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#include "GameSingleton.hpp"

#include <godot_cpp/variant/utility_functions.hpp>
#include <godot_cpp/classes/file_access.hpp>
#include <godot_cpp/classes/json.hpp>

#include "openvic2/Logger.hpp"

using namespace godot;
using namespace OpenVic2;

#define ERR(x) ((x) == SUCCESS ? OK : FAILED)

GameSingleton* GameSingleton::singleton = nullptr;

void GameSingleton::_bind_methods() {
   ClassDB::bind_method(D_METHOD("load_province_identifier_file", "file_path"), &GameSingleton::load_province_identifier_file);
   ClassDB::bind_method(D_METHOD("load_water_province_file", "file_path"), &GameSingleton::load_water_province_file);
   ClassDB::bind_method(D_METHOD("load_region_file", "file_path"), &GameSingleton::load_region_file);
   ClassDB::bind_method(D_METHOD("load_terrain_file", "file_path"), &GameSingleton::load_terrain_file);
   ClassDB::bind_method(D_METHOD("load_map_images", "province_image_path", "terrain_image_path"), &GameSingleton::load_map_images);
   ClassDB::bind_method(D_METHOD("setup"), &GameSingleton::setup);

   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("update_colour_image"), &GameSingleton::update_colour_image);
   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("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"));
}

GameSingleton* GameSingleton::get_singleton() {
   return singleton;
}

/* REQUIREMENTS:
 * MAP-21, MAP-25
 */
GameSingleton::GameSingleton() : game_manager{ [this]() { emit_signal("state_updated"); } }, terrain_variants{ "terrain variants" } {
   ERR_FAIL_COND(singleton != nullptr);
   singleton = this;

   Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(str.c_str()); });
   Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(str.c_str()); });

   static constexpr colour_t HIGH_ALPHA_VALUE = to_alpha_value(0.5f);
   static constexpr colour_t LOW_ALPHA_VALUE = to_alpha_value(0.2f);
   using mapmode_t = std::pair<std::string, Mapmode::colour_func_t>;
   const std::vector<mapmode_t> mapmodes = {
      { "mapmode_terrain", [](Map const&, Province const& province) -> colour_t {
         return LOW_ALPHA_VALUE | (province.is_water() ? 0x4287F5 : 0x0D7017);
      } },
      { "mapmode_province", [](Map const&, Province const& province) -> colour_t {
         return HIGH_ALPHA_VALUE | province.get_colour();
      } },
      { "mapmode_region", [](Map const&, Province const& province) -> colour_t {
         Region const* region = province.get_region();
         if (region != nullptr) return (0xCC << 24) | region->get_colour();
         return NULL_COLOUR;
      } },
      { "mapmode_index", [](Map const& map, Province const& province) -> colour_t {
         const uint8_t f = static_cast<float>(province.get_index()) / static_cast<float>(map.get_province_count()) * 255.0f;
         return HIGH_ALPHA_VALUE | (f << 16) | (f << 8) | f;
      } }
   };
   for (mapmode_t const& mapmode : mapmodes)
      game_manager.map.add_mapmode(mapmode.first, mapmode.second);
   game_manager.map.lock_mapmodes();

   using building_type_t = std::tuple<std::string, Building::level_t, Timespan>;
   const std::vector<building_type_t> building_types = {
      { "building_fort", 4, 8 }, { "building_naval_base", 6, 15 }, { "building_railroad", 5, 10 }
   };
   for (building_type_t const& type : building_types)
      game_manager.building_manager.add_building_type(std::get<0>(type), std::get<1>(type), std::get<2>(type));
   game_manager.building_manager.lock_building_types();

}

GameSingleton::~GameSingleton() {
   ERR_FAIL_COND(singleton != this);
   singleton = nullptr;
}

static Error _load_json_file(String const& file_description, String const& file_path, Variant& result) {
   result.clear();
   UtilityFunctions::print("Loading ", file_description, " file: ", file_path);
   const Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::ModeFlags::READ);
   Error err = FileAccess::get_open_error();
   if (err != OK || file.is_null()) {
      UtilityFunctions::push_error("Failed to load ", file_description, " file: ", file_path);
      return err == OK ? FAILED : err;
   }
   const String json_string = file->get_as_text();
   JSON json;
   err = json.parse(json_string);
   if (err != OK) {
      UtilityFunctions::push_error("Failed to parse ", file_description, " file as JSON: ", file_path,
         "\nError at line ", json.get_error_line(), ": ", json.get_error_message());
      return err;
   }
   result = json.get_data();
   return err;
}

using parse_json_entry_func_t = std::function<godot::Error (godot::String const&, godot::Variant const&)>;

