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-rw-r--r--extension/src/openvic-extension/register_types.cpp9
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.cpp4
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp1
-rw-r--r--extension/src/openvic-extension/singletons/ModelSingleton.cpp362
-rw-r--r--extension/src/openvic-extension/singletons/ModelSingleton.hpp42
-rw-r--r--game/src/Game/GameSession/GameSession.gd3
-rw-r--r--game/src/Game/GameSession/GameSession.tscn11
-rw-r--r--game/src/Game/GameSession/MapView.tscn6
-rw-r--r--game/src/Game/GameSession/ModelManager.gd131
9 files changed, 567 insertions, 2 deletions
diff --git a/extension/src/openvic-extension/register_types.cpp b/extension/src/openvic-extension/register_types.cpp
index fffb370..b2b6731 100644
--- a/extension/src/openvic-extension/register_types.cpp
+++ b/extension/src/openvic-extension/register_types.cpp
@@ -16,6 +16,7 @@
#include "openvic-extension/singletons/GameSingleton.hpp"
#include "openvic-extension/singletons/LoadLocalisation.hpp"
#include "openvic-extension/singletons/MenuSingleton.hpp"
+#include "openvic-extension/singletons/ModelSingleton.hpp"
using namespace godot;
using namespace OpenVic;
@@ -24,6 +25,7 @@ static Checksum* _checksum_singleton = nullptr;
static LoadLocalisation* _load_localisation = nullptr;
static GameSingleton* _game_singleton = nullptr;
static MenuSingleton* _menu_singleton = nullptr;
+static ModelSingleton* _model_singleton = nullptr;
static AssetManager* _asset_manager_singleton = nullptr;
void initialize_openvic_types(ModuleInitializationLevel p_level) {
@@ -47,6 +49,10 @@ void initialize_openvic_types(ModuleInitializationLevel p_level) {
_menu_singleton = memnew(MenuSingleton);
Engine::get_singleton()->register_singleton("MenuSingleton", MenuSingleton::get_singleton());
+ ClassDB::register_class<ModelSingleton>();
+ _model_singleton = memnew(ModelSingleton);
+ Engine::get_singleton()->register_singleton("ModelSingleton", ModelSingleton::get_singleton());
+
ClassDB::register_class<AssetManager>();
_asset_manager_singleton = memnew(AssetManager);
Engine::get_singleton()->register_singleton("AssetManager", AssetManager::get_singleton());
@@ -86,6 +92,9 @@ void uninitialize_openvic_types(ModuleInitializationLevel p_level) {
Engine::get_singleton()->unregister_singleton("MenuSingleton");
memdelete(_menu_singleton);
+ Engine::get_singleton()->unregister_singleton("ModelSingleton");
+ memdelete(_model_singleton);
+
Engine::get_singleton()->unregister_singleton("AssetManager");
memdelete(_asset_manager_singleton);
}
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp
index 12e2df1..ef19a6c 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp
@@ -159,6 +159,10 @@ float GameSingleton::get_map_aspect_ratio() const {
return static_cast<float>(get_map_width()) / static_cast<float>(get_map_height());
}
+Vector2 GameSingleton::map_position_to_world_coords(fvec2_t const& position) const {
+ return Utilities::to_godot_fvec2(position) / get_map_dims();
+}
+
Ref<Texture2DArray> GameSingleton::get_terrain_texture() const {
return terrain_texture;
}
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp
index f793fae..7f86eb2 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp
