From 6e350a3dc0b596b1f76fab3b943b67b7713ea4fa Mon Sep 17 00:00:00 2001 From: hop311 Date: Mon, 4 Dec 2023 00:12:16 +0000 Subject: Sim submodule update + extension compatibility --- .../openvic-extension/singletons/AssetManager.cpp | 42 ++++-- .../openvic-extension/singletons/AssetManager.hpp | 5 +- .../openvic-extension/singletons/GameSingleton.cpp | 144 +++++++++++---------- .../openvic-extension/singletons/GameSingleton.hpp | 47 +++---- 4 files changed, 125 insertions(+), 113 deletions(-) (limited to 'extension/src/openvic-extension/singletons') diff --git a/extension/src/openvic-extension/singletons/AssetManager.cpp b/extension/src/openvic-extension/singletons/AssetManager.cpp index b50cae8..8e9eb41 100644 --- a/extension/src/openvic-extension/singletons/AssetManager.cpp +++ b/extension/src/openvic-extension/singletons/AssetManager.cpp @@ -37,33 +37,47 @@ AssetManager::~AssetManager() { _singleton = nullptr; } -AssetManager::image_asset_map_t::iterator AssetManager::_get_image_asset(StringName path) { - const image_asset_map_t::iterator it = image_assets.find(path); - if (it != image_assets.end()) { - return it; - } +Ref AssetManager::_load_image(StringName path) { GameSingleton* game_singleton = GameSingleton::get_singleton(); - ERR_FAIL_NULL_V(game_singleton, image_assets.end()); + ERR_FAIL_NULL_V(game_singleton, nullptr); const String lookedup_path = - std_to_godot_string(game_singleton->get_dataloader().lookup_image_file_or_dds(godot_to_std_string(path)).string()); + std_to_godot_string(game_singleton->get_dataloader().lookup_image_file(godot_to_std_string(path)).string()); if (lookedup_path.is_empty()) { UtilityFunctions::push_error("Failed to look up image: ", path); - return image_assets.end(); + return nullptr; } const Ref image = Utilities::load_godot_image(lookedup_path); if (image.is_null() || image->is_empty()) { UtilityFunctions::push_error("Failed to load image: ", lookedup_path, " (looked up from ", path, ")"); - return image_assets.end(); + return nullptr; + } else { + return image; } - return image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first; } -Ref AssetManager::get_image(StringName path) { - const image_asset_map_t::const_iterator it = _get_image_asset(path); +AssetManager::image_asset_map_t::iterator AssetManager::_get_image_asset(StringName path) { + const image_asset_map_t::iterator it = image_assets.find(path); if (it != image_assets.end()) { - return it->second.image; + return it; + } + const Ref image = _load_image(path); + if (image.is_valid()) { + return image_assets.emplace(std::move(path), AssetManager::image_asset_t { image, nullptr }).first; } else { - return nullptr; + return image_assets.end(); + } +} + +Ref AssetManager::get_image(StringName path, bool cache) { + if (cache) { + const image_asset_map_t::const_iterator it = _get_image_asset(path); + if (it != image_assets.end()) { + return it->second.image; + } else { + return nullptr; + } + } else { + return _load_image(path); } } diff --git a/extension/src/openvic-extension/singletons/AssetManager.hpp b/extension/src/openvic-extension/singletons/AssetManager.hpp index 7cfc31b..625944d 100644 --- a/extension/src/openvic-extension/singletons/AssetManager.hpp +++ b/extension/src/openvic-extension/singletons/AssetManager.hpp @@ -23,6 +23,7 @@ namespace OpenVic { image_asset_map_t image_assets; font_map_t fonts; + static godot::Ref _load_image(godot::StringName path); image_asset_map_t::iterator _get_image_asset(godot::StringName path); protected: @@ -35,8 +36,8 @@ namespace OpenVic { ~AssetManager(); /* Search for and load an image at the specified path relative to the game defines, first checking the AssetManager's - * image cache in case it has already been loaded, and returning nullptr if image loading fails. */ - godot::Ref get_image(godot::StringName path); + * image cache (if cache is true) in case it has already been loaded, and returning nullptr if image loading fails. */ + godot::Ref get_image(godot::StringName path, bool cache = true); /* Create a texture from an image found at the specified path relative to the game defines, fist checking * AssetManager's texture cache in case it has already been loaded, and returning nullptr if image loading diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp index d101a86..db3dd3f 100644 --- a/extension/src/openvic-extension/singletons/GameSingleton.cpp +++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp @@ -17,6 +17,9 @@ using OpenVic::Utilities::godot_to_std_string; using OpenVic::Utilities::std_to_godot_string; using OpenVic::Utilities::std_view_to_godot_string; +/* Maximum width or height a GPU texture can have. */ +static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF; + void GameSingleton::_bind_methods() { OV_BIND_SMETHOD(setup_logger); @@ -58,15 +61,6 @@ void GameSingleton::_bind_methods() { 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) { @@ -90,25 +84,6 @@ Control* GameSingleton::generate_gui(String const& gui_file, String const& gui_e 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, 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 GameSingleton::load_image(String const& path) { - return Utilities::load_godot_image(path); -} - GameSingleton* GameSingleton::get_singleton() { return singleton; } @@ -143,6 +118,10 @@ void GameSingleton::setup_logger() { }); } +GameManager const& GameSingleton::get_game_manager() const { + return game_manager; +} + Dataloader const& GameSingleton::get_dataloader() const { return dataloader; } @@ -156,6 +135,13 @@ Error GameSingleton::setup_game() { bool ret = game_manager.load_bookmark(&bookmark_manager.get_bookmarks().front()); // TODO - load pop history with the new history system ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string()); + for (Province& province : game_manager.get_map().get_provinces()) { + province.set_crime( + game_manager.get_modifier_manager().get_crime_modifier_by_index( + (province.get_index() - 1) % game_manager.get_modifier_manager().get_crime_modifier_count() + ) + ); + } return ERR(ret); } @@ -166,21 +152,32 @@ int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) } template T> -static Dictionary _distribution_to_dictionary(fixed_point_map_t 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); +static Array _distribution_to_pie_chart_array(fixed_point_map_t const& dist) { + using entry_t = std::pair; + std::vector sorted_dist; + sorted_dist.reserve(dist.size()); + for (entry_t const& entry : dist) { + if (entry.first != nullptr) { + sorted_dist.push_back(entry); } else { - UtilityFunctions::push_error("Null distribution key with value ", val.to_float()); + UtilityFunctions::push_error("Null distribution key with value ", entry.second.to_float()); } } - return dict; + std::sort(sorted_dist.begin(), sorted_dist.end(), [](entry_t const& lhs, entry_t const& rhs) -> bool { + return lhs.second < rhs.second; + }); + static const StringName identifier_key = "identifier"; + static const StringName colour_key = "colour"; + static const StringName weight_key = "weight"; + Array array; + for (auto const& [key, val] : sorted_dist) { + Dictionary sub_dict; + sub_dict[identifier_key] = std_view_to_godot_string(key->get_identifier()); + sub_dict[colour_key] = Utilities::to_godot_color(key->get_colour()); + sub_dict[weight_key] = val.to_float(); + array.push_back(sub_dict); + } + return array; } Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { @@ -223,15 +220,15 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { ret[province_info_total_population_key] = province->get_total_population(); fixed_point_map_t const& pop_types = province->get_pop_type_distribution(); if (!pop_types.empty()) { - ret[province_info_pop_types_key] = _distribution_to_dictionary(pop_types); + ret[province_info_pop_types_key] = _distribution_to_pie_chart_array(pop_types); } fixed_point_map_t const& ideologies = province->get_ideology_distribution(); if (!ideologies.empty()) { - ret[province_info_pop_ideologies_key] = _distribution_to_dictionary(ideologies); + ret[province_info_pop_ideologies_key] = _distribution_to_pie_chart_array(ideologies); } fixed_point_map_t const& cultures = province->get_culture_distribution(); if (!cultures.empty()) { - ret[province_info_pop_cultures_key] = _distribution_to_dictionary(cultures); + ret[province_info_pop_cultures_key] = _distribution_to_pie_chart_array(cultures); } static const StringName building_info_building_key = "building"; @@ -292,25 +289,34 @@ Ref GameSingleton::get_province_colour_texture() const { } Error GameSingleton::_update_colour_image() { + Map const& map = game_manager.get_map(); + if (!map.provinces_are_locked()) { + UtilityFunctions::push_error("Cannot generate province colour image before provinces are