#include "GameSingleton.hpp" #include #include #include #include #include "openvic-extension/singletons/AssetManager.hpp" #include "openvic-extension/singletons/LoadLocalisation.hpp" #include "openvic-extension/singletons/MenuSingleton.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_to_godot_string_name; using OpenVic::Utilities::std_view_to_godot_string; /* Maximum width or height a GPU texture can have. */ static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF; /* StringNames cannot be constructed until Godot has called StringName::setup(), * so we must use these wrapper functions to delay their initialisation. */ StringName const& GameSingleton::_signal_gamestate_updated() { static const StringName signal_gamestate_updated = "gamestate_updated"; return signal_gamestate_updated; } StringName const& GameSingleton::_signal_province_selected() { static const StringName signal_province_selected = "province_selected"; return signal_province_selected; } StringName const& GameSingleton::_signal_clock_state_changed() { static const StringName signal_clock_state_changed = "clock_state_changed"; return signal_clock_state_changed; } 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, { "bookmark_index" }); OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" }); OV_BIND_METHOD(GameSingleton::get_map_width); OV_BIND_METHOD(GameSingleton::get_map_height); OV_BIND_METHOD(GameSingleton::get_map_dims); OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio); OV_BIND_METHOD(GameSingleton::get_terrain_texture); OV_BIND_METHOD(GameSingleton::get_flag_dims); OV_BIND_METHOD(GameSingleton::get_flag_sheet_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::is_parchment_mapmode_allowed); OV_BIND_METHOD(GameSingleton::get_selected_province_index); OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" }); OV_BIND_METHOD(GameSingleton::try_tick); ADD_SIGNAL(MethodInfo(_signal_gamestate_updated())); ADD_SIGNAL(MethodInfo(_signal_province_selected(), PropertyInfo(Variant::INT, "index"))); ADD_SIGNAL(MethodInfo(_signal_clock_state_changed())); } GameSingleton* GameSingleton::get_singleton() { return singleton; } void GameSingleton::_on_gamestate_updated() { _update_colour_image(); emit_signal(_signal_gamestate_updated()); } void GameSingleton::_on_clock_state_changed() { emit_signal(_signal_clock_state_changed()); } /* REQUIREMENTS: * MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34 */ GameSingleton::GameSingleton() : game_manager { std::bind(&GameSingleton::_on_gamestate_updated, this), std::bind(&GameSingleton::_on_clock_state_changed, 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)); }); } Error GameSingleton::setup_game(int32_t bookmark_index) { Bookmark const* bookmark = game_manager.get_history_manager().get_bookmark_manager().get_bookmark_by_index(bookmark_index); ERR_FAIL_NULL_V_MSG(bookmark, FAILED, vformat("Failed to get bookmark with index: %d", bookmark_index)); bool ret = game_manager.load_bookmark(bookmark); for (Province& province : game_manager.get_map().get_provinces()) { province.set_crime( game_manager.get_crime_manager().get_crime_modifier_by_index( (province.get_index() - 1) % game_manager.get_crime_manager().get_crime_modifier_count() ) ); } MenuSingleton* menu_singleton = MenuSingleton::get_singleton(); ERR_FAIL_NULL_V(menu_singleton, FAILED); menu_singleton->_population_menu_update_provinces(); return ERR(ret); } int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const { const Vector2 pos = coords.posmod(1.0f) * get_map_dims(); return game_manager.get_map().get_province_index_at(Utilities::from_godot_ivec2(pos)); } 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(); } Vector2i GameSingleton::get_map_dims() const { return Utilities::to_godot_ivec2(game_manager.get_map().get_dims()); } 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; } Ref