@@ -70,6 +70,7 @@ namespace OpenVic {
int32_t get_map_height() const;
godot::Vector2i get_map_dims() const;
float get_map_aspect_ratio() const;
+ godot::Vector2 map_position_to_world_coords(fvec2_t const& position) const;
/* The cosmetic terrain textures stored in a Texture2DArray. */
godot::Ref<godot::Texture2DArray> get_terrain_texture() const;
diff --git a/extension/src/openvic-extension/singletons/ModelSingleton.cpp b/extension/src/openvic-extension/singletons/ModelSingleton.cpp
new file mode 100644
index 0000000..349d336
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/ModelSingleton.cpp
@@ -0,0 +1,362 @@
+#include "ModelSingleton.hpp"
+
+#include <numbers>
+
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include "openvic-extension/singletons/GameSingleton.hpp"
+#include "openvic-extension/utility/ClassBindings.hpp"
+#include "openvic-extension/utility/Utilities.hpp"
+
+using namespace godot;
+using namespace OpenVic;
+
+using OpenVic::Utilities::godot_to_std_string;
+using OpenVic::Utilities::std_to_godot_string;
+using OpenVic::Utilities::std_view_to_godot_string;
+
+void ModelSingleton::_bind_methods() {
+ OV_BIND_METHOD(ModelSingleton::get_units);
+ OV_BIND_METHOD(ModelSingleton::get_cultural_gun_model, { "culture" });
+ OV_BIND_METHOD(ModelSingleton::get_cultural_helmet_model, { "culture" });
+ OV_BIND_METHOD(ModelSingleton::get_flag_model, { "floating" });
+}
+
+ModelSingleton* ModelSingleton::get_singleton() {
+ return singleton;
+}
+
+ModelSingleton::ModelSingleton() {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+
+ModelSingleton::~ModelSingleton() {
+ ERR_FAIL_COND(singleton != this);
+ singleton = nullptr;
+}
+
+GFX::Actor const* ModelSingleton::get_actor(std::string_view name, bool error_on_fail) const {
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, nullptr);
+
+ GFX::Actor const* actor =
+ game_singleton->get_game_manager().get_ui_manager().get_cast_object_by_identifier<GFX::Actor>(name);
+
+ if (error_on_fail) {
+ ERR_FAIL_NULL_V_MSG(actor, nullptr, vformat("Failed to find actor \"%s\"", std_view_to_godot_string(name)));
+ }
+
+ return actor;
+}
+
+GFX::Actor const* ModelSingleton::get_cultural_actor(
+ std::string_view culture, std::string_view name, std::string_view fallback_name
+) const {
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, nullptr);
+
+ ERR_FAIL_COND_V_MSG(
+ culture.empty() || name.empty(), nullptr, vformat(
+ "Failed to find actor \"%s\" for culture \"%s\" - neither can be empty",
+ std_view_to_godot_string(name), std_view_to_godot_string(culture)
+ )
+ );
+
+ std::string actor_name = StringUtils::append_string_views(culture, name);
+
+ GFX::Actor const* actor = get_actor(actor_name, false);
+
+ // Which should be tried first: "Generic***" or "***Infantry"?
+
+ if (actor == nullptr) {
+ /* If no Actor exists for the specified GraphicalCultureType then try the default instead. */
+ GraphicalCultureType const* default_graphical_culture_type =
+ game_singleton->get_game_manager().get_pop_manager().get_culture_manager().get_default_graphical_culture_type();
+
+ if (default_graphical_culture_type != nullptr && default_graphical_culture_type->get_identifier() != culture) {
