diff options
30 files changed, 394 insertions, 830 deletions
diff --git a/.clang-format b/.clang-format index bfa989e..e94fe0a 100644 --- a/.clang-format +++ b/.clang-format @@ -24,7 +24,7 @@ SpaceBeforeAssignmentOperators: true SpaceAfterTemplateKeyword: false SpaceAfterLogicalNot: false PointerAlignment: Left -PackConstructorInitializers: CurrentLine +PackConstructorInitializers: BinPack NamespaceIndentation: All LambdaBodyIndentation: Signature IndentExternBlock: Indent @@ -43,8 +43,11 @@ AllowShortIfStatementsOnASingleLine: AllIfsAndElse AllowShortEnumsOnASingleLine: true AllowShortCaseLabelsOnASingleLine: true AlignTrailingComments: true -AlignEscapedNewlines: Left -AlignAfterOpenBracket: DontAlign +AlignEscapedNewlines: DontAlign +AlignAfterOpenBracket: BlockIndent +BinPackArguments: true +BinPackParameters: true +IndentRequiresClause: false AccessModifierOffset: -4 IncludeCategories: - Regex: <[[:alnum:]_]+> @@ -53,7 +56,11 @@ IncludeCategories: Priority: 2 - Regex: ^<godot_cpp/ Priority: 3 - - Regex: ^"openvic/ + - Regex: ^<openvic-dataloader/ Priority: 4 - - Regex: .* + - Regex: ^<openvic-simulation/ Priority: 5 + - Regex: ^"openvic-extension/ + Priority: 6 + - Regex: .* + Priority: 7 diff --git a/.gitmodules b/.gitmodules index 5e462da..26eca85 100644 --- a/.gitmodules +++ b/.gitmodules @@ -4,6 +4,3 @@ [submodule "extension/deps/openvic-simulation"] path = extension/deps/openvic-simulation url = https://github.com/OpenVicProject/OpenVic-Simulation -[submodule "extension/deps/openvic-dataloader"] - path = extension/deps/openvic-dataloader - url = https://github.com/OpenVicProject/OpenVic-Dataloader @@ -9,8 +9,8 @@ For detailed instructions, view the Contributor Quickstart Guide [here](docs/con * [scons](https://scons.org/) ## Repo Setup -1. Clone the OpenVic Repo to a suitable folder using the git command "git clone https://github.com/OpenVicProject/OpenVic.git" -2. Update the submodules by executing the git command "git submodule update --init --recursive" +1. Clone the OpenVic Repo to a suitable folder using the git command `git clone https://github.com/OpenVicProject/OpenVic.git` +2. Update the submodules by executing the git command `git submodule update --init --recursive` Note that using a zip download instead of cloning means a lot of work in manually managing submodules individually. It is strongly recommended to use git to obtain the source code. @@ -24,6 +24,17 @@ Note that using a zip download instead of cloning means a lot of work in manuall 5. Press "Import & Edit", wait for the Editor to finish re-importing assets, and then close the Editor ***without saving*** and reopen the project. 6. Once loaded, click the play button at the top right, and you should see and hear the game application open on the main menu. +## Build/Run Instructions for Archlinux (using yay) +1. Install [Godot 4.1.1](https://archlinux.org/packages/extra/x86_64/godot/) with `yay -S Godot` and [scons](https://archlinux.org/packages/extra/any/scons/) with ` yay -S scons`. +2. Clone the OpenVic Repo using the git command `git clone https://github.com/OpenVicProject/OpenVic.git`. +3. CD into the game directory with `cd ./OpenVic`. +4. Update the submodules by executing the git command `sudo git submodule update --init --recursive`. +5. While still in the game directory, run `scons`. +6. Now launch Godot 4, click import and navigate to `OpenVic` then to `game`. +7. Click `project.godot`. +5. Press "Import & Edit", wait for the Editor to finish re-importing assets, and then close the Editor ***without saving*** and reopen the project. +6. Once loaded, click the play button at the top right, and you should see and hear the game application open on the main menu. + ## Project Export 1. Build the extension with `scons` or `scons target=template_debug`. (or `scons target=template_release` for release) 2. Open `game/project.godot` with Godot 4. @@ -2,7 +2,6 @@ import os import sys from glob import glob -from pathlib import Path # Local from scripts.build.option_handler import OptionsClass @@ -60,9 +59,15 @@ if env["compiledb"]: # - CPPDEFINES are for pre-processor defines # - LINKFLAGS are for linking flags +ovsim_env = SConscript("extension/deps/openvic-simulation/SConstruct") + +env.Append(LIBPATH=ovsim_env.openvic_simulation["LIBPATH"]) +env.Append(LIBS=ovsim_env.openvic_simulation["LIBS"]) +env.Append(CPPPATH=ovsim_env.openvic_simulation["INCPATH"]) + # tweak this if you want to use different folders, or more folders, to store your source code in. -paths = ["extension/src/", "extension/deps/openvic-simulation/src/"] -env.Append(CPPPATH=paths) +paths = ["extension/src/"] +env.Append(CPPPATH=[[env.Dir(p) for p in paths]]) sources = GlobRecursive("*.cpp", paths) env.extension_sources = sources diff --git a/extension/deps/openvic-dataloader b/extension/deps/openvic-dataloader deleted file mode 160000 -Subproject 65443efcc2f4c7d687b2bd9c631f6bb426688bb diff --git a/extension/deps/openvic-simulation b/extension/deps/openvic-simulation -Subproject 383ef70bea656a77e8b7c6843fd4a79705ecde4 +Subproject 6278a35f4704574933464700026d8deb997da5c diff --git a/extension/src/LoadGameCompatibility.cpp b/extension/src/LoadGameCompatibility.cpp deleted file mode 100644 index 71435a4..0000000 --- a/extension/src/LoadGameCompatibility.cpp +++ /dev/null @@ -1,153 +0,0 @@ -#include "GameSingleton.hpp" - -#include <godot_cpp/classes/file_access.hpp> -#include <godot_cpp/variant/utility_functions.hpp> - -#include "openvic/utility/BMP.hpp" - -#include "Utilities.hpp" - -using namespace godot; -using namespace OpenVic; - -Error GameSingleton::_load_province_identifier_file_compatibility_mode(String const& file_path) { - UtilityFunctions::print("Loading compatibility mode province identifier file: ", file_path); - - const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ); - Error err = FileAccess::get_open_error(); - if (err != OK || file.is_null()) { - UtilityFunctions::push_error("Failed to load compatibility mode province identifier file: ", file_path); - if (err == OK) err = FAILED; - } else { - int line_number = 0; - while (!file->eof_reached()) { - const PackedStringArray line = file->get_csv_line(";"); - line_number++; - - if (line.is_empty() || (line.size() == 1 && line[0].is_empty())) - continue; - - if (line_number < 2) continue; // skip header line - index_t id = NULL_INDEX; - colour_t colour = NULL_COLOUR; - if (line.size() > 0) { - if (line[0].is_empty()) { - id = game_manager.map.get_province_count() + 1; - } else if (line[0].is_valid_int()) { - const int64_t val = line[0].to_int(); - if (val > NULL_INDEX && val <= MAX_INDEX) id = val; - } - for (int i = 1; i < 4; ++i) { - if (line.size() > i) { - if (line[i].is_valid_int()) { - const int64_t int_val = line[i].to_int(); - if (int_val >= NULL_COLOUR && int_val <= FULL_COLOUR) { - colour = (colour << 8) | int_val; - continue; - } - } else if (line[i].is_valid_float()) { - const double double_val = line[i].to_float(); - if (std::trunc(double_val) == double_val) { - const int64_t int_val = double_val; - if (int_val >= NULL_COLOUR && int_val <= FULL_COLOUR) { - colour = (colour << 8) | int_val; - continue; - } - } - } - } - colour = NULL_COLOUR; - break; - } - } - if (id == NULL_INDEX || colour == NULL_COLOUR) { - UtilityFunctions::push_error("Invalid province ID-colour entry \"", line, "\" on line ", line_number, " in file: ", file_path); - err = FAILED; - continue; - } - static const std::string province_prefix = "PROV"; - if (game_manager.map.add_province(province_prefix + std::to_string(id), colour) != SUCCESS) err = FAILED; - } - } - game_manager.map.lock_provinces(); - return err; -} - -Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_image_path, String const& terrain_texturesheet_path) { - // Read BMP's palette to determine terrain variant colours which texture they're associated with - BMP