game_engine.cpp 78 KB

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  1. #include "game_engine.h"
  2. #include "../controllers/action_vfx.h"
  3. #include "../controllers/command_controller.h"
  4. #include "../models/audio_system_proxy.h"
  5. #include "../models/cursor_manager.h"
  6. #include "../models/hover_tracker.h"
  7. #include "ambient_state_manager.h"
  8. #include "app/models/cursor_mode.h"
  9. #include "app/utils/engine_view_helpers.h"
  10. #include "app/utils/movement_utils.h"
  11. #include "app/utils/selection_utils.h"
  12. #include "audio_event_handler.h"
  13. #include "audio_resource_loader.h"
  14. #include "camera_controller.h"
  15. #include "campaign_manager.h"
  16. #include "core/system.h"
  17. #include "game/audio/audio_system.h"
  18. #include "game/map/mission_context.h"
  19. #include "game/units/spawn_type.h"
  20. #include "game/units/troop_type.h"
  21. #include "game_state_restorer.h"
  22. #include "input_command_handler.h"
  23. #include "level_orchestrator.h"
  24. #include "loading_progress_tracker.h"
  25. #include "minimap_manager.h"
  26. #include "production_manager.h"
  27. #include "renderer_bootstrap.h"
  28. #include "selection_query_service.h"
  29. #include <QBuffer>
  30. #include <QCoreApplication>
  31. #include <QCursor>
  32. #include <QDebug>
  33. #include <QElapsedTimer>
  34. #include <QEventLoop>
  35. #include <QImage>
  36. #include <QOpenGLContext>
  37. #include <QPainter>
  38. #include <QQuickWindow>
  39. #include <QSize>
  40. #include <QTimer>
  41. #include <QVariant>
  42. #include <QVariantMap>
  43. #include <cmath>
  44. #include <memory>
  45. #include <optional>
  46. #include <qbuffer.h>
  47. #include <qcoreapplication.h>
  48. #include <qdir.h>
  49. #include <qevent.h>
  50. #include <qglobal.h>
  51. #include <qimage.h>
  52. #include <qjsonobject.h>
  53. #include <qnamespace.h>
  54. #include <qobject.h>
  55. #include <qobjectdefs.h>
  56. #include <qpoint.h>
  57. #include <qsize.h>
  58. #include <qstringliteral.h>
  59. #include <qstringview.h>
  60. #include <qtmetamacros.h>
  61. #include <qvectornd.h>
  62. #include <unordered_set>
  63. #include "../models/selected_units_model.h"
  64. #include "game/core/component.h"
  65. #include "game/core/event_manager.h"
  66. #include "game/core/world.h"
  67. #include "game/game_config.h"
  68. #include "game/map/campaign_loader.h"
  69. #include "game/map/environment.h"
  70. #include "game/map/level_loader.h"
  71. #include "game/map/map_catalog.h"
  72. #include "game/map/map_loader.h"
  73. #include "game/map/map_transformer.h"
  74. #include "game/map/minimap/map_preview_generator.h"
  75. #include "game/map/minimap/minimap_generator.h"
  76. #include "game/map/minimap/minimap_utils.h"
  77. #include "game/map/minimap/unit_layer.h"
  78. #include "game/map/mission_loader.h"
  79. #include "game/map/skirmish_loader.h"
  80. #include "game/map/terrain_service.h"
  81. #include "game/map/visibility_service.h"
  82. #include "game/map/world_bootstrap.h"
  83. #include "game/systems/ai_system.h"
  84. #include "game/systems/ai_system/ai_strategy.h"
  85. #include "game/systems/arrow_system.h"
  86. #include "game/systems/ballista_attack_system.h"
  87. #include "game/systems/building_collision_registry.h"
  88. #include "game/systems/camera_service.h"
  89. #include "game/systems/camera_visibility_service.h"
  90. #include "game/systems/capture_system.h"
  91. #include "game/systems/catapult_attack_system.h"
  92. #include "game/systems/cleanup_system.h"
  93. #include "game/systems/combat_system.h"
  94. #include "game/systems/command_service.h"
  95. #include "game/systems/formation_planner.h"
  96. #include "game/systems/game_state_serializer.h"
  97. #include "game/systems/global_stats_registry.h"
  98. #include "game/systems/guard_system.h"
  99. #include "game/systems/healing_beam_system.h"
  100. #include "game/systems/healing_system.h"
  101. #include "game/systems/movement_system.h"
  102. #include "game/systems/nation_id.h"
  103. #include "game/systems/nation_registry.h"
  104. #include "game/systems/owner_registry.h"
  105. #include "game/systems/patrol_system.h"
  106. #include "game/systems/picking_service.h"
  107. #include "game/systems/production_service.h"
  108. #include "game/systems/production_system.h"
  109. #include "game/systems/projectile_system.h"
  110. #include "game/systems/rain_manager.h"
  111. #include "game/systems/save_load_service.h"
  112. #include "game/systems/selection_system.h"
  113. #include "game/systems/terrain_alignment_system.h"
  114. #include "game/systems/troop_count_registry.h"
  115. #include "game/systems/troop_profile_service.h"
  116. #include "game/systems/victory_service.h"
  117. #include "game/units/factory.h"
  118. #include "game/units/troop_config.h"
  119. #include "game/visuals/team_colors.h"
  120. #include "render/entity/combat_dust_renderer.h"
  121. #include "render/entity/healer_aura_renderer.h"
  122. #include "render/entity/healing_beam_renderer.h"
  123. #include "render/entity/healing_waves_renderer.h"
  124. #include "render/geom/arrow.h"
  125. #include "render/geom/formation_arrow.h"
  126. #include "render/geom/patrol_flags.h"
  127. #include "render/geom/stone.h"
  128. #include "render/gl/bootstrap.h"
  129. #include "render/gl/camera.h"
  130. #include "render/ground/biome_renderer.h"
  131. #include "render/ground/bridge_renderer.h"
  132. #include "render/ground/firecamp_renderer.h"
  133. #include "render/ground/fog_renderer.h"
  134. #include "render/ground/ground_renderer.h"
  135. #include "render/ground/olive_renderer.h"
  136. #include "render/ground/pine_renderer.h"
  137. #include "render/ground/plant_renderer.h"
  138. #include "render/ground/rain_renderer.h"
  139. #include "render/ground/river_renderer.h"
  140. #include "render/ground/riverbank_renderer.h"
  141. #include "render/ground/road_renderer.h"
  142. #include "render/ground/stone_renderer.h"
  143. #include "render/ground/terrain_renderer.h"
  144. #include "render/scene_renderer.h"
  145. #include "utils/resource_utils.h"
  146. #include <QDir>
  147. #include <QFile>
  148. #include <QJsonArray>
  149. #include <QJsonDocument>
  150. #include <QJsonObject>
  151. #include <QSet>
  152. #include <QStringList>
  153. #include <algorithm>
  154. #include <cmath>
  155. #include <utility>
  156. #include <vector>
  157. GameEngine::GameEngine(QObject *parent)
  158. : QObject(parent),
  159. m_selectedUnitsModel(new SelectedUnitsModel(this, this)) {
  160. Game::Systems::NationRegistry::instance().initialize_defaults();
  161. Game::Systems::TroopCountRegistry::instance().initialize();
  162. Game::Systems::GlobalStatsRegistry::instance().initialize();
  163. m_world = std::make_unique<Engine::Core::World>();
  164. auto rendering = RendererBootstrap::initialize_rendering();
  165. m_renderer = std::move(rendering.renderer);
  166. m_camera = std::move(rendering.camera);
  167. m_ground = std::move(rendering.ground);
  168. m_terrain = std::move(rendering.terrain);
  169. m_biome = std::move(rendering.biome);
  170. m_river = std::move(rendering.river);
  171. m_road = std::move(rendering.road);
  172. m_riverbank = std::move(rendering.riverbank);
  173. m_bridge = std::move(rendering.bridge);
  174. m_fog = std::move(rendering.fog);
  175. m_stone = std::move(rendering.stone);
  176. m_plant = std::move(rendering.plant);
  177. m_pine = std::move(rendering.pine);
  178. m_olive = std::move(rendering.olive);
  179. m_firecamp = std::move(rendering.firecamp);
  180. m_rain = std::move(rendering.rain);
  181. m_passes = std::move(rendering.passes);
  182. RendererBootstrap::initialize_world_systems(*m_world);
  183. m_pickingService = std::make_unique<Game::Systems::PickingService>();
  184. m_victoryService = std::make_unique<Game::Systems::VictoryService>();
  185. m_saveLoadService = std::make_unique<Game::Systems::SaveLoadService>();
  186. m_cameraService = std::make_unique<Game::Systems::CameraService>();
  187. m_rainManager = std::make_unique<Game::Systems::RainManager>();
  188. m_loading_progress_tracker = std::make_unique<LoadingProgressTracker>(this);
  189. connect(m_loading_progress_tracker.get(),
  190. &LoadingProgressTracker::progress_changed, this,
  191. [this](float progress) { emit loading_progress_changed(progress); });
  192. connect(m_loading_progress_tracker.get(),
  193. &LoadingProgressTracker::stage_changed, this,
  194. [this](LoadingProgressTracker::LoadingStage, QString detail) {
  195. emit loading_stage_changed(detail);
  196. });
  197. auto *selection_system =
  198. m_world->get_system<Game::Systems::SelectionSystem>();
  199. m_selectionController = std::make_unique<Game::Systems::SelectionController>(
  200. m_world.get(), selection_system, m_pickingService.get());
  201. m_commandController = std::make_unique<App::Controllers::CommandController>(
  202. m_world.get(), selection_system, m_pickingService.get());
  203. m_cursor_manager = std::make_unique<CursorManager>();
  204. m_hoverTracker = std::make_unique<HoverTracker>(m_pickingService.get());
  205. m_mapCatalog = std::make_unique<Game::Map::MapCatalog>(this);
  206. connect(m_mapCatalog.get(), &Game::Map::MapCatalog::map_loaded, this,
  207. [this](const QVariantMap &mapData) {
  208. m_available_maps.append(mapData);
  209. emit available_maps_changed();
  210. });
  211. connect(m_mapCatalog.get(), &Game::Map::MapCatalog::loading_changed, this,
  212. [this](bool loading) {
  213. m_maps_loading = loading;
  214. emit maps_loading_changed();
  215. });
  216. connect(m_mapCatalog.get(), &Game::Map::MapCatalog::all_maps_loaded, this,
  217. [this]() { emit available_maps_changed(); });
  218. if (AudioSystem::getInstance().initialize()) {
  219. qInfo() << "AudioSystem initialized successfully";
  220. AudioResourceLoader::load_audio_resources();
  221. } else {
  222. qWarning() << "Failed to initialize AudioSystem";
  223. }
  224. m_audio_systemProxy = std::make_unique<App::Models::AudioSystemProxy>(this);
  225. m_minimap_manager = std::make_unique<MinimapManager>();
  226. m_ambient_state_manager = std::make_unique<AmbientStateManager>();
  227. m_input_handler = std::make_unique<InputCommandHandler>(
  228. m_world.get(), m_selectionController.get(), m_commandController.get(),
  229. m_cursor_manager.get(), m_hoverTracker.get(), m_pickingService.get(),
  230. m_camera.get());
  231. m_camera_controller = std::make_unique<CameraController>(
  232. m_camera.get(), m_cameraService.get(), m_world.get());
  233. m_production_manager = std::make_unique<ProductionManager>(
  234. m_world.get(), m_pickingService.get(), m_camera.get(), this);
  235. connect(m_production_manager.get(),
  236. &ProductionManager::placing_construction_changed, this,