+ actor_name = StringUtils::append_string_views(default_graphical_culture_type->get_identifier(), name);
+
+ actor = get_actor(actor_name, false);
+ }
+
+ if (actor == nullptr && !fallback_name.empty() && fallback_name != name) {
+ return get_cultural_actor(culture, fallback_name, {});
+ }
+ }
+
+ ERR_FAIL_NULL_V_MSG(
+ actor, nullptr, vformat(
+ "Failed to find actor \"%s\" for culture \"%s\"", std_view_to_godot_string(name),
+ std_view_to_godot_string(culture)
+ )
+ );
+
+ return actor;
+}
+
+Dictionary ModelSingleton::make_animation_dict(GFX::Actor::Animation const& animation) const {
+ static const StringName file_key = "file";
+ static const StringName time_key = "time";
+
+ Dictionary dict;
+
+ dict[file_key] = std_view_to_godot_string(animation.get_file());
+ dict[time_key] = animation.get_scroll_time().to_float();
+
+ return dict;
+}
+
+Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
+ static const StringName file_key = "file";
+ static const StringName scale_key = "scale";
+ static const StringName idle_key = "idle";
+ static const StringName move_key = "move";
+ static const StringName attack_key = "attack";
+ static const StringName attachments_key = "attachments";
+
+ Dictionary dict;
+
+ dict[file_key] = std_view_to_godot_string(actor.get_model_file());
+ dict[scale_key] = actor.get_scale().to_float();
+
+ const auto set_animation = [this, &dict](StringName const& key, std::optional<GFX::Actor::Animation> const& animation) {
+ if (animation.has_value()) {
+ dict[key] = make_animation_dict(*animation);
+ }
+ };
+
+ set_animation(idle_key, actor.get_idle_animation());
+ set_animation(move_key, actor.get_move_animation());
+ set_animation(attack_key, actor.get_attack_animation());
+
+ std::vector<GFX::Actor::Attachment> const& attachments = actor.get_attachments();
+
+ if (!attachments.empty()) {
+ static const StringName attachment_node_key = "node";
+ static const StringName attachment_model_key = "model";
+
+ TypedArray<Dictionary> attachments_array;
+
+ if (attachments_array.resize(attachments.size()) == OK) {
+
+ for (size_t idx = 0; idx < attachments_array.size(); ++idx) {
+
+ GFX::Actor::Attachment const& attachment = attachments[idx];
+
+ GFX::Actor const* attachment_actor = get_actor(attachment.get_actor_name());
+
+ ERR_CONTINUE_MSG(
+ attachment_actor == nullptr, vformat(
+ "Failed to find \"%s\" attachment actor for actor \"%s\"",
+ std_view_to_godot_string(attachment.get_actor_name()), std_view_to_godot_string(actor.get_name())
+ )
+ );
+
+ Dictionary attachment_dict;
+
+ attachment_dict[attachment_node_key] = std_view_to_godot_string(attachment.get_attach_node());
+ attachment_dict[attachment_model_key] = make_model_dict(*attachment_actor);
+
+ attachments_array[idx] = std::move(attachment_dict);
+
+ }
+
+ if (!attachments_array.is_empty()) {
+ dict[attachments_key] = std::move(attachments_array);
+ }
+
+ } else {
+ UtilityFunctions::push_error(
+ "Failed to resize attachments array to the correct size (", static_cast<int64_t>(attachments.size()),
+ ") for model for actor \"", std_view_to_godot_string(actor.get_name()), "\""
+ );
+ }
+ }
+
+ return dict;
+}
+
+/* Returns false if an error occurs while trying to add a unit model for the province, true otherwise.
