#include #include #include #include #include #include "openvic-extension/Utilities.hpp" #include "GameSingleton.hpp" using namespace godot; using namespace OpenVic; Error GameSingleton::quazz_map_convert(String const& json_file_path, String const& csv_file_path) { Ref json_file = FileAccess::open(json_file_path, FileAccess::READ); Variant data_received; if (!json_file.is_valid() && FileAccess::get_open_error() == FAILED) { UtilityFunctions::push_error("Error opening JSON file: ", json_file); return FAILED; } String json_content = json_file->get_as_text(); json_file->close(); godot::JSON json_data; Error error = json_data.parse(json_content); if (error == OK) { data_received = json_data.get_data(); } else { UtilityFunctions::push_error("JSON Parse Error: ", json_data.get_error_message()); return FAILED; } Ref csv_file = FileAccess::open(csv_file_path, FileAccess::WRITE); if (!csv_file.is_valid() && FileAccess::get_open_error() == FAILED) { UtilityFunctions::push_error("Error creating CSV file: ", csv_file); return FAILED; } Dictionary json_dict = data_received; Array keys = json_dict.keys(); String csv_header = "province_count;red;green;blue;province_name;x\n"; csv_file->store_string(csv_header); for (int i = 0; i < keys.size(); i++) { String province_name = keys[i]; Variant color_data = json_dict[province_name]; String color_string; if (color_data.get_type() == Variant::ARRAY) { Array color_array = color_data; int red = color_array[0]; int green = color_array[1]; int blue = color_array[2]; color_string = String::num(red) + ";" + String::num(green) + ";" + String::num(blue); } else if (color_data.get_type() == Variant::STRING) { String hex_color = color_data; int red = hex_color.substr(1, 2).hex_to_int(); int green = hex_color.substr(3, 2).hex_to_int(); int blue = hex_color.substr(5, 2).hex_to_int(); color_string = String::num(red) + ";" + String::num(green) + ";" + String::num(blue); } String csv_line = String::num(i + 1) + ";" + color_string + ";" + province_name + ";x\n"; csv_file->store_string(csv_line); } csv_file->close(); Error err = OK; return err; } Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_image_path, String const& terrain_texturesheet_path) { // Read BMP's palette to determine terrain variant colours which texture they're associated with BMP bmp; if (!(bmp.open(godot_to_std_string(terrain_image_path).c_str()) && bmp.read_header() && bmp.read_palette())) { UtilityFunctions::push_error("Failed to read BMP palette from compatibility mode terrain image: ", terrain_image_path); return FAILED; } std::vector const& palette = bmp.get_palette(); static constexpr int32_t SHEET_DIMS = 8, PALETTE_SIZE = SHEET_DIMS * SHEET_DIMS; if (palette.size() == 0 || palette.size() < PALETTE_SIZE) { UtilityFunctions::push_error("Invalid BMP palette size for terrain image: ", static_cast(palette.size()), " (expected ", PALETTE_SIZE, ")"); return FAILED; } // 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; { 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_variants.add_item({ "terrain_water", TERRAIN_WATER_INDEX_COLOUR, water_image }); } Error err = OK; for (int32_t idx = 0; idx < PALETTE_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; continue; } if (!terrain_variants.add_item({ "terrain_" + std::to_string(idx), palette[idx], terrain_image })) err = FAILED; } terrain_variants.lock(); if (_generate_terrain_texture_array() != OK) return FAILED; return err; } Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) { static const fs::path province_image_file = "map/provinces.bmp"; static const fs::path terrain_image_file = "map/terrain.bmp"; 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; } game_manager.map.lock_regions(); if (_load_terrain_variants_compatibility_mode( std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()), 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( std_to_godot_string(dataloader.lookup_file(province_image_file).string()), std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()), 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; } return err; } String GameSingleton::lookup_file(String const& path) const { return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string()); }