimap_width)) * img_width;
- const float py =
- (static_cast<float>(my) / static_cast<float>(minimap_height)) *
- img_height;
- const auto [world_x, world_z] = Game::Map::Minimap::pixel_to_world(
- px, py, m_minimap_manager->get_world_width(),
- m_minimap_manager->get_world_height(), img_width, img_height,
- m_minimap_manager->get_tile_size());
- auto *selection_system =
- m_world->get_system<Game::Systems::SelectionSystem>();
- if (!selection_system) {
- return;
- }
- const auto &selected = selection_system->get_selected_units();
- if (selected.empty()) {
- return;
- }
- const QVector3D target_pos(world_x, 0.0F, world_z);
- auto targets = Game::Systems::FormationPlanner::spread_formation_by_nation(
- *m_world, selected, target_pos,
- Game::GameConfig::instance().gameplay().formation_spacing_default);
- Game::Systems::CommandService::MoveOptions opts;
- opts.group_move = selected.size() > 1;
- Game::Systems::CommandService::move_units(*m_world, selected, targets, opts);
- }
- auto GameEngine::selected_units_model() -> QAbstractItemModel * {
- return m_selectedUnitsModel;
- }
- auto GameEngine::audio_system() -> QObject * {
- return m_audio_systemProxy.get();
- }
- auto GameEngine::has_units_selected() const -> bool {
- if (!m_selectionController) {
- return false;
- }
- return m_selectionController->has_units_selected();
- }
- auto GameEngine::player_troop_count() const -> int {
- return m_entity_cache.player_troop_count;
- }
- auto GameEngine::has_selected_type(const QString &type) const -> bool {
- if (!m_selectionController) {
- return false;
- }
- return m_selectionController->has_selected_type(type);
- }
- void GameEngine::recruit_near_selected(const QString &unit_type) {
- ensure_initialized();
- if (!m_commandController) {
- return;
- }
- m_commandController->recruit_near_selected(unit_type,
- m_runtime.local_owner_id);
- }
- void GameEngine::start_building_placement(const QString &building_type) {
- ensure_initialized();
- if (m_production_manager) {
- m_production_manager->start_building_placement(building_type);
- set_cursor_mode(CursorMode::PlaceBuilding);
- }
- }
- void GameEngine::place_building_at_screen(qreal sx, qreal sy) {
- ensure_initialized();
- if (m_production_manager) {
- m_production_manager->place_building_at_screen(
- sx, sy, m_runtime.local_owner_id, m_viewport);
- set_cursor_mode(CursorMode::Normal);
- }
- }
- void GameEngine::cancel_building_placement() {
- if (m_production_manager) {
- m_production_manager->cancel_building_placement();
- }
- set_cursor_mode(CursorMode::Normal);
- }
- auto GameEngine::pending_building_type() const -> QString {
- return m_production_manager ? m_production_manager->pending_building_type()
- : QString();
- }
- auto GameEngine::get_selected_production_state() const -> QVariantMap {
- return m_production_manager
- ? m_production_manager->get_selected_production_state(
- m_runtime.local_owner_id)
- : QVariantMap();
- }
- auto GameEngine::get_unit_production_info(
- const QString &unit_type, const QString &nation_id) const -> QVariantMap {
- return m_production_manager ? m_production_manager->get_unit_production_info(
- unit_type, nation_id)
- : QVariantMap();
- }
- auto GameEngine::get_selected_builder_production_state() const -> QVariantMap {
- return m_production_manager
- ? m_production_manager->get_selected_builder_production_state()
- : QVariantMap();
- }
- void GameEngine::start_builder_construction(const QString &item_type) {
- if (m_production_manager) {
- m_production_manager->start_builder_construction(item_type);
- }
- }
- auto GameEngine::get_selected_units_command_mode() const -> QString {
- return m_selection_query_service
- ? m_selection_query_service->get_selected_units_command_mode()
- : "normal";
- }
- auto GameEngine::get_selected_units_mode_availability() const -> QVariantMap {
- return m_selection_query_service
- ? m_selection_query_service->get_selected_units_mode_availability()
- : QVariantMap();
- }
- void GameEngine::set_rally_at_screen(qreal sx, qreal sy) {
- ensure_initialized();
- if (m_production_manager) {
- m_production_manager->set_rally_at_screen(sx, sy, m_runtime.local_owner_id,
- m_viewport);
- }
- }
- void GameEngine::start_loading_maps() {
- m_available_maps.clear();
- if (m_mapCatalog) {
- m_mapCatalog->load_maps_async();
- }
- load_campaigns();
- }
- auto GameEngine::available_maps() const -> QVariantList {
- return m_available_maps;
- }
- auto GameEngine::available_nations() const -> QVariantList {
- QVariantList nations;
- const auto ®istry = Game::Systems::NationRegistry::instance();
- const auto &all = registry.get_all_nations();