static Error _parse_json_dictionary_file(String const& file_description, String const& file_path,
   String const& identifier_prefix, parse_json_entry_func_t parse_entry) {
   Variant json_var;
   Error err = _load_json_file(file_description, file_path, json_var);
   if (err != OK) return err;
   const Variant::Type type = json_var.get_type();
   if (type != Variant::DICTIONARY) {
      UtilityFunctions::push_error("Invalid ", file_description, " JSON: root has type ",
         Variant::get_type_name(type), " (expected Dictionary)");
      return FAILED;
   }
   Dictionary const& dict = json_var;
   const Array identifiers = dict.keys();
   for (int64_t idx = 0; idx < identifiers.size(); ++idx) {
      String const& identifier = identifiers[idx];
      Variant const& entry = dict[identifier];
      if (identifier.is_empty()) {
         UtilityFunctions::push_error("Empty identifier in ", file_description, " file with entry: ", entry);
         err = FAILED;
         continue;
      }
      if (!identifier.begins_with(identifier_prefix))
         UtilityFunctions::push_warning("Identifier in ", file_description, " file missing \"", identifier_prefix, "\" prefix: ", identifier);
      if (parse_entry(identifier, entry) != OK) err = FAILED;
   }
   return err;
}

static colour_t _parse_colour(Variant const& var) {
   const Variant::Type type = var.get_type();
   if (type == Variant::ARRAY) {
      Array const& colour_array = var;
      if (colour_array.size() == 3) {
         colour_t colour = NULL_COLOUR;
         for (int jdx = 0; jdx < 3; ++jdx) {
            Variant const& var = colour_array[jdx];
            if (var.get_type() != Variant::FLOAT) return NULL_COLOUR;
            const double colour_double = var;
            if (std::trunc(colour_double) != colour_double) return NULL_COLOUR;
            const int64_t colour_int = static_cast<int64_t>(colour_double);
            if (colour_int < 0 || colour_int > 255) return NULL_COLOUR;
            colour = (colour << 8) | colour_int;
         }
         return colour;
      }
   }
   else if (type == Variant::STRING) {
      String const& colour_string = var;
      if (colour_string.is_valid_hex_number()) {
         const int64_t colour_int = colour_string.hex_to_int();
         if (colour_int != NULL_COLOUR && colour_int <= MAX_COLOUR_RGB)
            return colour_int;
      }
   }
   return NULL_COLOUR;
}

Error GameSingleton::_parse_province_identifier_entry(String const& identifier, Variant const& entry) {
   const colour_t colour = _parse_colour(entry);
   if (colour == NULL_COLOUR) {
      UtilityFunctions::push_error("Invalid colour for province identifier \"", identifier, "\": ", entry);
      return FAILED;
   }
   return ERR(game_manager.map.add_province(identifier.utf8().get_data(), colour));
}

Error GameSingleton::load_province_identifier_file(String const& file_path) {
   const Error err = _parse_json_dictionary_file("province identifier", file_path, "prov_",
      [this](String const& identifier, Variant const& entry) -> Error {
         return _parse_province_identifier_entry(identifier, entry);
      });
   game_manager.map.lock_provinces();
   return err;
}

Error GameSingleton::_parse_region_entry(String const& identifier, Variant const& entry) {
   Error err = OK;
   Variant::Type type = entry.get_type();
   std::vector<std::string> province_identifiers;
   if (type == Variant::ARRAY) {
      Array const& province_array = entry;
      for (int64_t idx = 0; idx < province_array.size(); ++idx) {
         Variant const& province_var = province_array[idx];
         type = province_var.get_type();
         if (type == Variant::STRING) {
            String const& province_string = province_var;
            province_identifiers.push_back(province_string.utf8().get_data());
         }
         else {
            UtilityFunctions::push_error("Invalid province identifier for region \"", identifier, "\": ", entry);
            err = FAILED;
         }
      }
   }
   if (province_identifiers.empty()) {
      UtilityFunctions::push_error("Invalid province list for region \"", identifier, "\": ", entry);
      return FAILED;
   }
   return ERR(game_manager.map.add_region(identifier.utf8().get_data(), province_identifiers));
}

Error GameSingleton::load_region_file(String const& file_path) {
   const Error err = _parse_json_dictionary_file("region", file_path, "region_",
      [this](String const& identifier, Variant const& entry) -> Error {
         return _parse_region_entry(identifier, entry);
      });
   game_manager.map.lock_regions();
   return err;
}

TerrainVariant::TerrainVariant(std::string const& new_identfier, colour_t new_colour, Ref<Image> const& new_image)
   : HasIdentifier(new_identfier), HasColour(new_colour), image(new_image) {}