  237. &GameEngine::placing_construction_changed);
  238. m_campaign_manager = std::make_unique<CampaignManager>(this);
  239. connect(m_campaign_manager.get(),
  240. &CampaignManager::available_campaigns_changed, this,
  241. &GameEngine::available_campaigns_changed);
  242. m_selection_query_service =
  243. std::make_unique<SelectionQueryService>(m_world.get(), this);
  244. m_audioEventHandler =
  245. std::make_unique<Game::Audio::AudioEventHandler>(m_world.get());
  246. if (m_audioEventHandler->initialize()) {
  247. qInfo() << "AudioEventHandler initialized successfully";
  248. m_audioEventHandler->loadUnitVoiceMapping("archer", "archer_voice");
  249. m_audioEventHandler->loadUnitVoiceMapping("swordsman", "swordsman_voice");
  250. m_audioEventHandler->loadUnitVoiceMapping("swordsman", "swordsman_voice");
  251. m_audioEventHandler->loadUnitVoiceMapping("spearman", "spearman_voice");
  252. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::PEACEFUL,
  253. "music_peaceful");
  254. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::TENSE,
  255. "music_tense");
  256. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::COMBAT,
  257. "music_combat");
  258. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::VICTORY,
  259. "music_victory");
  260. m_audioEventHandler->loadAmbientMusic(Engine::Core::AmbientState::DEFEAT,
  261. "music_defeat");
  262. qInfo() << "Audio mappings configured";
  263. } else {
  264. qWarning() << "Failed to initialize AudioEventHandler";
  265. }
  266. connect(m_cursor_manager.get(), &CursorManager::mode_changed, this, [this]() {
  267. if (m_cursor_manager && m_window) {
  268. m_cursor_manager->update_cursor_shape(m_window);
  269. }
  270. emit cursor_mode_changed();
  271. });
  272. connect(m_cursor_manager.get(), &CursorManager::global_cursor_changed, this,
  273. &GameEngine::global_cursor_changed);
  274. connect(m_selectionController.get(),
  275. &Game::Systems::SelectionController::selection_changed, this,
  276. &GameEngine::selected_units_changed);
  277. connect(m_selectionController.get(),
  278. &Game::Systems::SelectionController::selection_changed, this,
  279. &GameEngine::sync_selection_flags);
  280. connect(
  281. m_selectionController.get(),
  282. &Game::Systems::SelectionController::selection_model_refresh_requested,
  283. this, &GameEngine::selected_units_data_changed);
  284. connect(m_commandController.get(),
  285. &App::Controllers::CommandController::attack_target_selected,
  286. [this]() {
  287. if (auto *sel_sys =
  288. m_world->get_system<Game::Systems::SelectionSystem>()) {
  289. const auto &sel = sel_sys->get_selected_units();
  290. if (!sel.empty()) {
  291. auto *cam = m_camera.get();
  292. auto *picking = m_pickingService.get();
  293. if ((cam != nullptr) && (picking != nullptr)) {
  294. Engine::Core::EntityID const target_id =
  295. Game::Systems::PickingService::pick_unit_first(
  296. 0.0F, 0.0F, *m_world, *cam, m_viewport.width,
  297. m_viewport.height, 0);
  298. if (target_id != 0) {
  299. App::Controllers::ActionVFX::spawnAttackArrow(m_world.get(),
  300. target_id);
  301. }
  302. }
  303. }
  304. }
  305. });
  306. connect(m_commandController.get(),
  307. &App::Controllers::CommandController::troop_limit_reached, [this]() {
  308. set_error(
  309. "Maximum troop limit reached. Cannot produce more units.");
  310. });
  311. connect(m_commandController.get(),
  312. &App::Controllers::CommandController::hold_mode_changed, this,
  313. &GameEngine::hold_mode_changed);
  314. connect(m_commandController.get(),
  315. &App::Controllers::CommandController::guard_mode_changed, this,
  316. &GameEngine::guard_mode_changed);
  317. connect(m_commandController.get(),
  318. &App::Controllers::CommandController::formation_mode_changed, this,
  319. &GameEngine::formation_mode_changed);
  320. connect(m_commandController.get(),
  321. &App::Controllers::CommandController::formation_placement_started,
  322. [this]() { emit placing_formation_changed(); });
  323. connect(m_commandController.get(),
  324. &App::Controllers::CommandController::formation_placement_ended,
  325. [this]() { emit placing_formation_changed(); });
  326. connect(this, SIGNAL(selected_units_changed()), m_selectedUnitsModel,
  327. SLOT(refresh()));
  328. connect(this, SIGNAL(selected_units_data_changed()), m_selectedUnitsModel,
  329. SLOT(refresh()));
  330. emit selected_units_changed();
  331. m_unit_died_subscription =
  332. Engine::Core::ScopedEventSubscription<Engine::Core::UnitDiedEvent>(
  333. [this](const Engine::Core::UnitDiedEvent &e) {
  334. on_unit_died(e);
  335. if (Game::Units::isTroopSpawn(e.spawn_type) &&
  336. e.owner_id != m_runtime.local_owner_id &&
  337. e.killer_owner_id == m_runtime.local_owner_id) {
  338. int const production_cost =
  339. Game::Units::TroopConfig::instance().getProductionCost(
  340. e.spawn_type);
  341. m_enemyTroopsDefeated += production_cost;
  342. emit enemy_troops_defeated_changed();
  343. }
  344. });
  345. m_unit_spawned_subscription =
  346. Engine::Core::ScopedEventSubscription<Engine::Core::UnitSpawnedEvent>(
  347. [this](const Engine::Core::UnitSpawnedEvent &e) {
  348. on_unit_spawned(e);
  349. });
  350. }
  351. GameEngine::~GameEngine() {
  352. if (m_audioEventHandler) {
  353. m_audioEventHandler->shutdown();
  354. }
  355. AudioSystem::getInstance().shutdown();
  356. qInfo() << "AudioSystem shut down";
  357. }
  358. void GameEngine::cleanup_opengl_resources() {
  359. qInfo() << "Cleaning up OpenGL resources...";
  360. QOpenGLContext *context = QOpenGLContext::currentContext();
  361. const bool has_valid_context = (context != nullptr);
  362. if (!has_valid_context) {
  363. qInfo() << "No valid OpenGL context, skipping OpenGL cleanup";
  364. }
  365. if (m_renderer && has_valid_context) {
  366. m_renderer->shutdown();
  367. qInfo() << "Renderer shut down";
  368. }
  369. m_passes.clear();
  370. m_ground.reset();
  371. m_terrain.reset();
  372. m_biome.reset();
  373. m_river.reset();
  374. m_road.reset();
  375. m_riverbank.reset();
  376. m_bridge.reset();
  377. m_fog.reset();
  378. m_stone.reset();
  379. m_plant.reset();
  380. m_pine.reset();
  381. m_olive.reset();
  382. m_firecamp.reset();
  383. m_rain.reset();
  384. m_rainManager.reset();
  385. m_renderer.reset();
  386. m_resources.reset();
  387. qInfo() << "OpenGL resources cleaned up";
  388. }
  389. void GameEngine::on_map_clicked(qreal sx, qreal sy) {
  390. if (m_window == nullptr) {
  391. return;
  392. }
  393. ensure_initialized();
  394. if (m_input_handler) {
  395. m_input_handler->on_map_clicked(sx, sy, m_runtime.local_owner_id,
  396. m_viewport);
  397. }
  398. }
  399. void GameEngine::on_right_click(qreal sx, qreal sy) {
  400. if (m_window == nullptr) {
  401. return;
  402. }
  403. ensure_initialized();
  404. if (m_input_handler) {
  405. m_input_handler->on_right_click(sx, sy, m_runtime.local_owner_id,
  406. m_viewport);
  407. }
  408. }
  409. void GameEngine::on_right_double_click(qreal sx, qreal sy) {
  410. if (m_window == nullptr) {
  411. return;
  412. }
  413. ensure_initialized();
  414. if (m_input_handler) {
  415. m_input_handler->on_right_double_click(sx, sy, m_runtime.local_owner_id,
  416. m_viewport);
  417. }
  418. }
  419. void GameEngine::on_attack_click(qreal sx, qreal sy) {
  420. if (m_window == nullptr) {
  421. return;
  422. }
  423. ensure_initialized();
  424. if (m_input_handler) {
  425. m_input_handler->on_attack_click(sx, sy, m_viewport);
  426. }
  427. }
  428. void GameEngine::reset_movement(Engine::Core::Entity *entity) {
  429. InputCommandHandler::reset_movement(entity);
  430. }
  431. void GameEngine::on_stop_command() {
  432. if (!m_input_handler) {
  433. return;
  434. }
  435. ensure_initialized();
  436. m_input_handler->on_stop_command();
  437. }
  438. void GameEngine::on_hold_command() {
  439. if (!m_input_handler) {
  440. return;
  441. }
  442. ensure_initialized();
  443. m_input_handler->on_hold_command();
  444. }
  445. void GameEngine::on_guard_command() {
  446. if (!m_input_handler) {
  447. return;
  448. }
  449. ensure_initialized();
  450. m_input_handler->on_guard_command();
  451. }
  452. void GameEngine::on_formation_command() {
  453. if (!m_input_handler) {
  454. return;
  455. }
  456. ensure_initialized();
  457. m_input_handler->on_formation_command();
  458. }
  459. void GameEngine::on_run_command() {
  460. if (!m_input_handler) {
  461. return;
  462. }
  463. ensure_initialized();
  464. m_input_handler->on_run_command();
  465. }
  466. void GameEngine::on_heal_command() {
  467. if (!m_cursor_manager) {
  468. return;
  469. }
  470. ensure_initialized();
  471. m_cursor_manager->set_mode(CursorMode::Heal);
  472. }
  473. void GameEngine::on_build_command() {
  474. if (!m_cursor_manager) {
  475. return;
  476. }
  477. ensure_initialized();
  478. m_cursor_manager->set_mode(CursorMode::Build);
  479. }
  480. void GameEngine::on_guard_click(qreal sx, qreal sy) {
  481. if (!m_input_handler || !m_camera) {
  482. return;
  483. }
  484. ensure_initialized();
  485. m_input_handler->on_guard_click(sx, sy, m_viewport);
  486. }
  487. auto GameEngine::any_selected_in_hold_mode() const -> bool {
  488. if (!m_input_handler) {
  489. return false;
  490. }
  491. return m_input_handler->any_selected_in_hold_mode();
  492. }
  493. auto GameEngine::any_selected_in_guard_mode() const -> bool {
  494. if (!m_input_handler) {
  495. return false;
  496. }
  497. return m_input_handler->any_selected_in_guard_mode();
  498. }
  499. auto GameEngine::any_selected_in_formation_mode() const -> bool {
  500. if (!m_input_handler) {
  501. return false;
  502. }
  503. return m_input_handler->any_selected_in_formation_mode();
  504. }
  505. auto GameEngine::any_selected_in_run_mode() const -> bool {
  506. if (!m_input_handler) {
  507. return false;
  508. }
  509. return m_input_handler->any_selected_in_run_mode();
  510. }
  511. auto GameEngine::is_placing_formation() const -> bool {
  512. if (m_commandController) {
  513. return m_commandController->is_placing_formation();
  514. }
  515. return false;
  516. }
  517. bool GameEngine::is_campaign_mission() const {
  518. if (!m_campaign_manager) {
  519. return false;
  520. }
  521. return m_campaign_manager->current_mission_context().is_campaign();
  522. }
  523. void GameEngine::on_formation_mouse_move(qreal sx, qreal sy) {
  524. if (!m_input_handler) {
  525. return;
  526. }
  527. ensure_initialized();
  528. m_input_handler->on_formation_mouse_move(sx, sy, m_viewport);
  529. }
  530. void GameEngine::on_formation_scroll(float delta) {
  531. if (!m_input_handler) {
  532. return;
  533. }