- QList<QVariantMap> ordered;
- ordered.reserve(static_cast<int>(all.size()));
- for (const auto &nation : all) {
- QVariantMap entry;
- entry.insert(
- QStringLiteral("id"),
- QString::fromStdString(Game::Systems::nation_id_to_string(nation.id)));
- entry.insert(QStringLiteral("name"),
- QString::fromStdString(nation.display_name));
- 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;
- }
- auto GameEngine::available_campaigns() const -> QVariantList {
- return m_campaign_manager ? m_campaign_manager->available_campaigns()
- : QVariantList();
- }
- void GameEngine::load_campaigns() {
- if (!m_saveLoadService) {
- return;
- }
- QString error;
- auto campaigns = m_saveLoadService->list_campaigns(&error);
- if (!error.isEmpty()) {
- qWarning() << "Failed to load campaigns:" << error;
- return;
- }
- if (m_campaign_manager) {
- m_campaign_manager->set_available_campaigns(campaigns);
- }
- }
- void GameEngine::start_campaign_mission(const QString &mission_path) {
- clear_error();
- if (!m_campaign_manager) {
- set_error("Campaign manager not initialized");
- return;
- }
- m_selected_player_id = 1;
- m_campaign_manager->start_campaign_mission(mission_path,
- m_selected_player_id);
- if (!m_campaign_manager->current_mission_definition().has_value()) {
- set_error("Failed to load mission");
- return;
- }
- const auto &mission = *m_campaign_manager->current_mission_definition();
- QVariantList playerConfigs;
- QVariantMap player1;
- player1.insert("player_id", 1);
- player1.insert("playerName", mission.player_setup.nation);
- player1.insert("colorIndex", 0);
- player1.insert("team_id", 0);
- player1.insert("nationId", mission.player_setup.nation);
- player1.insert("isHuman", true);
- playerConfigs.append(player1);
- int player_id = 2;
- int default_team_id = 1;
- for (const auto &ai_setup : mission.ai_setups) {
- QVariantMap ai_player;
- ai_player.insert("player_id", player_id);
- ai_player.insert("playerName", ai_setup.nation);
- ai_player.insert("colorIndex", player_id - 1);
- int team_id;
- if (ai_setup.team_id.has_value()) {
- team_id = ai_setup.team_id.value();
- } else {
- team_id = default_team_id++;
- }
- ai_player.insert("team_id", team_id);
- ai_player.insert("nationId", ai_setup.nation);
- ai_player.insert("isHuman", false);
- playerConfigs.append(ai_player);
- player_id++;
- }
- start_skirmish_internal(mission.map_path, playerConfigs, false);
- }
- void GameEngine::mark_current_mission_completed() {
- if (!m_campaign_manager) {
- return;
- }
- const QString campaign_id = m_campaign_manager->current_campaign_id();
- if (campaign_id.isEmpty()) {
- qWarning() << "No active campaign mission to mark as completed";
- return;
- }
- if (!m_saveLoadService) {
- qWarning() << "Save/Load service not initialized";
- return;
- }
- QString error;
- bool success =
- m_saveLoadService->mark_campaign_completed(campaign_id, &error);
- if (!success) {
- qWarning() << "Failed to mark campaign as completed:" << error;
- } else {
- m_campaign_manager->mark_current_mission_completed();
- load_campaigns();
- }
- }
- QVariantMap GameEngine::get_current_mission_objectives() const {
- QVariantMap result;
- if (!m_campaign_manager) {
- return result;
- }
- const auto &mission_def = m_campaign_manager->current_mission_definition();
- if (!mission_def.has_value()) {
- return result;
- }
- const auto &mission = *mission_def;
- result["title"] = mission.title;
- result["summary"] = mission.summary;
- result["victory_conditions"] =
- build_condition_list(mission.victory_conditions);
- result["defeat_conditions"] = build_condition_list(mission.defeat_conditions);
- result["optional_objectives"] =
- build_condition_list(mission.optional_objectives);
- return result;
- }
- QVariantMap
- GameEngine::get_mission_definition(const QString &mission_id) const {
- QVariantMap result;
- if (mission_id.isEmpty()) {
- return result;
- }
- const QString mission_path = resolve_mission_file_path(mission_id);
- if (mission_path.isEmpty()) {
- qWarning() << "Mission definition not found for" << mission_id;
- return result;
- }
- Game::Mission::MissionDefinition mission;
- QString error;
- if (!Game::Mission::MissionLoader::loadFromJsonFile(mission_path, mission,
- &error)) {
- qWarning() << "Failed to load mission definition" << mission_id << error;
- return result;
- }
- return build_mission_definition_map(mission);
- }
- void GameEngine::start_skirmish(const QString &map_path,
- const QVariantList &playerConfigs) {
- start_skirmish_internal(map_path, playerConfigs, true);
- }
- void GameEngine::start_skirmish_internal(const QString &map_path,
- const QVariantList &playerConfigs,