bmp; - if (bmp.open(godot_to_std_string(terrain_image_path).c_str()) != SUCCESS || bmp.read_header() != SUCCESS || bmp.read_palette() != SUCCESS) { - UtilityFunctions::push_error("Failed to read BMP palette from compatibility mode terrain image: ", terrain_image_path); - return FAILED; - } - std::vector<colour_t> const& palette = bmp.get_palette(); - static constexpr int32_t SHEET_DIMS = 8, PALETTE_SIZE = SHEET_DIMS * SHEET_DIMS; - if (palette.size() == 0 || palette.size() < PALETTE_SIZE) { - UtilityFunctions::push_error("Invalid BMP palette size for terrain image: ", static_cast<uint64_t>(palette.size()), " (expected ", PALETTE_SIZE, ")"); - return FAILED; - } - - // 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; - - { - 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({ 0.0f, 0.0f, 1.0f }); - terrain_variants.add_item({ "terrain_water", 0xFFFFFF, water_image }); - } - Error err = OK; - for (int32_t idx = 0; idx < PALETTE_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; - continue; - } - if (terrain_variants.add_item({ "terrain_" + std::to_string(idx), palette[idx], terrain_image }) != SUCCESS) err = FAILED; - } - terrain_variants.lock(); - if (_generate_terrain_texture_array() != OK) return FAILED; - return err; -} - -Error GameSingleton::load_defines_compatibility_mode(String const& file_path) { - static const String province_identifier_file = "/map/definition.csv"; - static const String province_image_file = "/map/provinces.bmp"; - static const String terrain_image_file = "/map/terrain.bmp"; - static const String terrain_texture_dir = "/map/terrain/texturesheet.tga"; - - Error err = OK; - if (_load_province_identifier_file_compatibility_mode(file_path + province_identifier_file) != OK) { - UtilityFunctions::push_error("Failed to load province identifiers!"); - err = FAILED; - } - game_manager.map.lock_water_provinces(); - game_manager.map.lock_regions(); - if (_load_terrain_variants_compatibility_mode(file_path + terrain_image_file, file_path + terrain_texture_dir) != OK) { - UtilityFunctions::push_error("Failed to load terrain variants!"); - err = FAILED; - } - if (_load_map_images(file_path + province_image_file, file_path + terrain_image_file, true) != OK) { - UtilityFunctions::push_error("Failed to load map images!"); - err = FAILED; - } - game_manager.good_manager.lock_goods(); - if (_load_hardcoded_defines() != OK) { - UtilityFunctions::push_error("Failed to hardcoded defines!"); - err = FAILED; - } - return err; -} diff --git a/extension/src/LoadGameOpenVic.cpp b/extension/src/LoadGameOpenVic.cpp deleted file mode 100644 index 627578f..0000000 --- a/extension/src/LoadGameOpenVic.cpp +++ /dev/null @@ -1,469 +0,0 @@ -#include "GameSingleton.hpp" - -#include <godot_cpp/classes/file_access.hpp> -#include <godot_cpp/classes/json.hpp> -#include <godot_cpp/variant/utility_functions.hpp> - -#include "Utilities.hpp" - -using namespace godot; -using namespace OpenVic; - -static Error _load_json_file(String const& file_description, String const& file_path, Variant& result) { - result.clear(); - UtilityFunctions::print("Loading ", file_description, " file: ", file_path); - const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ); - Error err = FileAccess::get_open_error(); - if (err != OK || file.is_null()) { - UtilityFunctions::push_error("Failed to load ", file_description, " file: ", file_path); - return err == OK ? FAILED : err; - } - const String json_string = file->get_as_text(); - Ref<JSON> json; - json.instantiate(); - err = json->parse(json_string); - if (err != OK) { - UtilityFunctions::push_error("Failed to parse ", file_description, " file as JSON: ", file_path, - "\nError at line ", json->get_error_line(), ": ", json->get_error_message()); - return err; - } - result = json->get_data(); - return err; -} - -using parse_json_entry_func_t = std::function<Error(String const&, Variant const&)>; - -static Error _parse_json_dictionary_file(String const& file_description, String const& file_path, - String const& identifier_prefix, parse_json_entry_func_t parse_entry) { - Variant json_var; - Error err = _load_json_file(file_description, file_path, json_var); - if (err != OK) return err; - const Variant::Type type = json_var.get_type(); - if (type != Variant::DICTIONARY) { - UtilityFunctions::push_error("Invalid ", file_description, " JSON: root has type ", - Variant::get_type_name(type), " (expected Dictionary)"); - return FAILED; - } - Dictionary const& dict = json_var; - const Array identifiers = dict.keys(); - for (int64_t idx = 0; idx < identifiers.size(); ++idx) { - String const& identifier = identifiers[idx]; - Variant const& entry = dict[identifier]; - if (identifier.is_empty()) { - UtilityFunctions::push_error("Empty identifier in ", file_description, " file with entry: ", entry); - err = FAILED; - continue; - } - if (!identifier.begins_with(identifier_prefix)) - UtilityFunctions::push_warning("Identifier in ", file_description, " file missing \"", identifier_prefix, "\" prefix: ", identifier); - if (parse_entry(identifier, entry) != OK) err = FAILED; - } - return err; -} - -static colour_t _parse_colour(Variant const& var) { - const Variant::Type type = var.get_type(); - if (type == Variant::ARRAY) { - Array const& colour_array = var; - if (colour_array.size() == 3) { - colour_t colour = NULL_COLOUR; - for (int jdx = 0; jdx < 3; ++jdx) { - Variant const& var = colour_array[jdx]; - if (var.get_type() != Variant::FLOAT) return NULL_COLOUR; - const double colour_double = var; - if (std::trunc(colour_double) != colour_double) return NULL_COLOUR; - const int64_t colour_int = static_cast<int64_t>(colour_double); - if (colour_int < 0 || colour_int > 255) return NULL_COLOUR; - colour = (colour << 8) | colour_int; - } - return colour; - } - } else if (type == Variant::STRING) { - String const& colour_string = var; - if (colour_string.is_valid_hex_number()) { - const int64_t colour_int = colour_string.hex_to_int(); - if (colour_int != NULL_COLOUR && colour_int <= MAX_COLOUR_RGB) - return colour_int; - } - } - return NULL_COLOUR; -} - -Error GameSingleton::_parse_province_identifier_entry(String const& identifier, Variant const& entry) { - const colour_t colour = _parse_colour(entry); - if (colour == NULL_COLOUR || colour > MAX_COLOUR_RGB) { - UtilityFunctions::push_error("Invalid colour for province identifier \"", identifier, "\": ", entry); - return FAILED; - } - return ERR(game_manager.map.add_province(godot_to_std_string(identifier), colour)); -} - -Error GameSingleton::_load_province_identifier_file(String const& file_path) { - const Error err = _parse_json_dictionary_file("province identifier", file_path, "prov_", - [this](String const& identifier, Variant const& entry) -> Error { - return _parse_province_identifier_entry(identifier, entry); - }); - game_manager.map.lock_provinces(); - return err; -} - -Error GameSingleton::_load_water_province_file(String const& file_path) { - Variant json_var; - Error err = _load_json_file("water province", file_path, json_var); - if (err != OK) return err; - Variant::Type type = json_var.get_type(); - if (type != Variant::ARRAY) { - UtilityFunctions::push_error("Invalid water province JSON: root has type ", - Variant::get_type_name(type), " (expected Array)"); - err = FAILED; - } else { - Array const& array = json_var; - for (int64_t idx = 0; idx < array.size(); ++idx) { - Variant const& entry = array[idx]; - type = entry.get_type(); - if (type != Variant::STRING) { - UtilityFunctions::push_error("Invalid water province identifier: ", entry); - err = FAILED; - continue; - } - String const& identifier = entry; - if (game_manager.map.set_water_province(godot_to_std_string(identifier)) != SUCCESS) - err = FAILED; - } - } - game_manager.map.lock_water_provinces(); - return err; -} - -Error GameSingleton::_parse_region_entry(String const& identifier, Variant