  534. ensure_initialized();
  535. m_input_handler->on_formation_scroll(delta);
  536. }
  537. void GameEngine::on_formation_confirm() {
  538. if (!m_input_handler) {
  539. return;
  540. }
  541. ensure_initialized();
  542. m_input_handler->on_formation_confirm();
  543. }
  544. void GameEngine::on_formation_cancel() {
  545. if (!m_input_handler) {
  546. return;
  547. }
  548. ensure_initialized();
  549. m_input_handler->on_formation_cancel();
  550. }
  551. auto GameEngine::is_placing_construction() const -> bool {
  552. return m_production_manager ? m_production_manager->is_placing_construction()
  553. : false;
  554. }
  555. void GameEngine::on_construction_mouse_move(qreal sx, qreal sy) {
  556. ensure_initialized();
  557. if (m_production_manager) {
  558. m_production_manager->on_construction_mouse_move(sx, sy, m_viewport);
  559. }
  560. }
  561. void GameEngine::on_construction_confirm() {
  562. ensure_initialized();
  563. if (m_production_manager) {
  564. m_production_manager->on_construction_confirm();
  565. }
  566. }
  567. void GameEngine::on_construction_cancel() {
  568. if (m_production_manager) {
  569. m_production_manager->on_construction_cancel();
  570. }
  571. }
  572. void GameEngine::on_patrol_click(qreal sx, qreal sy) {
  573. if (!m_input_handler || !m_camera) {
  574. return;
  575. }
  576. ensure_initialized();
  577. m_input_handler->on_patrol_click(sx, sy, m_viewport);
  578. }
  579. void GameEngine::update_cursor(Qt::CursorShape newCursor) {
  580. if (m_window == nullptr) {
  581. return;
  582. }
  583. if (m_runtime.current_cursor != newCursor) {
  584. m_runtime.current_cursor = newCursor;
  585. m_window->setCursor(newCursor);
  586. }
  587. }
  588. void GameEngine::set_error(const QString &errorMessage) {
  589. if (m_runtime.last_error != errorMessage) {
  590. m_runtime.last_error = errorMessage;
  591. qCritical() << "GameEngine error:" << errorMessage;
  592. emit last_error_changed();
  593. }
  594. }
  595. void GameEngine::set_cursor_mode(CursorMode mode) {
  596. if (!m_cursor_manager) {
  597. return;
  598. }
  599. m_cursor_manager->set_mode(mode);
  600. m_cursor_manager->update_cursor_shape(m_window);
  601. }
  602. void GameEngine::set_cursor_mode(const QString &mode) {
  603. set_cursor_mode(CursorModeUtils::fromString(mode));
  604. }
  605. auto GameEngine::cursor_mode() const -> QString {
  606. if (!m_cursor_manager) {
  607. return "normal";
  608. }
  609. return m_cursor_manager->mode_string();
  610. }
  611. auto GameEngine::global_cursor_x() const -> qreal {
  612. if (!m_cursor_manager) {
  613. return 0;
  614. }
  615. return m_cursor_manager->global_cursor_x(m_window);
  616. }
  617. auto GameEngine::global_cursor_y() const -> qreal {
  618. if (!m_cursor_manager) {
  619. return 0;
  620. }
  621. return m_cursor_manager->global_cursor_y(m_window);
  622. }
  623. void GameEngine::set_hover_at_screen(qreal sx, qreal sy) {
  624. if (m_window == nullptr) {
  625. return;
  626. }
  627. ensure_initialized();
  628. if (m_input_handler) {
  629. m_input_handler->set_hover_at_screen(sx, sy, m_viewport);
  630. }
  631. }
  632. void GameEngine::on_click_select(qreal sx, qreal sy, bool additive) {
  633. if (m_window == nullptr) {
  634. return;
  635. }
  636. ensure_initialized();
  637. if (m_input_handler) {
  638. m_input_handler->on_click_select(sx, sy, additive, m_runtime.local_owner_id,
  639. m_viewport);
  640. }
  641. }
  642. void GameEngine::on_area_selected(qreal x1, qreal y1, qreal x2, qreal y2,
  643. bool additive) {
  644. if (m_window == nullptr) {
  645. return;
  646. }
  647. ensure_initialized();
  648. if (m_input_handler) {
  649. m_input_handler->on_area_selected(x1, y1, x2, y2, additive,
  650. m_runtime.local_owner_id, m_viewport);
  651. }
  652. }
  653. void GameEngine::select_all_troops() {
  654. ensure_initialized();
  655. if (m_input_handler) {
  656. m_input_handler->select_all_troops(m_runtime.local_owner_id);
  657. }
  658. }
  659. void GameEngine::select_unit_by_id(int unitId) {
  660. ensure_initialized();
  661. if (m_input_handler) {
  662. m_input_handler->select_unit_by_id(unitId, m_runtime.local_owner_id);
  663. }
  664. }
  665. void GameEngine::ensure_initialized() {
  666. QString error;
  667. Game::Map::WorldBootstrap::ensure_initialized(
  668. m_runtime.initialized, *m_renderer, *m_camera, m_ground.get(), &error);
  669. if (!error.isEmpty()) {
  670. set_error(error);
  671. }
  672. }
  673. auto GameEngine::enemy_troops_defeated() const -> int {
  674. return m_enemyTroopsDefeated;
  675. }
  676. auto GameEngine::get_player_stats(int owner_id) -> QVariantMap {
  677. QVariantMap result;
  678. auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
  679. const auto *stats = stats_registry.get_stats(owner_id);
  680. if (stats != nullptr) {
  681. result["troopsRecruited"] = stats->troops_recruited;
  682. result["enemiesKilled"] = stats->enemies_killed;
  683. result["losses"] = stats->losses;
  684. result["barracksOwned"] = stats->barracks_owned;
  685. result["playTimeSec"] = stats->play_time_sec;
  686. result["gameEnded"] = stats->game_ended;
  687. } else {
  688. result["troopsRecruited"] = 0;
  689. result["enemiesKilled"] = 0;
  690. result["losses"] = 0;
  691. result["barracksOwned"] = 0;
  692. result["playTimeSec"] = 0.0F;
  693. result["gameEnded"] = false;
  694. }
  695. return result;
  696. }
  697. void GameEngine::update(float dt) {
  698. if (m_runtime.loading) {
  699. return;
  700. }
  701. if (m_runtime.paused) {
  702. dt = 0.0F;
  703. } else {
  704. dt *= m_runtime.time_scale;
  705. }
  706. if (!m_runtime.paused && !m_runtime.loading) {
  707. if (m_ambient_state_manager) {
  708. m_ambient_state_manager->update(dt, m_world.get(),
  709. m_runtime.local_owner_id, m_entity_cache,
  710. m_runtime.victory_state);
  711. }
  712. }
  713. if (m_renderer) {
  714. m_renderer->update_animation_time(dt);
  715. }
  716. if (m_camera) {
  717. m_camera->update(dt);
  718. }
  719. if (m_world) {
  720. m_world->update(dt);
  721. auto &visibility_service = Game::Map::VisibilityService::instance();
  722. if (visibility_service.is_initialized() && !m_level.is_spectator_mode) {
  723. m_runtime.visibility_update_accumulator += dt;
  724. const float visibility_update_interval =
  725. Game::GameConfig::instance().gameplay().visibility_update_interval;
  726. if (m_runtime.visibility_update_accumulator >=
  727. visibility_update_interval) {
  728. m_runtime.visibility_update_accumulator = 0.0F;
  729. visibility_service.update(*m_world, m_runtime.local_owner_id);
  730. }
  731. const auto new_version = visibility_service.version();
  732. if (new_version != m_runtime.visibility_version) {
  733. if (m_fog) {
  734. m_fog->update_mask(visibility_service.getWidth(),
  735. visibility_service.getHeight(),
  736. visibility_service.getTileSize(),
  737. visibility_service.snapshotCells());
  738. }
  739. m_runtime.visibility_version = new_version;
  740. }
  741. }
  742. if (m_minimap_manager) {
  743. if (!m_level.is_spectator_mode) {
  744. m_minimap_manager->update_fog(dt, m_runtime.local_owner_id);
  745. }
  746. auto *selection_system =
  747. m_world->get_system<Game::Systems::SelectionSystem>();
  748. m_minimap_manager->update_units(m_world.get(), selection_system);
  749. m_minimap_manager->update_camera_viewport(
  750. m_camera.get(), static_cast<float>(m_viewport.width),
  751. static_cast<float>(m_viewport.height));
  752. emit minimap_image_changed();
  753. }
  754. }
  755. if (m_rainManager) {
  756. m_rainManager->update(dt);
  757. if (m_rain) {
  758. m_rain->set_enabled(m_rainManager->is_enabled());
  759. m_rain->set_intensity(m_rainManager->get_intensity());
  760. m_rain->set_weather_type(m_rainManager->get_weather_type());
  761. m_rain->set_wind_strength(m_rainManager->get_wind_strength());
  762. if (m_camera) {
  763. m_rain->set_camera_position(m_camera->get_position());
  764. }
  765. }
  766. }
  767. if (m_victoryService && m_world) {
  768. m_victoryService->update(*m_world, dt);
  769. }
  770. if (m_camera_controller) {
  771. m_camera_controller->update_follow(m_followSelectionEnabled);
  772. }
  773. if (m_selectedUnitsModel != nullptr) {
  774. auto *selection_system =
  775. m_world->get_system<Game::Systems::SelectionSystem>();
  776. if ((selection_system != nullptr) &&
  777. !selection_system->get_selected_units().empty()) {
  778. m_runtime.selection_refresh_counter++;
  779. if (m_runtime.selection_refresh_counter >= 15) {
  780. m_runtime.selection_refresh_counter = 0;
  781. emit selected_units_data_changed();
  782. }
  783. }
  784. }
  785. }
  786. void GameEngine::render(int pixelWidth, int pixelHeight) {
  787. if (!m_renderer || !m_world || !m_runtime.initialized || m_runtime.loading) {
  788. return;
  789. }
  790. Game::Systems::CameraVisibilityService::instance().set_camera(m_camera.get());
  791. if (pixelWidth > 0 && pixelHeight > 0) {
  792. m_viewport.width = pixelWidth;
  793. m_viewport.height = pixelHeight;
  794. m_renderer->set_viewport(pixelWidth, pixelHeight);
  795. }
  796. if (auto *selection_system =
  797. m_world->get_system<Game::Systems::SelectionSystem>()) {
  798. const auto &sel = selection_system->get_selected_units();
  799. std::vector<unsigned int> const ids(sel.begin(), sel.end());
  800. m_renderer->set_selected_entities(ids);
  801. }
  802. m_renderer->begin_frame();
  803. if (auto *res = m_renderer->resources()) {
  804. for (auto *pass : m_passes) {
  805. if (pass != nullptr) {
  806. pass->submit(*m_renderer, res);
  807. }
  808. }
  809. }
  810. if (m_renderer && m_hoverTracker) {
  811. m_renderer->set_hovered_entity_id(m_hoverTracker->getLastHoveredEntity());
  812. }
  813. if (m_renderer) {
  814. m_renderer->set_local_owner_id(m_runtime.local_owner_id);
  815. }
  816. m_renderer->render_world(m_world.get());
  817. render_game_effects();
  818. m_renderer->end_frame();
  819. update_loading_overlay();
  820. update_cursor_position();
  821. }
  822. void GameEngine::render_game_effects() {
  823. auto *res = m_renderer->resources();
  824. if (!res) {
  825. return;
  826. }
  827. if (auto *arrow_system = m_world->get_system<Game::Systems::ArrowSystem>()) {
  828. Render::GL::render_arrows(m_renderer.get(), res, *arrow_system);
  829. }
  830. if (auto *projectile_system =
  831. m_world->get_system<Game::Systems::ProjectileSystem>()) {
  832. Render::GL::render_projectiles(m_renderer.get(), res, *projectile_system);
  833. }
  834. if (auto *healing_beam_system =
  835. m_world->get_system<Game::Systems::HealingBeamSystem>()) {
  836. if (auto *res = m_renderer->resources()) {
  837. Render::GL::render_healing_beams(m_renderer.get(), res,