- bool set_skirmish_context) {
- clear_error();
- m_level.map_path = map_path;
- m_level.map_name = map_path;
- if (m_campaign_manager && set_skirmish_context) {
- m_campaign_manager->set_skirmish_context(map_path);
- }
- if (!m_runtime.victory_state.isEmpty()) {
- m_runtime.victory_state = "";
- emit victory_state_changed();
- }
- if (m_victoryService) {
- m_victoryService->reset();
- }
- m_enemyTroopsDefeated = 0;
- if (!m_runtime.initialized) {
- ensure_initialized();
- }
- if (!m_world || !m_renderer || !m_camera) {
- set_error("Cannot start skirmish: renderer not initialized");
- return;
- }
- m_finalize_progress_after_overlay = false;
- m_loading_overlay_active = true;
- m_runtime.loading = true;
- emit is_loading_changed();
- if (m_loading_progress_tracker) {
- m_loading_progress_tracker->start_loading();
- }
- QCoreApplication::processEvents(QEventLoop::AllEvents);
- QTimer::singleShot(50, this, [this, map_path, playerConfigs]() {
- perform_skirmish_load(map_path, playerConfigs);
- });
- }
- void GameEngine::perform_skirmish_load(const QString &map_path,
- const QVariantList &playerConfigs) {
- if (!(m_world && m_renderer && m_camera)) {
- set_error("Cannot start skirmish: renderer not initialized");
- m_runtime.loading = false;
- emit is_loading_changed();
- return;
- }
- if (m_hoverTracker) {
- m_hoverTracker->update_hover(-1, -1, *m_world, *m_camera, 0, 0);
- }
- LevelOrchestrator orchestrator;
- LevelOrchestrator::RendererRefs renderers{
- m_renderer.get(), m_camera.get(), m_ground.get(), m_terrain.get(),
- m_biome.get(), m_river.get(), m_road.get(), m_riverbank.get(),
- m_bridge.get(), m_fog.get(), m_stone.get(), m_plant.get(),
- m_pine.get(), m_olive.get(), m_firecamp.get(), m_rain.get()};
- auto visibility_ready = [this]() {
- m_runtime.visibility_version =
- Game::Map::VisibilityService::instance().version();
- m_runtime.visibility_update_accumulator = 0.0F;
- };
- auto owner_update = [this]() { emit owner_info_changed(); };
- const bool allow_default_player_barracks =
- !m_campaign_manager ||
- !m_campaign_manager->current_mission_context().is_campaign();
- auto load_result = orchestrator.load_skirmish(
- map_path, playerConfigs, m_selected_player_id, *m_world, renderers,
- m_level, m_entity_cache, m_victoryService.get(), m_minimap_manager.get(),
- visibility_ready, owner_update, allow_default_player_barracks,
- m_loading_progress_tracker.get());
- if (load_result.updated_player_id != m_selected_player_id) {
- m_selected_player_id = load_result.updated_player_id;
- emit selected_player_id_changed();
- }
- if (!load_result.success) {
- set_error(load_result.error_message);
- m_runtime.loading = false;
- m_loading_overlay_active = false;
- m_loading_overlay_wait_for_first_frame = false;
- m_finalize_progress_after_overlay = false;
- m_show_objectives_after_loading = false;
- emit is_loading_changed();
- return;
- }
- m_runtime.local_owner_id = load_result.updated_player_id;
- apply_mission_setup();
- configure_mission_victory_conditions();
- configure_rain_system();
- finalize_skirmish_load();
- }
- void GameEngine::apply_mission_setup() {
- if (!m_world || !m_campaign_manager) {
- return;
- }
- if (!m_campaign_manager->current_mission_context().is_campaign()) {
- return;
- }
- if (!m_campaign_manager->current_mission_definition().has_value()) {
- return;
- }
- auto reg = Game::Map::MapTransformer::getFactoryRegistry();
- if (!reg) {
- qWarning() << "Mission setup skipped: unit factory registry missing";
- return;
- }
- const auto &mission = *m_campaign_manager->current_mission_definition();
- auto &owner_registry = Game::Systems::OwnerRegistry::instance();
- auto &nation_registry = Game::Systems::NationRegistry::instance();
- Game::Map::MapDefinition map_def;
- QString map_error;
- const QString resolved_map_path =
- Utils::Resources::resolveResourcePath(m_level.map_path);
- bool map_loaded = Game::Map::MapLoader::loadFromJsonFile(resolved_map_path,
- map_def, &map_error);
- if (!map_loaded) {
- qWarning() << "Mission setup: failed to load map definition for"
- << m_level.map_path << "resolved to" << resolved_map_path << "-"
- << map_error;
- }
- bool has_map_spawns = true;
- if (map_loaded) {
- has_map_spawns = !map_def.spawns.empty();
- }
- bool has_mission_spawns = !mission.player_setup.starting_units.empty() ||
- !mission.player_setup.starting_buildings.empty();
- for (const auto &ai_setup : mission.ai_setups) {
- if (!ai_setup.starting_units.empty() ||
- !ai_setup.starting_buildings.empty()) {
- has_mission_spawns = true;
- break;
- }
- }
- if (has_mission_spawns && !has_map_spawns) {