const& entry) { - Error err = OK; - Variant::Type type = entry.get_type(); - std::vector<std::string> province_identifiers; - if (type == Variant::ARRAY) { - Array const& province_array = entry; - for (int64_t idx = 0; idx < province_array.size(); ++idx) { - Variant const& province_var = province_array[idx]; - type = province_var.get_type(); - if (type == Variant::STRING) { - String const& province_string = province_var; - province_identifiers.push_back(godot_to_std_string(province_string)); - } else { - UtilityFunctions::push_error("Invalid province identifier for region \"", identifier, "\": ", entry); - err = FAILED; - } - } - } - if (province_identifiers.empty()) { - UtilityFunctions::push_error("Invalid province list for region \"", identifier, "\": ", entry); - return FAILED; - } - std::vector<std::string_view> province_identifier_views; - for (std::string const& str : province_identifiers) { - province_identifier_views.push_back(str); - } - return ERR(game_manager.map.add_region(godot_to_std_string(identifier), province_identifier_views)); -} - -Error GameSingleton::_load_region_file(String const& file_path) { - const Error err = _parse_json_dictionary_file("region", file_path, "region_", - [this](String const& identifier, Variant const& entry) -> Error { - return _parse_region_entry(identifier, entry); - }); - game_manager.map.lock_regions(); - return err; -} - -Error GameSingleton::_parse_terrain_entry(String const& identifier, Variant const& entry, String const& terrain_texture_dir_path) { - const colour_t colour = _parse_colour(entry); - if (colour == NULL_COLOUR || colour > MAX_COLOUR_RGB) { - UtilityFunctions::push_error("Invalid colour for terrain texture \"", identifier, "\": ", entry); - return FAILED; - } - const String terrain_path = terrain_texture_dir_path + identifier; - const Ref<Image> terrain_image = load_godot_image(terrain_path); - if (terrain_image.is_null()) { - UtilityFunctions::push_error("Failed to load terrain image: ", terrain_path); - return FAILED; - } - return ERR(terrain_variants.add_item({ godot_to_std_string(identifier), colour, terrain_image })); -} - -Error GameSingleton::_load_terrain_variants(String const& terrain_identifiers_path, String const& terrain_texture_dir_path) { - Error err = _parse_json_dictionary_file("terrain variants", terrain_identifiers_path, "", - [this, terrain_texture_dir_path](String const& identifier, Variant const& entry) -> Error { - return _parse_terrain_entry(identifier, entry, terrain_texture_dir_path + String { "/" }); - }); - terrain_variants.lock(); - if (_generate_terrain_texture_array() != OK) return FAILED; - return err; -} - -Error GameSingleton::_generate_terrain_texture_array() { - Error err = OK; - if (terrain_variants.get_item_count() == 0) { - UtilityFunctions::push_error("Failed to load terrain textures!"); - return FAILED; - } - // TerrainVariant count is limited by the data type representing it in the map image - if (terrain_variants.get_item_count() > TerrainVariant::MAX_INDEX) { - UtilityFunctions::push_error("Too many terrain textures - all after the first ", MAX_INDEX, " will be ignored"); - err = FAILED; - } - - Array terrain_images; - for (size_t i = 0; i < terrain_variants.get_item_count() && i < TerrainVariant::MAX_INDEX; ++i) { - TerrainVariant const& var = *terrain_variants.get_item_by_index(i); - terrain_variant_map[var.get_colour()] = i; - terrain_images.append(var.get_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_map_images(String const& province_image_path, String const& terrain_image_path, bool flip_vertical) { - if (province_shape_texture.is_valid()) { - UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path); - return FAILED; - } - - // Load images - Ref<Image> province_image = load_godot_image(province_image_path); - if (province_image.is_null()) { - UtilityFunctions::push_error("Failed to load province image: ", province_image_path); - return FAILED; - } - Ref<Image> terrain_image = load_godot_image(terrain_image_path); - if (terrain_image.is_null()) { - UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path); - return FAILED; - } - - if (flip_vertical) { - province_image->flip_y(); - terrain_image->flip_y(); - } - - // Validate dimensions and format - Error err = OK; - const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size(); - if (province_dims.x < 1 || province_dims.y < 1) { - UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path); - err = FAILED; - } - if (province_dims != terrain_dims) { - UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ", - terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))"); - err = FAILED; - } - static constexpr Image::Format expected_format = Image::FORMAT_RGB8; - if (province_image->get_format() == Image::FORMAT_RGBA8) province_image->convert(expected_format); - if (terrain_image->get_format() == Image::FORMAT_RGBA8) terrain_image->convert(expected_format); - if (province_image->get_format() != expected_format) { - UtilityFunctions::push_error("Invalid format (", province_image->get_format(), ", should be ", expected_format, ") for province image: ", province_image_path); - err = FAILED; - } - if (terrain_image->get_format() != expected_format) { - UtilityFunctions::push_error("Invalid format (", terrain_image->get_format(), ", should be ", expected_format, ") for terrain image: ", terrain_image_path); - err = FAILED; - } - if (err != OK) return err; - - // Generate interleaved province and terrain ID image - if (game_manager.map.generate_province_shape_image(province_dims.x, province_dims.y, province_image->get_data().ptr(), - terrain_image->get_data().ptr(), terrain_variant_map, true) != SUCCESS) err = FAILED; - - 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.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::_parse_good_entry(String const& identifier, Variant const& entry) { - if (entry.get_type() != Variant::DICTIONARY) { - UtilityFunctions::push_error("Invalid good entry for ", identifier, ": ", entry); - return FAILED; - } - Dictionary const& dict = entry; - - static const String key_category = "category"; - Variant const& var_category = dict.get(key_category, ""); - String category; - if (var_category.get_type() == Variant::STRING) category = var_category; - else UtilityFunctions::push_error("Invalid good category for ", identifier, ": ", var_category); - - static const String key_base_price = "base_price"; - Variant const& var_base_price = dict.get(key_base_price, NULL_PRICE); - price_t base_price = NULL_PRICE; - if (var_base_price.get_type() == Variant::FLOAT) base_price = var_base_price; - else UtilityFunctions::push_error("Invalid good base price for ", identifier, ": ", var_base_price); - - static const String key_colour = "colour"; - Variant const& var_colour = dict.get(key_colour, ""); - const colour_t colour = _parse_colour(var_colour); - if (colour > MAX_COLOUR_RGB) { - UtilityFunctions::push_error("Invalid good colour for ", identifier, ": ", var_colour); - return FAILED; - } - - static const String key_default_available = "default_available"; - Variant const& var_default_available = dict.get(key_default_available, true); - bool default_available = false; - if (var_default_available.get_type() == Variant::BOOL) default_available = var_default_available; - else UtilityFunctions::push_error("Invalid good available default bool value for ", identifier, ": ", var_default_available); - - static const String key_tradeable = "tradeable"; - Variant const& var_tradeable = dict.get(key_tradeable, true); - bool tradeable = false; - if (var_tradeable.get_type() == Variant::BOOL) tradeable = var_tradeable; - else UtilityFunctions::push_error("Invalid good tradeable bool value for ", identifier, ": ", var_tradeable); - - static const String key_currency = "currency"; - Variant const& var_currency = dict.get(key_currency, true); - bool