+ * Returning true doesn't necessarily mean a unit was added, e.g. when units is empty. */
+template<utility::is_derived_from_specialization_of<UnitInstanceGroup> T>
+bool ModelSingleton::add_unit_dict(ordered_set<T*> const& units, TypedArray<Dictionary>& unit_array) const {
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, false);
+
+ static const StringName culture_key = "culture";
+ static const StringName model_key = "model";
+ static const StringName mount_model_key = "mount_model";
+ static const StringName mount_attach_node_key = "mount_attach_node";
+ static const StringName flag_index_key = "flag_index";
+ static const StringName flag_floating_key = "flag_floating";
+ static const StringName position_key = "position";
+ static const StringName rotation_key = "rotation";
+ static const StringName primary_colour_key = "primary_colour";
+ static const StringName secondary_colour_key = "secondary_colour";
+ static const StringName tertiary_colour_key = "tertiary_colour";
+
+ if (units.empty()) {
+ return true;
+ }
+
+ bool ret = true;
+
+ /* Last unit to enter the province is shown on top. */
+ T const& unit = *units.back();
+ ERR_FAIL_COND_V_MSG(unit.empty(), false, vformat("Empty unit \"%s\"", std_view_to_godot_string(unit.get_name())));
+
+ Country const* country = unit.get_country()->get_base_country();
+
+ GraphicalCultureType const& graphical_culture_type = country->get_graphical_culture();
+ UnitType const* display_unit_type = unit.get_display_unit_type();
+ ERR_FAIL_NULL_V_MSG(
+ display_unit_type, false, vformat(
+ "Failed to get display unit type for unit \"%s\"", std_view_to_godot_string(unit.get_name())
+ )
+ );
+
+ std::string_view actor_name = display_unit_type->get_sprite();
+ std::string_view mount_actor_name, mount_attach_node_name;
+
+ if constexpr (std::same_as<T, ArmyInstance>) {
+ RegimentType const* regiment_type = reinterpret_cast<RegimentType const*>(display_unit_type);
+
+ if (!regiment_type->get_sprite_override().empty()) {
+ actor_name = regiment_type->get_sprite_override();
+ }
+
+ if (regiment_type->get_sprite_mount().empty() == regiment_type->get_sprite_mount_attach_node().empty()) {
+ if (!regiment_type->get_sprite_mount().empty()) {
+ mount_actor_name = regiment_type->get_sprite_mount();
+ mount_attach_node_name = regiment_type->get_sprite_mount_attach_node();
+ }
+ } else {
+ UtilityFunctions::push_error(
+ "Mount sprite and attach node must both be set or both be empty - regiment type \"",
+ std_view_to_godot_string(regiment_type->get_identifier()), "\" has mount \"",
+ std_view_to_godot_string(regiment_type->get_sprite_mount()), "\" and attach node \"",
+ std_view_to_godot_string(regiment_type->get_sprite_mount_attach_node()), "\""
+ );
+ ret = false;
+ }
+ }
+
+ // TODO - default without requiring hardcoded name
+ static constexpr std::string_view default_fallback_actor_name = "Infantry";
+ GFX::Actor const* actor = get_cultural_actor(
+ graphical_culture_type.get_identifier(), actor_name, default_fallback_actor_name
+ );
+
+ ERR_FAIL_NULL_V_MSG(
+ actor, false, vformat(
+ "Failed to find \"%s\" actor of graphical culture type \"%s\" for unit \"%s\"",
+ std_view_to_godot_string(display_unit_type->get_sprite()),
+ std_view_to_godot_string(graphical_culture_type.get_identifier()),
+ std_view_to_godot_string(unit.get_name())
+ )
+ );
+
+ Dictionary dict;
+
+ dict[culture_key] = std_view_to_godot_string(graphical_culture_type.get_identifier());
+
+ dict[model_key] = make_model_dict(*actor);
+
+ if (!mount_actor_name.empty() && !mount_attach_node_name.empty()) {
+ GFX::Actor const* mount_actor = get_actor(mount_actor_name);
+
+ if (mount_actor != nullptr) {
+ dict[mount_model_key] = make_model_dict(*mount_actor);
+ dict[mount_attach_node_key] = std_view_to_godot_string(mount_attach_node_name);
+ } else {
+ UtilityFunctions::push_error(vformat(
+ "Failed to find \"%s\" mount actor of graphical culture type \"%s\" for unit \"%s\"",
+ std_view_to_godot_string(mount_actor_name),
+ std_view_to_godot_string(graphical_culture_type.get_identifier()),
+ std_view_to_godot_string(unit.get_name())
+ ));
+ ret = false;
+ }
+ }
+
+ // TODO - government type based flag type
+ dict[flag_index_key] = game_singleton->get_flag_sheet_index(country->get_index(), {});
+
+ if (display_unit_type->has_floating_flag()) {
+ dict[flag_floating_key] = true;
+ }
+
+ dict[position_key] = game_singleton->map_position_to_world_coords(unit.get_position()->get_unit_position());
+
+ if (display_unit_type->get_unit_category() != UnitType::unit_category_t::INFANTRY) {
+ dict[rotation_key] = -0.25f * std::numbers::pi_v<float>;
+ }
+
+ dict[primary_colour_key] = Utilities::to_godot_color(country->get_primary_unit_colour());
+ dict[secondary_colour_key] = Utilities::to_godot_color(country->get_secondary_unit_colour());
+ dict[tertiary_colour_key] = Utilities::to_godot_color(country->get_tertiary_unit_colour());
+
+ // TODO - move dict into unit_array ?
