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-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.cpp549
1 files changed, 549 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp
new file mode 100644
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+++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp
@@ -0,0 +1,549 @@
+#include "GameSingleton.hpp"
+
+#include <godot_cpp/core/class_db.hpp>
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/variant/utility_functions.hpp>
+
+#include <openvic-simulation/utility/Logger.hpp>
+
+#include "openvic-extension/singletons/LoadLocalisation.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 GameSingleton::_bind_methods() {
+ OV_BIND_SMETHOD(setup_logger);
+
+ OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" });
+ OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {}));
+
+ OV_BIND_METHOD(GameSingleton::lookup_file, { "path" });
+ OV_BIND_METHOD(GameSingleton::setup_game);
+
+ OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" });
+ OV_BIND_METHOD(GameSingleton::get_province_info_from_index, { "index" });
+
+ OV_BIND_METHOD(GameSingleton::get_width);
+ OV_BIND_METHOD(GameSingleton::get_height);
+ OV_BIND_METHOD(GameSingleton::get_aspect_ratio);
+ OV_BIND_METHOD(GameSingleton::get_terrain_texture);
+ OV_BIND_METHOD(GameSingleton::get_province_shape_image_subdivisions);
+ OV_BIND_METHOD(GameSingleton::get_province_shape_texture);
+ OV_BIND_METHOD(GameSingleton::get_province_colour_texture);
+
+ OV_BIND_METHOD(GameSingleton::get_mapmode_count);
+ OV_BIND_METHOD(GameSingleton::get_mapmode_identifier);
+ OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" });
+ OV_BIND_METHOD(GameSingleton::get_selected_province_index);
+ OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" });
+
+ OV_BIND_METHOD(GameSingleton::expand_building, { "province_index", "building_type_identifier" });
+
+ OV_BIND_METHOD(GameSingleton::set_paused, { "paused" });
+ OV_BIND_METHOD(GameSingleton::toggle_paused);
+ OV_BIND_METHOD(GameSingleton::is_paused);
+ OV_BIND_METHOD(GameSingleton::increase_speed);
+ OV_BIND_METHOD(GameSingleton::decrease_speed);
+ OV_BIND_METHOD(GameSingleton::can_increase_speed);
+ OV_BIND_METHOD(GameSingleton::can_decrease_speed);
+ OV_BIND_METHOD(GameSingleton::get_longform_date);
+ OV_BIND_METHOD(GameSingleton::try_tick);
+
+ OV_BIND_METHOD(GameSingleton::generate_gui, { "gui_file", "gui_element" });
+
+ ADD_SIGNAL(MethodInfo("state_updated"));
+ ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index")));
+
+ OV_BIND_SMETHOD(
+ draw_pie_chart,
+ { "image", "stopAngles", "colours", "radius", "shadow_displacement", "shadow_tightness", "shadow_radius",
+ "shadow_thickness", "trim_colour", "trim_size", "gradient_falloff", "gradient_base", "donut", "donut_inner_trim",
+ "donut_inner_radius" }
+ );
+
+ OV_BIND_SMETHOD(load_image, { "path" });
+}
+
+Control* GameSingleton::generate_gui(String const& gui_file, String const& gui_element) {
+ GUI::Scene const* scene = game_manager.get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_file));
+ if (scene == nullptr) {
+ UtilityFunctions::push_error("Failed to find GUI file ", gui_file);
+ return nullptr;
+ }
+ GUI::Element const* element = scene->get_element_by_identifier(godot_to_std_string(gui_element));
+ if (element == nullptr) {
+ UtilityFunctions::push_error("Failed to find GUI element ", gui_element, " in GUI file ", gui_file);
+ return nullptr;
+ }
+
+ AssetManager* asset_manager = AssetManager::get_singleton();
+ ERR_FAIL_NULL_V(asset_manager, nullptr);
+ Control* result = nullptr;
+ if (!GodotGUIBuilder::generate_element(element, *asset_manager, result)) {
+ UtilityFunctions::push_error("Failed to generate GUI element ", gui_element, " in GUI file ", gui_file);
+ }
+ return result;
+}
+
+GFX::Sprite const* GameSingleton::get_gfx_sprite(String const& sprite_name) const {
+ return game_manager.get_ui_manager().get_sprite_by_identifier(godot_to_std_string(sprite_name));
+}
+
+void GameSingleton::draw_pie_chart(
+ Ref<Image> image, 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
+) {
+ Utilities::draw_pie_chart(
+ image, stopAngles, colours, radius, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness,
+ trim_colour, trim_size, gradient_falloff, gradient_base, donut, donut_inner_trim, donut_inner_radius
+ );
+}
+
+Ref<Image> GameSingleton::load_image(String const& path) {
+ return Utilities::load_godot_image(path);
+}
+
+GameSingleton* GameSingleton::get_singleton() {
+ return singleton;
+}
+
+void GameSingleton::_on_state_updated() {
+ _update_colour_image();
+ emit_signal("state_updated");
+}
+
+/* REQUIREMENTS:
+ * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
+ */
+GameSingleton::GameSingleton()
+ : game_manager { std::bind(&GameSingleton::_on_state_updated, this) } {
+ ERR_FAIL_COND(singleton != nullptr);
+ singleton = this;
+}
+GameSingleton::~GameSingleton() {
+ ERR_FAIL_COND(singleton != this);
+ singleton = nullptr;
+}
+
+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));
+ });
+}
+
+Dataloader const& GameSingleton::get_dataloader() const {
+ return dataloader;
+}
+
+Error GameSingleton::setup_game() {
+ 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 {
+ const size_t x_mod_w = UtilityFunctions::fposmod(coords.x, 1.0f) * get_width();
+ const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_height();
+ return game_manager.get_map().get_province_index_at(x_mod_w, y_mod_h);
+}
+
+template<std::derived_from<HasIdentifierAndColour> T>
+static Dictionary _distribution_to_dictionary(decimal_map_t<T const*> const& dist) {
+ static const StringName piechart_info_size_key = "size";
+ static const StringName piechart_info_colour_key = "colour";
+ Dictionary dict;
+ for (auto const& [key, val] : dist) {
+ if (key != nullptr) {
+ Dictionary sub_dict;
+ sub_dict[piechart_info_size_key] = val.to_float();
+ sub_dict[piechart_info_colour_key] = Utilities::to_godot_color(key->get_colour());
+ dict[std_view_to_godot_string(key->get_identifier())] = std::move(sub_dict);
+ } else {
+ UtilityFunctions::push_error("Null distribution key with value ", val.to_float());
+ }
+ }
+ return dict;
+}
+
+Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
+ static const StringName province_info_province_key = "province";
+ static const StringName province_info_region_key = "region";
+ static const StringName province_info_life_rating_key = "life_rating";
+ static const StringName province_info_terrain_type_key = "terrain_type";
+ static const StringName province_info_total_population_key = "total_population";
+ static const StringName province_info_pop_types_key = "pop_types";
+ static const StringName province_info_pop_ideologies_key = "pop_ideologies";
+ static const StringName province_info_pop_cultures_key = "pop_cultures";
+ static const StringName province_info_rgo_key = "rgo";
+ static const StringName province_info_buildings_key = "buildings";
+
+ Province const* province = game_manager.get_map().get_province_by_index(index);
+ if (province == nullptr) {
+ return {};
+ }
+ Dictionary ret;
+
+ ret[province_info_province_key] = std_view_to_godot_string(province->get_identifier());
+
+ Region const* region = province->get_region();
+ if (region != nullptr) {
+ ret[province_info_region_key] = std_view_to_godot_string(region->get_identifier());
+ }
+
+ Good const* rgo = province->get_rgo();
+ if (rgo != nullptr) {
+ ret[province_info_rgo_key] = std_view_to_godot_string(rgo->get_identifier());
+ }
+
+ ret[province_info_life_rating_key] = province->get_life_rating();
+
+ TerrainType const* terrain_type = province->get_terrain_type();
+ if (terrain_type != nullptr) {
+ ret[province_info_terrain_type_key] = std_view_to_godot_string(terrain_type->get_identifier());
+ }
+
+ ret[province_info_total_population_key] = province->get_total_population();
+ decimal_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution();
+ if (!pop_types.empty()) {
+ ret[province_info_pop_types_key] = _distribution_to_dictionary(pop_types);
+ }
+ decimal_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution();
+ if (!ideologies.empty()) {
+ ret[province_info_pop_ideologies_key] = _distribution_to_dictionary(ideologies);
+ }
+ decimal_map_t<Culture const*> const& cultures = province->get_culture_distribution();
+ if (!cultures.empty()) {
+ ret[province_info_pop_cultures_key] = _distribution_to_dictionary(cultures);
+ }
+
+ static const StringName building_info_building_key = "building";
+ static const StringName building_info_level_key = "level";
+ static const StringName building_info_expansion_state_key = "expansion_state";
+ static const StringName building_info_start_date_key = "start_date";
+ static const StringName building_info_end_date_key = "end_date";
+ static const StringName building_info_expansion_progress_key = "expansion_progress";
+
+ std::vector<BuildingInstance> const& buildings = province->get_buildings();
+ if (!buildings.empty()) {
+ Array buildings_array;
+ buildings_array.resize(buildings.size());
+ for (size_t idx = 0; idx < buildings.size(); ++idx) {
+ BuildingInstance const& building = buildings[idx];
+
+ Dictionary building_dict;
+ building_dict[building_info_building_key] = std_view_to_godot_string(building.get_identifier());