  838. *healing_beam_system);
  839. Render::GL::render_healing_waves(m_renderer.get(), res,
  840. *healing_beam_system);
  841. }
  842. }
  843. Render::GL::render_healer_auras(m_renderer.get(), res, m_world.get());
  844. Render::GL::render_combat_dust(m_renderer.get(), res, m_world.get());
  845. std::optional<QVector3D> preview_waypoint;
  846. if (m_commandController && m_commandController->has_patrol_first_waypoint()) {
  847. preview_waypoint = m_commandController->get_patrol_first_waypoint();
  848. }
  849. Render::GL::render_patrol_flags(m_renderer.get(), res, *m_world,
  850. preview_waypoint);
  851. if (m_commandController && m_commandController->is_placing_formation()) {
  852. Render::GL::FormationPlacementInfo placement;
  853. placement.position =
  854. m_commandController->get_formation_placement_position();
  855. placement.angle_degrees =
  856. m_commandController->get_formation_placement_angle();
  857. placement.active = true;
  858. Render::GL::render_formation_arrow(m_renderer.get(), res, placement);
  859. }
  860. }
  861. void GameEngine::update_loading_overlay() {
  862. if (!m_loading_overlay_wait_for_first_frame) {
  863. return;
  864. }
  865. if (!m_renderer || !m_renderer->resources()) {
  866. m_loading_overlay_frames_remaining = 5;
  867. m_loading_overlay_timer.restart();
  868. return;
  869. }
  870. if (m_loading_overlay_frames_remaining > 0) {
  871. m_loading_overlay_frames_remaining--;
  872. }
  873. constexpr qint64 k_loading_overlay_max_wait_ms = 15000;
  874. const qint64 elapsed_ms =
  875. m_loading_overlay_timer.isValid() ? m_loading_overlay_timer.elapsed() : 0;
  876. const bool enough_time = m_loading_overlay_timer.isValid() &&
  877. (elapsed_ms >= m_loading_overlay_min_duration_ms);
  878. const bool exceeded_max_wait = m_loading_overlay_timer.isValid() &&
  879. (elapsed_ms >= k_loading_overlay_max_wait_ms);
  880. QStringList pending_components;
  881. const bool biome_ready = !m_biome || m_biome->is_gpu_ready();
  882. const bool pine_ready = !m_pine || m_pine->is_gpu_ready();
  883. const bool olive_ready = !m_olive || m_olive->is_gpu_ready();
  884. const bool plant_ready = !m_plant || m_plant->is_gpu_ready();
  885. const bool stone_ready = !m_stone || m_stone->is_gpu_ready();
  886. const bool firecamp_ready = !m_firecamp || m_firecamp->is_gpu_ready();
  887. if (!biome_ready) {
  888. pending_components << QStringLiteral("biome");
  889. }
  890. if (!pine_ready) {
  891. pending_components << QStringLiteral("pine");
  892. }
  893. if (!olive_ready) {
  894. pending_components << QStringLiteral("olive");
  895. }
  896. if (!plant_ready) {
  897. pending_components << QStringLiteral("plant");
  898. }
  899. if (!stone_ready) {
  900. pending_components << QStringLiteral("stone");
  901. }
  902. if (!firecamp_ready) {
  903. pending_components << QStringLiteral("firecamp");
  904. }
  905. const bool biome_gpu_ready = pending_components.isEmpty();
  906. if (enough_time && m_loading_overlay_frames_remaining <= 0 &&
  907. (biome_gpu_ready || exceeded_max_wait)) {
  908. if (exceeded_max_wait && !biome_gpu_ready) {
  909. qWarning() << "Loading overlay timed out waiting for GPU readiness"
  910. << pending_components.join(", ");
  911. }
  912. m_loading_overlay_wait_for_first_frame = false;
  913. m_loading_overlay_active = false;
  914. if (m_finalize_progress_after_overlay && m_loading_progress_tracker) {
  915. m_loading_progress_tracker->set_stage(
  916. LoadingProgressTracker::LoadingStage::COMPLETED);
  917. }
  918. m_finalize_progress_after_overlay = false;
  919. emit is_loading_changed();
  920. if (m_show_objectives_after_loading) {
  921. m_show_objectives_after_loading = false;
  922. emit campaign_mission_changed();
  923. }
  924. }
  925. }
  926. void GameEngine::update_cursor_position() {
  927. qreal const current_x = global_cursor_x();
  928. qreal const current_y = global_cursor_y();
  929. if (current_x != m_runtime.last_cursor_x ||
  930. current_y != m_runtime.last_cursor_y) {
  931. m_runtime.last_cursor_x = current_x;
  932. m_runtime.last_cursor_y = current_y;
  933. emit global_cursor_changed();
  934. }
  935. }
  936. auto GameEngine::screen_to_ground(const QPointF &screenPt,
  937. QVector3D &outWorld) -> bool {
  938. return App::Utils::screen_to_ground(m_pickingService.get(), m_camera.get(),
  939. m_window, m_viewport.width,
  940. m_viewport.height, screenPt, outWorld);
  941. }
  942. auto GameEngine::world_to_screen(const QVector3D &world,
  943. QPointF &outScreen) const -> bool {
  944. return App::Utils::world_to_screen(m_pickingService.get(), m_camera.get(),
  945. m_window, m_viewport.width,
  946. m_viewport.height, world, outScreen);
  947. }
  948. void GameEngine::sync_selection_flags() {
  949. auto *selection_system =
  950. m_world->get_system<Game::Systems::SelectionSystem>();
  951. if (!m_world || (selection_system == nullptr)) {
  952. return;
  953. }
  954. App::Utils::sanitize_selection(m_world.get(), selection_system);
  955. if (selection_system->get_selected_units().empty()) {
  956. if (m_cursor_manager && m_cursor_manager->mode() != CursorMode::Normal) {
  957. set_cursor_mode(CursorMode::Normal);
  958. }
  959. }
  960. }
  961. void GameEngine::camera_move(float dx, float dz) {
  962. ensure_initialized();
  963. if (m_camera_controller) {
  964. m_camera_controller->move(dx, dz);
  965. }
  966. }
  967. void GameEngine::camera_elevate(float dy) {
  968. ensure_initialized();
  969. if (m_camera_controller) {
  970. m_camera_controller->elevate(dy);
  971. }
  972. }
  973. void GameEngine::reset_camera() {
  974. ensure_initialized();
  975. if (m_camera_controller) {
  976. m_camera_controller->reset(m_runtime.local_owner_id, m_level);
  977. }
  978. }
  979. void GameEngine::camera_zoom(float delta) {
  980. ensure_initialized();
  981. if (m_camera_controller) {
  982. m_camera_controller->zoom(delta);
  983. }
  984. }
  985. auto GameEngine::camera_distance() const -> float {
  986. if (m_camera_controller) {
  987. return m_camera_controller->distance();
  988. }
  989. return 0.0F;
  990. }
  991. void GameEngine::camera_yaw(float degrees) {
  992. ensure_initialized();
  993. if (m_camera_controller) {
  994. m_camera_controller->yaw(degrees);
  995. }
  996. }
  997. void GameEngine::camera_orbit(float yaw_deg, float pitch_deg) {
  998. ensure_initialized();
  999. if (m_camera_controller) {
  1000. m_camera_controller->orbit(yaw_deg, pitch_deg);
  1001. }
  1002. }
  1003. void GameEngine::camera_orbit_direction(int direction, bool shift) {
  1004. if (m_camera_controller) {
  1005. m_camera_controller->orbit_direction(direction, shift);
  1006. }
  1007. }
  1008. void GameEngine::camera_follow_selection(bool enable) {
  1009. ensure_initialized();
  1010. m_followSelectionEnabled = enable;
  1011. if (m_camera_controller) {
  1012. m_camera_controller->follow_selection(enable);
  1013. }
  1014. }
  1015. void GameEngine::camera_set_follow_lerp(float alpha) {
  1016. ensure_initialized();
  1017. if (m_camera_controller) {
  1018. m_camera_controller->set_follow_lerp(alpha);
  1019. }
  1020. }
  1021. void GameEngine::on_minimap_left_click(qreal mx, qreal my, qreal minimap_width,
  1022. qreal minimap_height) {
  1023. ensure_initialized();
  1024. if (!m_camera || !m_minimap_manager || !m_minimap_manager->has_minimap()) {
  1025. return;
  1026. }
  1027. const QImage &minimap_img = m_minimap_manager->get_image();
  1028. if (minimap_img.isNull()) {
  1029. return;
  1030. }
  1031. const float img_width = static_cast<float>(minimap_img.width());
  1032. const float img_height = static_cast<float>(minimap_img.height());
  1033. const float px =
  1034. (static_cast<float>(mx) / static_cast<float>(minimap_width)) * img_width;
  1035. const float py =
  1036. (static_cast<float>(my) / static_cast<float>(minimap_height)) *
  1037. img_height;
  1038. const auto [world_x, world_z] = Game::Map::Minimap::pixel_to_world(
  1039. px, py, m_minimap_manager->get_world_width(),
  1040. m_minimap_manager->get_world_height(), img_width, img_height,
  1041. m_minimap_manager->get_tile_size());
  1042. if (m_camera) {
  1043. const QVector3D new_target(world_x, 0.0F, world_z);
  1044. const QVector3D current_target = m_camera->get_target();
  1045. const QVector3D current_position = m_camera->get_position();
  1046. const QVector3D offset = current_position - current_target;
  1047. m_camera->look_at(new_target + offset, new_target,
  1048. m_camera->get_up_vector());
  1049. }
  1050. m_followSelectionEnabled = false;
  1051. if (m_camera_controller) {
  1052. m_camera_controller->follow_selection(false);
  1053. }
  1054. }
  1055. void GameEngine::on_minimap_right_click(qreal mx, qreal my, qreal minimap_width,
  1056. qreal minimap_height) {
  1057. ensure_initialized();
  1058. if (m_level.is_spectator_mode || !m_world || !m_minimap_manager ||
  1059. !m_minimap_manager->has_minimap()) {
  1060. return;
  1061. }
  1062. const QImage &minimap_img = m_minimap_manager->get_image();
  1063. if (minimap_img.isNull()) {
  1064. return;
  1065. }
  1066. const float img_width = static_cast<float>(minimap_img.width());
  1067. const float img_height = static_cast<float>(minimap_img.height());
  1068. const float px =
  1069. (static_cast<float>(mx) / static_cast<float>(minimap_width)) * img_width;
  1070. const float py =
  1071. (static_cast<float>(my) / static_cast<float>(minimap_height)) *
  1072. img_height;
  1073. const auto [world_x, world_z] = Game::Map::Minimap::pixel_to_world(
  1074. px, py, m_minimap_manager->get_world_width(),
  1075. m_minimap_manager->get_world_height(), img_width, img_height,
  1076. m_minimap_manager->get_tile_size());
  1077. auto *selection_system =
  1078. m_world->get_system<Game::Systems::SelectionSystem>();
  1079. if (!selection_system) {
  1080. return;
  1081. }
  1082. const auto &selected = selection_system->get_selected_units();
  1083. if (selected.empty()) {
  1084. return;
  1085. }
  1086. const QVector3D target_pos(world_x, 0.0F, world_z);
  1087. auto targets = Game::Systems::FormationPlanner::spread_formation_by_nation(
  1088. *m_world, selected, target_pos,
  1089. Game::GameConfig::instance().gameplay().formation_spacing_default);
  1090. Game::Systems::CommandService::MoveOptions opts;
  1091. opts.group_move = selected.size() > 1;
  1092. Game::Systems::CommandService::move_units(*m_world, selected, targets, opts);
  1093. }
  1094. auto GameEngine::selected_units_model() -> QAbstractItemModel * {
  1095. return m_selectedUnitsModel;
  1096. }
  1097. auto GameEngine::audio_system() -> QObject * {
  1098. return m_audio_systemProxy.get();
  1099. }
  1100. auto GameEngine::has_units_selected() const -> bool {