currency = false; - if (var_currency.get_type() == Variant::BOOL) currency = var_currency; - else UtilityFunctions::push_error("Invalid good currency bool value for ", identifier, ": ", var_currency); - - static const String key_overseas_maintenance = "overseas_maintenance"; - Variant const& var_overseas_maintenance = dict.get(key_overseas_maintenance, true); - bool overseas_maintenance = false; - if (var_overseas_maintenance.get_type() == Variant::BOOL) overseas_maintenance = var_overseas_maintenance; - else UtilityFunctions::push_error("Invalid good overseas maintenance bool value for ", identifier, ": ", var_overseas_maintenance); - - return ERR(game_manager.good_manager.add_good(godot_to_std_string(identifier), colour, godot_to_std_string(category), - base_price, default_available, tradeable, currency, overseas_maintenance)); -} - -Error GameSingleton::_load_goods(String const& defines_path, String const& icons_dir_path) { - Error err = _parse_json_dictionary_file("good", defines_path, "good_", - [this](String const& identifier, Variant const& entry) -> Error { - return _parse_good_entry(identifier, entry); - }); - game_manager.good_manager.lock_goods(); - for (Good const& good : game_manager.good_manager.get_goods()) { - const String path = icons_dir_path + String { "/" } + std_to_godot_string(good.get_identifier()) + ".png"; - const Ref<Image> image = load_godot_image(path); - if (image.is_null()) { - UtilityFunctions::push_error("Failed to load good icon image: ", path); - err = FAILED; - continue; - } - const Ref<Texture> tex = ImageTexture::create_from_image(image); - if (tex.is_null()) { - UtilityFunctions::push_error("Failed to generate good icon texture: ", path); - err = FAILED; - continue; - } - good_icons[std_to_godot_string(good.get_identifier())] = tex; - } - return err; -} - -StringName const& GameSingleton::get_province_identifier_file_key() { - static const StringName key = "province_identifiers"; - return key; -} -StringName const& GameSingleton::get_water_province_file_key() { - static const StringName key = "water_provinces"; - return key; -} -StringName const& GameSingleton::get_region_file_key() { - static const StringName key = "regions"; - return key; -} -StringName const& GameSingleton::get_terrain_variant_file_key() { - static const StringName key = "terrain_variants"; - return key; -} -StringName const& GameSingleton::get_terrain_texture_dir_key() { - static const StringName key = "terrain_textures"; - return key; -} -StringName const& GameSingleton::get_province_image_file_key() { - static const StringName key = "province_image"; - return key; -} -StringName const& GameSingleton::get_terrain_image_file_key() { - static const StringName key = "terrain_image"; - return key; -} -StringName const& GameSingleton::get_goods_file_key() { - static const StringName key = "goods"; - return key; -} -StringName const& GameSingleton::get_good_icons_dir_key() { - static const StringName key = "good_icons"; - return key; -} - -Error GameSingleton::load_defines(Dictionary const& file_dict) { - Error err = OK; - if (_load_province_identifier_file(file_dict.get(get_province_identifier_file_key(), "")) != OK) { - UtilityFunctions::push_error("Failed to load province identifiers!"); - err = FAILED; - } - if (_load_water_province_file(file_dict.get(get_water_province_file_key(), "")) != OK) { - UtilityFunctions::push_error("Failed to load water provinces!"); - err = FAILED; - } - if (_load_region_file(file_dict.get(get_region_file_key(), "")) != OK) { - UtilityFunctions::push_error("Failed to load regions!"); - err = FAILED; - } - if (_load_terrain_variants(file_dict.get(get_terrain_variant_file_key(), ""), - file_dict.get(get_terrain_texture_dir_key(), "")) != OK) { - UtilityFunctions::push_error("Failed to load terrain variants!"); - err = FAILED; - } - if (_load_map_images(file_dict.get(get_province_image_file_key(), ""), file_dict.get(get_terrain_image_file_key(), "")) != OK) { - UtilityFunctions::push_error("Failed to load map images!"); - err = FAILED; - } - if (_load_goods(file_dict.get(get_goods_file_key(), ""), file_dict.get(get_good_icons_dir_key(), "")) != OK) { - UtilityFunctions::push_error("Failed to load goods!"); - err = FAILED; - } - if (_load_hardcoded_defines() != OK) { - UtilityFunctions::push_error("Failed to hardcoded defines!"); - err = FAILED; - } - return err; -} diff --git a/extension/src/Checksum.hpp b/extension/src/openvic-extension/Checksum.hpp index b12a9cd..b12a9cd 100644 --- a/extension/src/Checksum.hpp +++ b/extension/src/openvic-extension/Checksum.hpp diff --git a/extension/src/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp index 18fd67a..a164b23 100644 --- a/extension/src/GameSingleton.cpp +++ b/extension/src/openvic-extension/GameSingleton.cpp @@ -2,9 +2,9 @@ #include <godot_cpp/variant/utility_functions.hpp> -#include "openvic/utility/Logger.hpp" +#include <openvic-simulation/utility/Logger.hpp> -#include "Utilities.hpp" +#include "openvic-extension/Utilities.hpp" using namespace godot; using namespace OpenVic; @@ -22,8 +22,8 @@ GameSingleton* GameSingleton::singleton = nullptr; void GameSingleton::_bind_methods() { ClassDB::bind_static_method("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger); - ClassDB::bind_method(D_METHOD("load_defines", "file_dict"), &GameSingleton::load_defines); - ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_path"), &GameSingleton::load_defines_compatibility_mode); + ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode); + ClassDB::bind_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file); ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game); ClassDB::bind_method(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords); @@ -58,16 +58,6 @@ void GameSingleton::_bind_methods() { ADD_SIGNAL(MethodInfo("state_updated")); ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index"))); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_identifier_file_key"), &GameSingleton::get_province_identifier_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_water_province_file_key"), &GameSingleton::get_water_province_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_region_file_key"), &GameSingleton::get_region_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_variant_file_key"), &GameSingleton::get_terrain_variant_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_texture_dir_key"), &GameSingleton::get_terrain_texture_dir_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_image_file_key"), &GameSingleton::get_province_image_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_image_file_key"), &GameSingleton::get_terrain_image_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_goods_file_key"), &GameSingleton::get_goods_file_key); - ClassDB::bind_static_method("GameSingleton", D_METHOD("get_good_icons_dir_key"), &GameSingleton::get_good_icons_dir_key); - 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); @@ -95,7 +85,7 @@ void GameSingleton::_bind_methods() { } void GameSingleton::draw_pie_chart(Ref<Image> image, - Array const& stopAngles, Array const& colours, float radius, + Array const& stopAngles, Array const& colours, float radius, Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness, Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut, bool donut_inner_trim, float donut_inner_radius) { @@ -115,7 +105,7 @@ void GameSingleton::_on_state_updated() { } /* REQUIREMENTS: - * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33 + * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34 */ GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } }, terrain_variants { "terrain variants" } { @@ -125,98 +115,19 @@ GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); void GameSingleton::setup_logger() { Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(std_to_godot_string(str)); }); + Logger::set_warning_func([](std::string&& str) { UtilityFunctions::push_warning(std_to_godot_string(str)); }); Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); }); } -Error GameSingleton::_load_hardcoded_defines() { - Error err = OK; - - static constexpr colour_t LOW_ALPHA_VALUE = float_to_alpha_value(0.4f); - static constexpr colour_t HIGH_ALPHA_VALUE = float_to_alpha_value(0.7f); - using mapmode_t = std::pair<std::string, Mapmode::colour_func_t>; - const std::vector<mapmode_t> mapmodes { - { "mapmode_terrain", - [](Map const&, Province const& province) -> colour_t { - return LOW_ALPHA_VALUE | (province.is_water() ? 