+ building_dict[building_info_level_key] = static_cast<int32_t>(building.get_current_level());
+ building_dict[building_info_expansion_state_key] = static_cast<int32_t>(building.get_expansion_state());
+ building_dict[building_info_start_date_key] = std_to_godot_string(building.get_start_date().to_string());
+ building_dict[building_info_end_date_key] = std_to_godot_string(building.get_end_date().to_string());
+ building_dict[building_info_expansion_progress_key] = building.get_expansion_progress();
+
+ buildings_array[idx] = building_dict;
+ }
+ ret[province_info_buildings_key] = buildings_array;
+ }
+ return ret;
+}
+
+int32_t GameSingleton::get_width() const {
+ return game_manager.get_map().get_width();
+}
+
+int32_t GameSingleton::get_height() const {
+ return game_manager.get_map().get_height();
+}
+
+float GameSingleton::get_aspect_ratio() const {
+ return static_cast<float>(get_width()) / static_cast<float>(get_height());
+}
+
+Ref<Texture> GameSingleton::get_terrain_texture() const {
+ return terrain_texture;
+}
+
+Vector2i GameSingleton::get_province_shape_image_subdivisions() const {
+ return image_subdivisions;
+}
+
+Ref<Texture> GameSingleton::get_province_shape_texture() const {
+ return province_shape_texture;
+}
+
+Ref<Texture> GameSingleton::get_province_colour_texture() const {
+ return province_colour_texture;
+}
+
+Error GameSingleton::_update_colour_image() {
+ static PackedByteArray colour_data_array;
+ 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.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) {
+ err = FAILED;
+ }
+
+ 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, "Failed to create province colour image");
+ }
+ province_colour_image->set_data(PROVINCE_INDEX_SQRT, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array);
+ if (province_colour_texture.is_null()) {
+ province_colour_texture = ImageTexture::create_from_image(province_colour_image);
+ ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED, "Failed to create province colour texture");
+ } else {
+ province_colour_texture->update(province_colour_image);
+ }
+ return err;
+}
+
+int32_t GameSingleton::get_mapmode_count() const {
+ return game_manager.get_map().get_mapmode_count();
+}
+
+String GameSingleton::get_mapmode_identifier(int32_t index) const {
+ Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_index(index);
+ if (mapmode != nullptr) {
+ return std_view_to_godot_string(mapmode->get_identifier());
+ }
+ return String {};
+}
+
+Error GameSingleton::set_mapmode(String const& identifier) {
+ Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_identifier(godot_to_std_string(identifier));
+ if (mapmode == nullptr) {
+ UtilityFunctions::push_error("Failed to set mapmode to: ", identifier);
+ return FAILED;
+ }
+ mapmode_index = mapmode->get_index();
+ _update_colour_image();
+ return OK;
+}
+
+int32_t GameSingleton::get_selected_province_index() const {
+ return game_manager.get_map().get_selected_province_index();
+}
+
+void GameSingleton::set_selected_province(int32_t index) {
+ game_manager.get_map().set_selected_province(index);
+ _update_colour_image();
+ emit_signal("province_selected", 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))) {
+ UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index);
+ return FAILED;
+ }
+ return OK;
+}
+
+void GameSingleton::set_paused(bool paused) {
+ game_manager.get_clock().isPaused = paused;
+}
+
+void GameSingleton::toggle_paused() {
+ game_manager.get_clock().isPaused = !game_manager.get_clock().isPaused;
+}
+
+bool GameSingleton::is_paused() const {
+ return game_manager.get_clock().isPaused;
+}
+
+void GameSingleton::increase_speed() {
+ game_manager.get_clock().increaseSimulationSpeed();
+}
+
+void GameSingleton::decrease_speed() {
+ game_manager.get_clock().decreaseSimulationSpeed();
+}
+
+bool GameSingleton::can_increase_speed() const {
+ return game_manager.get_clock().canIncreaseSimulationSpeed();
+}
+
+bool GameSingleton::can_decrease_speed() const {
+ return game_manager.get_clock().canDecreaseSimulationSpeed();
+}
+
+String GameSingleton::get_longform_date() const {
+ return std_to_godot_string(game_manager.get_today().to_string());
+}
+
+void GameSingleton::try_tick() {
+ game_manager.get_clock().conditionallyAdvanceGame();
+}
+
+Error GameSingleton::_load_map_images(bool flip_vertical) {
+ if (province_shape_texture.is_valid()) {
+ UtilityFunctions::push_error("Map images have already been loaded!");
+ return FAILED;
+ }
+
+ Error err = OK;
+
+ const Vector2i province_dims {
+ static_cast<int32_t>(game_manager.get_map().get_width()),
+ static_cast<int32_t>(game_manager.get_map().get_height())
+ };
+
