level_orchestrator.cpp 8.3 KB

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  1. #include "level_orchestrator.h"
  2. #include "game/core/world.h"
  3. #include "game/game_config.h"
  4. #include "game/map/map_loader.h"
  5. #include "game/map/skirmish_loader.h"
  6. #include "game/systems/ai_system.h"
  7. #include "game/systems/game_state_serializer.h"
  8. #include "game/systems/global_stats_registry.h"
  9. #include "game/systems/owner_registry.h"
  10. #include "game/systems/troop_count_registry.h"
  11. #include "game/systems/victory_service.h"
  12. #include "game_engine.h"
  13. #include "loading_progress_tracker.h"
  14. #include "minimap_manager.h"
  15. #include "render/gl/camera.h"
  16. #include "render/scene_renderer.h"
  17. #include "utils/resource_utils.h"
  18. #include <QCoreApplication>
  19. #include <QDebug>
  20. auto LevelOrchestrator::load_skirmish(
  21. const QString &map_path, const QVariantList &player_configs,
  22. int selected_player_id, Engine::Core::World &world,
  23. const RendererRefs &renderers, Game::Systems::LevelSnapshot &level,
  24. EntityCache &entity_cache, Game::Systems::VictoryService *victory_service,
  25. MinimapManager *minimap_manager, VisibilityReadyCallback visibility_ready,
  26. OwnerUpdateCallback owner_update, bool allow_default_player_barracks,
  27. LoadingProgressTracker *progress_tracker) -> LevelLoadResult {
  28. LevelLoadResult result;
  29. result.updated_player_id = selected_player_id;
  30. if (progress_tracker) {
  31. progress_tracker->set_stage(
  32. LoadingProgressTracker::LoadingStage::LOADING_MAP_DATA);
  33. QCoreApplication::processEvents();
  34. }
  35. entity_cache.reset();
  36. Game::Map::SkirmishLoader loader(world, *renderers.renderer,
  37. *renderers.camera);
  38. if (progress_tracker) {
  39. progress_tracker->set_stage(
  40. LoadingProgressTracker::LoadingStage::LOADING_TERRAIN);
  41. QCoreApplication::processEvents();
  42. }
  43. loader.set_ground_renderer(renderers.ground);
  44. loader.set_terrain_renderer(renderers.terrain);
  45. if (progress_tracker) {
  46. progress_tracker->set_stage(
  47. LoadingProgressTracker::LoadingStage::LOADING_BIOME);
  48. QCoreApplication::processEvents();
  49. }
  50. loader.set_biome_renderer(renderers.biome);
  51. if (progress_tracker) {
  52. progress_tracker->set_stage(
  53. LoadingProgressTracker::LoadingStage::LOADING_WATER_FEATURES);
  54. QCoreApplication::processEvents();
  55. }
  56. loader.set_river_renderer(renderers.river);
  57. loader.set_riverbank_renderer(renderers.riverbank);
  58. loader.set_bridge_renderer(renderers.bridge);
  59. if (progress_tracker) {
  60. progress_tracker->set_stage(
  61. LoadingProgressTracker::LoadingStage::LOADING_ROADS);
  62. QCoreApplication::processEvents();
  63. }
  64. loader.set_road_renderer(renderers.road);
  65. if (progress_tracker) {
  66. progress_tracker->set_stage(
  67. LoadingProgressTracker::LoadingStage::LOADING_ENVIRONMENT);
  68. QCoreApplication::processEvents();
  69. }
  70. loader.set_stone_renderer(renderers.stone);
  71. loader.set_plant_renderer(renderers.plant);
  72. loader.set_pine_renderer(renderers.pine);
  73. loader.set_olive_renderer(renderers.olive);
  74. loader.set_fire_camp_renderer(renderers.firecamp);
  75. loader.set_rain_renderer(renderers.rain);
  76. if (progress_tracker) {
  77. progress_tracker->set_stage(
  78. LoadingProgressTracker::LoadingStage::LOADING_FOG);
  79. QCoreApplication::processEvents();
  80. }
  81. loader.set_fog_renderer(renderers.fog);
  82. loader.set_on_owners_updated(owner_update);
  83. loader.set_on_visibility_mask_ready(visibility_ready);
  84. if (progress_tracker) {
  85. progress_tracker->set_stage(
  86. LoadingProgressTracker::LoadingStage::LOADING_ENTITIES);
  87. QCoreApplication::processEvents();
  88. }
  89. auto load_result =
  90. loader.start(map_path, player_configs, selected_player_id,
  91. allow_default_player_barracks, result.updated_player_id);
  92. if (!load_result.ok) {
  93. result.success = false;
  94. result.error_message = load_result.errorMessage;
  95. if (progress_tracker) {
  96. progress_tracker->report_error(load_result.errorMessage);
  97. }
  98. return result;
  99. }
  100. if (progress_tracker) {
  101. progress_tracker->set_stage(
  102. LoadingProgressTracker::LoadingStage::LOADING_AUDIO);
