#include "GameSingleton.hpp" #include #include #include #include "Utilities.hpp" using namespace godot; using namespace OpenVic; static Error _load_json_file(String const& file_description, String const& file_path, Variant& result) { result.clear(); UtilityFunctions::print("Loading ", file_description, " file: ", file_path); const Ref file = FileAccess::open(file_path, FileAccess::ModeFlags::READ); Error err = FileAccess::get_open_error(); if (err != OK || file.is_null()) { UtilityFunctions::push_error("Failed to load ", file_description, " file: ", file_path); return err == OK ? FAILED : err; } const String json_string = file->get_as_text(); Ref json; json.instantiate(); err = json->parse(json_string); if (err != OK) { UtilityFunctions::push_error("Failed to parse ", file_description, " file as JSON: ", file_path, "\nError at line ", json->get_error_line(), ": ", json->get_error_message()); return err; } result = json->get_data(); return err; } using parse_json_entry_func_t = std::function; 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) { Variant json_var; Error err = _load_json_file(file_description, file_path, json_var); if (err != OK) return err; const Variant::Type type = json_var.get_type(); if (type != Variant::DICTIONARY) { UtilityFunctions::push_error("Invalid ", file_description, " JSON: root has type ", Variant::get_type_name(type), " (expected Dictionary)"); return FAILED; } Dictionary const& dict = json_var; const Array identifiers = dict.keys(); for (int64_t idx = 0; idx < identifiers.size(); ++idx) { String const& identifier = identifiers[idx]; Variant const& entry = dict[identifier]; if (identifier.is_empty()) { UtilityFunctions::push_error("Empty identifier in ", file_description, " file with entry: ", entry); err = FAILED; continue; } if (!identifier.begins_with(identifier_prefix)) UtilityFunctions::push_warning("Identifier in ", file_description, " file missing \"", identifier_prefix, "\" prefix: ", identifier); if (parse_entry(identifier, entry) != OK) err = FAILED; } return err; } static colour_t _parse_colour(Variant const& var) { const Variant::Type type = var.get_type(); if (type == Variant::ARRAY) { Array const& colour_array = var; if (colour_array.size() == 3) { colour_t colour = NULL_COLOUR; for (int jdx = 0; jdx < 3; ++jdx) { Variant const& var = colour_array[jdx]; if (var.get_type() != Variant::FLOAT) return NULL_COLOUR; const double colour_double = var; if (std::trunc(colour_double) != colour_double) return NULL_COLOUR; const int64_t colour_int = static_cast(colour_double); if (colour_int < 0 || colour_int > 255) return NULL_COLOUR; colour = (colour << 8) | colour_int; } return colour; } } else if (type == Variant::STRING) { String const& colour_string = var; if (colour_string.is_valid_hex_number()) { const int64_t colour_int = colour_string.hex_to_int(); if (colour_int != NULL_COLOUR && colour_int <= MAX_COLOUR_RGB) return colour_int; } } return NULL_COLOUR; } Error GameSingleton::_parse_province_identifier_entry(String const& identifier, Variant const& entry) { const colour_t colour = _parse_colour(entry); if (colour == NULL_COLOUR || colour > MAX_COLOUR_RGB) { UtilityFunctions::push_error("Invalid colour for province identifier \"", identifier, "\": ", entry); return FAILED; } return ERR(game_manager.map.add_province(godot_to_std_string(identifier), colour)); } Error GameSingleton::_load_province_identifier_file(String const& file_path) { const Error err = _parse_json_dictionary_file("province identifier", file_path, "prov_", [this](String const& identifier, Variant const& entry) -> Error { return _parse_province_identifier_entry(identifier, entry); }); game_manager.map.lock_provinces(); return err; } Error GameSingleton::_load_water_province_file(String const& file_path) { Variant json_var; Error err = _load_json_file("water province", file_path, json_var); if (err != OK) return err; Variant::Type type = json_var.get_type(); if (type != Variant::ARRAY) { UtilityFunctions::push_error("Invalid water province JSON: root has type ", Variant::get_type_name(type), " (expected Array)"); err = FAILED; } else { Array const& array = json_var; for (int64_t idx = 0; idx < array.size(); ++idx) { Variant const& entry = array[idx]; type = entry.get_type(); if (type != Variant::STRING) { UtilityFunctions::push_error("Invalid water province identifier: ", entry); err = FAILED; continue; } String const& identifier = entry; if (game_manager.map.set_water_province(godot_to_std_string(identifier)) != SUCCESS) err = FAILED; } } game_manager.map.lock_water_provinces(); return err; } Error GameSingleton::_parse_region_entry(String const& identifier, Variant const& entry) { Error err = OK; Variant::Type type = entry.get_type(); std::vector province_identifiers; if (type == Variant::ARRAY) { Array const& province_array = entry; for (int64_t idx = 0; idx < province_array.size(); ++idx) { Variant const& province_var = province_array[idx]; type = province_var.get_type(); if (type == Variant::STRING) { String const& province_string = province_var; province_identifiers.push_back(godot_to_std_string(province_string)); } else { UtilityFunctions::push_error("Invalid province identifier for region \"", identifier, "\": ", entry); err = FAILED; } } } if (province_identifiers.empty()) { UtilityFunctions::push_error("Invalid province list for region \"", identifier, "\": ", entry); return FAILED; } std::vector province_identifier_views; for (std::string const& str : province_identifiers) { province_identifier_views.push_back(str); } return ERR(game_manager.map.add_region(godot_to_std_string(identifier), province_identifier_views)); } Error GameSingleton::_load_region_file(String const& file_path) { const