  1101. if (!m_selectionController) {
  1102. return false;
  1103. }
  1104. return m_selectionController->has_units_selected();
  1105. }
  1106. auto GameEngine::player_troop_count() const -> int {
  1107. return m_entity_cache.player_troop_count;
  1108. }
  1109. auto GameEngine::has_selected_type(const QString &type) const -> bool {
  1110. if (!m_selectionController) {
  1111. return false;
  1112. }
  1113. return m_selectionController->has_selected_type(type);
  1114. }
  1115. void GameEngine::recruit_near_selected(const QString &unit_type) {
  1116. ensure_initialized();
  1117. if (!m_commandController) {
  1118. return;
  1119. }
  1120. m_commandController->recruit_near_selected(unit_type,
  1121. m_runtime.local_owner_id);
  1122. }
  1123. void GameEngine::start_building_placement(const QString &building_type) {
  1124. ensure_initialized();
  1125. if (m_production_manager) {
  1126. m_production_manager->start_building_placement(building_type);
  1127. set_cursor_mode(CursorMode::PlaceBuilding);
  1128. }
  1129. }
  1130. void GameEngine::place_building_at_screen(qreal sx, qreal sy) {
  1131. ensure_initialized();
  1132. if (m_production_manager) {
  1133. m_production_manager->place_building_at_screen(
  1134. sx, sy, m_runtime.local_owner_id, m_viewport);
  1135. set_cursor_mode(CursorMode::Normal);
  1136. }
  1137. }
  1138. void GameEngine::cancel_building_placement() {
  1139. if (m_production_manager) {
  1140. m_production_manager->cancel_building_placement();
  1141. }
  1142. set_cursor_mode(CursorMode::Normal);
  1143. }
  1144. auto GameEngine::pending_building_type() const -> QString {
  1145. return m_production_manager ? m_production_manager->pending_building_type()
  1146. : QString();
  1147. }
  1148. auto GameEngine::get_selected_production_state() const -> QVariantMap {
  1149. return m_production_manager
  1150. ? m_production_manager->get_selected_production_state(
  1151. m_runtime.local_owner_id)
  1152. : QVariantMap();
  1153. }
  1154. auto GameEngine::get_unit_production_info(
  1155. const QString &unit_type, const QString &nation_id) const -> QVariantMap {
  1156. return m_production_manager ? m_production_manager->get_unit_production_info(
  1157. unit_type, nation_id)
  1158. : QVariantMap();
  1159. }
  1160. auto GameEngine::get_selected_builder_production_state() const -> QVariantMap {
  1161. return m_production_manager
  1162. ? m_production_manager->get_selected_builder_production_state()
  1163. : QVariantMap();
  1164. }
  1165. void GameEngine::start_builder_construction(const QString &item_type) {
  1166. if (m_production_manager) {
  1167. m_production_manager->start_builder_construction(item_type);
  1168. }
  1169. }
  1170. auto GameEngine::get_selected_units_command_mode() const -> QString {
  1171. return m_selection_query_service
  1172. ? m_selection_query_service->get_selected_units_command_mode()
  1173. : "normal";
  1174. }
  1175. auto GameEngine::get_selected_units_mode_availability() const -> QVariantMap {
  1176. return m_selection_query_service
  1177. ? m_selection_query_service->get_selected_units_mode_availability()
  1178. : QVariantMap();
  1179. }
  1180. void GameEngine::set_rally_at_screen(qreal sx, qreal sy) {
  1181. ensure_initialized();
  1182. if (m_production_manager) {
  1183. m_production_manager->set_rally_at_screen(sx, sy, m_runtime.local_owner_id,
  1184. m_viewport);
  1185. }
  1186. }
  1187. void GameEngine::start_loading_maps() {
  1188. m_available_maps.clear();
  1189. if (m_mapCatalog) {
  1190. m_mapCatalog->load_maps_async();
  1191. }
  1192. load_campaigns();
  1193. }
  1194. auto GameEngine::available_maps() const -> QVariantList {
  1195. return m_available_maps;
  1196. }
  1197. auto GameEngine::available_nations() const -> QVariantList {
  1198. QVariantList nations;
  1199. const auto &registry = Game::Systems::NationRegistry::instance();
  1200. const auto &all = registry.get_all_nations();
  1201. QList<QVariantMap> ordered;
  1202. ordered.reserve(static_cast<int>(all.size()));
  1203. for (const auto &nation : all) {
  1204. QVariantMap entry;
  1205. entry.insert(
  1206. QStringLiteral("id"),
  1207. QString::fromStdString(Game::Systems::nation_id_to_string(nation.id)));
  1208. entry.insert(QStringLiteral("name"),
  1209. QString::fromStdString(nation.display_name));
  1210. ordered.append(entry);
  1211. }
  1212. std::sort(ordered.begin(), ordered.end(),
  1213. [](const QVariantMap &a, const QVariantMap &b) {
  1214. return a.value(QStringLiteral("name"))
  1215. .toString()
  1216. .localeAwareCompare(
  1217. b.value(QStringLiteral("name")).toString()) < 0;
  1218. });
  1219. for (const auto &entry : ordered) {
  1220. nations.append(entry);
  1221. }
  1222. return nations;
  1223. }
  1224. auto GameEngine::available_campaigns() const -> QVariantList {
  1225. return m_campaign_manager ? m_campaign_manager->available_campaigns()
  1226. : QVariantList();
  1227. }
  1228. void GameEngine::load_campaigns() {
  1229. if (!m_saveLoadService) {
  1230. return;
  1231. }
  1232. QString error;
  1233. auto campaigns = m_saveLoadService->list_campaigns(&error);
  1234. if (!error.isEmpty()) {
  1235. qWarning() << "Failed to load campaigns:" << error;
  1236. return;
  1237. }
  1238. if (m_campaign_manager) {
  1239. m_campaign_manager->set_available_campaigns(campaigns);
  1240. }
  1241. }
  1242. void GameEngine::start_campaign_mission(const QString &mission_path) {
  1243. clear_error();
  1244. if (!m_campaign_manager) {
  1245. set_error("Campaign manager not initialized");
  1246. return;
  1247. }
  1248. m_selected_player_id = 1;
  1249. m_campaign_manager->start_campaign_mission(mission_path,
  1250. m_selected_player_id);
  1251. if (!m_campaign_manager->current_mission_definition().has_value()) {
  1252. set_error("Failed to load mission");
  1253. return;
  1254. }
  1255. const auto &mission = *m_campaign_manager->current_mission_definition();
  1256. QVariantList playerConfigs;
  1257. QVariantMap player1;
  1258. player1.insert("player_id", 1);
  1259. player1.insert("playerName", mission.player_setup.nation);
  1260. player1.insert("colorIndex", 0);
  1261. player1.insert("team_id", 0);
  1262. player1.insert("nationId", mission.player_setup.nation);
  1263. player1.insert("isHuman", true);
  1264. playerConfigs.append(player1);
  1265. int player_id = 2;
  1266. int default_team_id = 1;
  1267. for (const auto &ai_setup : mission.ai_setups) {
  1268. QVariantMap ai_player;
  1269. ai_player.insert("player_id", player_id);
  1270. ai_player.insert("playerName", ai_setup.nation);
  1271. ai_player.insert("colorIndex", player_id - 1);
  1272. int team_id;
  1273. if (ai_setup.team_id.has_value()) {
  1274. team_id = ai_setup.team_id.value();
  1275. } else {
  1276. team_id = default_team_id++;
  1277. }
  1278. ai_player.insert("team_id", team_id);
  1279. ai_player.insert("nationId", ai_setup.nation);
  1280. ai_player.insert("isHuman", false);
  1281. playerConfigs.append(ai_player);
  1282. player_id++;
  1283. }
  1284. start_skirmish_internal(mission.map_path, playerConfigs, false);
  1285. }
  1286. void GameEngine::mark_current_mission_completed() {
  1287. if (!m_campaign_manager) {
  1288. return;
  1289. }
  1290. const QString campaign_id = m_campaign_manager->current_campaign_id();
  1291. if (campaign_id.isEmpty()) {
  1292. qWarning() << "No active campaign mission to mark as completed";
  1293. return;
  1294. }
  1295. if (!m_saveLoadService) {
  1296. qWarning() << "Save/Load service not initialized";
  1297. return;
  1298. }
  1299. QString error;
  1300. bool success =
  1301. m_saveLoadService->mark_campaign_completed(campaign_id, &error);
  1302. if (!success) {
  1303. qWarning() << "Failed to mark campaign as completed:" << error;
  1304. } else {
  1305. m_campaign_manager->mark_current_mission_completed();
  1306. load_campaigns();
  1307. }
  1308. }
  1309. QVariantMap GameEngine::get_current_mission_objectives() const {
  1310. QVariantMap result;
  1311. if (!m_campaign_manager) {
  1312. return result;
  1313. }
  1314. const auto &mission_def = m_campaign_manager->current_mission_definition();
  1315. if (!mission_def.has_value()) {
  1316. return result;
  1317. }
  1318. const auto &mission = *mission_def;
  1319. result["title"] = mission.title;
  1320. result["summary"] = mission.summary;
  1321. QVariantList victory_conditions;
  1322. for (const auto &condition : mission.victory_conditions) {
  1323. QVariantMap cond;
  1324. cond["type"] = condition.type;
  1325. cond["description"] = condition.description;
  1326. if (condition.duration.has_value()) {
  1327. cond["duration"] = condition.duration.value();
  1328. }
  1329. victory_conditions.append(cond);
  1330. }
  1331. result["victory_conditions"] = victory_conditions;
  1332. QVariantList defeat_conditions;
  1333. for (const auto &condition : mission.defeat_conditions) {
  1334. QVariantMap cond;
  1335. cond["type"] = condition.type;
  1336. cond["description"] = condition.description;
  1337. defeat_conditions.append(cond);
  1338. }
  1339. result["defeat_conditions"] = defeat_conditions;
  1340. QVariantList optional_objectives;
  1341. for (const auto &condition : mission.optional_objectives) {
  1342. QVariantMap cond;
  1343. cond["type"] = condition.type;
  1344. cond["description"] = condition.description;
  1345. optional_objectives.append(cond);
  1346. }
  1347. result["optional_objectives"] = optional_objectives;
  1348. return result;
  1349. }
  1350. void GameEngine::start_skirmish(const QString &map_path,
  1351. const QVariantList &playerConfigs) {
  1352. start_skirmish_internal(map_path, playerConfigs, true);
  1353. }
  1354. void GameEngine::start_skirmish_internal(const QString &map_path,
  1355. const QVariantList &playerConfigs,
  1356. bool set_skirmish_context) {
  1357. clear_error();
  1358. m_level.map_path = map_path;
  1359. m_level.map_name = map_path;
  1360. if (m_campaign_manager && set_skirmish_context) {
  1361. m_campaign_manager->set_skirmish_context(map_path);
  1362. }
  1363. if (!m_runtime.victory_state.isEmpty()) {
  1364. m_runtime.victory_state = "";
  1365. emit victory_state_changed();
  1366. }
  1367. if (m_victoryService) {
  1368. m_victoryService->reset();
  1369. }
  1370. m_enemyTroopsDefeated = 0;
  1371. if (!m_runtime.initialized) {
  1372. ensure_initialized();
  1373. }
  1374. if (!m_world || !m_renderer || !m_camera) {
  1375. set_error("Cannot start skirmish: renderer not initialized");
  1376. return;
  1377. }
  1378. m_finalize_progress_after_overlay = false;
  1379. m_loading_overlay_active = true;
  1380. m_runtime.loading = true;
  1381. emit is_loading_changed();
  1382. if (m_loading_progress_tracker) {