locked!"); + return FAILED; + } + /* We reshape the list of colours into a square, as each texture dimensions cannot exceed 16384. */ + static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4); + static constexpr int32_t colour_image_width = PROVINCE_INDEX_SQRT * sizeof(Mapmode::base_stripe_t) / sizeof(colour_t); + /* Province count + null province, rounded up to next multiple of PROVINCE_INDEX_SQRT. + * Rearranged from: (map.get_province_count() + 1) + (PROVINCE_INDEX_SQRT - 1) */ + static const int32_t colour_image_height = (map.get_province_count() + PROVINCE_INDEX_SQRT) / PROVINCE_INDEX_SQRT; + static PackedByteArray colour_data_array; - static constexpr int64_t colour_data_array_size = - (static_cast(Province::MAX_INDEX) + 1) * sizeof(Mapmode::base_stripe_t); + static const int64_t colour_data_array_size = colour_image_width * colour_image_height * sizeof(colour_t); 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())) { + if (!map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) { err = FAILED; } - /* We reshape the list of colours into a square, as each texture dimensions cannot exceed 16384. */ - 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"); } /* Width is doubled as each province has a (base, stripe) colour pair. */ province_colour_image->set_data( - PROVINCE_INDEX_SQRT * 2, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array + colour_image_width, colour_image_height, false, Image::FORMAT_RGBA8, colour_data_array ); if (province_colour_texture.is_null()) { province_colour_texture = ImageTexture::create_from_image(province_colour_image); @@ -363,39 +369,39 @@ Error GameSingleton::expand_building(int32_t province_index, String const& build } void GameSingleton::set_paused(bool paused) { - game_manager.get_clock().isPaused = paused; + game_manager.get_clock().is_paused = paused; } void GameSingleton::toggle_paused() { - game_manager.get_clock().isPaused = !game_manager.get_clock().isPaused; + game_manager.get_clock().is_paused = !game_manager.get_clock().is_paused; } bool GameSingleton::is_paused() const { - return game_manager.get_clock().isPaused; + return game_manager.get_clock().is_paused; } void GameSingleton::increase_speed() { - game_manager.get_clock().increaseSimulationSpeed(); + game_manager.get_clock().increase_simulation_speed(); } void GameSingleton::decrease_speed() { - game_manager.get_clock().decreaseSimulationSpeed(); + game_manager.get_clock().decrease_simulation_speed(); } bool GameSingleton::can_increase_speed() const { - return game_manager.get_clock().canIncreaseSimulationSpeed(); + return game_manager.get_clock().can_increase_simulation_speed(); } bool GameSingleton::can_decrease_speed() const { - return game_manager.get_clock().canDecreaseSimulationSpeed(); + return game_manager.get_clock().can_decrease_simulation_speed(); } String GameSingleton::get_longform_date() const { - return std_to_godot_string(game_manager.get_today().to_string()); + return Utilities::date_to_formatted_string(game_manager.get_today()); } void GameSingleton::try_tick() { - game_manager.get_clock().conditionallyAdvanceGame(); + game_manager.get_clock().conditionally_advance_game(); } Error GameSingleton::_load_map_images(bool flip_vertical) { @@ -411,7 +417,6 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { static_cast(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) { @@ -461,15 +466,25 @@ Error GameSingleton::_load_map_images(bool flip_vertical) { 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; +Error GameSingleton::_load_terrain_variants() { + if (terrain_texture.is_valid()) { + UtilityFunctions::push_error("Terrain variants have already been loaded!"); + return FAILED; + } + static const String terrain_texturesheet_path = "map/terrain/texturesheet.tga"; + + AssetManager* asset_manager = AssetManager::get_singleton(); + ERR_FAIL_NULL_V(asset_manager, FAILED); // Load the terrain texture sheet and prepare to slice it up - Ref terrain_sheet = Utilities::load_godot_image(terrain_texturesheet_path); + Ref terrain_sheet = asset_manager->get_image(terrain_texturesheet_path); if (terrain_sheet.is_null()) { UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path); return FAILED; } + + static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS; + 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) { @@ -511,8 +526,6 @@ Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& ter } 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)); @@ -528,8 +541,7 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi 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) { + if (_load_terrain_variants() != OK) { UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp index 1346a5f..108fd28 100644 --- a/extension/src/openvic-extension/singletons/GameSingleton.hpp +++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp @@ -14,7 +14,7 @@ namespace OpenVic { class GameSingleton : public godot::Object { GDCLASS(GameSingleton, godot::Object) - inline static GameSingleton* singleton = nullptr; + static inline GameSingleton* singleton = nullptr; GameManager game_manager; Dataloader dataloader; @@ -27,12 +27,10 @@ namespace OpenVic { godot::Ref terrain_texture; godot::Error _generate_terrain_texture_array(); - godot::Error _load_map_images(bool flip_vertical = false); + godot::Error _load_map_images(bool flip_vertical); + godot::Error _load_terrain_variants(); - godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path); - - /* Generate the province_colour_texture from the current mapmode. - */ + /* Generate the province_colour_texture from the current mapmode. */ godot::Error _update_colour_image(); void _on_state_updated(); @@ -42,16 +40,6 @@ namespace OpenVic { public: godot::Control* generate_gui(godot::String const& gui_file, godot::String const& gui_element); - GFX::Sprite const* get_gfx_sprite(godot::String const& sprite_name) const; - - static void draw_pie_chart( - godot::Ref image, godot::Array const& stopAngles, godot::Array const& colours, float radius, - godot::Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness, - godot::Color trim_colour, float trim_size, float gradient_falloff, float gradient_base, bool donut, - bool donut_inner_trim, float donut_inner_radius - ); - - static godot::Ref load_image(godot::String const& path); static GameSingleton* get_singleton(); @@ -60,50 +48,47 @@ namespace OpenVic { static void setup_logger(); + GameManager const& get_game_manager() const; Dataloader const& get_dataloader() const; /* Load the game's defines in compatiblity mode from the filepath - * pointing to the defines folder. - */ + * pointing to the defines folder. */ godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths); static godot::String search_for_game_path(godot::String hint_path = {}); /* Post-load/restart game setup - reset the game to post-load state - * and (re)generate starting data, e.g. buildings. - */ + * and (re)generate starting data, e.g. buildings. */ godot::Error setup_game(); int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; /* Get info to display in Province Overview Panel, packaged in - * a Dictionary using StringName constants as keys. - */ + * a Dictionary using StringName constants as keys. */ godot::Dictionary get_province_info_from_index(int32_t index) const; int32_t get_map_width() const; int32_t get_map_height() const; float get_map_aspect_ratio() const; - /* The cosmetic terrain textures stored in a Texture2DArray. - */ + /* The cosmetic terrain textures stored in a Texture2DArray. */ godot::Ref get_terrain_texture() const; + /* The flag image corresponding to the requested country / flag_type + * combination, or nullptr if no such flag can be found. */ + godot::Ref get_flag_image(Country const* country, godot::StringName const& flag_type) const; + /* Number of (vertical, horizontal) subdivisions the province shape image * was split into when making the province_shape_texture to ensure no - * piece had a dimension greater than 16383. - */ + * piece had a dimension greater than 16383. */ godot::Vector2i get_province_shape_image_subdivisions() const; /* The map, encoded in RGB8 with RG representing province index and B representing terrain texture. * To support a wider range of GPUs, the image is divided so that no piece has a dimension - * greater than 16383 and the pieces are stored in a Texture2DArray. - */ + * greater than 16383 and the pieces are stored in a Texture2DArray. */ godot::Ref get_province_shape_texture() const; - /* The colour each province should be tinted, arranged in - * index order into a 256x256 RGB8 texture. - */ + /* The base and stripe colours for each province. */ godot::Ref get_province_colour_texture() const; int32_t get_mapmode_count() const; -- cgit v1.2.3-56-ga3b1