#include "GameSingleton.hpp" #include #include #include #include #include "openvic-extension/singletons/LoadLocalisation.hpp" #include "openvic-extension/utility/ClassBindings.hpp" #include "openvic-extension/utility/Utilities.hpp" using namespace godot; using namespace OpenVic; using OpenVic::Utilities::godot_to_std_string; using OpenVic::Utilities::std_to_godot_string; using OpenVic::Utilities::std_view_to_godot_string; void GameSingleton::_bind_methods() { OV_BIND_SMETHOD(setup_logger); OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" }); OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {})); OV_BIND_METHOD(GameSingleton::setup_game); OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" }); OV_BIND_METHOD(GameSingleton::get_province_info_from_index, { "index" }); OV_BIND_METHOD(GameSingleton::get_map_width); OV_BIND_METHOD(GameSingleton::get_map_height); OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio); OV_BIND_METHOD(GameSingleton::get_terrain_texture); OV_BIND_METHOD(GameSingleton::get_province_shape_image_subdivisions); OV_BIND_METHOD(GameSingleton::get_province_shape_texture); OV_BIND_METHOD(GameSingleton::get_province_colour_texture); OV_BIND_METHOD(GameSingleton::get_mapmode_count); OV_BIND_METHOD(GameSingleton::get_mapmode_identifier); OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" }); OV_BIND_METHOD(GameSingleton::get_selected_province_index); OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" }); OV_BIND_METHOD(GameSingleton::expand_building, { "province_index", "building_type_identifier" }); OV_BIND_METHOD(GameSingleton::set_paused, { "paused" }); OV_BIND_METHOD(GameSingleton::toggle_paused); OV_BIND_METHOD(GameSingleton::is_paused); OV_BIND_METHOD(GameSingleton::increase_speed); OV_BIND_METHOD(GameSingleton::decrease_speed); OV_BIND_METHOD(GameSingleton::can_increase_speed); OV_BIND_METHOD(GameSingleton::can_decrease_speed); OV_BIND_METHOD(GameSingleton::get_longform_date); OV_BIND_METHOD(GameSingleton::try_tick); OV_BIND_METHOD(GameSingleton::generate_gui, { "gui_file", "gui_element" }); ADD_SIGNAL(MethodInfo("state_updated")); ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index"))); OV_BIND_SMETHOD( 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" } ); OV_BIND_SMETHOD(load_image, { "path" }); } Control* GameSingleton::generate_gui(String const& gui_file, String const& gui_element) { GUI::Scene const* scene = game_manager.get_ui_manager().get_scene_by_identifier(godot_to_std_string(gui_file)); if (scene == nullptr) { UtilityFunctions::push_error("Failed to find GUI file ", gui_file); return nullptr; } GUI::Element const* element = scene->get_element_by_identifier(godot_to_std_string(gui_element)); if (element == nullptr) { UtilityFunctions::push_error("Failed to find GUI element ", gui_element, " in GUI file ", gui_file); return nullptr; } AssetManager* asset_manager = AssetManager::get_singleton(); ERR_FAIL_NULL_V(asset_manager, nullptr); Control* result = nullptr; if (!GodotGUIBuilder::generate_element(element, *asset_manager, result)) { UtilityFunctions::push_error("Failed to generate GUI element ", gui_element, " in GUI file ", gui_file); } return result; } GFX::Sprite const* GameSingleton::get_gfx_sprite(String const& sprite_name) const { return game_manager.get_ui_manager().get_sprite_by_identifier(godot_to_std_string(sprite_name)); } 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 ) { Utilities::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 Utilities::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 { std::bind(&GameSingleton::_on_state_updated, this) } { ERR_FAIL_COND(singleton != nullptr); singleton = this; } GameSingleton::~GameSingleton() { ERR_FAIL_COND(singleton != this); singleton = nullptr; } 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)); }); } Dataloader const& GameSingleton::get_dataloader() const { return dataloader; } Error GameSingleton::setup_game() { BookmarkManager const& bookmark_manager = game_manager.get_history_manager().get_bookmark_manager(); if (bookmark_manager.bookmarks_empty()) { UtilityFunctions::push_error("No bookmark to load!"); return FAILED; } bool ret = game_manager.load_bookmark(&bookmark_manager.get_bookmarks().front()); // TODO - load pop history with the new history system 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_map_width(); const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_map_height(); return game_manager.get_map().get_province_index_at(x_mod_w, y_mod_h); } template T> static Dictionary _distribution_to_dictionary(fixed_point_map_t const& dist) { static const StringName piechart_info_size_key = "size"; static const StringName piechart_info_colour_key = "colour"; Dictionary dict; for (auto const& [key, val] : dist) { if (key != nullptr) { Dictionary