- std::vector<Engine::Core::EntityID> to_remove;
- auto entities = m_world->get_entities_with<Engine::Core::UnitComponent>();
- to_remove.reserve(entities.size());
- for (auto *entity : entities) {
- if (entity != nullptr) {
- to_remove.push_back(entity->get_id());
- }
- }
- for (const auto id : to_remove) {
- m_world->destroy_entity(id);
- }
- }
- auto resolve_nation_id = [&nation_registry](const QString &nation_str) {
- const auto parsed =
- Game::Systems::nation_id_from_string(nation_str.toStdString());
- if (parsed.has_value()) {
- return parsed.value();
- }
- return nation_registry.default_nation_id();
- };
- auto mission_position_to_world = [&](const Game::Mission::Position &pos) {
- float world_x = pos.x;
- float world_z = pos.z;
- if (map_loaded && map_def.coordSystem == Game::Map::CoordSystem::Grid) {
- const float tile = std::max(0.0001F, map_def.grid.tile_size);
- world_x = (pos.x - (map_def.grid.width * 0.5F - 0.5F)) * tile;
- world_z = (pos.z - (map_def.grid.height * 0.5F - 0.5F)) * tile;
- } else if (!map_loaded) {
- const float tile = std::max(0.0001F, m_level.tile_size);
- world_x = (pos.x - (m_level.grid_width * 0.5F - 0.5F)) * tile;
- world_z = (pos.z - (m_level.grid_height * 0.5F - 0.5F)) * tile;
- }
- return QVector3D(world_x, 0.0F, world_z);
- };
- auto apply_team_color = [&](Engine::Core::Entity *entity, int owner_id) {
- if (entity == nullptr) {
- return;
- }
- auto *renderable =
- entity->get_component<Engine::Core::RenderableComponent>();
- if (renderable == nullptr) {
- return;
- }
- const QVector3D team_color = Game::Visuals::team_colorForOwner(owner_id);
- renderable->color[0] = team_color.x();
- renderable->color[1] = team_color.y();
- renderable->color[2] = team_color.z();
- };
- auto parse_color = [](const QString &color_name,
- std::array<float, 3> &out) -> bool {
- if (color_name.isEmpty()) {
- return false;
- }
- const QString trimmed = color_name.trimmed();
- if (trimmed.startsWith('#') && trimmed.length() == 7) {
- bool ok = false;
- int r = trimmed.mid(1, 2).toInt(&ok, 16);
- if (!ok) {
- return false;
- }
- int g = trimmed.mid(3, 2).toInt(&ok, 16);
- if (!ok) {
- return false;
- }
- int b = trimmed.mid(5, 2).toInt(&ok, 16);
- if (!ok) {
- return false;
- }
- constexpr float scale = 255.0F;
- out = {r / scale, g / scale, b / scale};
- return true;
- }
- const QString lowered = trimmed.toLower();
- if (lowered == "red") {
- out = {1.00F, 0.30F, 0.30F};
- return true;
- }
- if (lowered == "brown") {
- out = {0.55F, 0.36F, 0.18F};
- return true;
- }
- if (lowered == "blue") {
- out = {0.20F, 0.55F, 1.00F};
- return true;
- }
- if (lowered == "green") {
- out = {0.20F, 0.80F, 0.40F};
- return true;
- }
- if (lowered == "yellow") {
- out = {1.00F, 0.80F, 0.20F};
- return true;
- }
- if (lowered == "orange") {
- out = {0.95F, 0.55F, 0.10F};
- return true;
- }
- if (lowered == "white") {
- out = {0.95F, 0.95F, 0.95F};
- return true;
- }
- if (lowered == "black") {
- out = {0.15F, 0.15F, 0.15F};
- return true;
- }
- return false;
- };
- auto apply_owner_color = [&](int owner_id, const QString &color_name) {
- std::array<float, 3> color;
- if (!parse_color(color_name, color)) {
- return;
- }
- owner_registry.set_owner_color(owner_id, color[0], color[1], color[2]);
- };
- auto spawn_units_for_owner =
- [&](int owner_id, const Game::Systems::NationID nation_id,
- const std::vector<Game::Mission::UnitSetup> &units) {
- const bool ai_controlled = owner_registry.is_ai(owner_id);
- for (const auto &unit_setup : units) {
- const auto spawn_type =
- Game::Units::spawn_typeFromString(unit_setup.type.toStdString());
- if (!spawn_type.has_value()) {
- qWarning() << "Mission setup: unknown unit type" << unit_setup.type;
- continue;
- }
- const int count = std::max(1, unit_setup.count);
- const int grid =
- static_cast<int>(std::ceil(std::sqrt(static_cast<float>(count))));
- const QVector3D base_pos =
- mission_position_to_world(unit_setup.position);
- float base_tile_size = m_level.tile_size;
- if (map_loaded &&
- map_def.coordSystem == Game::Map::CoordSystem::Grid) {
- base_tile_size = map_def.grid.tile_size;
- }
- const float spacing = std::max(0.5F, base_tile_size * 1.2F);
- for (int i = 0; i < count; ++i) {
- const int row = i / grid;
- const int col = i % grid;
- const float offset_x = (float(col) - (grid - 1) * 0.5F) * spacing;
- const float offset_z = (float(row) - (grid - 1) * 0.5F) * spacing;
- const QVector3D pos = QVector3D(
- base_pos.x() + offset_x, base_pos.y(), base_pos.z() + offset_z);
- Game::Units::SpawnParams sp;
- sp.position = pos;
- sp.player_id = owner_id;
- sp.spawn_type = spawn_type.value();
- sp.ai_controlled = ai_controlled;
