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author Hop311 <hop3114@gmail.com>2023-09-25 20:19:02 +0200
committer Hop311 <hop3114@gmail.com>2023-09-27 15:14:54 +0200
commitb21bd9230a0cd169497438aaaa4a7c9052472816 (patch)
treecd2696336d1f34926979e7e6ea062c5b4bfdfb86 /extension/src/openvic-extension/GameSingleton.cpp
parentde2017128313b9a322eb59c40a4180099d9c18b7 (diff)
Terrain types calculation, label and mapmode
Diffstat (limited to 'extension/src/openvic-extension/GameSingleton.cpp')
-rw-r--r--extension/src/openvic-extension/GameSingleton.cpp160
1 files changed, 151 insertions, 9 deletions
diff --git a/extension/src/openvic-extension/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp
index cdba44c..e0dc14e 100644
--- a/extension/src/openvic-extension/GameSingleton.cpp
+++ b/extension/src/openvic-extension/GameSingleton.cpp
@@ -4,18 +4,12 @@
#include <openvic-simulation/utility/Logger.hpp>
+#include "openvic-extension/LoadLocalisation.hpp"
#include "openvic-extension/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
-TerrainVariant::TerrainVariant(const std::string_view new_identfier, Ref<Image> const& new_image)
- : HasIdentifier { new_identfier }, image { new_image } {}
-
-Ref<Image> TerrainVariant::get_image() const {
- return image;
-}
-
GameSingleton* GameSingleton::singleton = nullptr;
void GameSingleton::_bind_methods() {
@@ -58,6 +52,7 @@ void GameSingleton::_bind_methods() {
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_total_population_key"), &GameSingleton::get_province_info_total_population_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key);
@@ -109,8 +104,7 @@ void GameSingleton::_on_state_updated() {
/* REQUIREMENTS:
* MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
*/
-GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } },
- terrain_variants { "terrain variants" } {
+GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } } {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
}
@@ -150,6 +144,10 @@ StringName const& GameSingleton::get_province_info_life_rating_key() {
static const StringName key = "life_rating";
return key;
}
+StringName const& GameSingleton::get_province_info_terrain_type_key() {
+ static const StringName key = "terrain_type";
+ return key;
+}
StringName const& GameSingleton::get_province_info_total_population_key() {
static const StringName key = "total_population";
return key;
@@ -234,6 +232,10 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_to_godot_string(rgo->get_identifier());
ret[get_province_info_life_rating_key()] = province->get_life_rating();
+
+ TerrainType const* terrain_type = province->get_terrain_type();
+ if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_to_godot_string(terrain_type->get_identifier());
+
ret[get_province_info_total_population_key()] = province->get_total_population();
distribution_t const& pop_types = province->get_pop_type_distribution();
if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types);
@@ -391,3 +393,143 @@ String GameSingleton::get_longform_date() const {
void GameSingleton::try_tick() {
game_manager.get_clock().conditionallyAdvanceGame();
}
+
+Error GameSingleton::_load_map_images(bool flip_vertical) {
+ if (province_shape_texture.is_valid()) {
+ UtilityFunctions::push_error("Map images have already been loaded!");
+ return FAILED;
+ }
+
+ Error err = OK;
+
+ const Vector2i province_dims {
+ static_cast<int32_t>(game_manager.get_map().get_width()),
+ static_cast<int32_t>(game_manager.get_map().get_height()) };
+
+ static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF;
+ // For each dimension of the image, this finds the small number of equal subdivisions required get the individual texture dims under GPU_DIM_LIMIT
+ for (int i = 0; i < 2; ++i)
+ for (image_subdivisions[i] = 1; province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT ||
+ province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]);
+
+ Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data();
+ const Vector2i divided_dims = province_dims / image_subdivisions;
+ Array province_shape_images;
+ province_shape_images.resize(image_subdivisions.x * image_subdivisions.y);
+ for (int32_t v = 0; v < image_subdivisions.y; ++v) {
+ for (int32_t u = 0; u < image_subdivisions.x; ++u) {
+ PackedByteArray index_data_array;
+ index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t));
+
+ for (int32_t y = 0; y < divided_dims.y; ++y)
+ memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t),
+ province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
+ divided_dims.x * sizeof(Map::shape_pixel_t));
+
+ const Ref<Image> province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array);
+ if (province_shape_subimage.is_null()) {
+ UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")");
+ err = FAILED;
+ }
+ province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage;
+ }
+ }
+
+ province_shape_texture.instantiate();
+ if (province_shape_texture->create_from_images(province_shape_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ err = FAILED;
+ }
+
+ if (_update_colour_image() != OK) err = FAILED;
+
+ return err;
+}
+
+Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) {
+ static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS;
+
+ // Load the terrain texture sheet and prepare to slice it up
+ Ref<Image> terrain_sheet = load_godot_image(terrain_texturesheet_path);
+ if (terrain_sheet.is_null()) {
+ UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
+ return FAILED;
+ }
+ terrain_sheet->flip_y();
+ const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
+ if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
+ UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")");
+ return FAILED;
+ }
+ const int32_t slice_size = sheet_width / SHEET_DIMS;
+
+ Array terrain_images;
+ {
+ static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
+ Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
+ ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
+ water_image->fill({ 0.1f, 0.1f, 0.5f });
+ terrain_images.append(water_image);
+ }
+ Error err = OK;
+ for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) {
+ const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size };
+ const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
+ if (terrain_image.is_null() || terrain_image->is_empty()) {
+ UtilityFunctions::push_error("Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path);
+ err = FAILED;
+ }
+ terrain_images.append(terrain_image);
+ }
+
+ terrain_texture.instantiate();
+ if (terrain_texture->create_from_images(terrain_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ return FAILED;
+ }
+ return err;
+}
+
+Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
+ static const fs::path terrain_texture_file = "map/terrain/texturesheet.tga";
+
+ Dataloader::path_vector_t roots;
+ for (String const& path : file_paths) {
+ roots.push_back(godot_to_std_string(path));
+ }
+
+ Error err = OK;
+
+ if (!dataloader.set_roots(roots)) {
+ Logger::error("Failed to set dataloader roots!");
+ err = FAILED;
+ }
+ if (!dataloader.load_defines(game_manager)) {
+ UtilityFunctions::push_error("Failed to load defines!");
+ err = FAILED;
+ }
+ if (_load_terrain_variants_compatibility_mode(
+ std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string())
+ ) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (_load_map_images(true) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ if (!game_manager.load_hardcoded_defines()) {
+ UtilityFunctions::push_error("Failed to hardcoded defines!");
+ err = FAILED;
+ }
+ if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) {
+ UtilityFunctions::push_error("Failed to load localisation!");
+ err = FAILED;
+ }
+
+ return err;
+}
+
+String GameSingleton::lookup_file(String const& path) const {
+ return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
+}