0x4287F5 : 0x0D7017); - } }, - { "mapmode_province", - [](Map const&, Province const& province) -> colour_t { - return HIGH_ALPHA_VALUE | province.get_colour(); - } }, - { "mapmode_region", - [](Map const&, Province const& province) -> colour_t { - Region const* region = province.get_region(); - if (region != nullptr) return HIGH_ALPHA_VALUE | region->get_colour(); - return NULL_COLOUR; - } }, - { "mapmode_index", - [](Map const& map, Province const& province) -> colour_t { - const colour_t f = fraction_to_colour_byte(province.get_index(), map.get_province_count() + 1); - return HIGH_ALPHA_VALUE | (f << 16) | (f << 8) | f; - } }, - { "mapmode_rgo", - [](Map const& map, Province const& province) -> colour_t { - Good const* rgo = province.get_rgo(); - if (rgo != nullptr) return HIGH_ALPHA_VALUE | rgo->get_colour(); - return NULL_COLOUR; - } }, - { "mapmode_infrastructure", - [](Map const& map, Province const& province) -> colour_t { - Building const* railroad = province.get_building_by_identifier("building_railroad"); - if (railroad != nullptr) { - colour_t val = fraction_to_colour_byte(railroad->get_level(), railroad->get_type().get_max_level() + 1, 0.5f, 1.0f); - switch (railroad->get_expansion_state()) { - case Building::ExpansionState::CannotExpand: val <<= 16; break; - case Building::ExpansionState::CanExpand: break; - default: val <<= 8; break; - } - return HIGH_ALPHA_VALUE | val; - } - return NULL_COLOUR; - } }, - { "mapmode_population", - [](Map const& map, Province const& province) -> colour_t { - return HIGH_ALPHA_VALUE | (fraction_to_colour_byte(province.get_total_population(), map.get_highest_province_population() + 1, 0.1f, 1.0f) << 8); - } }, - { "mapmode_culture", - [](Map const& map, Province const& province) -> colour_t { - distribution_t const& cultures = province.get_culture_distribution(); - if (!cultures.empty()) { - // This breaks if replaced with distribution_t::value_type, something - // about operator=(volatile const&) being deleted. - std::pair<HasIdentifierAndColour const*, float> culture = *cultures.begin(); - for (distribution_t::value_type const p : cultures) { - if (p.second > culture.second) culture = p; - } - return HIGH_ALPHA_VALUE | culture.first->get_colour(); - } - return NULL_COLOUR; - } } - }; - for (mapmode_t const& mapmode : mapmodes) - if (game_manager.map.add_mapmode(mapmode.first, mapmode.second) != SUCCESS) - err = FAILED; - game_manager.map.lock_mapmodes(); - - using building_type_t = std::tuple<std::string, Building::level_t, Timespan>; - const std::vector<building_type_t> building_types { - { "building_fort", 4, 8 }, { "building_naval_base", 6, 15 }, { "building_railroad", 5, 10 } - }; - for (building_type_t const& type : building_types) - if (game_manager.building_manager.add_building_type(std::get<0>(type), std::get<1>(type), std::get<2>(type)) != SUCCESS) - err = FAILED; - game_manager.building_manager.lock_building_types(); - - return err; -} - GameSingleton::~GameSingleton() { ERR_FAIL_COND(singleton != this); singleton = nullptr; } Error GameSingleton::setup_game() { - return ERR(game_manager.setup()); + bool ret = game_manager.setup(); + ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string()); + return ERR(ret); } int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const { @@ -340,8 +251,8 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { building_dict[get_building_info_building_key()] = std_to_godot_string(building.get_identifier()); building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_level()); building_dict[get_building_info_expansion_state_key()] = static_cast<int32_t>(building.get_expansion_state()); - building_dict[get_building_info_start_date_key()] = std_to_godot_string(static_cast<std::string>(building.get_start_date())); - building_dict[get_building_info_end_date_key()] = std_to_godot_string(static_cast<std::string>(building.get_end_date())); + building_dict[get_building_info_start_date_key()] = std_to_godot_string(building.get_start_date().to_string()); + building_dict[get_building_info_end_date_key()] = std_to_godot_string(building.get_end_date().to_string()); building_dict[get_building_info_expansion_progress_key()] = building.get_expansion_progress(); buildings_array[idx] = building_dict; @@ -381,14 +292,14 @@ Ref<Texture> GameSingleton::get_province_colour_texture() const { Error GameSingleton::_update_colour_image() { static PackedByteArray colour_data_array; - static constexpr int64_t colour_data_array_size = (MAX_INDEX + 1) * Map::MAPMODE_COLOUR_SIZE; + static constexpr int64_t colour_data_array_size = (static_cast<int64_t>(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE; colour_data_array.resize(colour_data_array_size); Error err = OK; - if (game_manager.map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw()) != SUCCESS) + if (!game_manager.map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) err = FAILED; - static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(index_t) * 4); + static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4); if (province_colour_image.is_null()) { province_colour_image.instantiate(); ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED, @@ -436,7 +347,7 @@ void GameSingleton::set_selected_province(int32_t index) { } Error GameSingleton::expand_building(int32_t province_index, String const& building_type_identifier) { - if (game_manager.expand_building(province_index, godot_to_std_string(building_type_identifier)) != SUCCESS) { + if (!game_manager.expand_building(province_index, godot_to_std_string(building_type_identifier))) { UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index); return FAILED; } @@ -476,7 +387,7 @@ bool GameSingleton::can_decrease_speed() const { } String GameSingleton::get_longform_date() const { - return std_to_godot_string(static_cast<std::string>(game_manager.get_today())); + return std_to_godot_string(game_manager.get_today().to_string()); } void GameSingleton::try_tick() { diff --git a/extension/src/GameSingleton.hpp b/extension/src/openvic-extension/GameSingleton.hpp index cd8cdd0..bd6b73c 100644 --- a/extension/src/GameSingleton.hpp +++ b/extension/src/openvic-extension/GameSingleton.hpp @@ -3,9 +3,11 @@ #include <godot_cpp/classes/image_texture.hpp> #include <godot_cpp/classes/texture2d_array.hpp> -#include "openvic/GameManager.hpp" +#include <openvic-simulation/GameManager.hpp> +#include <openvic-simulation/dataloader/Dataloader.hpp> namespace OpenVic { + struct TerrainVariant : HasIdentifierAndColour { friend class GameSingleton; @@ -14,19 +16,22 @@ namespace OpenVic { TerrainVariant(const std::string_view new_identfier, colour_t new_colour, godot::Ref<godot::Image> const& new_image); + public: - static constexpr size_t MAX_INDEX = 1 << (8 * sizeof(Map::terrain_t)); + static constexpr size_t MAX_TERRIN_VARIANT_COUNT = 1 << (8 * sizeof(Map::terrain_t)); TerrainVariant(TerrainVariant&&) = default; godot::Ref<godot::Image> get_image() const; }; + class GameSingleton : public godot::Object { GDCLASS(GameSingleton, godot::Object) static GameSingleton* singleton; GameManager game_manager; + Dataloader dataloader; godot::Vector2i image_subdivisions; godot::Ref<godot::Texture2DArray> province_shape_texture; @@ -38,27 +43,11 @@ namespace OpenVic { godot::Ref<godot::Texture2DArray> terrain_texture; godot::Dictionary good_icons; - godot::Error _parse_province_identifier_entry(godot::String const& identifier, godot::Variant const& entry); - godot::Error _parse_region_entry(godot::String const& identifier, godot::Variant const& entry); - godot::Error _parse_terrain_entry(godot::String const& identifier, godot::Variant const& entry, godot::String const& terrain_texture_dir_path); - godot::Error _parse_good_entry(godot::String const& identifier, godot::Variant const& entry); - - godot::Error _load_province_identifier_file(godot::String const& file_path); - godot::Error _load_water_province_file(godot::String const& file_path); - godot::Error _load_region_file(godot::String const& file_path); - godot::Error _load_terrain_variants(godot::String const& terrain_identifiers_path, godot::String const& terrain_texture_dir_path); godot::Error _generate_terrain_texture_array(); godot::Error _load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path, bool flip_vertical = false); - godot::Error _load_goods(godot::String const& defines_path, godot::String const& icons_dir_path); - godot::Error _load_province_identifier_file_compatibility_mode(godot::String const& file_path); godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_image_path, godot::String const& terrain_texturesheet_path); - /* Hardcoded data for defining things for which parsing from files has - * not been implemented, currently mapmodes and building types. - */ - godot::Error _load_hardcoded_defines(); - /* Generate the province_colour_texture from the current mapmode. */ godot::Error _update_colour_image(); @@ -83,25 +72,12 @@ namespace OpenVic { static void setup_logger(); - static godot::StringName const& get_province_identifier_file_key(); - static godot::StringName const& get_water_province_file_key(); - static godot::StringName const& get_region_file_key(); - static godot::StringName const& get_terrain_variant_file_key(); - static godot::StringName const& get_terrain_texture_dir_key(); - static godot::StringName const& get_province_image_file_key(); - static godot::StringName const& get_terrain_image_file_key(); - static godot::StringName const& get_goods_file_key(); - static godot::StringName const& get_good_icons_dir_key(); - - /* Load the game's defines from the filepaths listed as Strings - * in a Dictionary, using the StringNames above as keys. - */ - godot::Error load_defines(godot::Dictionary const& file_dict); - /* Load the game's defines in compatiblity mode from the filepath * pointing to the defines folder. */ - godot::Error load_defines_compatibility_mode(godot::String const& file_path); + godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths); + + godot::String lookup_file(godot::String const& path) const; /* Post-load/restart game setup - reset the game to post-load state * and (re)generate starting data, e.g. buildings. diff --git a/extension/src/openvic-extension/LoadGameCompatibility.cpp b/extension/src/openvic-extension/LoadGameCompatibility.cpp new file mode 100644 index 0000000..e8e3314 --- /dev/null +++ b/extension/src/openvic-extension/LoadGameCompatibility.cpp @@ -0,0 +1,110 @@ +#include "GameSingleton.hpp" + +#include <godot_cpp/classes/file_access.hpp> +#include <godot_cpp/variant/utility_functions.hpp> + +#include <openvic-simulation/utility/BMP.hpp> + +#include "openvic-extension/Utilities.hpp" + +using namespace godot; +using namespace OpenVic; + +Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_image_path, String const& terrain_texturesheet_path) { + // Read BMP's palette to determine terrain variant colours which texture they're associated with + BMP bmp; + if (!(bmp.open(godot_to_std_string(terrain_image_path).c_str()) && bmp.read_header() && bmp.read_palette())) { + UtilityFunctions::push_error("Failed to read BMP palette from compatibility mode terrain image: ", terrain_image_path); + return FAILED; + } + std::vector<colour_t> const& palette = bmp.get_palette(); + static constexpr int32_t SHEET_DIMS = 8, PALETTE_SIZE = SHEET_DIMS * SHEET_DIMS; + if (palette.size() == 0 || palette.size() < PALETTE_SIZE) { + UtilityFunctions::push_error("Invalid BMP palette size for terrain image: ", static_cast<uint64_t>(palette.size()), " (expected ", PALETTE_SIZE, ")"); + return FAILED; + } + + // 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; + + { + 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_variants.add_item({ "terrain_water", TERRAIN_WATER_INDEX_COLOUR, water_image }); + } + Error err = OK; + for (int32_t idx = 0; idx < PALETTE_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; + continue; + } + if (!terrain_variants.add_item({ "terrain_" + std::to_string(idx), palette[idx], terrain_image })) err = FAILED; + } + terrain_variants.lock(); + if (_generate_terrain_texture_array() != OK) return FAILED; + return err; +} + +Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) { + static const fs::path province_image_file = "map/provinces.bmp"; + static const fs::path terrain_image_file = "map/terrain.bmp"; + 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; + } + + game_manager.map.lock_regions(); + if (_load_terrain_variants_compatibility_mode( + std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()), + 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( + std_to_godot_string(dataloader.lookup_file(province_image_file).string()), + std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()), + 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; + } + return err; +} + +String GameSingleton::lookup_file(String const& path) const { + return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string()); +} diff --git a/extension/src/openvic-extension/LoadGameOpenVic.cpp b/extension/src/openvic-extension/LoadGameOpenVic.cpp new file mode 100644 index 0000000..87c66da --- /dev/null +++ b/extension/src/openvic-extension/LoadGameOpenVic.cpp @@ -0,0 +1,132 @@ +#include "GameSingleton.hpp" + +#include <godot_cpp/classes/file_access.hpp> +#include <godot_cpp/classes/json.hpp> +#include <godot_cpp/variant/utility_functions.hpp> + +#include "openvic-extension/Utilities.hpp" + +using namespace godot; +using namespace OpenVic; + +Error GameSingleton::_generate_terrain_texture_array() { + Error err = OK; + if (terrain_variants.size() == 0) { + UtilityFunctions::push_error("Failed to load terrain textures!"); + return FAILED; + } + // TerrainVariant count is limited by the data type representing it in the map image + if (terrain_variants.size() > TerrainVariant::MAX_TERRIN_VARIANT_COUNT) { + UtilityFunctions::push_error("Too many terrain textures - all after the first ", + static_cast<uint64_t>(TerrainVariant::MAX_TERRIN_VARIANT_COUNT), " will be ignored"); + err = FAILED; + } + + Array terrain_images; + for (size_t i = 0; i < terrain_variants.size() && i < TerrainVariant::MAX_TERRIN_VARIANT_COUNT; ++i) { + TerrainVariant const& var = *terrain_variants.get_item_by_index(i); + terrain_variant_map[var.get_colour()] = i; + terrain_images.append(var.get_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_map_images(String const& province_image_path, String const& terrain_image_path, bool flip_vertical) { + if (province_shape_texture.is_valid()) { + UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path); + return FAILED; + } + + // Load images + Ref<Image> province_image = load_godot_image(province_image_path); + if (province_image.is_null()) { + UtilityFunctions::push_error("Failed to load province image: ", province_image_path); + return FAILED; + } + Ref<Image> terrain_image = load_godot_image(terrain_image_path); + if (terrain_image.is_null()) { + UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path); + return FAILED; + } + + if (flip_vertical) { + province_image->flip_y(); + terrain_image->flip_y(); + } + + // Validate