sub_dict; sub_dict[piechart_info_size_key] = val.to_float(); sub_dict[piechart_info_colour_key] = Utilities::to_godot_color(key->get_colour()); dict[std_view_to_godot_string(key->get_identifier())] = std::move(sub_dict); } else { UtilityFunctions::push_error("Null distribution key with value ", val.to_float()); } } return dict; } Dictionary GameSingleton::get_province_info_from_index(int32_t index) const { static const StringName province_info_province_key = "province"; static const StringName province_info_region_key = "region"; static const StringName province_info_life_rating_key = "life_rating"; static const StringName province_info_terrain_type_key = "terrain_type"; static const StringName province_info_total_population_key = "total_population"; static const StringName province_info_pop_types_key = "pop_types"; static const StringName province_info_pop_ideologies_key = "pop_ideologies"; static const StringName province_info_pop_cultures_key = "pop_cultures"; static const StringName province_info_rgo_key = "rgo"; static const StringName province_info_buildings_key = "buildings"; Province const* province = game_manager.get_map().get_province_by_index(index); if (province == nullptr) { return {}; } Dictionary ret; ret[province_info_province_key] = std_view_to_godot_string(province->get_identifier()); Region const* region = province->get_region(); if (region != nullptr) { ret[province_info_region_key] = std_view_to_godot_string(region->get_identifier()); } Good const* rgo = province->get_rgo(); if (rgo != nullptr) { ret[province_info_rgo_key] = std_view_to_godot_string(rgo->get_identifier()); } ret[province_info_life_rating_key] = province->get_life_rating(); TerrainType const* terrain_type = province->get_terrain_type(); if (terrain_type != nullptr) { ret[province_info_terrain_type_key] = std_view_to_godot_string(terrain_type->get_identifier()); } ret[province_info_total_population_key] = province->get_total_population(); fixed_point_map_t const& pop_types = province->get_pop_type_distribution(); if (!pop_types.empty()) { ret[province_info_pop_types_key] = _distribution_to_dictionary(pop_types); } fixed_point_map_t const& ideologies = province->get_ideology_distribution(); if (!ideologies.empty()) { ret[province_info_pop_ideologies_key] = _distribution_to_dictionary(ideologies); } fixed_point_map_t const& cultures = province->get_culture_distribution(); if (!cultures.empty()) { ret[province_info_pop_cultures_key] = _distribution_to_dictionary(cultures); } static const StringName building_info_building_key = "building"; static const StringName building_info_level_key = "level"; static const StringName building_info_expansion_state_key = "expansion_state"; static const StringName building_info_start_date_key = "start_date"; static const StringName building_info_end_date_key = "end_date"; static const StringName building_info_expansion_progress_key = "expansion_progress"; 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) { BuildingInstance const& building = buildings[idx]; Dictionary building_dict; building_dict[building_info_building_key] = std_view_to_godot_string(building.get_identifier()); building_dict[building_info_level_key] = static_cast(building.get_level()); building_dict[building_info_expansion_state_key] = static_cast(building.get_expansion_state()); building_dict[building_info_start_date_key] = std_to_godot_string(building.get_start_date().to_string()); building_dict[building_info_end_date_key] = std_to_godot_string(building.get_end_date().to_string()); building_dict[building_info_expansion_progress_key] = building.get_expansion_progress(); buildings_array[idx] = building_dict; } ret[province_info_buildings_key] = buildings_array; } return ret; } int32_t GameSingleton::get_map_width() const { return game_manager.get_map().get_width(); } int32_t GameSingleton::get_map_height() const { return game_manager.get_map().get_height(); } float GameSingleton::get_map_aspect_ratio() const { return static_cast(get_map_width()) / static_cast(get_map_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) * sizeof(Mapmode::base_stripe_t); 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; } /* We reshape the list of colours into a square, as each texture dimensions cannot exceed 16384. */ 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"); } /* Width is doubled as each province has a (base, stripe) colour pair. */ province_colour_image->set_data( PROVINCE_INDEX_SQRT * 2, 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_view_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) { image_subdivisions[i] = 1; while (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 = Utilities::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 constexpr std::string_view 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::search_for_game_path(String hint_path) { return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string()); }