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-rw-r--r--extension/src/openvic-extension/singletons/LoadLocalisation.cpp2
-rw-r--r--extension/src/openvic-extension/singletons/PopulationMenu.cpp2
-rw-r--r--extension/src/openvic-extension/singletons/SoundSingleton.cpp53
-rw-r--r--extension/src/openvic-extension/singletons/SoundSingleton.hpp15
-rw-r--r--game/src/Game/Autoload/SoundManager.gd3
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd2
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd2
-rw-r--r--game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc2
-rw-r--r--game/src/Game/GameSession/Topbar.gd2
-rw-r--r--game/src/Game/Model/XACLoader.gd4
-rw-r--r--game/src/Game/Model/XSMLoader.gd4
-rw-r--r--game/src/Game/MusicConductor/MusicConductor.gd18
12 files changed, 51 insertions, 58 deletions
diff --git a/extension/src/openvic-extension/singletons/LoadLocalisation.cpp b/extension/src/openvic-extension/singletons/LoadLocalisation.cpp
index 55073d6..fbd618c 100644
--- a/extension/src/openvic-extension/singletons/LoadLocalisation.cpp
+++ b/extension/src/openvic-extension/singletons/LoadLocalisation.cpp
@@ -34,7 +34,7 @@ Error LoadLocalisation::_load_file(String const& file_path, Ref<Translation> con
const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ);
Error err = FileAccess::get_open_error();
ERR_FAIL_COND_V_MSG(
- err != OK || file.is_null(), err == OK ? FAILED : err, vformat("Failed to open localisation file: %s", file_path)
+ err != OK || file.is_null(), err == OK ? FAILED : err, vformat("Failed to open localisation file: %s", file_path)
);
int line_number = 0;
while (!file->eof_reached()) {
diff --git a/extension/src/openvic-extension/singletons/PopulationMenu.cpp b/extension/src/openvic-extension/singletons/PopulationMenu.cpp
index 1bef050..0c5a82d 100644
--- a/extension/src/openvic-extension/singletons/PopulationMenu.cpp
+++ b/extension/src/openvic-extension/singletons/PopulationMenu.cpp
@@ -160,7 +160,7 @@ TypedArray<Dictionary> MenuSingleton::get_population_menu_province_list_rows(int
return --count_counter > 0;
}
- return true;
+ return true;
}
} entry_visitor { *this, start, count };
diff --git a/extension/src/openvic-extension/singletons/SoundSingleton.cpp b/extension/src/openvic-extension/singletons/SoundSingleton.cpp
index b9a2ee3..4ba62f2 100644
--- a/extension/src/openvic-extension/singletons/SoundSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/SoundSingleton.cpp
@@ -28,32 +28,32 @@ void SoundSingleton::_bind_methods() {
OV_BIND_METHOD(SoundSingleton::load_music);
OV_BIND_METHOD(SoundSingleton::get_song, {"song_name"});
OV_BIND_METHOD(SoundSingleton::get_song_list);
-
+
ADD_PROPERTY(PropertyInfo(
Variant::ARRAY,
- "song_list", PROPERTY_HINT_ARRAY_TYPE,
- "AudioStreamMP3"),
+ "song_list", PROPERTY_HINT_ARRAY_TYPE,
+ "AudioStreamMP3"),
"", "get_song_list");
OV_BIND_METHOD(SoundSingleton::load_sounds);
OV_BIND_METHOD(SoundSingleton::get_sound_stream, {"sound_name"});
OV_BIND_METHOD(SoundSingleton::get_sound_base_volume, {"sound_name"});
OV_BIND_METHOD(SoundSingleton::get_sound_list);
-
+
ADD_PROPERTY(PropertyInfo(
Variant::ARRAY,
- "sound_list",
+ "sound_list",
PROPERTY_HINT_ARRAY_TYPE,
"AudioStreamWAV"),
"", "get_sound_list");
-
+
OV_BIND_METHOD(SoundSingleton::load_title_theme);
OV_BIND_METHOD(SoundSingleton::get_title_theme);
-
+
ADD_PROPERTY(PropertyInfo(
Variant::STRING,
"title_theme"),
- "", "get_title_theme");
+ "", "get_title_theme");
}
@@ -71,15 +71,14 @@ SoundSingleton::~SoundSingleton() {
_singleton = nullptr;
}
-
-//Load a sound from the path
+//Load a sound from the path
Ref<AudioStreamMP3> SoundSingleton::_load_godot_mp3(String const& path) const {
const Ref<FileAccess> file = FileAccess::open(path, FileAccess::ModeFlags::READ);
-
+
Error err = FileAccess::get_open_error();
ERR_FAIL_COND_V_MSG(
err != OK || file.is_null(), nullptr,
- vformat("Failed to open mp3 file %s", path) //named %s, path,
+ vformat("Failed to open mp3 file %s", path) //named %s, path,
);
const PackedByteArray data = file->get_buffer(file->get_length());
@@ -92,7 +91,7 @@ Ref<AudioStreamMP3> SoundSingleton::_load_godot_mp3(String const& path) const {
}
//slices a path down to after the base_folder, keeps the extension
