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m---------extension/deps/openvic2-simulation0
-rw-r--r--extension/src/GameSingleton.cpp329
-rw-r--r--extension/src/GameSingleton.hpp51
3 files changed, 331 insertions, 49 deletions
diff --git a/extension/deps/openvic2-simulation b/extension/deps/openvic2-simulation
-Subproject 64bbf86b623a3cca2eaf9009d7acdcde067592e
+Subproject 3550c455526eb6f8935f488810e73fe01a1177a
diff --git a/extension/src/GameSingleton.cpp b/extension/src/GameSingleton.cpp
index 56f7ac5..44bf874 100644
--- a/extension/src/GameSingleton.cpp
+++ b/extension/src/GameSingleton.cpp
@@ -14,11 +14,7 @@ using namespace OpenVic2;
GameSingleton* GameSingleton::singleton = nullptr;
void GameSingleton::_bind_methods() {
- ClassDB::bind_method(D_METHOD("load_province_identifier_file", "file_path"), &GameSingleton::load_province_identifier_file);
- ClassDB::bind_method(D_METHOD("load_water_province_file", "file_path"), &GameSingleton::load_water_province_file);
- ClassDB::bind_method(D_METHOD("load_region_file", "file_path"), &GameSingleton::load_region_file);
- ClassDB::bind_method(D_METHOD("load_terrain_file", "file_path"), &GameSingleton::load_terrain_file);
- ClassDB::bind_method(D_METHOD("load_map_images", "province_image_path", "terrain_image_path"), &GameSingleton::load_map_images);
+ ClassDB::bind_method(D_METHOD("load_defines", "file_dict"), &GameSingleton::load_defines);
ClassDB::bind_method(D_METHOD("setup"), &GameSingleton::setup);
ClassDB::bind_method(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords);
@@ -35,8 +31,11 @@ void GameSingleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count);
ClassDB::bind_method(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier);
ClassDB::bind_method(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode);
+ ClassDB::bind_method(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index);
+ ClassDB::bind_method(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province);
ClassDB::bind_method(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building);
+ ClassDB::bind_method(D_METHOD("get_good_icon_texture", "identifier"), &GameSingleton::get_good_icon_texture);
ClassDB::bind_method(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused);
ClassDB::bind_method(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused);
@@ -49,16 +48,45 @@ void GameSingleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("try_tick"), &GameSingleton::try_tick);
ADD_SIGNAL(MethodInfo("state_updated"));
+ ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index")));
+
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_identifier_file_key"), &GameSingleton::get_province_identifier_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_water_province_file_key"), &GameSingleton::get_water_province_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_region_file_key"), &GameSingleton::get_region_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_variant_file_key"), &GameSingleton::get_terrain_variant_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_image_file_key"), &GameSingleton::get_province_image_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_image_file_key"), &GameSingleton::get_terrain_image_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_goods_file_key"), &GameSingleton::get_goods_file_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_good_icons_dir_key"), &GameSingleton::get_good_icons_dir_key);
+
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key);
+
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_state_key"), &GameSingleton::get_building_info_expansion_state_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_building_info_expansion_progress_key"), &GameSingleton::get_building_info_expansion_progress_key);
}
GameSingleton* GameSingleton::get_singleton() {
return singleton;
}
+
+void GameSingleton::_on_state_updated() {
+ update_colour_image();
+ emit_signal("state_updated");
+}
+
/* REQUIREMENTS:
- * MAP-21, MAP-25
+ * MAP-21, MAP-23, MAP-25
*/
-GameSingleton::GameSingleton() : game_manager { [this]() { emit_signal("state_updated"); } },
+GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } },
terrain_variants { "terrain variants" } {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
@@ -66,8 +94,8 @@ GameSingleton::GameSingleton() : game_manager { [this]() { emit_signal("state_up
Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(str.c_str()); });
Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(str.c_str()); });
- static constexpr colour_t HIGH_ALPHA_VALUE = to_alpha_value(0.5f);
- static constexpr colour_t LOW_ALPHA_VALUE = to_alpha_value(0.2f);
+ static constexpr colour_t LOW_ALPHA_VALUE = float_to_alpha_value(0.4f);
+ static constexpr colour_t HIGH_ALPHA_VALUE = float_to_alpha_value(0.7f);
using mapmode_t = std::pair<std::string, Mapmode::colour_func_t>;
const std::vector<mapmode_t> mapmodes = {
{ "mapmode_terrain",
@@ -81,13 +109,33 @@ GameSingleton::GameSingleton() : game_manager { [this]() { emit_signal("state_up
{ "mapmode_region",
[](Map const&, Province const& province) -> colour_t {
Region const* region = province.get_region();
- if (region != nullptr) return (0xCC << 24) | region->get_colour();
+ if (region != nullptr) return HIGH_ALPHA_VALUE | region->get_colour();
return NULL_COLOUR;
} },
{ "mapmode_index",
[](Map const& map, Province const& province) -> colour_t {
- const uint8_t f = static_cast<float>(province.get_index()) / static_cast<float>(map.get_province_count()) * 255.0f;
+ const colour_t f = fraction_to_colour_byte(province.get_index(), map.get_province_count());
return HIGH_ALPHA_VALUE | (f << 16) | (f << 8) | f;
+ } },
+ { "mapmode_rgo",
+ [](Map const& map, Province const& province) -> colour_t {
+ Good const* rgo = province.get_rgo();
+ if (rgo != nullptr) return HIGH_ALPHA_VALUE | rgo->get_colour();
+ return NULL_COLOUR;
+ } },
+ { "mapmode_infrastructure",
+ [](Map const& map, Province const& province) -> colour_t {
+ Building const* railroad = province.get_building_by_identifier("building_railroad");
+ if (railroad != nullptr) {
+ colour_t val = fraction_to_colour_byte(railroad->get_level(), railroad->get_type().get_max_level(), 0.5f, 1.0f);
+ switch (railroad->get_expansion_state()) {
+ case Building::ExpansionState::CannotExpand: val <<= 16; break;
+ case Building::ExpansionState::CanExpand: break;
+ default: val <<= 8; break;
+ }
+ return HIGH_ALPHA_VALUE | val;
+ }
+ return HIGH_ALPHA_VALUE;
} }
};
for (mapmode_t const& mapmode : mapmodes)
@@ -129,7 +177,7 @@ static Error _load_json_file(String const& file_description, String const& file_
return err;
}
-using parse_json_entry_func_t = std::function<godot::Error(godot::String const&, godot::Variant const&)>;
+using parse_json_entry_func_t = std::function<Error(String const&, Variant const&)>;
static Error _parse_json_dictionary_file(String const& file_description, String const& file_path,
String const& identifier_prefix, parse_json_entry_func_t parse_entry) {
@@ -189,7 +237,7 @@ static colour_t _parse_colour(Variant const& var) {
Error GameSingleton::_parse_province_identifier_entry(String const& identifier, Variant const& entry) {
const colour_t colour = _parse_colour(entry);
- if (colour == NULL_COLOUR) {
+ if (colour == NULL_COLOUR || colour > MAX_COLOUR_RGB) {
UtilityFunctions::push_error("Invalid colour for province identifier \"", identifier, "\": ", entry);
return FAILED;
}
@@ -248,7 +296,7 @@ Ref<Image> TerrainVariant::get_image() const { return image; }
Error GameSingleton::_parse_terrain_entry(String const& identifier, Variant const& entry) {
const colour_t colour = _parse_colour(entry);
- if (colour == NULL_COLOUR) {
+ if (colour == NULL_COLOUR || colour > MAX_COLOUR_RGB) {
UtilityFunctions::push_error("Invalid colour for terrain texture \"", identifier, "\": ", entry);
return FAILED;
}
@@ -264,7 +312,7 @@ Error GameSingleton::_parse_terrain_entry(String const& identifier, Variant cons
return ERR(terrain_variants.add_item({ identifier.utf8().get_data(), colour, terrain_image }));
}
-Error GameSingleton::load_terrain_file(String const& file_path) {
+Error GameSingleton::load_terrain_variant_file(String const& file_path) {
Error parse_err = _parse_json_dictionary_file("terrain variants", file_path, "",
[this](String const& identifier, Variant const& entry) -> Error {