- sp.nation_id = nation_id;
- auto unit = reg->create(sp.spawn_type, *m_world, sp);
- if (!unit) {
- qWarning() << "Mission setup: failed to spawn unit"
- << unit_setup.type << "for owner" << owner_id;
- continue;
- }
- apply_team_color(m_world->get_entity(unit->id()), owner_id);
- }
- }
- };
- auto spawn_buildings_for_owner =
- [&](int owner_id, const Game::Systems::NationID nation_id,
- const std::vector<Game::Mission::BuildingSetup> &buildings) {
- const bool ai_controlled = owner_registry.is_ai(owner_id);
- for (const auto &building_setup : buildings) {
- const auto spawn_type = Game::Units::spawn_typeFromString(
- building_setup.type.toStdString());
- if (!spawn_type.has_value()) {
- qWarning() << "Mission setup: unknown building type"
- << building_setup.type;
- continue;
- }
- const QVector3D pos =
- mission_position_to_world(building_setup.position);
- Game::Units::SpawnParams sp;
- sp.position = pos;
- sp.player_id = owner_id;
- sp.spawn_type = spawn_type.value();
- sp.ai_controlled = ai_controlled;
- sp.nation_id = nation_id;
- sp.max_population = building_setup.max_population;
- auto unit = reg->create(sp.spawn_type, *m_world, sp);
- if (!unit) {
- qWarning() << "Mission setup: failed to spawn building"
- << building_setup.type << "for owner" << owner_id;
- continue;
- }
- apply_team_color(m_world->get_entity(unit->id()), owner_id);
- }
- };
- const int local_owner_id = m_runtime.local_owner_id;
- if (owner_registry.get_owner_type(local_owner_id) ==
- Game::Systems::OwnerType::Neutral) {
- owner_registry.register_owner_with_id(
- local_owner_id, Game::Systems::OwnerType::Player,
- "Player " + std::to_string(local_owner_id));
- }
- owner_registry.set_owner_team(local_owner_id, 0);
- const auto player_nation_id = resolve_nation_id(mission.player_setup.nation);
- nation_registry.set_player_nation(local_owner_id, player_nation_id);
- apply_owner_color(local_owner_id, mission.player_setup.color);
- spawn_units_for_owner(local_owner_id, player_nation_id,
- mission.player_setup.starting_units);
- spawn_buildings_for_owner(local_owner_id, player_nation_id,
- mission.player_setup.starting_buildings);
- int ai_owner_id = 2;
- int default_team_id = 1;
- for (const auto &ai_setup : mission.ai_setups) {
- if (owner_registry.get_owner_type(ai_owner_id) ==
- Game::Systems::OwnerType::Neutral) {
- owner_registry.register_owner_with_id(
- ai_owner_id, Game::Systems::OwnerType::AI,
- "AI Player " + std::to_string(ai_owner_id));
- }
- int team_id;
- if (ai_setup.team_id.has_value()) {
- team_id = ai_setup.team_id.value();
- } else {
- team_id = default_team_id++;
- }
- owner_registry.set_owner_team(ai_owner_id, team_id);
- const auto ai_nation_id = resolve_nation_id(ai_setup.nation);
- nation_registry.set_player_nation(ai_owner_id, ai_nation_id);
- apply_owner_color(ai_owner_id, ai_setup.color);
- spawn_units_for_owner(ai_owner_id, ai_nation_id, ai_setup.starting_units);
- spawn_buildings_for_owner(ai_owner_id, ai_nation_id,
- ai_setup.starting_buildings);
- ai_owner_id++;
- }
- auto entities = m_world->get_entities_with<Engine::Core::UnitComponent>();
- for (auto *entity : entities) {
- if (entity == nullptr) {
- continue;
- }
- auto *unit = entity->get_component<Engine::Core::UnitComponent>();
- if (unit == nullptr) {
- continue;
- }
- apply_team_color(entity, unit->owner_id);
- }
- if (auto *ai_system = m_world->get_system<Game::Systems::AISystem>()) {
- ai_system->reinitialize();
- int ai_id = 2;
- for (const auto &ai_setup : mission.ai_setups) {
- Game::Systems::AI::AIStrategy strategy =
- Game::Systems::AI::AIStrategy::Balanced;
- if (ai_setup.strategy.has_value()) {
- strategy = Game::Systems::AI::AIStrategyFactory::parse_strategy(
- ai_setup.strategy.value());
- }
- ai_system->set_ai_strategy(
- ai_id, strategy, ai_setup.personality.aggression,
- ai_setup.personality.defense, ai_setup.personality.harassment);
- ai_id++;
- }
- }
- int prev_selected_player = m_selected_player_id;
- GameStateRestorer::rebuild_registries_after_load(
- m_world.get(), m_selected_player_id, m_level, m_runtime.local_owner_id);
- GameStateRestorer::rebuild_entity_cache(m_world.get(), m_entity_cache,
- m_runtime.local_owner_id);
- if (m_selected_player_id != prev_selected_player) {
- emit selected_player_id_changed();
- }
- emit troop_count_changed();
- emit owner_info_changed();
- }
- void GameEngine::configure_mission_victory_conditions() {
- if (!m_campaign_manager || !m_victoryService) {
- return;
- }
- m_campaign_manager->configure_mission_victory_conditions(
- m_victoryService.get(), m_runtime.local_owner_id);