+ unit_array.push_back(dict);
+
+ return ret;
+}
+
+TypedArray<Dictionary> ModelSingleton::get_units() const {
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V(game_singleton, {});
+
+ TypedArray<Dictionary> ret;
+
+ for (Province const& province : game_singleton->get_game_manager().get_map().get_provinces()) {
+ if (province.is_water()) {
+ if (!add_unit_dict(province.get_navies(), ret)) {
+ UtilityFunctions::push_error(
+ "Error adding navy to province \"", std_view_to_godot_string(province.get_identifier()), "\""
+ );
+ }
+ } else {
+ if (!add_unit_dict(province.get_armies(), ret)) {
+ UtilityFunctions::push_error(
+ "Error adding army to province \"", std_view_to_godot_string(province.get_identifier()), "\""
+ );
+ }
+ }
+
+ // TODO - land units in ships
+ }
+
+ return ret;
+}
+
+Dictionary ModelSingleton::get_cultural_gun_model(String const& culture) const {
+ static constexpr std::string_view gun_actor_name = "Gun1";
+
+ GFX::Actor const* actor = get_cultural_actor(godot_to_std_string(culture), gun_actor_name, {});
+
+ ERR_FAIL_NULL_V(actor, {});
+
+ return make_model_dict(*actor);
+}
+
+Dictionary ModelSingleton::get_cultural_helmet_model(String const& culture) const {
+ static constexpr std::string_view helmet_actor_name = "Helmet1";
+
+ GFX::Actor const* actor = get_cultural_actor(godot_to_std_string(culture), helmet_actor_name, {});
+
+ ERR_FAIL_NULL_V(actor, {});
+
+ return make_model_dict(*actor);
+}
+
+Dictionary ModelSingleton::get_flag_model(bool floating) const {
+ static constexpr std::string_view flag_name = "Flag";
+ static constexpr std::string_view flag_floating_name = "FlagFloating";
+
+ GFX::Actor const* actor = get_actor(floating ? flag_floating_name : flag_name);
+
+ ERR_FAIL_NULL_V(actor, {});
+
+ return make_model_dict(*actor);
+}
diff --git a/extension/src/openvic-extension/singletons/ModelSingleton.hpp b/extension/src/openvic-extension/singletons/ModelSingleton.hpp
new file mode 100644
index 0000000..9ec163e
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/ModelSingleton.hpp
@@ -0,0 +1,42 @@
+#pragma once
+
+#include <godot_cpp/classes/object.hpp>
+
+#include <openvic-simulation/interface/GFXObject.hpp>
+#include <openvic-simulation/military/UnitInstance.hpp>
+
+namespace OpenVic {
+ class ModelSingleton : public godot::Object {
+ GDCLASS(ModelSingleton, godot::Object)
+
+ static inline ModelSingleton* singleton = nullptr;
+
+ protected:
+ static void _bind_methods();
+
+ public:
+ static ModelSingleton* get_singleton();
+
+ ModelSingleton();
+ ~ModelSingleton();
+
+ private:
+ GFX::Actor const* get_actor(std::string_view name, bool error_on_fail = true) const;
+ GFX::Actor const* get_cultural_actor(
+ std::string_view culture, std::string_view name, std::string_view fallback_name
+ ) const;
+
+ godot::Dictionary make_animation_dict(GFX::Actor::Animation const& animation) const;
+ godot::Dictionary make_model_dict(GFX::Actor const& actor) const;
+
+ template<utility::is_derived_from_specialization_of<UnitInstanceGroup> T>
+ bool add_unit_dict(ordered_set<T*> const& units, godot::TypedArray<godot::Dictionary>& unit_array) const;