return _parse_terrain_entry(identifier, entry);
@@ -339,8 +387,7 @@ Error GameSingleton::load_map_images(String const& province_image_path, String c
// 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)
for (image_subdivisions[i] = 1;
- province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i])
- ;
+ 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.map.get_province_shape_image().data();
const Vector2i divided_dims = province_dims / image_subdivisions;
@@ -367,7 +414,7 @@ Error GameSingleton::load_map_images(String const& province_image_path, String c
province_shape_texture.instantiate();
if (province_shape_texture->create_from_images(province_shape_images) != OK) {
- UtilityFunctions::push_error("");
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
err = FAILED;
}
@@ -376,7 +423,151 @@ Error GameSingleton::load_map_images(String const& province_image_path, String c
return err;
}
-godot::Error GameSingleton::setup() {
+Error GameSingleton::_parse_good_entry(String const& identifier, Variant const& entry) {
+ if (entry.get_type() != Variant::DICTIONARY) {
+ UtilityFunctions::push_error("Invalid good entry for ", identifier, ": ", entry);
+ return FAILED;
+ }
+ Dictionary const& dict = entry;
+
+ static const String key_category = "category";
+ Variant const& var_category = dict.get(key_category, "");
+ String category;
+ if (var_category.get_type() == Variant::STRING) category = var_category;
+ else UtilityFunctions::push_error("Invalid good category for ", identifier, ": ", var_category);
+
+ static const String key_base_price = "base_price";
+ Variant const& var_base_price = dict.get(key_base_price, NULL_PRICE);
+ price_t base_price = NULL_PRICE;
+ if (var_base_price.get_type() == Variant::FLOAT) base_price = var_base_price;
+ else UtilityFunctions::push_error("Invalid good base price for ", identifier, ": ", var_base_price);
+
+ static const String key_colour = "colour";
+ Variant const& var_colour = dict.get(key_colour, "");
+ const colour_t colour = _parse_colour(var_colour);
+ if (colour > MAX_COLOUR_RGB) {
+ UtilityFunctions::push_error("Invalid good colour for ", identifier, ": ", var_colour);
+ return FAILED;
+ }
+
+ static const String key_default_available = "default_available";
+ Variant const& var_default_available = dict.get(key_default_available, true);
+ bool default_available = false;
+ if (var_default_available.get_type() == Variant::BOOL) default_available = var_default_available;
+ else UtilityFunctions::push_error("Invalid good available default bool value for ", identifier, ": ", var_default_available);
+
+ static const String key_tradeable = "tradeable";
+ Variant const& var_tradeable = dict.get(key_tradeable, true);
+ bool tradeable = false;
+ if (var_tradeable.get_type() == Variant::BOOL) tradeable = var_tradeable;
+ else UtilityFunctions::push_error("Invalid good tradeable bool value for ", identifier, ": ", var_tradeable);
+
+ static const String key_currency = "currency";
+ Variant const& var_currency = dict.get(key_currency, true);
+ bool currency = false;
+ if (var_currency.get_type() == Variant::BOOL) currency = var_currency;
+ else UtilityFunctions::push_error("Invalid good currency bool value for ", identifier, ": ", var_currency);
+
+ static const String key_overseas_maintenance = "overseas_maintenance";
+ Variant const& var_overseas_maintenance = dict.get(key_overseas_maintenance, true);
+ bool overseas_maintenance = false;
+ if (var_overseas_maintenance.get_type() == Variant::BOOL) overseas_maintenance = var_overseas_maintenance;
+ else UtilityFunctions::push_error("Invalid good overseas maintenance bool value for ", identifier, ": ", var_overseas_maintenance);
+
+ return ERR(game_manager.good_manager.add_good(identifier.utf8().get_data(), category.utf8().get_data(),
+ colour, base_price, default_available, tradeable, currency, overseas_maintenance));
+}
+
+Error GameSingleton::load_goods(String const& defines_path, String const& icons_dir_path) {
+ Error err = _parse_json_dictionary_file("good", defines_path, "good_",
+ [this](String const& identifier, Variant const& entry) -> Error {