- m_victoryService->set_victory_callback([this](const QString &state) {
- if (m_runtime.victory_state != state) {
- m_runtime.victory_state = state;
- emit victory_state_changed();
- if (state == "victory" &&
- !m_campaign_manager->current_campaign_id().isEmpty()) {
- mark_current_mission_completed();
- }
- }
- });
- }
- void GameEngine::configure_rain_system() {
- if (m_rainManager) {
- m_rainManager->configure(m_level.rain, m_level.biome_seed);
- }
- if (!m_rain) {
- return;
- }
- const float world_width =
- static_cast<float>(m_level.grid_width) * m_level.tile_size;
- const float world_height =
- static_cast<float>(m_level.grid_height) * m_level.tile_size;
- m_rain->configure(world_width, world_height, m_level.biome_seed,
- m_level.rain.type);
- m_rain->set_enabled(m_level.rain.enabled);
- m_rain->set_wind_strength(m_level.rain.wind_strength);
- const float initial_intensity =
- m_rainManager ? m_rainManager->get_intensity()
- : (m_level.rain.enabled ? m_level.rain.intensity : 0.0F);
- m_rain->set_intensity(initial_intensity);
- }
- void GameEngine::finalize_skirmish_load() {
- m_runtime.loading = false;
- m_loading_overlay_wait_for_first_frame = true;
- m_loading_overlay_frames_remaining = 5;
- m_loading_overlay_min_duration_ms = 1000;
- m_loading_overlay_timer.restart();
- m_finalize_progress_after_overlay = true;
- m_show_objectives_after_loading = is_campaign_mission();
- emit is_loading_changed();
- GameStateRestorer::rebuild_entity_cache(m_world.get(), m_entity_cache,
- m_runtime.local_owner_id);
- emit troop_count_changed();
- m_ambient_state_manager = std::make_unique<AmbientStateManager>();
- Engine::Core::EventManager::instance().publish(
- Engine::Core::AmbientStateChangedEvent(
- Engine::Core::AmbientState::PEACEFUL,
- Engine::Core::AmbientState::PEACEFUL));
- if (m_input_handler) {
- m_input_handler->set_spectator_mode(m_level.is_spectator_mode);
- }
- emit owner_info_changed();
- emit spectator_mode_changed();
- }
- void GameEngine::open_settings() {
- if (m_saveLoadService) {
- m_saveLoadService->open_settings();
- }
- }
- void GameEngine::load_save() { load_from_slot("savegame"); }
- void GameEngine::save_game(const QString &filename) {
- save_to_slot(filename, filename);
- }
- void GameEngine::save_game_to_slot(const QString &slotName) {
- save_to_slot(slotName, slotName);
- }
- void GameEngine::load_game_from_slot(const QString &slotName) {
- load_from_slot(slotName);
- }
- auto GameEngine::load_from_slot(const QString &slot) -> bool {
- if (!m_saveLoadService || !m_world) {
- set_error("Load: not initialized");
- return false;
- }
- m_finalize_progress_after_overlay = false;
- m_loading_overlay_active = true;
- m_runtime.loading = true;
- emit is_loading_changed();
- if (!m_saveLoadService->load_game_from_slot(*m_world, slot)) {
- set_error(m_saveLoadService->get_last_error());
- m_runtime.loading = false;
- m_loading_overlay_active = false;
- m_loading_overlay_wait_for_first_frame = false;
- m_finalize_progress_after_overlay = false;
- m_show_objectives_after_loading = false;
- emit is_loading_changed();
- return false;
- }
- const QJsonObject meta = m_saveLoadService->get_last_metadata();
- if (m_campaign_manager && meta.contains("mission_mode")) {
- Game::Mission::MissionContext mission_context;
- mission_context.mode = meta["mission_mode"].toString();
- mission_context.campaign_id = meta["mission_campaign_id"].toString();
- mission_context.mission_id = meta["mission_id"].toString();
- mission_context.difficulty = meta["mission_difficulty"].toString();
- m_campaign_manager->set_mission_context(mission_context);
- }
- Game::Systems::GameStateSerializer::restore_level_from_metadata(meta,
- m_level);
- Game::Systems::GameStateSerializer::restore_camera_from_metadata(
- meta, m_camera.get(), m_viewport.width, m_viewport.height);
- Game::Systems::RuntimeSnapshot runtime_snap = to_runtime_snapshot();
- Game::Systems::GameStateSerializer::restore_runtime_from_metadata(
- meta, runtime_snap);
- apply_runtime_snapshot(runtime_snap);
- GameStateRestorer::RendererRefs renderers{
- m_renderer.get(), m_camera.get(), m_ground.get(), m_terrain.get(),
- m_biome.get(), m_river.get(), m_road.get(), m_riverbank.get(),
- m_bridge.get(), m_fog.get(), m_stone.get(), m_plant.get(),
- m_pine.get(), m_olive.get(), m_firecamp.get(), m_rain.get()};
- GameStateRestorer::restore_environment_from_metadata(
- meta, m_world.get(), renderers, m_level, m_runtime.local_owner_id,
- m_viewport);
- 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";
- GameStateRestorer::rebuild_registries_after_load(
- m_world.get(), m_selected_player_id, m_level, m_runtime.local_owner_id);
