diff options
Diffstat (limited to 'extension/src/openvic-extension/singletons/GameSingleton.cpp')
-rw-r--r-- | extension/src/openvic-extension/singletons/GameSingleton.cpp | 549 |
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 index 0000000..bb1732e --- /dev/null +++ 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()); +} |