GameSingleton::get_flag_sheet_image() const { return flag_sheet_image; } Ref GameSingleton::get_flag_sheet_texture() const { return flag_sheet_texture; } int32_t GameSingleton::get_flag_sheet_index(int32_t country_index, godot::StringName const& flag_type) const { ERR_FAIL_COND_V_MSG( country_index < 0 || country_index >= game_manager.get_country_manager().get_country_count(), -1, vformat("Invalid country index: %d", country_index) ); const typename decltype(flag_type_index_map)::const_iterator it = flag_type_index_map.find(flag_type); ERR_FAIL_COND_V_MSG(it == flag_type_index_map.end(), -1, vformat("Invalid flag type %s", flag_type)); return flag_type_index_map.size() * country_index + it->second; } Rect2i GameSingleton::get_flag_sheet_rect(int32_t flag_index) const { ERR_FAIL_COND_V_MSG( flag_index < 0 || flag_index >= flag_sheet_count, {}, vformat("Invalid flag sheet index: %d", flag_index) ); return { Vector2i { flag_index % flag_sheet_dims.x, flag_index / flag_sheet_dims.x } * flag_dims, flag_dims }; } Rect2i GameSingleton::get_flag_sheet_rect(int32_t country_index, godot::StringName const& flag_type) const { return get_flag_sheet_rect(get_flag_sheet_index(country_index, flag_type)); } 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() { Map const& map = game_manager.get_map(); ERR_FAIL_COND_V_MSG( !map.provinces_are_locked(), FAILED, "Cannot generate province colour image before provinces are locked!" ); /* 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) * CHAR_BIT / 2); static constexpr int32_t colour_image_width = PROVINCE_INDEX_SQRT * sizeof(Mapmode::base_stripe_t) / sizeof(colour_argb_t); /* Province count + null province, rounded up to next multiple of PROVINCE_INDEX_SQRT. * Rearranged from: (map.get_province_count() + 1) + (PROVINCE_INDEX_SQRT - 1) */ const int32_t colour_image_height = (map.get_province_count() + PROVINCE_INDEX_SQRT) / PROVINCE_INDEX_SQRT; static PackedByteArray colour_data_array; const int64_t colour_data_array_size = colour_image_width * colour_image_height * sizeof(colour_argb_t); ERR_FAIL_COND_V(colour_data_array.resize(colour_data_array_size) != OK, FAILED); Error err = OK; if (!map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) { err = FAILED; } 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( colour_image_width, colour_image_height, 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)); ERR_FAIL_NULL_V_MSG(mapmode, FAILED, vformat("Failed to find mapmode with identifier: %s", identifier)); mapmode_index = mapmode->get_index(); return _update_colour_image(); } bool GameSingleton::is_parchment_mapmode_allowed() const { // TODO - parchment bool per mapmode? // TODO - move mapmode index to SIM/Map? /* Disallows parchment mapmode for the cosmetic terrain mapmode */ static constexpr std::string_view cosmetic_terrain_mapmode = "mapmode_terrain"; Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_index(mapmode_index); return mapmode != nullptr && mapmode->get_identifier() != cosmetic_terrain_mapmode; } 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(_signal_province_selected(), index); } void GameSingleton::try_tick() { game_manager.get_simulation_clock().conditionally_advance_game(); } Error GameSingleton::_load_map_images() { ERR_FAIL_COND_V_MSG(province_shape_texture.is_valid(), FAILED, "Map images have already been loaded!"); Error err = OK; const Vector2i province_dims { static_cast(game_manager.get_map().get_width()), static_cast(game_manager.get_map().get_height()) }; // 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; const int64_t subdivision_width = divided_dims.x * sizeof(Map::shape_pixel_t); const int64_t subdivision_size = subdivision_width * divided_dims.y; TypedArray province_shape_images; ERR_FAIL_COND_V(province_shape_images.resize(image_subdivisions.x * image_subdivisions.y) != OK, FAILED); PackedByteArray index_data_array; ERR_FAIL_COND_V(index_data_array.resize(subdivision_size) != OK, FAILED); for (int32_t v = 0; v < image_subdivisions.y; ++v) { for (int32_t u = 0; u < image_subdivisions.x; ++u) { for (int32_t y = 0; y < divided_dims.y; ++y) { memcpy( index_data_array.ptrw() + y * subdivision_width, province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x, subdivision_width ); } 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() { ERR_FAIL_COND_V_MSG(terrain_texture.is_valid(), FAILED, "Terrain variants have already been loaded!"); static const StringName terrain_texturesheet_path = "map/terrain/texturesheet.tga"; AssetManager* asset_manager = AssetManager::get_singleton(); ERR_FAIL_NULL_V(asset_manager, FAILED); // Load the terrain texture sheet and prepare to slice it up Ref terrain_sheet = asset_manager->get_image(terrain_texturesheet_path, AssetManager::LOAD_FLAG_NONE); ERR_FAIL_NULL_V_MSG(terrain_sheet, FAILED, vformat("Failed to load terrain texture sheet: %s", terrain_texturesheet_path)); static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS; const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height(); ERR_FAIL_COND_V_MSG( sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height, FAILED, vformat( "Invalid terrain texture sheet dims: %dx%d (must be square with dims positive multiples of %d)", sheet_width, sheet_height, SHEET_DIMS ) ); const int32_t slice_size = sheet_width / SHEET_DIMS; TypedArray terrain_images; ERR_FAIL_COND_V(terrain_images.resize(SHEET_SIZE + 1) != OK, FAILED); { /* This is a placeholder image so that we don't have to branch to avoid looking up terrain index 0 (water). * It should never appear in game, and so is bright red to to make it obvious if it slips through. */ const Ref water_image = Utilities::make_solid_colour_image( { 1.0f, 0.0f, 0.0f }, slice_size, slice_size, terrain_sheet->get_format() ); ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image"); terrain_images[0] = water_image; } for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) { const Rect2i slice { idx % SHEET_DIMS * slice_size, idx / SHEET_DIMS * slice_size, slice_size, slice_size }; const Ref terrain_image = terrain_sheet->get_region(slice); ERR_FAIL_COND_V_MSG(terrain_image.is_null() || terrain_image->is_empty(), FAILED, vformat( "Failed to extract terrain texture slice %s from %s", slice, terrain_texturesheet_path )); terrain_images[idx + 1] = terrain_image; } terrain_texture.instantiate(); ERR_FAIL_COND_V_MSG( terrain_texture->create_from_images(terrain_images) != OK, FAILED, "Failed to create terrain texture array!" ); return OK; } const Vector2i GameSingleton::flag_dims { 128, 64 }; Error GameSingleton::_load_flag_sheet() { ERR_FAIL_COND_V_MSG( flag_sheet_image.is_valid() || flag_sheet_texture.is_valid(), FAILED, "Flag sheet image and/or texture has already been generated!" ); GovernmentTypeManager const& government_type_manager = game_manager.get_politics_manager().get_government_type_manager(); ERR_FAIL_COND_V_MSG( government_type_manager.get_flag_types().empty() || !government_type_manager.government_types_are_locked(), FAILED, "Cannot load flag images if flag types are empty or government types are not locked!" ); CountryManager const& country_manager = game_manager.get_country_manager(); ERR_FAIL_COND_V_MSG( country_manager.countries_empty() || !country_manager.countries_are_locked(), FAILED, "Cannot load flag images if countries are empty or not locked!" ); AssetManager* asset_manager = AssetManager::get_singleton(); ERR_FAIL_NULL_V(asset_manager, FAILED); /* Generate flag type - index lookup map */ flag_type_index_map.clear(); for (std::string const& type : government_type_manager.get_flag_types()) { flag_type_index_map.emplace(std_to_godot_string_name(type), static_cast(flag_type_index_map.size())); } flag_sheet_count = country_manager.get_countries().size() * flag_type_index_map.size(); std::vector> flag_images; flag_images.reserve(flag_sheet_count); static constexpr Image::Format flag_format = Image::FORMAT_RGB8; Error ret = OK; for (Country const& country : country_manager.get_countries()) { const String country_name = std_view_to_godot_string(country.get_identifier()); for (auto const& [flag_type, flag_type_index] : flag_type_index_map) { static const String flag_directory = "gfx/flags/"; static const String flag_separator = "_"; static const String flag_extension = ".tga"; const StringName flag_path = flag_directory + country_name + (flag_type.is_empty() ? "" : flag_separator + flag_type) + flag_extension; /* Do not cache flag image, they should be freed after the flag sheet has been generated. */ const Ref flag_image = asset_manager->get_image(flag_path, AssetManager::LOAD_FLAG_NONE); if (flag_image.is_valid()) { if (flag_image->get_format() != flag_format) { flag_image->convert(flag_format); } if (flag_image->get_size() != flag_dims) { if (flag_image->get_width() > flag_dims.x || flag_image->get_height() > flag_dims.y) { UtilityFunctions::push_warning( "Flag image ", flag_path, " (", flag_image->get_size(), ") is larger than the sheet flag size (", flag_dims, ")" ); } flag_image->resize(flag_dims.x, flag_dims.y, Image::INTERPOLATE_NEAREST); } } else { UtilityFunctions::push_error("Failed to load flag image: ", flag_path); ret = FAILED; } /* Add flag_image to the vector even if it's null to ensure each flag has the right index. */ flag_images.push_back(flag_image); } } ERR_FAIL_COND_V(flag_images.size() != flag_sheet_count, FAILED); /* Calculate the width that will make the sheet as close to a square as possible (taking flag dimensions into account.) */ flag_sheet_dims.x = (fixed_point_t { static_cast(flag_images.size()) } * flag_dims.y / flag_dims.x).sqrt().ceil(); /* Calculated corresponding height (rounded up). */ flag_sheet_dims.y = (static_cast(flag_images.size()) + flag_sheet_dims.x - 1 ) / flag_sheet_dims.x; const Vector2i sheet_dims = flag_sheet_dims * flag_dims; flag_sheet_image = Image::create(sheet_dims.x, sheet_dims.y, false, flag_format); ERR_FAIL_NULL_V_MSG(flag_sheet_image, FAILED, "Failed to create flag sheet image!"); static const Rect2i flag_rect { { 0, 0 }, flag_dims }; /* Fill the flag sheet with the flag images. */ for (int32_t index = 0; index < flag_images.size(); ++index) { Ref const& flag_image = flag_images[index]; const Vector2i sheet_pos = Vector2i { index % flag_sheet_dims.x, index / flag_sheet_dims.x } * flag_dims; if (flag_image.is_valid()) { flag_sheet_image->blit_rect(flag_image, flag_rect, sheet_pos); } else { static const Color error_colour { 1.0f, 0.0f, 1.0f, 1.0f }; /* Magenta */ flag_sheet_image->fill_rect({ sheet_pos, flag_dims }, error_colour); } } flag_sheet_texture = ImageTexture::create_from_image(flag_sheet_image); ERR_FAIL_NULL_V_MSG(flag_sheet_texture, FAILED, "Failed to create flag sheet texture!"); return ret; } Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) { 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() != OK) { UtilityFunctions::push_error("Failed to load terrain variants!"); err = FAILED; } if (_load_flag_sheet() != OK) { UtilityFunctions::push_error("Failed to load flag sheet!"); err = FAILED; } if (_load_map_images() != 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; } auto add_message = std::bind_front(&LoadLocalisation::add_message, LoadLocalisation::get_singleton()); if (!dataloader.load_localisation_files(add_message)) { UtilityFunctions::push_error("Failed to load localisation!"); err = FAILED; } return err; } String GameSingleton::search_for_game_path(String const& hint_path) { return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string()); }