+ return _parse_good_entry(identifier, entry);
+ });
+ game_manager.good_manager.lock_goods();
+ for (Good const& good : game_manager.good_manager.get_goods()) {
+ Ref<Image> image;
+ image.instantiate();
+ const String path = icons_dir_path + String{ "/" } + good.get_identifier().c_str() + ".png";
+ const Error good_err = image->load(path);
+ if (good_err || image.is_null()) {
+ UtilityFunctions::push_error("Failed to load good icon image: ", path);
+ err = FAILED;
+ continue;
+ }
+ Ref<Texture> tex = ImageTexture::create_from_image(image);
+ if (tex.is_null()) {
+ UtilityFunctions::push_error("Failed to generate good icon texture: ", path);
+ err = FAILED;
+ continue;
+ }
+ good_icons[good.get_identifier().c_str()] = tex;
+ }
+ return err;
+}
+
+StringName const& GameSingleton::get_province_identifier_file_key() {
+ static const StringName key = "province_identifiers";
+ return key;
+}
+StringName const& GameSingleton::get_water_province_file_key() {
+ static const StringName key = "water_provinces";
+ return key;
+}
+StringName const& GameSingleton::get_region_file_key() {
+ static const StringName key = "regions";
+ return key;
+}
+StringName const& GameSingleton::get_terrain_variant_file_key() {
+ static const StringName key = "terrain_variants";
+ return key;
+}
+StringName const& GameSingleton::get_province_image_file_key() {
+ static const StringName key = "province_image";
+ return key;
+}
+StringName const& GameSingleton::get_terrain_image_file_key() {
+ static const StringName key = "terrain_image";
+ return key;
+}
+StringName const& GameSingleton::get_goods_file_key() {
+ static const StringName key = "goods";
+ return key;
+}
+StringName const& GameSingleton::get_good_icons_dir_key() {
+ static const StringName key = "good_icons";
+ return key;
+}
+
+Error GameSingleton::load_defines(Dictionary const& file_dict) {
+ Error err = OK;
+ if (load_province_identifier_file(file_dict.get(get_province_identifier_file_key(), "")) != OK) {
+ UtilityFunctions::push_error("Failed to load province identifiers!");
+ err = FAILED;
+ }
+ if (load_water_province_file(file_dict.get(get_water_province_file_key(), "")) != OK) {
+ UtilityFunctions::push_error("Failed to load water provinces!");
+ err = FAILED;
+ }
+ if (load_region_file(file_dict.get(get_region_file_key(), "")) != OK) {
+ UtilityFunctions::push_error("Failed to load regions!");
+ err = FAILED;
+ }
+ if (load_terrain_variant_file(file_dict.get(get_terrain_variant_file_key(), "")) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (load_map_images(file_dict.get(get_province_image_file_key(), ""), file_dict.get(get_terrain_image_file_key(), "")) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ if (load_goods(file_dict.get(get_goods_file_key(), ""), file_dict.get(get_good_icons_dir_key(), "")) != OK) {
+ UtilityFunctions::push_error("Failed to load goods!");
+ err = FAILED;
+ }
+ return err;
+}
+
+Error GameSingleton::setup() {
return ERR(game_manager.setup());
}
@@ -414,51 +605,88 @@ int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords)
return game_manager.map.get_province_index_at(x_mod_w, y_mod_h);
}
-#define KEY(x) static const StringName x##_key = #x
+StringName const& GameSingleton::get_province_info_province_key() {
+ static const StringName key = "province";
+ return key;
+}
+StringName const& GameSingleton::get_province_info_region_key() {
+ static const StringName key = "region";
+ return key;
+}
+StringName const& GameSingleton::get_province_info_life_rating_key() {
+ static const StringName key = "life_rating";
+ return key;
+}
+StringName const& GameSingleton::get_province_info_rgo_key() {
+ static const StringName key = "rgo";
+ return key;
+}
+StringName const& GameSingleton::get_province_info_buildings_key() {
+ static const StringName key = "buildings";
+ return key;
+}
+
+StringName const& GameSingleton::get_building_info_building_key() {
+ static const StringName key = "building";
+ return key;
+}
+StringName const& GameSingleton::get_building_info_level_key() {
+ static const StringName key = "level";
+ return key;
+}
+StringName const& GameSingleton::get_building_info_expansion_state_key() {