+
+ public:
+ godot::TypedArray<godot::Dictionary> get_units() const;
+ godot::Dictionary get_cultural_gun_model(godot::String const& culture) const;
+ godot::Dictionary get_cultural_helmet_model(godot::String const& culture) const;
+
+ godot::Dictionary get_flag_model(bool floating) const;
+ };
+}
diff --git a/game/src/Game/GameSession/GameSession.gd b/game/src/Game/GameSession/GameSession.gd
index f085073..a07ce32 100644
--- a/game/src/Game/GameSession/GameSession.gd
+++ b/game/src/Game/GameSession/GameSession.gd
@@ -1,5 +1,6 @@
extends Control
+@export var _model_manager : ModelManager
@export var _game_session_menu : Control
func _ready() -> void:
@@ -7,6 +8,8 @@ func _ready() -> void:
if GameSingleton.setup_game(0) != OK:
push_error("Failed to setup game")
+ _model_manager.generate_units()
+
func _process(_delta : float) -> void:
GameSingleton.try_tick()
diff --git a/game/src/Game/GameSession/GameSession.tscn b/game/src/Game/GameSession/GameSession.tscn
index 343ddfe..d54970f 100644
--- a/game/src/Game/GameSession/GameSession.tscn
+++ b/game/src/Game/GameSession/GameSession.tscn
@@ -1,9 +1,10 @@
-[gd_scene load_steps=18 format=3 uid="uid://bgnupcshe1m7r"]
+[gd_scene load_steps=19 format=3 uid="uid://bgnupcshe1m7r"]
[ext_resource type="Script" path="res://src/Game/GameSession/GameSession.gd" id="1_eklvp"]
[ext_resource type="PackedScene" uid="uid://cvl76duuym1wq" path="res://src/Game/MusicConductor/MusicPlayer.tscn" id="2_kt6aa"]
[ext_resource type="PackedScene" uid="uid://g524p8lr574w" path="res://src/Game/GameSession/MapControlPanel/MapControlPanel.tscn" id="3_afh6d"]
[ext_resource type="PackedScene" uid="uid://dvdynl6eir40o" path="res://src/Game/GameSession/GameSessionMenu.tscn" id="3_bvmqh"]
+[ext_resource type="Script" path="res://src/Game/GameSession/ModelManager.gd" id="3_qwk4j"]
[ext_resource type="Script" path="res://src/Game/GameSession/Topbar.gd" id="4_2kbih"]
[ext_resource type="PackedScene" uid="uid://dkehmdnuxih2r" path="res://src/Game/GameSession/MapView.tscn" id="4_xkg5j"]
[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/ProductionMenu.gd" id="5_16755"]
@@ -18,7 +19,7 @@
[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/DiplomacyMenu.gd" id="11_fu7ys"]
[ext_resource type="Script" path="res://src/Game/GameSession/NationManagementScreen/MilitaryMenu.gd" id="12_6h6nc"]
-[node name="GameSession" type="Control" node_paths=PackedStringArray("_game_session_menu")]
+[node name="GameSession" type="Control" node_paths=PackedStringArray("_model_manager", "_game_session_menu")]
editor_description = "SS-102, UI-546"
layout_mode = 3
anchors_preset = 15
@@ -28,10 +29,15 @@ grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1_eklvp")
+_model_manager = NodePath("ModelManager")
_game_session_menu = NodePath("UICanvasLayer/UI/GameSessionMenu")
[node name="MapView" parent="." instance=ExtResource("4_xkg5j")]
+[node name="ModelManager" type="Node3D" parent="." node_paths=PackedStringArray("_map_view")]
+script = ExtResource("3_qwk4j")
+_map_view = NodePath("../MapView")
+
[node name="UICanvasLayer" type="CanvasLayer" parent="."]