-//this is because the defines refer to audio files using this format,
+//this is because the defines refer to audio files using this format,
//so we might as well use this form as the key for the "name"->audiostream map
String SoundSingleton::to_define_file_name(String const& path, std::string_view const& base_folder) const {
String name = path.replace("\\","/");
@@ -132,7 +131,7 @@ bool SoundSingleton::load_title_theme(){
Dataloader::path_vector_t music_files = game_singleton->get_dataloader()
.lookup_files_in_dir_recursive(music_directory, ".mp3");
-
+
if(music_files.size() < 1){
Logger::error("failed to load title theme: no files in music directory");
}
@@ -159,7 +158,7 @@ bool SoundSingleton::load_title_theme(){
}
if(!ret) Logger::error("Failed to load title theme!");
-
+
return ret;
}
@@ -167,13 +166,13 @@ bool SoundSingleton::load_music() {
GameSingleton const* game_singleton = GameSingleton::get_singleton();
ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton"));
-
+
static constexpr std::string_view music_directory = "music";
bool ret = true;
Dataloader::path_vector_t music_files = game_singleton->get_dataloader()
.lookup_files_in_dir_recursive(music_directory, ".mp3");
-
+
if(music_files.size() < 1){
Logger::error("failed to load music: no files in music directory");
ret = false;
@@ -190,7 +189,6 @@ bool SoundSingleton::load_music() {
continue; //don't try to append a null pointer to the list
}
song_list.append(name);
-
}
return ret;
@@ -209,7 +207,7 @@ Ref<AudioStreamWAV> SoundSingleton::get_sound(String const& path){
ERR_FAIL_NULL_V_MSG(
sound, nullptr,
- vformat("Failed to load sound file %s", path) //named %s, path,
+ vformat("Failed to load sound file %s", path) //named %s, path
);
sfx.emplace(std::move(name), sound);
@@ -256,14 +254,14 @@ bool SoundSingleton::load_sounds() {
for(SoundEffect const& sound_inst : sound_manager.get_sound_effects()){
std::string folder_path = StringUtils::append_string_views(sound_directory, "/", sound_inst.get_file());
fs::path full_path = game_singleton->get_dataloader().lookup_file(folder_path, false);
-
+
//UI_Cavalry_Selected.wav doesn't exist (paradox mistake, UI_Cavalry_Select.wav does), just keep going
//the define its associated with also isn't used in game
if(full_path.empty()){
Logger::warning("The sound define ",sound_inst.get_identifier()," points to an non-existing file ", folder_path);
continue;
}
-
+
Ref<AudioStreamWAV> stream = get_sound(std_to_godot_string(full_path.string()));
if(stream.is_null()){
Logger::error("failed to load sound ",sound_inst.get_identifier()," at path ",full_path);
@@ -286,14 +284,13 @@ bool SoundSingleton::load_sounds() {
Ref<AudioStreamWAV> SoundSingleton::_load_godot_wav(String const& path) const {
const Ref<FileAccess> file = FileAccess::open(path, FileAccess::ModeFlags::READ);
-
+
Error err = FileAccess::get_open_error();
ERR_FAIL_COND_V_MSG(
err != OK || file.is_null(), nullptr,
vformat("Failed to open wav file %s", path)
);
-
Ref<AudioStreamWAV> sound = Ref<AudioStreamWAV>();
sound.instantiate();
@@ -302,7 +299,6 @@ Ref<AudioStreamWAV> SoundSingleton::_load_godot_wav(String const& path) const {
int riff_size = std::min(static_cast<uint64_t>(file->get_32()), file->get_length());
String form_type = read_riff_str(file); //WAVE
-
//ie. 16, 24, 32 bit audio
int bits_per_sample = 0;
@@ -328,13 +324,13 @@ Ref<AudioStreamWAV> SoundSingleton::_load_godot_wav(String const& path) const {
int samplesPerSec = file->get_32();
int avgBytesPerSec = file->get_32();
int blockAlign = file->get_16();
-
+
bits_per_sample = file->get_16();
ERR_FAIL_COND_V_MSG(
bits_per_sample == 24 || bits_per_sample == 32, nullptr,
vformat("Unsupported wav file sample rate %s", bits_per_sample)
);
-
+
if(size > 16){
int extensionSize = file->get_16();
}
@@ -369,13 +365,12 @@ Ref<AudioStreamWAV> SoundSingleton::_load_godot_wav(String const& path) const {
break;
}
}
-
+
sound->set_mix_rate(samplesPerSec);
-
}
else if(id=="data"){
PackedByteArray audio_data = file->get_buffer(size);
-
+
if(bits_per_sample == 24 || bits_per_sample == 32){
//sound->set_data(to_16bit_wav_data(audio_data,bits_per_sample));
Logger::error("WAV file ",godot_to_std_string(path), " uses an unsupported sample rate ", bits_per_sample);