Error err = _parse_json_dictionary_file("region", file_path, "region_", [this](String const& identifier, Variant const& entry) -> Error { return _parse_region_entry(identifier, entry); }); game_manager.map.lock_regions(); return err; } Error GameSingleton::_parse_terrain_entry(String const& identifier, Variant const& entry, String const& terrain_texture_dir_path) { const colour_t colour = _parse_colour(entry); if (colour == NULL_COLOUR || colour > MAX_COLOUR_RGB) { UtilityFunctions::push_error("Invalid colour for terrain texture \"", identifier, "\": ", entry); return FAILED; } const String terrain_path = terrain_texture_dir_path + identifier; const Ref terrain_image = load_godot_image(terrain_path); if (terrain_image.is_null()) { UtilityFunctions::push_error("Failed to load terrain image: ", terrain_path); return FAILED; } return ERR(terrain_variants.add_item({ godot_to_std_string(identifier), colour, terrain_image })); } Error GameSingleton::_load_terrain_variants(String const& terrain_identifiers_path, String const& terrain_texture_dir_path) { Error err = _parse_json_dictionary_file("terrain variants", terrain_identifiers_path, "", [this, terrain_texture_dir_path](String const& identifier, Variant const& entry) -> Error { return _parse_terrain_entry(identifier, entry, terrain_texture_dir_path + String { "/" }); }); terrain_variants.lock(); if (_generate_terrain_texture_array() != OK) return FAILED; return err; } Error GameSingleton::_generate_terrain_texture_array() { Error err = OK; if (terrain_variants.get_item_count() == 0) { UtilityFunctions::push_error("Failed to load terrain textures!"); return FAILED; } // TerrainVariant count is limited by the data type representing it in the map image if (terrain_variants.get_item_count() > TerrainVariant::MAX_TERRIN_VARIANT_COUNT) { UtilityFunctions::push_error("Too many terrain textures - all after the first ", static_cast(TerrainVariant::MAX_TERRIN_VARIANT_COUNT), " will be ignored"); err = FAILED; } Array terrain_images; for (size_t i = 0; i < terrain_variants.get_item_count() && i < TerrainVariant::MAX_TERRIN_VARIANT_COUNT; ++i) { TerrainVariant const& var = *terrain_variants.get_item_by_index(i); terrain_variant_map[var.get_colour()] = i; terrain_images.append(var.get_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_map_images(String const& province_image_path, String const& terrain_image_path, bool flip_vertical) { if (province_shape_texture.is_valid()) { UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path); return FAILED; } // Load images Ref province_image = load_godot_image(province_image_path); if (province_image.is_null()) { UtilityFunctions::push_error("Failed to load province image: ", province_image_path); return FAILED; } Ref terrain_image = load_godot_image(terrain_image_path); if (terrain_image.is_null()) { UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path); return FAILED; } if (flip_vertical) { province_image->flip_y(); terrain_image->flip_y(); } // Validate dimensions and format Error err = OK; const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size(); if (province_dims.x < 1 || province_dims.y < 1) { UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path); err = FAILED; } if (province_dims != terrain_dims) { UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ", terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))"); err = FAILED; } static constexpr Image::Format expected_format = Image::FORMAT_RGB8; if (province_image->get_format() == Image::FORMAT_RGBA8) province_image->convert(expected_format); if (terrain_image->get_format() == Image::FORMAT_RGBA8) terrain_image->convert(expected_format); if (province_image->get_format() != expected_format) { UtilityFunctions::push_error("Invalid format (", province_image->get_format(), ", should be ", expected_format, ") for province image: ", province_image_path); err = FAILED; } if (terrain_image->get_format() != expected_format) { UtilityFunctions::push_error("Invalid format (", terrain_image->get_format(), ", should be ", expected_format, ") for terrain image: ", terrain_image_path); err = FAILED; } if (err != OK) return err; // Generate interleaved province and terrain ID image if (game_manager.map.generate_province_shape_image(province_dims.x, province_dims.y, province_image->get_data().ptr(), terrain_image->get_data().ptr(), terrain_variant_map, true) != SUCCESS) err = FAILED; 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) for (image_subdivisions[i] = 1; 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; 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 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::_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(godot_to_std_string(identifier), colour, godot_to_std_string(category), 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()) { const String path = icons_dir_path + String { "/" } + std_to_godot_string(good.get_identifier()) + ".png"; const Ref image = load_godot_image(path); if (image.is_null()) { UtilityFunctions::push_error("Failed to load good icon image: ", path); err = FAILED; continue; } const Ref 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[std_to_godot_string(good.get_identifier())] = 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_terrain_texture_dir_key() { static const StringName key = "terrain_textures"; 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_variants(file_dict.get(get_terrain_variant_file_key(), ""), file_dict.get(get_terrain_texture_dir_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; } if (_load_hardcoded_defines() != OK) { UtilityFunctions::push_error("Failed to hardcoded defines!"); err = FAILED; } return err; }