[node name="UI" type="Control" parent="UICanvasLayer"]
@@ -143,6 +149,7 @@ offset_left = -150.0
offset_right = 0.0
grow_horizontal = 0
+[connection signal="detailed_view_changed" from="MapView" to="ModelManager" method="set_visible"]
[connection signal="map_view_camera_changed" from="MapView" to="UICanvasLayer/UI/MapControlPanel" method="_on_map_view_camera_changed"]
[connection signal="game_session_menu_button_pressed" from="UICanvasLayer/UI/MapControlPanel" to="." method="_on_game_session_menu_button_pressed"]
[connection signal="minimap_clicked" from="UICanvasLayer/UI/MapControlPanel" to="MapView" method="_on_minimap_clicked"]
diff --git a/game/src/Game/GameSession/MapView.tscn b/game/src/Game/GameSession/MapView.tscn
index dff02a6..385a24d 100644
--- a/game/src/Game/GameSession/MapView.tscn
+++ b/game/src/Game/GameSession/MapView.tscn
@@ -50,4 +50,10 @@ mesh = SubResource("MapMesh_3gtsd")
transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -1, 0)
mesh = SubResource("PlaneMesh_fnhgl")
+[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
+transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 10, 10)
+light_energy = 1.5
+light_bake_mode = 0
+sky_mode = 1
+
[connection signal="detailed_view_changed" from="." to="MapText" method="set_visible"]
diff --git a/game/src/Game/GameSession/ModelManager.gd b/game/src/Game/GameSession/ModelManager.gd
new file mode 100644
index 0000000..17d2c1e
--- /dev/null
+++ b/game/src/Game/GameSession/ModelManager.gd
@@ -0,0 +1,131 @@
+class_name ModelManager
+extends Node3D
+
+@export var _map_view : MapView
+
+const MODEL_SCALE : float = 1.0 / 256.0
+
+func generate_units() -> void:
+ XACLoader.setup_flag_shader()
+
+ for unit : Dictionary in ModelSingleton.get_units():
+ _generate_unit(unit)
+
+func _generate_unit(unit_dict : Dictionary) -> void:
+ const culture_key : StringName = &"culture"
+ const model_key : StringName = &"model"
+ const mount_model_key : StringName = &"mount_model"
+ const mount_attach_node_key : StringName = &"mount_attach_node"
+ const flag_index_key : StringName = &"flag_index"
+ const flag_floating_key : StringName = &"flag_floating"
+ const position_key : StringName = &"position"
+ const rotation_key : StringName = &"rotation"
+ const primary_colour_key : StringName = &"primary_colour"
+ const secondary_colour_key : StringName = &"secondary_colour"
+ const tertiary_colour_key : StringName = &"tertiary_colour"
+
+ var model : Node3D = _generate_model(unit_dict[model_key], unit_dict[culture_key])
+ if not model:
+ return
+
+ if mount_model_key in unit_dict and mount_attach_node_key in unit_dict:
+ # This must be a UnitModel so we can attach the rider to it
+ var mount_model : Node3D = _generate_model(unit_dict[mount_model_key], unit_dict[culture_key], true)
+ if mount_model:
+ mount_model.attach_model(unit_dict[mount_attach_node_key], model)
+ model = mount_model
+
+ var rotation : float = unit_dict.get(rotation_key, 0.0)
+
+ var flag_dict : Dictionary = ModelSingleton.get_flag_model(unit_dict.get(flag_floating_key, false))
+ if flag_dict:
+ var flag_model : UnitModel = _generate_model(flag_dict, "", true)
+ if flag_model:
+ flag_model.set_flag_index(unit_dict[flag_index_key])