diff --git a/extension/src/openvic-extension/singletons/SoundSingleton.hpp b/extension/src/openvic-extension/singletons/SoundSingleton.hpp
index bfa03ea..67305a9 100644
--- a/extension/src/openvic-extension/singletons/SoundSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/SoundSingleton.hpp
@@ -37,7 +37,7 @@ namespace OpenVic {
std::optional<godot::Ref<godot::AudioStreamWAV>> audioStream;
std::optional<fixed_point_t> volume;
};
- using sfx_define_map_t = deque_ordered_map<godot::StringName,sound_asset_t>;
+ using sfx_define_map_t = deque_ordered_map<godot::StringName,sound_asset_t>;
sfx_define_map_t sfx_define;
static constexpr std::string_view title_theme_name = "thecoronation_titletheme.mp3";
@@ -47,7 +47,7 @@ namespace OpenVic {
//property for gd scripts to access song names
godot::Array PROPERTY(song_list);
godot::String PROPERTY(title_theme);
-
+
//property for gd scripts to access sound names
godot::Array PROPERTY(sound_list);
@@ -61,26 +61,25 @@ namespace OpenVic {
godot::String to_define_file_name(godot::String const& path, std::string_view const& base_folder) const;
godot::String read_riff_str(godot::Ref<godot::FileAccess> const& file, int size=4) const;
-
+
private:
/* Loads AudioStreams (.mp3 or .wav) at runtime using godot's functions*/
godot::Ref<godot::AudioStreamMP3> _load_godot_mp3(godot::String const& path) const;
godot::Ref<godot::AudioStreamWAV> _load_godot_wav(godot::String const& path) const;
-
+
public:
//gets a song from the cache ('tracks' variable), or if not, then from the files using _load_godot_mp3
godot::Ref<godot::AudioStreamMP3> get_song(godot::String const& name);
godot::Ref<godot::AudioStreamWAV> get_sound(godot::String const& path);
-
+
//load the files into memory
bool load_music();
bool load_sounds();
bool load_title_theme();
-
+
//for sound effects, get the stream and relative volume it should play at from the sfx map
godot::Ref<godot::AudioStreamWAV> get_sound_stream(godot::String const& path);
float get_sound_base_volume(godot::String const& path);
};
-
-} \ No newline at end of file
+}
diff --git a/game/src/Game/Autoload/SoundManager.gd b/game/src/Game/Autoload/SoundManager.gd
index 01562f8..520afb1 100644
--- a/game/src/Game/Autoload/SoundManager.gd
+++ b/game/src/Game/Autoload/SoundManager.gd
@@ -41,7 +41,7 @@ func play_effect_stream(sound : AudioStream, volume : float = 1.0) -> void:
func play_effect(sound : String) -> void:
play(sound, "SFX")
-
+
func play_effect_compat(sfx : String, fallback : AudioStream=null) -> void:
var sound:AudioStreamWAV = SoundSingleton.get_sound_stream(sfx)
var volume:float = SoundSingleton.get_sound_base_volume(sfx)
@@ -53,4 +53,3 @@ func play_effect_compat(sfx : String, fallback : AudioStream=null) -> void:
play_effect_stream(fallback)
else:
push_warning("Failed to find sound %s" % sfx)
-
diff --git a/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
index 021c9f2..45e91d3 100644
--- a/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
+++ b/game/src/Game/GameSession/NationManagementScreen/BudgetMenu.gd
@@ -203,7 +203,7 @@ func _update_info() -> void:
if _active:
if _gold_label:
- _gold_label.text = "%s¤" % GUINode.float_to_string_dp(_incVal - (_incVal % 7), 1)
+ _gold_label.text = "%s¤" % GUINode.float_to_string_dp(_incVal - (_incVal % 7), 1)
if _total_inc_label:
_total_inc_label.text = "%s¤" % GUINode.float_to_string_dp_dynamic(_incVal)
diff --git a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
index eb57387..b55d227 100644
--- a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
+++ b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd
@@ -160,7 +160,7 @@ func _generate_province_list_row(index : int, type : MenuSingleton.ProvinceListE
return OK
func _setup_province_list() -> void:
- if not _province_listbox:
+ if not _province_listbox:
_province_listbox = get_gui_listbox_from_nodepath(^"./country_pop/pop_province_list")
if not _province_listbox:
diff --git a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
index 1adcd95..acebdc6 100644
--- a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
+++ b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
@@ -13,7 +13,7 @@ uvec3 vec3_to_uvec3(vec3 v) {
// (u, v) -> (province index bottom byte, province index top byte, terrain index byte)