  1383. m_loading_progress_tracker->start_loading();
  1384. }
  1385. QCoreApplication::processEvents(QEventLoop::AllEvents);
  1386. QTimer::singleShot(50, this, [this, map_path, playerConfigs]() {
  1387. perform_skirmish_load(map_path, playerConfigs);
  1388. });
  1389. }
  1390. void GameEngine::perform_skirmish_load(const QString &map_path,
  1391. const QVariantList &playerConfigs) {
  1392. if (!(m_world && m_renderer && m_camera)) {
  1393. set_error("Cannot start skirmish: renderer not initialized");
  1394. m_runtime.loading = false;
  1395. emit is_loading_changed();
  1396. return;
  1397. }
  1398. if (m_hoverTracker) {
  1399. m_hoverTracker->update_hover(-1, -1, *m_world, *m_camera, 0, 0);
  1400. }
  1401. LevelOrchestrator orchestrator;
  1402. LevelOrchestrator::RendererRefs renderers{
  1403. m_renderer.get(), m_camera.get(), m_ground.get(), m_terrain.get(),
  1404. m_biome.get(), m_river.get(), m_road.get(), m_riverbank.get(),
  1405. m_bridge.get(), m_fog.get(), m_stone.get(), m_plant.get(),
  1406. m_pine.get(), m_olive.get(), m_firecamp.get(), m_rain.get()};
  1407. auto visibility_ready = [this]() {
  1408. m_runtime.visibility_version =
  1409. Game::Map::VisibilityService::instance().version();
  1410. m_runtime.visibility_update_accumulator = 0.0F;
  1411. };
  1412. auto owner_update = [this]() { emit owner_info_changed(); };
  1413. const bool allow_default_player_barracks =
  1414. !m_campaign_manager ||
  1415. !m_campaign_manager->current_mission_context().is_campaign();
  1416. auto load_result = orchestrator.load_skirmish(
  1417. map_path, playerConfigs, m_selected_player_id, *m_world, renderers,
  1418. m_level, m_entity_cache, m_victoryService.get(), m_minimap_manager.get(),
  1419. visibility_ready, owner_update, allow_default_player_barracks,
  1420. m_loading_progress_tracker.get());
  1421. if (load_result.updated_player_id != m_selected_player_id) {
  1422. m_selected_player_id = load_result.updated_player_id;
  1423. emit selected_player_id_changed();
  1424. }
  1425. if (!load_result.success) {
  1426. set_error(load_result.error_message);
  1427. m_runtime.loading = false;
  1428. m_loading_overlay_active = false;
  1429. m_loading_overlay_wait_for_first_frame = false;
  1430. m_finalize_progress_after_overlay = false;
  1431. m_show_objectives_after_loading = false;
  1432. emit is_loading_changed();
  1433. return;
  1434. }
  1435. m_runtime.local_owner_id = load_result.updated_player_id;
  1436. apply_mission_setup();
  1437. configure_mission_victory_conditions();
  1438. configure_rain_system();
  1439. finalize_skirmish_load();
  1440. }
  1441. void GameEngine::apply_mission_setup() {
  1442. if (!m_world || !m_campaign_manager) {
  1443. return;
  1444. }
  1445. if (!m_campaign_manager->current_mission_context().is_campaign()) {
  1446. return;
  1447. }
  1448. if (!m_campaign_manager->current_mission_definition().has_value()) {
  1449. return;
  1450. }
  1451. auto reg = Game::Map::MapTransformer::getFactoryRegistry();
  1452. if (!reg) {
  1453. qWarning() << "Mission setup skipped: unit factory registry missing";
  1454. return;
  1455. }
  1456. const auto &mission = *m_campaign_manager->current_mission_definition();
  1457. auto &owner_registry = Game::Systems::OwnerRegistry::instance();
  1458. auto &nation_registry = Game::Systems::NationRegistry::instance();
  1459. Game::Map::MapDefinition map_def;
  1460. QString map_error;
  1461. const QString resolved_map_path =
  1462. Utils::Resources::resolveResourcePath(m_level.map_path);
  1463. bool map_loaded = Game::Map::MapLoader::loadFromJsonFile(resolved_map_path,
  1464. map_def, &map_error);
  1465. if (!map_loaded) {
  1466. qWarning() << "Mission setup: failed to load map definition for"
  1467. << m_level.map_path << "resolved to" << resolved_map_path << "-"
  1468. << map_error;
  1469. }
  1470. bool has_map_spawns = true;
  1471. if (map_loaded) {
  1472. has_map_spawns = !map_def.spawns.empty();
  1473. }
  1474. bool has_mission_spawns = !mission.player_setup.starting_units.empty() ||
  1475. !mission.player_setup.starting_buildings.empty();
  1476. for (const auto &ai_setup : mission.ai_setups) {
  1477. if (!ai_setup.starting_units.empty() ||
  1478. !ai_setup.starting_buildings.empty()) {
  1479. has_mission_spawns = true;
  1480. break;
  1481. }
  1482. }
  1483. if (has_mission_spawns && !has_map_spawns) {
  1484. std::vector<Engine::Core::EntityID> to_remove;
  1485. auto entities = m_world->get_entities_with<Engine::Core::UnitComponent>();
  1486. to_remove.reserve(entities.size());
  1487. for (auto *entity : entities) {
  1488. if (entity != nullptr) {
  1489. to_remove.push_back(entity->get_id());
  1490. }
  1491. }
  1492. for (const auto id : to_remove) {
  1493. m_world->destroy_entity(id);
  1494. }
  1495. }
  1496. auto resolve_nation_id = [&nation_registry](const QString &nation_str) {
  1497. const auto parsed =
  1498. Game::Systems::nation_id_from_string(nation_str.toStdString());
  1499. if (parsed.has_value()) {
  1500. return parsed.value();
  1501. }
  1502. return nation_registry.default_nation_id();
  1503. };
  1504. auto mission_position_to_world = [&](const Game::Mission::Position &pos) {
  1505. float world_x = pos.x;
  1506. float world_z = pos.z;
  1507. if (map_loaded && map_def.coordSystem == Game::Map::CoordSystem::Grid) {
  1508. const float tile = std::max(0.0001F, map_def.grid.tile_size);
  1509. world_x = (pos.x - (map_def.grid.width * 0.5F - 0.5F)) * tile;
  1510. world_z = (pos.z - (map_def.grid.height * 0.5F - 0.5F)) * tile;
  1511. } else if (!map_loaded) {
  1512. const float tile = std::max(0.0001F, m_level.tile_size);
  1513. world_x = (pos.x - (m_level.grid_width * 0.5F - 0.5F)) * tile;
  1514. world_z = (pos.z - (m_level.grid_height * 0.5F - 0.5F)) * tile;
  1515. }
  1516. return QVector3D(world_x, 0.0F, world_z);
  1517. };
  1518. auto apply_team_color = [&](Engine::Core::Entity *entity, int owner_id) {
  1519. if (entity == nullptr) {
  1520. return;
  1521. }
  1522. auto *renderable =
  1523. entity->get_component<Engine::Core::RenderableComponent>();
  1524. if (renderable == nullptr) {
  1525. return;
  1526. }
  1527. const QVector3D team_color = Game::Visuals::team_colorForOwner(owner_id);
  1528. renderable->color[0] = team_color.x();
  1529. renderable->color[1] = team_color.y();
  1530. renderable->color[2] = team_color.z();
  1531. };
  1532. auto parse_color = [](const QString &color_name,
  1533. std::array<float, 3> &out) -> bool {
  1534. if (color_name.isEmpty()) {
  1535. return false;
  1536. }
  1537. const QString trimmed = color_name.trimmed();
  1538. if (trimmed.startsWith('#') && trimmed.length() == 7) {
  1539. bool ok = false;
  1540. int r = trimmed.mid(1, 2).toInt(&ok, 16);
  1541. if (!ok) {
  1542. return false;
  1543. }
  1544. int g = trimmed.mid(3, 2).toInt(&ok, 16);
  1545. if (!ok) {
  1546. return false;
  1547. }
  1548. int b = trimmed.mid(5, 2).toInt(&ok, 16);
  1549. if (!ok) {
  1550. return false;
  1551. }
  1552. constexpr float scale = 255.0F;
  1553. out = {r / scale, g / scale, b / scale};
  1554. return true;
  1555. }
  1556. const QString lowered = trimmed.toLower();
  1557. if (lowered == "red") {
  1558. out = {1.00F, 0.30F, 0.30F};
  1559. return true;
  1560. }
  1561. if (lowered == "brown") {
  1562. out = {0.55F, 0.36F, 0.18F};
  1563. return true;
  1564. }
  1565. if (lowered == "blue") {
  1566. out = {0.20F, 0.55F, 1.00F};
  1567. return true;
  1568. }
  1569. if (lowered == "green") {
  1570. out = {0.20F, 0.80F, 0.40F};
  1571. return true;
  1572. }
  1573. if (lowered == "yellow") {
  1574. out = {1.00F, 0.80F, 0.20F};
  1575. return true;
  1576. }
  1577. if (lowered == "orange") {
  1578. out = {0.95F, 0.55F, 0.10F};
  1579. return true;
  1580. }
  1581. if (lowered == "white") {
  1582. out = {0.95F, 0.95F, 0.95F};
  1583. return true;
  1584. }
  1585. if (lowered == "black") {
  1586. out = {0.15F, 0.15F, 0.15F};
  1587. return true;
  1588. }
  1589. return false;
  1590. };
  1591. auto apply_owner_color = [&](int owner_id, const QString &color_name) {
  1592. std::array<float, 3> color;
  1593. if (!parse_color(color_name, color)) {
  1594. return;
  1595. }
  1596. owner_registry.set_owner_color(owner_id, color[0], color[1], color[2]);
  1597. };
  1598. auto spawn_units_for_owner =
  1599. [&](int owner_id, const Game::Systems::NationID nation_id,
  1600. const std::vector<Game::Mission::UnitSetup> &units) {
  1601. const bool ai_controlled = owner_registry.is_ai(owner_id);
  1602. for (const auto &unit_setup : units) {
  1603. const auto spawn_type =
  1604. Game::Units::spawn_typeFromString(unit_setup.type.toStdString());
  1605. if (!spawn_type.has_value()) {
  1606. qWarning() << "Mission setup: unknown unit type" << unit_setup.type;
  1607. continue;
  1608. }
  1609. const int count = std::max(1, unit_setup.count);
  1610. const int grid =
  1611. static_cast<int>(std::ceil(std::sqrt(static_cast<float>(count))));
  1612. const QVector3D base_pos =
  1613. mission_position_to_world(unit_setup.position);
  1614. float base_tile_size = m_level.tile_size;
  1615. if (map_loaded &&
  1616. map_def.coordSystem == Game::Map::CoordSystem::Grid) {
  1617. base_tile_size = map_def.grid.tile_size;
  1618. }
  1619. const float spacing = std::max(0.5F, base_tile_size * 1.2F);
  1620. for (int i = 0; i < count; ++i) {
  1621. const int row = i / grid;
  1622. const int col = i % grid;
  1623. const float offset_x = (float(col) - (grid - 1) * 0.5F) * spacing;
  1624. const float offset_z = (float(row) - (grid - 1) * 0.5F) * spacing;
  1625. const QVector3D pos = QVector3D(
  1626. base_pos.x() + offset_x, base_pos.y(), base_pos.z() + offset_z);
  1627. Game::Units::SpawnParams sp;
  1628. sp.position = pos;
  1629. sp.player_id = owner_id;
  1630. sp.spawn_type = spawn_type.value();
  1631. sp.ai_controlled = ai_controlled;
  1632. sp.nation_id = nation_id;
  1633. auto unit = reg->create(sp.spawn_type, *m_world, sp);
  1634. if (!unit) {
  1635. qWarning() << "Mission setup: failed to spawn unit"
  1636. << unit_setup.type << "for owner" << owner_id;
  1637. continue;
  1638. }
  1639. apply_team_color(m_world->get_entity(unit->id()), owner_id);
  1640. }
  1641. }
  1642. };
  1643. auto spawn_buildings_for_owner =
  1644. [&](int owner_id, const Game::Systems::NationID nation_id,
  1645. const std::vector<Game::Mission::BuildingSetup> &buildings) {
  1646. const bool ai_controlled = owner_registry.is_ai(owner_id);
  1647. for (const auto &building_setup : buildings) {
  1648. const auto spawn_type = Game::Units::spawn_typeFromString(
  1649. building_setup.type.toStdString());
  1650. if (!spawn_type.has_value()) {
  1651. qWarning() << "Mission setup: unknown building type"