+ static const StringName key = "expansion_state";
+ return key;
+}
+StringName const& GameSingleton::get_building_info_start_date_key() {
+ static const StringName key = "start_date";
+ return key;
+}
+StringName const& GameSingleton::get_building_info_end_date_key() {
+ static const StringName key = "end_date";
+ return key;
+}
+StringName const& GameSingleton::get_building_info_expansion_progress_key() {
+ static const StringName key = "expansion_progress";
+ return key;
+}
+
Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
Province const* province = game_manager.map.get_province_by_index(index);
if (province == nullptr) return {};
- KEY(province);
- KEY(region);
- KEY(life_rating);
- KEY(buildings);
Dictionary ret;
- ret[province_key] = province->get_identifier().c_str();
+ ret[get_province_info_province_key()] = province->get_identifier().c_str();
Region const* region = province->get_region();
- if (region != nullptr) ret[region_key] = region->get_identifier().c_str();
+ if (region != nullptr) ret[get_province_info_region_key()] = region->get_identifier().c_str();
- ret[life_rating_key] = province->get_life_rating();
+ Good const* rgo = province->get_rgo();
+ if (rgo != nullptr) ret[get_province_info_rgo_key()] = rgo->get_identifier().c_str();
+
+ ret[get_province_info_life_rating_key()] = province->get_life_rating();
std::vector<Building> 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) {
- KEY(building);
- KEY(level);
- KEY(expansion_state);
- KEY(start_date);
- KEY(end_date);
- KEY(expansion_progress);
+ Building const& building = buildings[idx];
Dictionary building_dict;
- Building const& building = buildings[idx];
- building_dict[building_key] = building.get_identifier().c_str();
- building_dict[level_key] = static_cast<int32_t>(building.get_level());
- building_dict[expansion_state_key] = static_cast<int32_t>(building.get_expansion_state());
- building_dict[start_date_key] = static_cast<std::string>(building.get_start_date()).c_str();
- building_dict[end_date_key] = static_cast<std::string>(building.get_end_date()).c_str();
- building_dict[expansion_progress_key] = building.get_expansion_progress();
+ building_dict[get_building_info_building_key()] = building.get_identifier().c_str();
+ building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_level());
+ building_dict[get_building_info_expansion_state_key()] = static_cast<int32_t>(building.get_expansion_state());
+ building_dict[get_building_info_start_date_key()] = static_cast<std::string>(building.get_start_date()).c_str();
+ building_dict[get_building_info_end_date_key()] = static_cast<std::string>(building.get_end_date()).c_str();
+ building_dict[get_building_info_expansion_progress_key()] = building.get_expansion_progress();
buildings_array[idx] = building_dict;
}
- ret[buildings_key] = buildings_array;
+ ret[get_province_info_buildings_key()] = buildings_array;
}
return ret;
}
-#undef KEY
int32_t GameSingleton::get_width() const {
return game_manager.map.get_width();
@@ -523,16 +751,27 @@ String GameSingleton::get_mapmode_identifier(int32_t index) const {
return String {};
}
-Error GameSingleton::set_mapmode(godot::String const& identifier) {
+Error GameSingleton::set_mapmode(String const& identifier) {
Mapmode const* mapmode = game_manager.map.get_mapmode_by_identifier(identifier.utf8().get_data());
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.map.get_selected_province_index();
+}
+
+void GameSingleton::set_selected_province(int32_t index) {
+ game_manager.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, building_type_identifier.utf8().get_data()) != SUCCESS) {
UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index);
@@ -541,6 +780,10 @@ Error GameSingleton::expand_building(int32_t province_index, String const& build
return OK;
}
+Ref<Texture> GameSingleton::get_good_icon_texture(String const& identifier) const {
+ return good_icons.get(identifier, {});
+}
+
void GameSingleton::set_paused(bool paused) {
game_manager.clock.isPaused = paused;
}
diff --git a/extension/src/GameSingleton.hpp b/extension/src/GameSingleton.hpp
index 21ca2d1..8321972 100644
--- a/extension/src/GameSingleton.hpp