- GameStateRestorer::rebuild_entity_cache(m_world.get(), m_entity_cache,
- m_runtime.local_owner_id);
- emit troop_count_changed();
- if (auto *ai_system = m_world->get_system<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.local_owner_id);
- }
- m_runtime.loading = false;
- m_loading_overlay_wait_for_first_frame = true;
- m_loading_overlay_frames_remaining = 5;
- m_loading_overlay_min_duration_ms = 1000;
- m_loading_overlay_timer.restart();
- m_finalize_progress_after_overlay = true;
- emit is_loading_changed();
- qInfo() << "Game load complete, victory/defeat checks re-enabled";
- emit selected_units_changed();
- emit owner_info_changed();
- return true;
- }
- auto GameEngine::save_to_slot(const QString &slot,
- const QString &title) -> bool {
- if (!m_saveLoadService || !m_world) {
- set_error("Save: not initialized");
- return false;
- }
- Game::Systems::RuntimeSnapshot const runtime_snap = to_runtime_snapshot();
- QJsonObject meta = Game::Systems::GameStateSerializer::build_metadata(
- *m_world, m_camera.get(), m_level, runtime_snap);
- meta["title"] = title;
- if (m_campaign_manager) {
- const auto &mission_context = m_campaign_manager->current_mission_context();
- meta["mission_mode"] = mission_context.mode;
- meta["mission_campaign_id"] = mission_context.campaign_id;
- meta["mission_id"] = mission_context.mission_id;
- meta["mission_difficulty"] = mission_context.difficulty;
- }
- const QByteArray screenshot = capture_screenshot();
- if (!m_saveLoadService->save_game_to_slot(
- *m_world, slot, title, m_level.map_name, meta, screenshot)) {
- set_error(m_saveLoadService->get_last_error());
- return false;
- }
- emit save_slots_changed();
- return true;
- }
- auto GameEngine::get_save_slots() const -> QVariantList {
- if (!m_saveLoadService) {
- qWarning() << "Cannot get save slots: service not initialized";
- return {};
- }
- return m_saveLoadService->get_save_slots();
- }
- void GameEngine::refresh_save_slots() { emit save_slots_changed(); }
- auto GameEngine::delete_save_slot(const QString &slotName) -> bool {
- if (!m_saveLoadService) {
- qWarning() << "Cannot delete save slot: service not initialized";
- return false;
- }
- bool const success = m_saveLoadService->delete_save_slot(slotName);
- if (!success) {
- QString const error = m_saveLoadService->get_last_error();
- qWarning() << "Failed to delete save slot:" << error;
- set_error(error);
- } else {
- emit save_slots_changed();
- }
- return success;
- }
- auto GameEngine::to_runtime_snapshot() const -> Game::Systems::RuntimeSnapshot {
- Game::Systems::RuntimeSnapshot snapshot;
- snapshot.paused = m_runtime.paused;
- snapshot.time_scale = m_runtime.time_scale;
- snapshot.local_owner_id = m_runtime.local_owner_id;
- snapshot.victory_state = m_runtime.victory_state;
- snapshot.cursor_mode = static_cast<int>(m_runtime.cursor_mode);
- snapshot.selected_player_id = m_selected_player_id;
- snapshot.follow_selection = m_followSelectionEnabled;
- return snapshot;
- }
- void GameEngine::apply_runtime_snapshot(
- const Game::Systems::RuntimeSnapshot &snapshot) {
- m_runtime.paused = snapshot.paused;
- m_runtime.time_scale = snapshot.time_scale;
- m_runtime.local_owner_id = snapshot.local_owner_id;
- m_runtime.victory_state = snapshot.victory_state;
- m_selected_player_id = snapshot.selected_player_id;
- m_followSelectionEnabled = snapshot.follow_selection;
- m_runtime.cursor_mode = static_cast<CursorMode>(snapshot.cursor_mode);
- if (m_cursor_manager) {
- m_cursor_manager->set_mode(m_runtime.cursor_mode);
- }
- }
- auto GameEngine::capture_screenshot() const -> QByteArray { return {}; }
- void GameEngine::exit_game() {
- if (m_saveLoadService) {
- m_saveLoadService->exit_game();
- }
- }
- auto GameEngine::get_owner_info() const -> QVariantList {
- QVariantList result;
- const auto &owner_registry = Game::Systems::OwnerRegistry::instance();
- const auto &owners = owner_registry.get_all_owners();
- 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.local_owner_id);
- result.append(owner_map);
- }
- return result;
- }
- void GameEngine::get_selected_unit_ids(
- std::vector<Engine::Core::EntityID> &out) const {
- out.clear();
- if (!m_selectionController) {
- return;
- }
- m_selectionController->get_selected_unit_ids(out);
- }
- auto GameEngine::get_unit_type_key(Engine::Core::EntityID id,
- QString &type_key) const -> bool {
- type_key.clear();
- if (!m_world) {
- return false;
- }
- auto *e = m_world->get_entity(id);
- if (e == nullptr) {
- return false;
- }
- if (auto *u = e->get_component<Engine::Core::UnitComponent>()) {
- type_key = Game::Units::spawn_typeToQString(u->spawn_type);