  1652. << building_setup.type;
  1653. continue;
  1654. }
  1655. const QVector3D pos =
  1656. mission_position_to_world(building_setup.position);
  1657. Game::Units::SpawnParams sp;
  1658. sp.position = pos;
  1659. sp.player_id = owner_id;
  1660. sp.spawn_type = spawn_type.value();
  1661. sp.ai_controlled = ai_controlled;
  1662. sp.nation_id = nation_id;
  1663. sp.max_population = building_setup.max_population;
  1664. auto unit = reg->create(sp.spawn_type, *m_world, sp);
  1665. if (!unit) {
  1666. qWarning() << "Mission setup: failed to spawn building"
  1667. << building_setup.type << "for owner" << owner_id;
  1668. continue;
  1669. }
  1670. apply_team_color(m_world->get_entity(unit->id()), owner_id);
  1671. }
  1672. };
  1673. const int local_owner_id = m_runtime.local_owner_id;
  1674. if (owner_registry.get_owner_type(local_owner_id) ==
  1675. Game::Systems::OwnerType::Neutral) {
  1676. owner_registry.register_owner_with_id(
  1677. local_owner_id, Game::Systems::OwnerType::Player,
  1678. "Player " + std::to_string(local_owner_id));
  1679. }
  1680. owner_registry.set_owner_team(local_owner_id, 0);
  1681. const auto player_nation_id = resolve_nation_id(mission.player_setup.nation);
  1682. nation_registry.set_player_nation(local_owner_id, player_nation_id);
  1683. apply_owner_color(local_owner_id, mission.player_setup.color);
  1684. spawn_units_for_owner(local_owner_id, player_nation_id,
  1685. mission.player_setup.starting_units);
  1686. spawn_buildings_for_owner(local_owner_id, player_nation_id,
  1687. mission.player_setup.starting_buildings);
  1688. int ai_owner_id = 2;
  1689. int default_team_id = 1;
  1690. for (const auto &ai_setup : mission.ai_setups) {
  1691. if (owner_registry.get_owner_type(ai_owner_id) ==
  1692. Game::Systems::OwnerType::Neutral) {
  1693. owner_registry.register_owner_with_id(
  1694. ai_owner_id, Game::Systems::OwnerType::AI,
  1695. "AI Player " + std::to_string(ai_owner_id));
  1696. }
  1697. int team_id;
  1698. if (ai_setup.team_id.has_value()) {
  1699. team_id = ai_setup.team_id.value();
  1700. } else {
  1701. team_id = default_team_id++;
  1702. }
  1703. owner_registry.set_owner_team(ai_owner_id, team_id);
  1704. const auto ai_nation_id = resolve_nation_id(ai_setup.nation);
  1705. nation_registry.set_player_nation(ai_owner_id, ai_nation_id);
  1706. apply_owner_color(ai_owner_id, ai_setup.color);
  1707. spawn_units_for_owner(ai_owner_id, ai_nation_id, ai_setup.starting_units);
  1708. spawn_buildings_for_owner(ai_owner_id, ai_nation_id,
  1709. ai_setup.starting_buildings);
  1710. ai_owner_id++;
  1711. }
  1712. auto entities = m_world->get_entities_with<Engine::Core::UnitComponent>();
  1713. for (auto *entity : entities) {
  1714. if (entity == nullptr) {
  1715. continue;
  1716. }
  1717. auto *unit = entity->get_component<Engine::Core::UnitComponent>();
  1718. if (unit == nullptr) {
  1719. continue;
  1720. }
  1721. apply_team_color(entity, unit->owner_id);
  1722. }
  1723. if (auto *ai_system = m_world->get_system<Game::Systems::AISystem>()) {
  1724. ai_system->reinitialize();
  1725. int ai_id = 2;
  1726. for (const auto &ai_setup : mission.ai_setups) {
  1727. Game::Systems::AI::AIStrategy strategy =
  1728. Game::Systems::AI::AIStrategy::Balanced;
  1729. if (ai_setup.strategy.has_value()) {
  1730. strategy = Game::Systems::AI::AIStrategyFactory::parse_strategy(
  1731. ai_setup.strategy.value());
  1732. }
  1733. ai_system->set_ai_strategy(
  1734. ai_id, strategy, ai_setup.personality.aggression,
  1735. ai_setup.personality.defense, ai_setup.personality.harassment);
  1736. ai_id++;
  1737. }
  1738. }
  1739. int prev_selected_player = m_selected_player_id;
  1740. GameStateRestorer::rebuild_registries_after_load(
  1741. m_world.get(), m_selected_player_id, m_level, m_runtime.local_owner_id);
  1742. GameStateRestorer::rebuild_entity_cache(m_world.get(), m_entity_cache,
  1743. m_runtime.local_owner_id);
  1744. if (m_selected_player_id != prev_selected_player) {
  1745. emit selected_player_id_changed();
  1746. }
  1747. emit troop_count_changed();
  1748. emit owner_info_changed();
  1749. }
  1750. void GameEngine::configure_mission_victory_conditions() {
  1751. if (!m_campaign_manager || !m_victoryService) {
  1752. return;
  1753. }
  1754. m_campaign_manager->configure_mission_victory_conditions(
  1755. m_victoryService.get(), m_runtime.local_owner_id);
  1756. m_victoryService->set_victory_callback([this](const QString &state) {
  1757. if (m_runtime.victory_state != state) {
  1758. m_runtime.victory_state = state;
  1759. emit victory_state_changed();
  1760. if (state == "victory" &&
  1761. !m_campaign_manager->current_campaign_id().isEmpty()) {
  1762. mark_current_mission_completed();
  1763. }
  1764. }
  1765. });
  1766. }
  1767. void GameEngine::configure_rain_system() {
  1768. if (m_rainManager) {
  1769. m_rainManager->configure(m_level.rain, m_level.biome_seed);
  1770. }
  1771. if (!m_rain) {
  1772. return;
  1773. }
  1774. const float world_width =
  1775. static_cast<float>(m_level.grid_width) * m_level.tile_size;
  1776. const float world_height =
  1777. static_cast<float>(m_level.grid_height) * m_level.tile_size;
  1778. m_rain->configure(world_width, world_height, m_level.biome_seed,
  1779. m_level.rain.type);
  1780. m_rain->set_enabled(m_level.rain.enabled);
  1781. m_rain->set_wind_strength(m_level.rain.wind_strength);
  1782. const float initial_intensity =
  1783. m_rainManager ? m_rainManager->get_intensity()
  1784. : (m_level.rain.enabled ? m_level.rain.intensity : 0.0F);
  1785. m_rain->set_intensity(initial_intensity);
  1786. }
  1787. void GameEngine::finalize_skirmish_load() {
  1788. m_runtime.loading = false;
  1789. m_loading_overlay_wait_for_first_frame = true;
  1790. m_loading_overlay_frames_remaining = 5;
  1791. m_loading_overlay_min_duration_ms = 1000;
  1792. m_loading_overlay_timer.restart();
  1793. m_finalize_progress_after_overlay = true;
  1794. m_show_objectives_after_loading = is_campaign_mission();
  1795. emit is_loading_changed();
  1796. GameStateRestorer::rebuild_entity_cache(m_world.get(), m_entity_cache,
  1797. m_runtime.local_owner_id);
  1798. emit troop_count_changed();
  1799. m_ambient_state_manager = std::make_unique<AmbientStateManager>();
  1800. Engine::Core::EventManager::instance().publish(
  1801. Engine::Core::AmbientStateChangedEvent(
  1802. Engine::Core::AmbientState::PEACEFUL,
  1803. Engine::Core::AmbientState::PEACEFUL));
  1804. if (m_input_handler) {
  1805. m_input_handler->set_spectator_mode(m_level.is_spectator_mode);
  1806. }
  1807. emit owner_info_changed();
  1808. emit spectator_mode_changed();
  1809. }
  1810. void GameEngine::open_settings() {
  1811. if (m_saveLoadService) {
  1812. m_saveLoadService->open_settings();
  1813. }
  1814. }
  1815. void GameEngine::load_save() { load_from_slot("savegame"); }
  1816. void GameEngine::save_game(const QString &filename) {
  1817. save_to_slot(filename, filename);
  1818. }
  1819. void GameEngine::save_game_to_slot(const QString &slotName) {
  1820. save_to_slot(slotName, slotName);
  1821. }
  1822. void GameEngine::load_game_from_slot(const QString &slotName) {
  1823. load_from_slot(slotName);
  1824. }
  1825. auto GameEngine::load_from_slot(const QString &slot) -> bool {
  1826. if (!m_saveLoadService || !m_world) {
  1827. set_error("Load: not initialized");
  1828. return false;
  1829. }
  1830. m_finalize_progress_after_overlay = false;
  1831. m_loading_overlay_active = true;
  1832. m_runtime.loading = true;
  1833. emit is_loading_changed();
  1834. if (!m_saveLoadService->load_game_from_slot(*m_world, slot)) {
  1835. set_error(m_saveLoadService->get_last_error());
  1836. m_runtime.loading = false;
  1837. m_loading_overlay_active = false;
  1838. m_loading_overlay_wait_for_first_frame = false;
  1839. m_finalize_progress_after_overlay = false;
  1840. m_show_objectives_after_loading = false;
  1841. emit is_loading_changed();
  1842. return false;
  1843. }
  1844. const QJsonObject meta = m_saveLoadService->get_last_metadata();
  1845. if (m_campaign_manager && meta.contains("mission_mode")) {
  1846. Game::Mission::MissionContext mission_context;
  1847. mission_context.mode = meta["mission_mode"].toString();
  1848. mission_context.campaign_id = meta["mission_campaign_id"].toString();
  1849. mission_context.mission_id = meta["mission_id"].toString();
  1850. mission_context.difficulty = meta["mission_difficulty"].toString();
  1851. m_campaign_manager->set_mission_context(mission_context);
  1852. }
  1853. Game::Systems::GameStateSerializer::restore_level_from_metadata(meta,
  1854. m_level);
  1855. Game::Systems::GameStateSerializer::restore_camera_from_metadata(
  1856. meta, m_camera.get(), m_viewport.width, m_viewport.height);
  1857. Game::Systems::RuntimeSnapshot runtime_snap = to_runtime_snapshot();
  1858. Game::Systems::GameStateSerializer::restore_runtime_from_metadata(
  1859. meta, runtime_snap);
  1860. apply_runtime_snapshot(runtime_snap);
  1861. GameStateRestorer::RendererRefs renderers{
  1862. m_renderer.get(), m_camera.get(), m_ground.get(), m_terrain.get(),
  1863. m_biome.get(), m_river.get(), m_road.get(), m_riverbank.get(),
  1864. m_bridge.get(), m_fog.get(), m_stone.get(), m_plant.get(),
  1865. m_pine.get(), m_olive.get(), m_firecamp.get(), m_rain.get()};
  1866. GameStateRestorer::restore_environment_from_metadata(
  1867. meta, m_world.get(), renderers, m_level, m_runtime.local_owner_id,
  1868. m_viewport);
  1869. auto unit_reg = std::make_shared<Game::Units::UnitFactoryRegistry>();
  1870. Game::Units::registerBuiltInUnits(*unit_reg);
  1871. Game::Map::MapTransformer::setFactoryRegistry(unit_reg);
  1872. qInfo() << "Factory registry reinitialized after loading saved game";
  1873. GameStateRestorer::rebuild_registries_after_load(
  1874. m_world.get(), m_selected_player_id, m_level, m_runtime.local_owner_id);
  1875. GameStateRestorer::rebuild_entity_cache(m_world.get(), m_entity_cache,
  1876. m_runtime.local_owner_id);
  1877. emit troop_count_changed();
  1878. if (auto *ai_system = m_world->get_system<Game::Systems::AISystem>()) {
  1879. qInfo() << "Reinitializing AI system after loading saved game";
  1880. ai_system->reinitialize();
  1881. }
  1882. if (m_victoryService) {
  1883. m_victoryService->configure(Game::Map::VictoryConfig(),
  1884. m_runtime.local_owner_id);
  1885. }
  1886. m_runtime.loading = false;
  1887. m_loading_overlay_wait_for_first_frame = true;
  1888. m_loading_overlay_frames_remaining = 5;
  1889. m_loading_overlay_min_duration_ms = 1000;
  1890. m_loading_overlay_timer.restart();
  1891. m_finalize_progress_after_overlay = true;
