#include "GameSingleton.hpp" #include #include #include "openvic/utility/Logger.hpp" #include "Utilities.hpp" using namespace godot; using namespace OpenVic; TerrainVariant::TerrainVariant(std::string const& new_identfier, colour_t new_colour, Ref const& new_image) : HasIdentifier { new_identfier }, HasColour { new_colour, true }, image { new_image } {} Ref TerrainVariant::get_image() const { return image; } GameSingleton* GameSingleton::singleton = nullptr; void GameSingleton::_bind_methods() { ClassDB::bind_static_method("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger); ClassDB::bind_method(D_METHOD("load_defines", "file_dict"), &GameSingleton::load_defines); ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_path"), &GameSingleton::load_defines_compatibility_mode); ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game); ClassDB::bind_method(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords); ClassDB::bind_method(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index); ClassDB::bind_method(D_METHOD("get_width"), &GameSingleton::get_width); ClassDB::bind_method(D_METHOD("get_height"), &GameSingleton::get_height); ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio); ClassDB::bind_method(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture); ClassDB::bind_method(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions); ClassDB::bind_method(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture); ClassDB::bind_method(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture); 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); ClassDB::bind_method(D_METHOD("is_paused"), &GameSingleton::is_paused); ClassDB::bind_method(D_METHOD("increase_speed"), &GameSingleton::increase_speed); ClassDB::bind_method(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed); ClassDB::bind_method(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed); ClassDB::bind_method(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed); ClassDB::bind_method(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date); 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_terrain_texture_dir_key"), &GameSingleton::get_terrain_texture_dir_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_total_population_key"), &GameSingleton::get_province_info_total_population_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-23, MAP-25, MAP-32, MAP-33 */ GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } }, terrain_variants { "terrain variants" } { ERR_FAIL_COND(singleton != nullptr); singleton = this; } void GameSingleton::setup_logger() { Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(std_to_godot_string(str)); }); Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); }); } Error GameSingleton::_load_hardcoded_defines() { Error err = OK; 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; const std::vector mapmodes { { "mapmode_terrain", [](Map const&, Province const& province) -> colour_t { return LOW_ALPHA_VALUE | (province.is_water() ? 0x4287F5 : 0x0D7017); } }, { "mapmode_province", [](Map const&, Province const& province) -> colour_t { return HIGH_ALPHA_VALUE | province.get_colour(); } }, { "mapmode_region", [](Map const&, Province const& province) -> colour_t { Region const* region = province.get_region(); if (region != nullptr) return HIGH_ALPHA_VALUE | region->get_colour(); return NULL_COLOUR; } }, { "mapmode_index", [](Map const& map, Province const& province) -> colour_t { const colour_t f = fraction_to_colour_byte(province.get_index(), map.get_province_count() + 1); 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() + 1, 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; } }, { "mapmode_population", [](Map const& map, Province const& province) -> colour_t { return HIGH_ALPHA_VALUE | (fraction_to_colour_byte(province.get_total_population(), map.get_highest_province_population() + 1, 0.1f, 1.0f) << 8); } } }; for (mapmode_t const& mapmode : mapmodes) if (game_manager.map.add_mapmode(mapmode.first, mapmode.second) != SUCCESS) err = FAILED; game_manager.map.lock_mapmodes(); using building_type_t = std::tuple; const std::vector building_types { { "building_fort", 4, 8 }, { "building_naval_base", 6, 15 }, { "building_railroad", 5, 10 } }; for (building_type_t const& type : building_types) if (game_manager.building_manager.add_building_type(std::get<0>(type), std::get<1>(type), std::get<2>(type)) != SUCCESS) err = FAILED; game_manager.building_manager.lock_building_types(); return err; } GameSingleton::~GameSingleton() { ERR_FAIL_COND(singleton != this); singleton = nullptr; } Error GameSingleton::setup_game() { return ERR(game_manager.setup()); } 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.map.get_province_index_at(x_mod_w, y_mod_h); } 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_total_population_key() { static const StringName key = "total_population"; 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 {}; Dictionary ret; ret[get_province_info_province_key()] = std_to_godot_string(province->get_identifier()); Region const* region = province->get_region(); if (region != nullptr) ret[get_province_info_region_key()] = std_to_godot_string(region->get_identifier()); Good const* rgo = province->get_rgo(); if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_to_godot_string(rgo->get_identifier()); ret[get_province_info_life_rating_key()] = province->get_life_rating(); ret[get_province_info_total_population_key()] = province->get_total_population(); std::vector 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) { Building const& building = buildings[idx]; Dictionary building_dict; building_dict[get_building_info_building_key()] = std_to_godot_string(building.get_identifier()); building_dict[get_building_info_level_key()] = static_cast(building.get_level()); building_dict[get_building_info_expansion_state_key()] = static_cast(building.get_expansion_state()); building_dict[get_building_info_start_date_key()] = std_to_godot_string(static_cast(building.get_start_date())); building_dict[get_building_info_end_date_key()] = std_to_godot_string(static_cast(building.get_end_date())); building_dict[get_building_info_expansion_progress_key()] = building.get_expansion_progress(); buildings_array[idx] = building_dict; } ret[get_province_info_buildings_key()] = buildings_array; } return ret; } int32_t GameSingleton::get_width() const { return game_manager.map.get_width(); } int32_t GameSingleton::get_height() const { return game_manager.map.get_height(); } float GameSingleton::get_aspect_ratio() const { return static_cast(get_width()) / static_cast(get_height()); } Ref GameSingleton::get_terrain_texture() const { return terrain_texture; } Vector2i GameSingleton::get_province_shape_image_subdivisions() const { return image_subdivisions; } Ref GameSingleton::get_province_shape_texture() const { return province_shape_texture; } Ref 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 = (MAX_INDEX + 1) * Map::MAPMODE_COLOUR_SIZE; colour_data_array.resize(colour_data_array_size); Error err = OK; if (game_manager.map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw()) != SUCCESS) err = FAILED; static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(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.map.get_mapmode_count(); } String GameSingleton::get_mapmode_identifier(int32_t index) const { Mapmode const* mapmode = game_manager.map.get_mapmode_by_index(index); if (mapmode != nullptr) return std_to_godot_string(mapmode->get_identifier()); return String {}; } Error GameSingleton::set_mapmode(String const& identifier) { Mapmode const* mapmode = game_manager.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.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, godot_to_std_string(building_type_identifier)) != SUCCESS) { UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index); return FAILED; } return OK; } Ref 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; } void GameSingleton::toggle_paused() { game_manager.clock.isPaused = !game_manager.clock.isPaused; } bool GameSingleton::is_paused() const { return game_manager.clock.isPaused; } void GameSingleton::increase_speed() { game_manager.clock.increaseSimulationSpeed(); } void GameSingleton::decrease_speed() { game_manager.clock.decreaseSimulationSpeed(); } bool GameSingleton::can_increase_speed() const { return game_manager.clock.canIncreaseSimulationSpeed(); } bool GameSingleton::can_decrease_speed() const { return game_manager.clock.canDecreaseSimulationSpeed(); } String GameSingleton::get_longform_date() const { return std_to_godot_string(static_cast(game_manager.get_today())); } void GameSingleton::try_tick() { game_manager.clock.conditionallyAdvanceGame(); }