#include "GameSingleton.hpp" #include #include #include "openvic-extension/Utilities.hpp" using namespace godot; using namespace OpenVic; TerrainVariant::TerrainVariant(const std::string_view new_identfier, colour_t new_colour, Ref const& new_image) : HasIdentifierAndColour { new_identfier, 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_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("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_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_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); } 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); } 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(); } }, 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_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.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_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.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(); 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.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 = (static_cast(Province::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())) 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.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))) { 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(game_manager.get_today().to_string()); } void GameSingleton::try_tick() { game_manager.clock.conditionallyAdvanceGame(); }