diff options
Diffstat (limited to 'extension/src/openvic-extension/singletons')
4 files changed, 409 insertions, 0 deletions
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; + }; +} |