- return true;
- }
- return false;
- }
- auto GameEngine::get_unit_info(Engine::Core::EntityID id, QString &name,
- int &health, int &max_health, bool &is_building,
- bool &alive, QString &nation) const -> bool {
- if (!m_world) {
- return false;
- }
- auto *e = m_world->get_entity(id);
- if (e == nullptr) {
- return false;
- }
- is_building = e->has_component<Engine::Core::BuildingComponent>();
- if (auto *u = e->get_component<Engine::Core::UnitComponent>()) {
- auto troop_type_opt = Game::Units::spawn_typeToTroopType(u->spawn_type);
- if (troop_type_opt.has_value()) {
- auto profile = Game::Systems::TroopProfileService::instance().get_profile(
- u->nation_id, *troop_type_opt);
- name = QString::fromStdString(profile.display_name);
- } else {
- name = QString::fromStdString(
- Game::Units::spawn_typeToString(u->spawn_type));
- }
- health = u->health;
- max_health = u->max_health;
- alive = (u->health > 0);
- nation = Game::Systems::nation_id_to_qstring(u->nation_id);
- return true;
- }
- name = QStringLiteral("Entity");
- health = max_health = 0;
- alive = true;
- nation = QStringLiteral("");
- return true;
- }
- auto GameEngine::get_unit_stamina_info(Engine::Core::EntityID id,
- float &stamina_ratio, bool &is_running,
- bool &can_run) const -> bool {
- stamina_ratio = 1.0F;
- is_running = false;
- can_run = false;
- if (!m_world) {
- return false;
- }
- auto *e = m_world->get_entity(id);
- if (e == nullptr) {
- return false;
- }
- auto *unit = e->get_component<Engine::Core::UnitComponent>();
- if (unit == nullptr) {
- return false;
- }
- can_run = Game::Units::can_use_run_mode(unit->spawn_type);
- auto *stamina = e->get_component<Engine::Core::StaminaComponent>();
- if (stamina != nullptr) {
- stamina_ratio = stamina->get_stamina_ratio();
- is_running = stamina->is_running;
- }
- return true;
- }
- void GameEngine::on_unit_spawned(const Engine::Core::UnitSpawnedEvent &event) {
- auto &owners = Game::Systems::OwnerRegistry::instance();
- if (event.owner_id == m_runtime.local_owner_id) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entity_cache.player_barracks_alive = true;
- } else {
- int const production_cost =
- Game::Units::TroopConfig::instance().getProductionCost(
- event.spawn_type);
- m_entity_cache.player_troop_count += production_cost;
- }
- } else if (owners.is_ai(event.owner_id)) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entity_cache.enemy_barracks_count++;
- m_entity_cache.enemy_barracks_alive = true;
- }
- }
- auto emit_if_changed = [&] {
- if (m_entity_cache.player_troop_count != m_runtime.last_troop_count) {
- m_runtime.last_troop_count = m_entity_cache.player_troop_count;
- emit troop_count_changed();
- }
- };
- emit_if_changed();
- }
- void GameEngine::on_unit_died(const Engine::Core::UnitDiedEvent &event) {
- auto &owners = Game::Systems::OwnerRegistry::instance();
- if (event.owner_id == m_runtime.local_owner_id) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entity_cache.player_barracks_alive = false;
- } else {
- int const production_cost =
- Game::Units::TroopConfig::instance().getProductionCost(
- event.spawn_type);
- m_entity_cache.player_troop_count -= production_cost;
- m_entity_cache.player_troop_count =
- std::max(0, m_entity_cache.player_troop_count);
- }
- } else if (owners.is_ai(event.owner_id)) {
- if (event.spawn_type == Game::Units::SpawnType::Barracks) {
- m_entity_cache.enemy_barracks_count--;
- m_entity_cache.enemy_barracks_count =
- std::max(0, m_entity_cache.enemy_barracks_count);
- m_entity_cache.enemy_barracks_alive =
- (m_entity_cache.enemy_barracks_count > 0);
- }
- }
- }
- auto GameEngine::minimap_image() const -> QImage {
- if (m_minimap_manager) {
- return m_minimap_manager->get_image();
- }
- return QImage();
- }
- auto GameEngine::generate_map_preview(const QString &map_path,
- const QVariantList &player_configs) const
- -> QImage {
- Game::Map::Minimap::MapPreviewGenerator generator;
- return generator.generate_preview(map_path, player_configs);
- }
- float GameEngine::loading_progress() const {
- if (m_loading_progress_tracker) {
- return m_loading_progress_tracker->progress();
- }
- return 0.0F;
- }
- QString GameEngine::loading_stage_text() const {
- if (m_loading_progress_tracker) {
- auto stage = m_loading_progress_tracker->current_stage();
- auto stage_name = m_loading_progress_tracker->stage_name(stage);
- auto detail = m_loading_progress_tracker->current_detail();
- if (!detail.isEmpty()) {
- return stage_name + " - " + detail;
- }
- return stage_name;
- }
- return QString();
- }
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