  103. QCoreApplication::processEvents();
  104. }
  105. level.map_name = load_result.map_name;
  106. level.player_unit_id = load_result.player_unit_id;
  107. level.cam_fov = load_result.cam_fov;
  108. level.cam_near = load_result.cam_near;
  109. level.cam_far = load_result.cam_far;
  110. level.max_troops_per_player = load_result.max_troops_per_player;
  111. level.grid_width = load_result.grid_width;
  112. level.grid_height = load_result.grid_height;
  113. level.tile_size = load_result.tile_size;
  114. level.is_spectator_mode = load_result.is_spectator_mode;
  115. level.rain = load_result.rainSettings;
  116. level.biome_seed = load_result.biome_seed;
  117. Game::GameConfig::instance().set_max_troops_per_player(
  118. load_result.max_troops_per_player);
  119. if (victory_service) {
  120. victory_service->configure(load_result.victoryConfig,
  121. result.updated_player_id);
  122. }
  123. if (load_result.has_focus_position && renderers.camera) {
  124. const auto &cam_config = Game::GameConfig::instance().camera();
  125. renderers.camera->set_rts_view(
  126. load_result.focusPosition, cam_config.default_distance,
  127. cam_config.default_pitch, cam_config.default_yaw);
  128. }
  129. if (progress_tracker) {
  130. progress_tracker->set_stage(
  131. LoadingProgressTracker::LoadingStage::GENERATING_MINIMAP);
  132. QCoreApplication::processEvents();
  133. }
  134. Game::Map::MapDefinition map_def;
  135. QString map_error;
  136. const QString resolved_map_path =
  137. Utils::Resources::resolveResourcePath(map_path);
  138. if (Game::Map::MapLoader::loadFromJsonFile(resolved_map_path, map_def,
  139. &map_error)) {
  140. if (minimap_manager) {
  141. minimap_manager->generate_for_map(map_def);
  142. }
  143. } else {
  144. qWarning() << "LevelOrchestrator: Failed to load map for minimap:"
  145. << map_error;
  146. }
  147. if (progress_tracker) {
  148. progress_tracker->set_stage(
  149. LoadingProgressTracker::LoadingStage::INITIALIZING_SYSTEMS);
  150. QCoreApplication::processEvents();
  151. }
  152. if (auto *ai_system = world.get_system<Game::Systems::AISystem>()) {
  153. ai_system->reinitialize();
  154. }
  155. auto &troops = Game::Systems::TroopCountRegistry::instance();
  156. troops.rebuild_from_world(world);
  157. auto &stats_registry = Game::Systems::GlobalStatsRegistry::instance();
  158. stats_registry.rebuild_from_world(world);
  159. auto &owner_registry = Game::Systems::OwnerRegistry::instance();
  160. const auto &all_owners = owner_registry.get_all_owners();
  161. for (const auto &owner : all_owners) {
  162. if (owner.type == Game::Systems::OwnerType::Player ||
  163. owner.type == Game::Systems::OwnerType::AI) {
  164. stats_registry.mark_game_start(owner.owner_id);
  165. }
  166. }
  167. if (renderers.renderer) {
  168. renderers.renderer->prewarm_unit_templates(
  169. &world,
  170. [progress_tracker](
  171. const Render::GL::Renderer::TemplatePrewarmProgress &progress)
  172. -> bool {
  173. if (progress_tracker == nullptr) {
  174. return true;
  175. }
  176. QString detail;
  177. using Phase = Render::GL::Renderer::TemplatePrewarmProgress::Phase;
  178. switch (progress.phase) {
  179. case Phase::CollectingProfiles:
  180. detail = "Prewarming templates: scanning unit profiles...";
  181. break;
  182. case Phase::BuildingCoreTemplates:
  183. detail = QString("Prewarming templates: %1 / %2")
  184. .arg(progress.completed)
  185. .arg(progress.total);
  186. break;
  187. case Phase::QueueingExtendedTemplates:
  188. detail = QString("Queued deferred template warmup (%1 additional)")
  189. .arg(progress.total);
  190. break;
  191. case Phase::Completed:
  192. detail = QString("Template warmup complete (%1 core, %2 total)")
  193. .arg(progress.completed)
  194. .arg(progress.total);
  195. break;
  196. case Phase::Cancelled:
  197. detail = "Template warmup cancelled";
  198. break;
  199. }
  200. progress_tracker->set_stage(
  201. LoadingProgressTracker::LoadingStage::INITIALIZING_SYSTEMS,
  202. detail);
  203. QCoreApplication::processEvents();
  204. return !progress_tracker->has_failed();
  205. });
  206. }
  207. if (progress_tracker) {
  208. progress_tracker->set_stage(
  209. LoadingProgressTracker::LoadingStage::FINALIZING);
  210. QCoreApplication::processEvents();
  211. }
  212. result.success = true;
  213. return result;
  214. }