+++ b/extension/src/GameSingleton.hpp
@@ -32,11 +32,21 @@ namespace OpenVic2 {
IdentifierRegistry<TerrainVariant> terrain_variants;
Map::terrain_variant_map_t terrain_variant_map;
godot::Ref<godot::Texture2DArray> terrain_texture;
+ godot::Dictionary good_icons;
godot::Error _parse_province_identifier_entry(godot::String const& identifier, godot::Variant const& entry);
godot::Error _parse_region_entry(godot::String const& identifier, godot::Variant const& entry);
godot::Error _parse_terrain_entry(godot::String const& identifier, godot::Variant const& entry);
- void _tick();
+ godot::Error _parse_good_entry(godot::String const& identifier, godot::Variant const& entry);
+
+ godot::Error load_province_identifier_file(godot::String const& file_path);
+ godot::Error load_water_province_file(godot::String const& file_path);
+ godot::Error load_region_file(godot::String const& file_path);
+ godot::Error load_terrain_variant_file(godot::String const& file_path);
+ godot::Error load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path);
+ godot::Error load_goods(godot::String const& defines_path, godot::String const& icons_dir_path);
+
+ void _on_state_updated();
protected:
static void _bind_methods();
@@ -47,11 +57,19 @@ namespace OpenVic2 {
GameSingleton();
~GameSingleton();
- godot::Error load_province_identifier_file(godot::String const& file_path);
- godot::Error load_water_province_file(godot::String const& file_path);
- godot::Error load_region_file(godot::String const& file_path);
- godot::Error load_terrain_file(godot::String const& file_path);
- godot::Error load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path);
+ static godot::StringName const& get_province_identifier_file_key();
+ static godot::StringName const& get_water_province_file_key();
+ static godot::StringName const& get_region_file_key();
+ static godot::StringName const& get_terrain_variant_file_key();
+ static godot::StringName const& get_province_image_file_key();
+ static godot::StringName const& get_terrain_image_file_key();
+ static godot::StringName const& get_goods_file_key();
+ static godot::StringName const& get_good_icons_dir_key();
+
+ /* Load the game's defines from the filepaths listed as Strings
+ * in a Dictionary, using the StringNames above as keys.
+ */
+ godot::Error load_defines(godot::Dictionary const& file_dict);
/* Post-load/restart game setup - reset the game to post-load state
* and (re)generate starting data, e.g. buildings.
@@ -59,7 +77,25 @@ namespace OpenVic2 {
godot::Error setup();
int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const;
+
+ static godot::StringName const& get_province_info_province_key();
+ static godot::StringName const& get_province_info_region_key();
+ static godot::StringName const& get_province_info_life_rating_key();
+ static godot::StringName const& get_province_info_rgo_key();
+ static godot::StringName const& get_province_info_buildings_key();
+
+ static godot::StringName const& get_building_info_building_key();
+ static godot::StringName const& get_building_info_level_key();
+ static godot::StringName const& get_building_info_expansion_state_key();
+ static godot::StringName const& get_building_info_start_date_key();
+ static godot::StringName const& get_building_info_end_date_key();
+ static godot::StringName const& get_building_info_expansion_progress_key();
+
+ /* Get info to display in Province Overview Panel, packaged in
+ * a Dictionary using the StringNames above as keys.
+ */
godot::Dictionary get_province_info_from_index(int32_t index) const;
+
int32_t get_width() const;
int32_t get_height() const;
float get_aspect_ratio() const;
@@ -92,8 +128,11 @@ namespace OpenVic2 {
int32_t get_mapmode_count() const;
godot::String get_mapmode_identifier(int32_t index) const;
godot::Error set_mapmode(godot::String const& identifier);
+ int32_t get_selected_province_index() const;
+ void set_selected_province(int32_t index);
godot::Error expand_building(int32_t province_index, godot::String const& building_type_identifier);
+ godot::Ref<godot::Texture> get_good_icon_texture(godot::String const& identifier) const;
void set_paused(bool paused);
void toggle_paused();