dimensions and format + Error err = OK; + const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size(); + if (province_dims.x < 1 || province_dims.y < 1) { + UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path); + err = FAILED; + } + if (province_dims != terrain_dims) { + UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ", + terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))"); + err = FAILED; + } + static constexpr Image::Format expected_format = Image::FORMAT_RGB8; + if (province_image->get_format() == Image::FORMAT_RGBA8) province_image->convert(expected_format); + if (terrain_image->get_format() == Image::FORMAT_RGBA8) terrain_image->convert(expected_format); + if (province_image->get_format() != expected_format) { + UtilityFunctions::push_error("Invalid format (", province_image->get_format(), ", should be ", expected_format, ") for province image: ", province_image_path); + err = FAILED; + } + if (terrain_image->get_format() != expected_format) { + UtilityFunctions::push_error("Invalid format (", terrain_image->get_format(), ", should be ", expected_format, ") for terrain image: ", terrain_image_path); + err = FAILED; + } + if (err != OK) return err; + + // Generate interleaved province and terrain ID image + if (!game_manager.map.generate_province_shape_image(province_dims.x, province_dims.y, + province_image->get_data().ptr(), terrain_image->get_data().ptr(), terrain_variant_map, + false /* <-- whether to print detailed map errors or not (specific missing/unrecognised colours) */ + )) err = FAILED; + + 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.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; +} diff --git a/extension/src/LoadLocalisation.cpp b/extension/src/openvic-extension/LoadLocalisation.cpp index dc7702c..dc7702c 100644 --- a/extension/src/LoadLocalisation.cpp +++ b/extension/src/openvic-extension/LoadLocalisation.cpp diff --git a/extension/src/LoadLocalisation.hpp b/extension/src/openvic-extension/LoadLocalisation.hpp index 04ec5c7..04ec5c7 100644 --- a/extension/src/LoadLocalisation.hpp +++ b/extension/src/openvic-extension/LoadLocalisation.hpp diff --git a/extension/src/MapMesh.cpp b/extension/src/openvic-extension/MapMesh.cpp index 269360a..269360a 100644 --- a/extension/src/MapMesh.cpp +++ b/extension/src/openvic-extension/MapMesh.cpp diff --git a/extension/src/MapMesh.hpp b/extension/src/openvic-extension/MapMesh.hpp index 38b208c..38b208c 100644 --- a/extension/src/MapMesh.hpp +++ b/extension/src/openvic-extension/MapMesh.hpp diff --git a/extension/src/Utilities.cpp b/extension/src/openvic-extension/Utilities.cpp index f09eae0..4ca6855 100644 --- a/extension/src/Utilities.cpp +++ b/extension/src/openvic-extension/Utilities.cpp @@ -19,7 +19,7 @@ Ref<Image> OpenVic::load_godot_image(String const& path) { // Get the polar coordinates of a pixel relative to the center static Vector2 getPolar(Vector2 UVin, Vector2 center) { - Vector2 relcoord = (UVin-center); + Vector2 relcoord = (UVin - center); float dist = relcoord.length(); float theta = std::numbers::pi / 2 + atan2(relcoord.y, relcoord.x); if (theta < 0.0f) theta += std::numbers::pi * 2; @@ -27,11 +27,11 @@ static Vector2 getPolar(Vector2 UVin, Vector2 center) { } // From thebookofshaders, returns a gradient falloff -static inline float parabola(float base, float x, float k){ +static inline float parabola(float base, float x, float k) { return powf(base * x * (1.0 - x), k); } -static inline float parabola_shadow(float base, float x){ +static inline float parabola_shadow(float base, float x) { return base * x * x; } @@ -57,9 +57,9 @@ static Color pie_chart_fragment(Vector2 UV, float radius, Array const& stopAngle return { trim_colour, 1.0 }; } // Interior - else if (dist <= radius-trim_size) { + else if (dist <= radius - trim_size) { Color col { 1.0f, 0.0f, 0.0f }; - for (int i = 0; i < stopAngles.size(); i++){ + for (int i = 0; i < stopAngles.size(); i++) { if (theta <= float(stopAngles[i])) { col = colours[i]; break; @@ -73,7 +73,7 @@ static Color pie_chart_fragment(Vector2 UV, float radius, Array const& stopAngle return { trim_colour, 1.0 }; } // Outside the circle - else{ + else { return { 0.1, 0.1, 0.1, shadow_gradient }; } } diff --git a/extension/src/Utilities.hpp b/extension/src/openvic-extension/Utilities.hpp index e8796e9..32e7cb5 100644 --- a/extension/src/Utilities.hpp +++ b/extension/src/openvic-extension/Utilities.hpp @@ -2,9 +2,9 @@ #include <godot_cpp/classes/image.hpp> -#include "openvic/Types.hpp" +#include <openvic-simulation/types/Colour.hpp> -#define ERR(x) ((x) == SUCCESS ? OK : FAILED) +#define ERR(x) ((x) ? OK : FAILED) namespace OpenVic { diff --git a/extension/src/register_types.cpp b/extension/src/openvic-extension/register_types.cpp index 92c25a4..273bb85 100644 --- a/extension/src/register_types.cpp +++ b/extension/src/openvic-extension/register_types.cpp @@ -1,11 +1,11 @@ -#include "register_types.h" +#include "register_types.hpp" #include <godot_cpp/classes/engine.hpp> -#include "Checksum.hpp" -#include "GameSingleton.hpp" -#include "LoadLocalisation.hpp" -#include "MapMesh.hpp" +#include "openvic-extension/Checksum.hpp" +#include "openvic-extension/GameSingleton.hpp" +#include "openvic-extension/LoadLocalisation.hpp" +#include "openvic-extension/MapMesh.hpp" using namespace godot; using namespace OpenVic; diff --git a/extension/src/register_types.h b/extension/src/openvic-extension/register_types.hpp index dd24689..dd24689 100644 --- a/extension/src/register_types.h +++ b/extension/src/openvic-extension/register_types.hpp diff --git a/game/localisation/en_GB/mapmodes.csv b/game/localisation/en_GB/mapmodes.csv index 8fa5798..bcb466f 100644 --- a/game/localisation/en_GB/mapmodes.csv +++ b/game/localisation/en_GB/mapmodes.csv @@ -8,3 +8,4 @@ mapmode_rgo;RGO mapmode_infrastructure;Infrastructure mapmode_population;Population Density mapmode_culture;Nationality +mapmode_religion;Religion diff --git a/game/project.godot b/game/project.godot index f8bd428..ead3c6b 100644 --- a/game/project.godot +++ b/game/project.godot @@ -15,17 +15,19 @@ config/description="A faithful recreation of Victoria 2: Heart of Darkness with run/main_scene="res://src/Game/GameStart.tscn" config/use_custom_user_dir=true config/features=PackedStringArray("4.1", "Forward Plus") -boot_splash/bg_color=Color(0.380392, 0.145098, 0.14902, 1) +boot_splash/bg_color=Color(0, 0, 0, 0) +boot_splash/show_image=false boot_splash/image="res://splash_assets/splash_image.png" config/icon="res://icon.svg" config/project_settings_override.template="user://settings.cfg" [autoload] +Resolution="*res://src/Game/Autoload/Resolution.gd" ArgumentParser="*res://src/Game/Autoload/Argument/ArgumentParser.tscn" +WindowOverride="*res://src/Game/Autoload/WindowOverride.gd" Events="*res://src/Game/Autoload/Events.gd" GameLoader="*res://src/Game/Autoload/GameLoader.gd" -Resolution="*res://src/Game/Autoload/Resolution.gd" SoundManager="*res://src/Game/Autoload/SoundManager.gd" MusicConductor="*res://src/Game/MusicConductor/MusicConductor.tscn" Keychain="*res://addons/keychain/Keychain.gd" @@ -36,10 +38,15 @@ SaveManager="*res://src/Game/Autoload/SaveManager.gd" window/size/viewport_width=1280 window/size/viewport_height=720 -window/size/mode=3 +window/size/mode=1 window/size/resizable=false +window/size/borderless=true +window/size/transparent=true +window/size/window_width_override=1 +window/size/window_height_override=1 window/stretch/mode="canvas_items" window/stretch/aspect="ignore" +window/per_pixel_transparency/allowed=true [editor_plugins] diff --git a/game/src/Game/Autoload/Argument/ArgumentParser.gd b/game/src/Game/Autoload/Argument/ArgumentParser.gd index b463c74..b012215 100644 --- a/game/src/Game/Autoload/Argument/ArgumentParser.gd +++ b/game/src/Game/Autoload/Argument/ArgumentParser.gd @@ -309,10 +309,8 @@ Options: ("Type: %s - Default Value: %s" % [option.get_type_string(), option.default_value]).rpad(45), option.description ]) + func _ready(): if Engine.is_editor_hint(): return _set_argument_setting() GameDebug._singleton = GameDebug.new() - if get_argument(&"help"): - _print_help() - get_tree().quit() diff --git a/game/src/Game/Autoload/GameLoader.gd b/game/src/Game/Autoload/GameLoader.gd index 1720e3c..8c14c7e 100644 --- a/game/src/Game/Autoload/GameLoader.gd +++ b/game/src/Game/Autoload/GameLoader.gd @@ -1,17 +1,5 @@ extends Node -var define_filepaths_dict : Dictionary = { - GameSingleton.get_province_identifier_file_key(): "res://common/map/provinces.json", - GameSingleton.get_water_province_file_key(): "res://common/map/water.json", - GameSingleton.get_region_file_key(): "res://common/map/regions.json", - GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json", - GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/", - GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png", - GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png", - GameSingleton.get_goods_file_key(): "res://common/goods.json", - GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods" -} - var ShaderManager : ShaderManagerClass func _init(): diff --git a/game/src/Game/Autoload/WindowOverride.gd b/game/src/Game/Autoload/WindowOverride.gd new file mode 100644 index 0000000..837570e --- /dev/null +++ b/game/src/Game/Autoload/WindowOverride.gd @@ -0,0 +1,27 @@ +extends Node + +const VideoOptions = preload("res://src/Game/Menu/OptionMenu/VideoTab.tscn") + +func _init(): + var window_id := DisplayServer.get_window_list()[0] + DisplayServer.window_set_size(Vector2(1280.0, 720.0), window_id) + +func _ready(): + if ArgumentParser.get_argument(&"help"): return + _on_SceneTree_idle() + # Hack to ensure Video Options load + var video := VideoOptions.instantiate() + video.visible = false + add_child(video) + video.queue_free() + +func _on_SceneTree_idle(): + var window := get_window() + window.set_mode(Window.MODE_FULLSCREEN) + await get_tree().process_frame + window.transparent = false + window.borderless = false + var screen_pos := DisplayServer.screen_get_position(window.current_screen) + var screen_size := DisplayServer.screen_get_size(window.current_screen) + window.position = screen_pos + (screen_size - window.size) / 2 + ProjectSettings.set_setting.call_deferred("display/window/per_pixel_transparency/allowed", false) diff --git a/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd b/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd index 350c1a8..6cdbf28 100644 --- a/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd +++ b/game/src/Game/GameSession/MapControlPanel/MapControlPanel.gd @@ -11,7 +11,7 @@ signal zoom_out_button_pressed var _mapmode_button_group : ButtonGroup # REQUIREMENTS: -# * UI-550, UI-552, UI-554, UI-561, UI-562 +# * UI-550, UI-552, UI-554, UI-561, UI-562, UI-563 func _add_mapmode_button(identifier : String) -> void: var button := Button.new() button.text = identifier @@ -37,7 +37,7 @@ func _on_game_session_menu_button_pressed() -> void: # REQUIREMENTS: # * SS-76 -# * UIFUN-129, UIFUN-131, UIFUN-133, UIFUN-140, UIFUN-141 +# * UIFUN-129, UIFUN-131, UIFUN-133, UIFUN-140, UIFUN-141, UIFUN-142 func _mapmode_pressed(button : BaseButton) -> void: GameSingleton.set_mapmode(button.tooltip_text) diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn index 7e49ac8..7a982e9 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn +++ b/game/src/Game/GameSession/ProvinceOverviewPanel/ProvinceOverviewPanel.tscn @@ -93,15 +93,18 @@ layout_mode = 2 mouse_filter = 1 [node name="PopStats" type="HBoxContainer" parent="PanelList/InteractList"] +editor_description = "UI-124" layout_mode = 2 [node name="PopTypeChart" parent="PanelList/InteractList/PopStats" instance=ExtResource("2_3oytt")] +editor_description = "UI-125" layout_mode = 2 [node name="PopIdeologyChart" parent="PanelList/InteractList/PopStats" instance=ExtResource("2_3oytt")] layout_mode = 2 [node name="PopCultureChart" parent="PanelList/InteractList/PopStats" instance=ExtResource("2_3oytt")] +editor_description = "UI-127" layout_mode = 2 [node name="HSeparator3" type="HSeparator" parent="PanelList/InteractList"] diff --git a/game/src/Game/GameStart.gd b/game/src/Game/GameStart.gd index fa7568b..422a42a 100644 --- a/game/src/Game/GameStart.gd +++ b/game/src/Game/GameStart.gd @@ -7,6 +7,15 @@ const SoundTabScene = preload("res://src/Game/Menu/OptionMenu/SoundTab.tscn") @export var loading_screen : LoadingScreen func _ready() -> void: + if ArgumentParser.get_argument(&"help"): + ArgumentParser._print_help() + # For some reason this doesn't get freed properly + # Godot will always quit before it frees the active StreamPlayback resource + # This hack fixes that + MusicConductor.queue_free() + get_tree().quit() + return + # Hack to ensure Sound Options load var sound_tab := SoundTabScene.instantiate() sound_tab.visible = false @@ -16,39 +25,42 @@ func _ready() -> void: loading_screen.start_loading_screen(_initialize_game) -# REQUIREMENTS -# * FS-333, FS-334, FS-335, FS-341 -func _initialize_game() -> void: - GameSingleton.setup_logger() - loading_screen.try_update_loading_screen(5) - +func _load_compatibility_mode(): # Set this to your Vic2 install dir or a mod's dir to enable compatibility mode # (this won't work for mods which rely on vanilla map assets, copy missing assets # into the mod's dir for a temporary fix) # Usage: OpenVic --compatibility-mode <path> - var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode") + var compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode", "") + + if not compatibility_mode_path: + # TODO - non-Windows default paths + const default_path : String = "C:/Program Files (x86)/Steam/steamapps/common/Victoria 2" + compatibility_mode_path = default_path + + var compatibility_mode_paths : PackedStringArray = [compatibility_mode_path] + # Example for adding mod paths + #compatibility_mode_paths.push_back("C:/Program Files (x86)/Steam/steamapps/common/Victoria 2/mod/TGC") + + if GameSingleton.load_defines_compatibility_mode(compatibility_mode_paths) != OK: + push_error("Errors loading game defines!") + +# REQUIREMENTS +# * FS-333, FS-334, FS-335, FS-341 +func _initialize_game() -> void: var start := Time.get_ticks_usec() + loading_screen.try_update_loading_screen(0) + GameSingleton.setup_logger() - loading_screen.try_update_loading_screen(15) - loading_screen.try_update_loading_screen(25) Localisation.initialize() - loading_screen.try_update_loading_screen(45) - loading_screen.try_update_loading_screen(50, true) - - # TODO: Loading takes way too long to keep the LoadingScreen at 50% - # Should either split this up or seperately multithread the compatibility mode loader - # Or both and emit a signal that allows us to add percentages to the LoadingScreen - if compatibility_mode_path: - if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK: - push_error("Errors loading game defines!") - else: - GameLoader.define_filepaths_dict.make_read_only() - if GameSingleton.load_defines(GameLoader.define_filepaths_dict) != OK: - push_error("Errors loading game defines!") + loading_screen.try_update_loading_screen(15, true) + + _load_compatibility_mode() + loading_screen.try_update_loading_screen(75, true) loading_screen.try_update_loading_screen(100) + var end := Time.get_ticks_usec() print("Loading took ", float(end - start) / 1000000, " seconds") diff --git a/game/src/Game/LoadingScreen.tscn b/game/src/Game/LoadingScreen.tscn index 5ae1cb9..01b6856 100644 --- a/game/src/Game/LoadingScreen.tscn +++ b/game/src/Game/LoadingScreen.tscn @@ -59,6 +59,7 @@ _data = { } [node name="LoadingScreen" type="Control" node_paths=PackedStringArray("progress_bar", "quote_label", "animation_player")] +editor_description = "UI-24" layout_mode = 3 anchors_preset = 15 anchor_right = 1.0 |