+ static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF;
+ // For each dimension of the image, this finds the small number of equal subdivisions
+ // required get the individual texture dims under GPU_DIM_LIMIT
+ for (int i = 0; i < 2; ++i) {
+ image_subdivisions[i] = 1;
+ while (province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0) {
+ ++image_subdivisions[i];
+ }
+ }
+
+ Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data();
+ const Vector2i divided_dims = province_dims / image_subdivisions;
+ Array province_shape_images;
+ province_shape_images.resize(image_subdivisions.x * image_subdivisions.y);
+ for (int32_t v = 0; v < image_subdivisions.y; ++v) {
+ for (int32_t u = 0; u < image_subdivisions.x; ++u) {
+ PackedByteArray index_data_array;
+ index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t));
+
+ for (int32_t y = 0; y < divided_dims.y; ++y) {
+ memcpy(
+ index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t),
+ province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
+ divided_dims.x * sizeof(Map::shape_pixel_t)
+ );
+ }
+
+ const Ref<Image> province_shape_subimage =
+ Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array);
+ if (province_shape_subimage.is_null()) {
+ UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")");
+ err = FAILED;
+ }
+ province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage;
+ }
+ }
+
+ province_shape_texture.instantiate();
+ if (province_shape_texture->create_from_images(province_shape_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ err = FAILED;
+ }
+
+ if (_update_colour_image() != OK) {
+ err = FAILED;
+ }
+
+ return err;
+}
+
+Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) {
+ static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS;
+
+ // Load the terrain texture sheet and prepare to slice it up
+ Ref<Image> terrain_sheet = Utilities::load_godot_image(terrain_texturesheet_path);
+ if (terrain_sheet.is_null()) {
+ UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
+ return FAILED;
+ }
+ terrain_sheet->flip_y();
+ const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
+ if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
+ UtilityFunctions::push_error(
+ "Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height,
+ " (must be square with dims positive multiples of ", SHEET_DIMS, ")"
+ );
+ return FAILED;
+ }
+ const int32_t slice_size = sheet_width / SHEET_DIMS;
+
+ Array terrain_images;
+ {
+ static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
+ Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
+ ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
+ water_image->fill({ 0.1f, 0.1f, 0.5f });
+ terrain_images.append(water_image);
+ }
+ Error err = OK;
+ for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) {
+ const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size };
+ const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
+ if (terrain_image.is_null() || terrain_image->is_empty()) {
+ UtilityFunctions::push_error(
+ "Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path
+ );
+ err = FAILED;
+ }
+ terrain_images.append(terrain_image);
+ }
+
+ terrain_texture.instantiate();
+ if (terrain_texture->create_from_images(terrain_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ return FAILED;
+ }
+ return err;
+}
+
+Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
+ static constexpr std::string_view terrain_texture_file = "map/terrain/texturesheet.tga";
+
+ Dataloader::path_vector_t roots;
+ for (String const& path : file_paths) {
+ roots.push_back(godot_to_std_string(path));
+ }
+
+ Error err = OK;
+
+ if (!dataloader.set_roots(roots)) {
+ Logger::error("Failed to set dataloader roots!");
+ err = FAILED;
+ }
+ if (!dataloader.load_defines(game_manager)) {
+ UtilityFunctions::push_error("Failed to load defines!");
+ err = FAILED;
+ }
+ if (_load_terrain_variants_compatibility_mode(std_to_godot_string(
+ dataloader.lookup_file(terrain_texture_file).string())) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (_load_map_images(true) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ if (!game_manager.load_hardcoded_defines()) {
+ UtilityFunctions::push_error("Failed to hardcoded defines!");
+ err = FAILED;
+ }
+ if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) {
+ UtilityFunctions::push_error("Failed to load localisation!");
+ err = FAILED;
+ }
+
+ return err;
+}
+
+String GameSingleton::search_for_game_path(String hint_path) {
+ return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string());
+}
+
+String GameSingleton::lookup_file(String const& path) const {
+ return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
+}