uvec3 read_uvec3(vec2 uv) {
uv *= province_shape_subdivisions;
- vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions);
+ vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions);
float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x;
return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb);
}
diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd
index 2f1fdbf..aecdced 100644
--- a/game/src/Game/GameSession/Topbar.gd
+++ b/game/src/Game/GameSession/Topbar.gd
@@ -570,7 +570,7 @@ func _update_speed_controls() -> void:
var paused : bool = MenuSingleton.is_paused()
var speed : int = MenuSingleton.get_speed()
- # TODO - decide whether to disable these or not
+ # TODO - decide whether to disable these or not
# (they don't appear to get disabled in the base game)
#if _speed_up_button:
# _speed_up_button.disabled = not MenuSingleton.can_increase_speed()
diff --git a/game/src/Game/Model/XACLoader.gd b/game/src/Game/Model/XACLoader.gd
index 6b12cf2..c16d1cd 100644
--- a/game/src/Game/Model/XACLoader.gd
+++ b/game/src/Game/Model/XACLoader.gd
@@ -197,13 +197,13 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D:
break
skinning_chunk_ind += 1
if skinning_chunk_ind >= len(skinningChunks):
- skinning_chunk_ind = 1
+ skinning_chunk_ind = 1
applyVertexWeights = false
var meshInstance : MeshInstance3D = MeshInstance3D.new()
node.add_child(meshInstance)
meshInstance.owner = node
-
+
#stop the culling of units near the tops of screens
meshInstance.extra_cull_margin = EXTRA_CULL_MARGIN
diff --git a/game/src/Game/Model/XSMLoader.gd b/game/src/Game/Model/XSMLoader.gd
index bc85f9b..e1706ae 100644
--- a/game/src/Game/Model/XSMLoader.gd
+++ b/game/src/Game/Model/XSMLoader.gd
@@ -122,8 +122,8 @@ class MetadataChunk:
var unused : float
var fMaxAcceptableError : float
var fps : int # int32
- var exporterMajorVersion : int # byte
- var exporterMinorVersion : int # byte
+ var exporterMajorVersion : int # byte
+ var exporterMinorVersion : int # byte
var pad : int # 2x byte
var sourceApp : String
var origFileName : String
diff --git a/game/src/Game/MusicConductor/MusicConductor.gd b/game/src/Game/MusicConductor/MusicConductor.gd
index f7e3b2a..ade8fb4 100644
--- a/game/src/Game/MusicConductor/MusicConductor.gd
+++ b/game/src/Game/MusicConductor/MusicConductor.gd
@@ -34,7 +34,7 @@ func get_all_song_names() -> PackedStringArray:
for si : SongInfo in _available_songs:
songNames.append(si.song_name)
return songNames
-
+
func get_all_song_paths() -> PackedStringArray:
var songPaths : PackedStringArray = []
for si : SongInfo in _available_songs:
@@ -103,13 +103,13 @@ func setup_compat_song(file_name) -> void:
var metadata = MusicMetadata.new()
metadata.set_from_stream(stream)
var title = metadata.title
-
+
if title == "":
#use the file name without the extension if there's no metadata
title = file_name.split(".")[0]
song.init_stream(file_name,title,stream)
_available_songs.append(song)
-
+
func add_compat_songs() -> void:
for file_name : String in SoundSingleton.song_list:
setup_compat_song(file_name)
@@ -128,13 +128,13 @@ func add_ootb_music() -> void:
func generate_playlist() -> void:
var song_names = MusicConductor.get_all_song_paths()
var possible_indices = range(len(song_names)-1)
-
+
var title_index = song_names.find(SoundSingleton.title_theme)
possible_indices.remove_at(title_index)
-
+
var actual_playlist_len = min(preferred_playlist_len,len(possible_indices))
-
- #if the playlist size is too large or small, make it the same size as what we
+
+ #if the playlist size is too large or small, make it the same size as what we
#need to support
if len(playlist) != actual_playlist_len:
playlist.resize(actual_playlist_len)
@@ -143,14 +143,14 @@ func generate_playlist() -> void:
#The song we just played can be in the playlist, just not the first one
if last_played != -1:
possible_indices.remove_at(last_played)
-
+
#essentially shuffle-bag randomness, picking from a list of song indices
for i in range(actual_playlist_len):
var ind = randi_range(0,len(possible_indices)-1)
#add back the last song we just played as an option
if i==2:
possible_indices.append(last_played)
-
+
playlist[i] = possible_indices[ind]
possible_indices.remove_at(ind)