  1892. emit is_loading_changed();
  1893. qInfo() << "Game load complete, victory/defeat checks re-enabled";
  1894. emit selected_units_changed();
  1895. emit owner_info_changed();
  1896. return true;
  1897. }
  1898. auto GameEngine::save_to_slot(const QString &slot,
  1899. const QString &title) -> bool {
  1900. if (!m_saveLoadService || !m_world) {
  1901. set_error("Save: not initialized");
  1902. return false;
  1903. }
  1904. Game::Systems::RuntimeSnapshot const runtime_snap = to_runtime_snapshot();
  1905. QJsonObject meta = Game::Systems::GameStateSerializer::build_metadata(
  1906. *m_world, m_camera.get(), m_level, runtime_snap);
  1907. meta["title"] = title;
  1908. if (m_campaign_manager) {
  1909. const auto &mission_context = m_campaign_manager->current_mission_context();
  1910. meta["mission_mode"] = mission_context.mode;
  1911. meta["mission_campaign_id"] = mission_context.campaign_id;
  1912. meta["mission_id"] = mission_context.mission_id;
  1913. meta["mission_difficulty"] = mission_context.difficulty;
  1914. }
  1915. const QByteArray screenshot = capture_screenshot();
  1916. if (!m_saveLoadService->save_game_to_slot(
  1917. *m_world, slot, title, m_level.map_name, meta, screenshot)) {
  1918. set_error(m_saveLoadService->get_last_error());
  1919. return false;
  1920. }
  1921. emit save_slots_changed();
  1922. return true;
  1923. }
  1924. auto GameEngine::get_save_slots() const -> QVariantList {
  1925. if (!m_saveLoadService) {
  1926. qWarning() << "Cannot get save slots: service not initialized";
  1927. return {};
  1928. }
  1929. return m_saveLoadService->get_save_slots();
  1930. }
  1931. void GameEngine::refresh_save_slots() { emit save_slots_changed(); }
  1932. auto GameEngine::delete_save_slot(const QString &slotName) -> bool {
  1933. if (!m_saveLoadService) {
  1934. qWarning() << "Cannot delete save slot: service not initialized";
  1935. return false;
  1936. }
  1937. bool const success = m_saveLoadService->delete_save_slot(slotName);
  1938. if (!success) {
  1939. QString const error = m_saveLoadService->get_last_error();
  1940. qWarning() << "Failed to delete save slot:" << error;
  1941. set_error(error);
  1942. } else {
  1943. emit save_slots_changed();
  1944. }
  1945. return success;
  1946. }
  1947. auto GameEngine::to_runtime_snapshot() const -> Game::Systems::RuntimeSnapshot {
  1948. Game::Systems::RuntimeSnapshot snapshot;
  1949. snapshot.paused = m_runtime.paused;
  1950. snapshot.time_scale = m_runtime.time_scale;
  1951. snapshot.local_owner_id = m_runtime.local_owner_id;
  1952. snapshot.victory_state = m_runtime.victory_state;
  1953. snapshot.cursor_mode = static_cast<int>(m_runtime.cursor_mode);
  1954. snapshot.selected_player_id = m_selected_player_id;
  1955. snapshot.follow_selection = m_followSelectionEnabled;
  1956. return snapshot;
  1957. }
  1958. void GameEngine::apply_runtime_snapshot(
  1959. const Game::Systems::RuntimeSnapshot &snapshot) {
  1960. m_runtime.paused = snapshot.paused;
  1961. m_runtime.time_scale = snapshot.time_scale;
  1962. m_runtime.local_owner_id = snapshot.local_owner_id;
  1963. m_runtime.victory_state = snapshot.victory_state;
  1964. m_selected_player_id = snapshot.selected_player_id;
  1965. m_followSelectionEnabled = snapshot.follow_selection;
  1966. m_runtime.cursor_mode = static_cast<CursorMode>(snapshot.cursor_mode);
  1967. if (m_cursor_manager) {
  1968. m_cursor_manager->set_mode(m_runtime.cursor_mode);
  1969. }
  1970. }
  1971. auto GameEngine::capture_screenshot() const -> QByteArray { return {}; }
  1972. void GameEngine::exit_game() {
  1973. if (m_saveLoadService) {
  1974. m_saveLoadService->exit_game();
  1975. }
  1976. }
  1977. auto GameEngine::get_owner_info() const -> QVariantList {
  1978. QVariantList result;
  1979. const auto &owner_registry = Game::Systems::OwnerRegistry::instance();
  1980. const auto &owners = owner_registry.get_all_owners();
  1981. for (const auto &owner : owners) {
  1982. QVariantMap owner_map;
  1983. owner_map["id"] = owner.owner_id;
  1984. owner_map["name"] = QString::fromStdString(owner.name);
  1985. owner_map["team_id"] = owner.team_id;
  1986. QString type_str;
  1987. switch (owner.type) {
  1988. case Game::Systems::OwnerType::Player:
  1989. type_str = "Player";
  1990. break;
  1991. case Game::Systems::OwnerType::AI:
  1992. type_str = "AI";
  1993. break;
  1994. case Game::Systems::OwnerType::Neutral:
  1995. type_str = "Neutral";
  1996. break;
  1997. }
  1998. owner_map["type"] = type_str;
  1999. owner_map["isLocal"] = (owner.owner_id == m_runtime.local_owner_id);
  2000. result.append(owner_map);
  2001. }
  2002. return result;
  2003. }
  2004. void GameEngine::get_selected_unit_ids(
  2005. std::vector<Engine::Core::EntityID> &out) const {
  2006. out.clear();
  2007. if (!m_selectionController) {
  2008. return;
  2009. }
  2010. m_selectionController->get_selected_unit_ids(out);
  2011. }
  2012. auto GameEngine::get_unit_type_key(Engine::Core::EntityID id,
  2013. QString &type_key) const -> bool {
  2014. type_key.clear();
  2015. if (!m_world) {
  2016. return false;
  2017. }
  2018. auto *e = m_world->get_entity(id);
  2019. if (e == nullptr) {
  2020. return false;
  2021. }
  2022. if (auto *u = e->get_component<Engine::Core::UnitComponent>()) {
  2023. type_key = Game::Units::spawn_typeToQString(u->spawn_type);
  2024. return true;
  2025. }
  2026. return false;
  2027. }
  2028. auto GameEngine::get_unit_info(Engine::Core::EntityID id, QString &name,
  2029. int &health, int &max_health, bool &is_building,
  2030. bool &alive, QString &nation) const -> bool {
  2031. if (!m_world) {
  2032. return false;
  2033. }
  2034. auto *e = m_world->get_entity(id);
  2035. if (e == nullptr) {
  2036. return false;
  2037. }
  2038. is_building = e->has_component<Engine::Core::BuildingComponent>();
  2039. if (auto *u = e->get_component<Engine::Core::UnitComponent>()) {
  2040. auto troop_type_opt = Game::Units::spawn_typeToTroopType(u->spawn_type);
  2041. if (troop_type_opt.has_value()) {
  2042. auto profile = Game::Systems::TroopProfileService::instance().get_profile(
  2043. u->nation_id, *troop_type_opt);
  2044. name = QString::fromStdString(profile.display_name);
  2045. } else {
  2046. name = QString::fromStdString(
  2047. Game::Units::spawn_typeToString(u->spawn_type));
  2048. }
  2049. health = u->health;
  2050. max_health = u->max_health;
  2051. alive = (u->health > 0);
  2052. nation = Game::Systems::nation_id_to_qstring(u->nation_id);
  2053. return true;
  2054. }
  2055. name = QStringLiteral("Entity");
  2056. health = max_health = 0;
  2057. alive = true;
  2058. nation = QStringLiteral("");
  2059. return true;
  2060. }
  2061. auto GameEngine::get_unit_stamina_info(Engine::Core::EntityID id,
  2062. float &stamina_ratio, bool &is_running,
  2063. bool &can_run) const -> bool {
  2064. stamina_ratio = 1.0F;
  2065. is_running = false;
  2066. can_run = false;
  2067. if (!m_world) {
  2068. return false;
  2069. }
  2070. auto *e = m_world->get_entity(id);
  2071. if (e == nullptr) {
  2072. return false;
  2073. }
  2074. auto *unit = e->get_component<Engine::Core::UnitComponent>();
  2075. if (unit == nullptr) {
  2076. return false;
  2077. }
  2078. can_run = Game::Units::can_use_run_mode(unit->spawn_type);
  2079. auto *stamina = e->get_component<Engine::Core::StaminaComponent>();
  2080. if (stamina != nullptr) {
  2081. stamina_ratio = stamina->get_stamina_ratio();
  2082. is_running = stamina->is_running;
  2083. }
  2084. return true;
  2085. }
  2086. void GameEngine::on_unit_spawned(const Engine::Core::UnitSpawnedEvent &event) {
  2087. auto &owners = Game::Systems::OwnerRegistry::instance();
  2088. if (event.owner_id == m_runtime.local_owner_id) {
  2089. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  2090. m_entity_cache.player_barracks_alive = true;
  2091. } else {
  2092. int const production_cost =
  2093. Game::Units::TroopConfig::instance().getProductionCost(
  2094. event.spawn_type);
  2095. m_entity_cache.player_troop_count += production_cost;
  2096. }
  2097. } else if (owners.is_ai(event.owner_id)) {
  2098. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  2099. m_entity_cache.enemy_barracks_count++;
  2100. m_entity_cache.enemy_barracks_alive = true;
  2101. }
  2102. }
  2103. auto emit_if_changed = [&] {
  2104. if (m_entity_cache.player_troop_count != m_runtime.last_troop_count) {
  2105. m_runtime.last_troop_count = m_entity_cache.player_troop_count;
  2106. emit troop_count_changed();
  2107. }
  2108. };
  2109. emit_if_changed();
  2110. }
  2111. void GameEngine::on_unit_died(const Engine::Core::UnitDiedEvent &event) {
  2112. auto &owners = Game::Systems::OwnerRegistry::instance();
  2113. if (event.owner_id == m_runtime.local_owner_id) {
  2114. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  2115. m_entity_cache.player_barracks_alive = false;
  2116. } else {
  2117. int const production_cost =
  2118. Game::Units::TroopConfig::instance().getProductionCost(
  2119. event.spawn_type);
  2120. m_entity_cache.player_troop_count -= production_cost;
  2121. m_entity_cache.player_troop_count =
  2122. std::max(0, m_entity_cache.player_troop_count);
  2123. }
  2124. } else if (owners.is_ai(event.owner_id)) {
  2125. if (event.spawn_type == Game::Units::SpawnType::Barracks) {
  2126. m_entity_cache.enemy_barracks_count--;
  2127. m_entity_cache.enemy_barracks_count =
  2128. std::max(0, m_entity_cache.enemy_barracks_count);
  2129. m_entity_cache.enemy_barracks_alive =
  2130. (m_entity_cache.enemy_barracks_count > 0);
  2131. }
  2132. }
  2133. }
  2134. auto GameEngine::minimap_image() const -> QImage {
  2135. if (m_minimap_manager) {
  2136. return m_minimap_manager->get_image();
  2137. }
  2138. return QImage();
  2139. }
  2140. auto GameEngine::generate_map_preview(const QString &map_path,
  2141. const QVariantList &player_configs) const
  2142. -> QImage {
  2143. Game::Map::Minimap::MapPreviewGenerator generator;
  2144. return generator.generate_preview(map_path, player_configs);
  2145. }
  2146. float GameEngine::loading_progress() const {
  2147. if (m_loading_progress_tracker) {
  2148. return m_loading_progress_tracker->progress();
  2149. }
  2150. return 0.0F;
  2151. }
  2152. QString GameEngine::loading_stage_text() const {
  2153. if (m_loading_progress_tracker) {
  2154. auto stage = m_loading_progress_tracker->current_stage();
  2155. auto stage_name = m_loading_progress_tracker->stage_name(stage);
  2156. auto detail = m_loading_progress_tracker->current_detail();
  2157. if (!detail.isEmpty()) {
  2158. return stage_name + " - " + detail;
  2159. }
  2160. return stage_name;
  2161. }
  2162. return QString();
  2163. }