#include "GameSingleton.hpp" #include #include #include "openvic-extension/LoadLocalisation.hpp" #include "openvic-extension/Utilities.hpp" using namespace godot; using namespace OpenVic; 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_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode); ClassDB::bind_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file); 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("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_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_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_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_pop_types_key"), &GameSingleton::get_province_info_pop_types_key); ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key); ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_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); ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key); ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key); ClassDB::bind_static_method("GameSingleton", D_METHOD("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"), &GameSingleton::draw_pie_chart); ClassDB::bind_static_method("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image); } 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) { OpenVic::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 load_godot_image(path); } 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, MAP-34 */ GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } } { 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_warning_func([](std::string&& str) { UtilityFunctions::push_warning(std_to_godot_string(str)); }); Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); }); } GameSingleton::~GameSingleton() { ERR_FAIL_COND(singleton != this); singleton = nullptr; } Error GameSingleton::setup_game() { bool ret = game_manager.setup(); ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string()); return ERR(ret); } 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.get_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_terrain_type_key() { static const StringName key = "terrain_type"; 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_pop_types_key() { static const StringName key = "pop_types"; return key; } StringName const& GameSingleton::get_province_info_pop_ideologies_key() { static const StringName key = "pop_ideologies"; return key; } StringName const& GameSingleton::get_province_info_pop_cultures_key() { static const StringName key = "pop_cultures"; 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; } StringName const& GameSingleton::get_piechart_info_size_key() { static const StringName key = "size"; return key; } StringName const& GameSingleton::get_piechart_info_colour_key() { static const StringName key = "colour"; return key; } Dictionary GameSingleton::_distribution_to_dictionary(distribution_t const& dist) const { Dictionary dict; for (distribution_t::value_type const& p : dist) { Dictionary sub_dict; sub_dict[get_piechart_info_size_key()] = p.second; sub_dict[get_piechart_info_colour_key()] = to_godot_color(p.first->get_colour()); dict[std_to_godot_string(p.first->get_identifier())] = sub_dict; } return dict; } Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { Province const* province = game_manager.get_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(); TerrainType const* terrain_type = province->get_terrain_type(); if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_to_godot_string(terrain_type->get_identifier()); ret[get_province_info_total_population_key()] = province->get_total_population(); distribution_t const& pop_types = province->get_pop_type_distribution(); if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types); //distribution_t const& ideologies = province->get_ideology_distribution(); //if (!ideologies.empty()) ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies); distribution_t const& cultures = province->get_culture_distribution(); if (!cultures.empty()) ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures); 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(building.get_start_date().to_string()); building_dict[get_building_info_end_date_key()] = std_to_godot_string(building.get_end_date().to_string()); 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.get_map().get_width(); } int32_t GameSingleton::get_height() const { return game_manager.get_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 = (static_cast(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE; 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())) err = FAILED; 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"); } 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.get_map().get_mapmode_count(); } String GameSingleton::get_mapmode_identifier(int32_t index) const { Mapmode const* mapmode = game_manager.get_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.get_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.get_map().get_selected_province_index(); } void GameSingleton::set_selected_province(int32_t index) { game_manager.get_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))) { UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index); return FAILED; } return OK; } void GameSingleton::set_paused(bool paused) { game_manager.get_clock().isPaused = paused; } void GameSingleton::toggle_paused() { game_manager.get_clock().isPaused = !game_manager.get_clock().isPaused; } bool GameSingleton::is_paused() const { return game_manager.get_clock().isPaused; } void GameSingleton::increase_speed() { game_manager.get_clock().increaseSimulationSpeed(); } void GameSingleton::decrease_speed() { game_manager.get_clock().decreaseSimulationSpeed(); } bool GameSingleton::can_increase_speed() const { return game_manager.get_clock().canIncreaseSimulationSpeed(); } bool GameSingleton::can_decrease_speed() const { return game_manager.get_clock().canDecreaseSimulationSpeed(); } String GameSingleton::get_longform_date() const { return std_to_godot_string(game_manager.get_today().to_string()); } void GameSingleton::try_tick() { game_manager.get_clock().conditionallyAdvanceGame(); } Error GameSingleton::_load_map_images(bool flip_vertical) { if (province_shape_texture.is_valid()) { UtilityFunctions::push_error("Map images have already been loaded!"); return FAILED; } Error err = OK; const Vector2i province_dims { static_cast(game_manager.get_map().get_width()), 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) 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.get_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::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) { static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS; // Load the terrain texture sheet and prepare to slice it up Ref terrain_sheet = load_godot_image(terrain_texturesheet_path); if (terrain_sheet.is_null()) { UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path); return FAILED; } 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) { UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")"); return FAILED; } const int32_t slice_size = sheet_width / SHEET_DIMS; Array terrain_images; { static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF; Ref water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format()); ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image"); water_image->fill({ 0.1f, 0.1f, 0.5f }); terrain_images.append(water_image); } Error err = OK; for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) { const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size }; const Ref terrain_image = terrain_sheet->get_region(slice); if (terrain_image.is_null() || terrain_image->is_empty()) { UtilityFunctions::push_error("Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path); err = FAILED; } terrain_images.append(terrain_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_defines_compatibility_mode(PackedStringArray const& file_paths) { static const fs::path 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)); } Error err = OK; if (!dataloader.set_roots(roots)) { Logger::error("Failed to set dataloader roots!"); err = FAILED; } if (!dataloader.load_defines(game_manager)) { 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) { UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } if (_load_map_images(true) != OK) { UtilityFunctions::push_error("Failed to load map images!"); err = FAILED; } if (!game_manager.load_hardcoded_defines()) { UtilityFunctions::push_error("Failed to hardcoded defines!"); err = FAILED; } if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) { UtilityFunctions::push_error("Failed to load localisation!"); err = FAILED; } return err; } String GameSingleton::lookup_file(String const& path) const { return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string()); }