+ flag_model.current_anim = UnitModel.Anim.IDLE
+ flag_model.scale /= model.scale
+ flag_model.rotate_y(-rotation)
+
+ model.add_child(flag_model)
+
+ model.scale *= MODEL_SCALE
+ model.rotate_y(PI + rotation)
+ model.set_position(_map_view._map_to_world_coords(unit_dict[position_key]) + Vector3(0, 0.1 * MODEL_SCALE, 0))
+
+ if model is UnitModel:
+ model.current_anim = UnitModel.Anim.IDLE
+
+ model.primary_colour = unit_dict[primary_colour_key]
+ model.secondary_colour = unit_dict[secondary_colour_key]
+ model.tertiary_colour = unit_dict[tertiary_colour_key]
+
+ add_child(model)
+
+func _generate_model(model_dict : Dictionary, culture : String = "", is_unit : bool = false) -> Node3D:
+ const file_key : StringName = &"file"
+ const scale_key : StringName = &"scale"
+ const idle_key : StringName = &"idle"
+ const move_key : StringName = &"move"
+ const attack_key : StringName = &"attack"
+ const attachments_key : StringName = &"attachments"
+
+ const animation_file_key : StringName = &"file"
+ const animation_time_key : StringName = &"time"
+
+ const attachment_node_key : StringName = &"node"
+ const attachment_model_key : StringName = &"model"
+
+ # Model
+ is_unit = is_unit or (
+ # Needed for animations
+ idle_key in model_dict or move_key in model_dict or attack_key in model_dict
+ # Currently needs UnitModel's attach_model helper function
+ or attachments_key in model_dict
+ )
+
+ var model : Node3D = XACLoader.get_xac_model(model_dict[file_key], is_unit)
+ if not model:
+ return null
+ model.scale *= model_dict[scale_key]
+
+ if model is UnitModel:
+ # Animations
+ var idle_dict : Dictionary = model_dict.get(idle_key, {})
+ if idle_dict:
+ model.idle_anim = XSMLoader.get_xsm_animation(idle_dict[animation_file_key])
+ model.scroll_speed_idle = idle_dict[animation_time_key]
+
+ var move_dict : Dictionary = model_dict.get(move_key, {})
+ if move_dict:
+ model.move_anim = XSMLoader.get_xsm_animation(move_dict[animation_file_key])
+ model.scroll_speed_move = move_dict[animation_time_key]
+
+ var attack_dict : Dictionary = model_dict.get(attack_key, {})
+ if attack_dict:
+ model.attack_anim = XSMLoader.get_xsm_animation(attack_dict[animation_file_key])
+ model.scroll_speed_attack = attack_dict[animation_time_key]
+
+ # Attachments
+ for attachment_dict : Dictionary in model_dict.get(attachments_key, []):
+ var attachment_model : Node3D = _generate_model(attachment_dict[attachment_model_key], culture)
+ if attachment_model:
+ model.attach_model(attachment_dict[attachment_node_key], attachment_model)
+
+ if culture:
+ const gun_bone_name : String = "GunNode"
+ if model.has_bone(gun_bone_name):
+ var gun_dict : Dictionary = ModelSingleton.get_cultural_gun_model(culture)
+ if gun_dict:
+ var gun_model : Node3D = _generate_model(gun_dict, culture)
+ if gun_model:
+ model.attach_model(gun_bone_name, gun_model)
+
+ const helmet_bone_name : String = "HelmetNode"
+ if model.has_bone(helmet_bone_name):
+ var helmet_dict : Dictionary = ModelSingleton.get_cultural_helmet_model(culture)
+ if helmet_dict:
+ var helmet_model : Node3D = _generate_model(helmet_dict, culture)
+ if helmet_model:
+ model.attach_model(helmet_bone_name, helmet_model)
+
+ return model