Ref<Image> TerrainVariant::get_image() const { return image; }

Error GameSingleton::_parse_terrain_entry(String const& identifier, Variant const& entry) {
   const colour_t colour = _parse_colour(entry);
   if (colour == NULL_COLOUR) {
      UtilityFunctions::push_error("Invalid colour for terrain texture \"", identifier, "\": ", entry);
      return FAILED;
   }
   static const String terrain_folder = "res://art/terrain/";
   const String terrain_path = terrain_folder + identifier;
   Ref<Image> terrain_image;
   terrain_image.instantiate();
   const Error err = terrain_image->load(terrain_path);
   if (err != OK) {
      UtilityFunctions::push_error("Failed to load terrain image: ", terrain_path);
      return err;
   }
   return ERR(terrain_variants.add_item({ identifier.utf8().get_data(), colour, terrain_image }));
}

Error GameSingleton::load_terrain_file(String const& file_path) {
   Error parse_err = _parse_json_dictionary_file("terrain variants", file_path, "",
      [this](String const& identifier, Variant const& entry) -> Error {
         return _parse_terrain_entry(identifier, entry);
      });
   terrain_variants.lock();
   if (terrain_variants.get_item_count() == 0) parse_err = FAILED;

   Array terrain_images;
   for (TerrainVariant const& var : terrain_variants.get_items()) {
      terrain_variant_map[var.get_colour()] = terrain_images.size();
      terrain_images.append(var.get_image());
   }

   terrain_texture.instantiate();
   const Error texturearray_err = terrain_texture->create_from_images(terrain_images);
   if (texturearray_err != OK) {
      UtilityFunctions::push_error("Failed to create terrain texture array!");
      return texturearray_err;
   }
   return parse_err;
}

Error GameSingleton::load_map_images(String const& province_image_path, String const& terrain_image_path) {
   if (province_shape_texture.is_valid()) {
      UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path);
      return FAILED;
   }

   // Load images
   Ref<Image> province_image, terrain_image;
   province_image.instantiate();
   terrain_image.instantiate();
   Error err = province_image->load(province_image_path);
   if (err != OK) {
      UtilityFunctions::push_error("Failed to load province image: ", province_image_path);
      return err;
   }
   err = terrain_image->load(terrain_image_path);
   if (err != OK) {
      UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path);
      return err;
   }

   // Validate dimensions and format
   const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size();
   if (province_dims.x < 1 || province_dims.y < 1) {
      UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path);
      err = FAILED;
   }
   if (province_dims != terrain_dims) {
      UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ",
         terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))");
      err = FAILED;
   }
   static constexpr Image::Format expected_format = Image::FORMAT_RGB8;
   const Image::Format province_format = province_image->get_format(), terrain_format = terrain_image->get_format();
   if (province_format != expected_format) {
      UtilityFunctions::push_error("Invalid format (", province_format, ", should be ", expected_format, ") for province image: ", province_image_path);
      err = FAILED;
   }
   if (terrain_format != expected_format) {
      UtilityFunctions::push_error("Invalid format (", terrain_format, ", should be ", expected_format, ") for terrain image: ", terrain_image_path);
      err = FAILED;
   }
   if (err != OK) return err;

   // Generate interleaved province and terrain ID image
   if (game_manager.map.generate_province_shape_image(province_dims.x, province_dims.y, province_image->get_data().ptr(),
      terrain_image->get_data().ptr(), terrain_variant_map) != SUCCESS) return FAILED;

   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.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<Image> 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("");
      err = FAILED;
   }

   if (update_colour_image() != OK) err = FAILED;

   return err;
}

godot::Error GameSingleton::setup() {
   return ERR(game_manager.setup());
}

Error GameSingleton::load_water_province_file(String const& file_path) {
   Variant json_var;
   Error err = _load_json_file("water province", file_path, json_var);
   if (err != OK) return err;
   Variant::Type type = json_var.get_type();
   if (type != Variant::ARRAY) {
      UtilityFunctions::push_error("Invalid water province JSON: root has type ",
         Variant::get_type_name(type), " (expected Array)");
      err = FAILED;
   }
   else {
      Array const& array = json_var;
      for (int64_t idx = 0; idx < array.size(); ++idx) {
         Variant const& entry = array[idx];
         type = entry.get_type();
         if (type != Variant::STRING) {
            UtilityFunctions::push_error("Invalid water province identifier: ", entry);
            err = FAILED;
            continue;
         }
         String const& identifier = entry;
         if (game_manager.map.set_water_province(identifier.utf8().get_data()) != SUCCESS)
            err = FAILED;
      }
   }
   game_manager.map.lock_water_provinces();
   return err;
}

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);
}

#define KEY(x) static const StringName x##_key = #x;
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 {};
   KEY(province) KEY(region) KEY(life_rating) KEY(buildings)
   Dictionary ret;

   ret[province_key] = province->get_identifier().c_str();

   Region const* region = province->get_region();
   if (region != nullptr) ret[region_key] = region->get_identifier().c_str();

   ret[life_rating_key] = province->get_life_rating();

   std::vector<Building> 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) {
         KEY(building) KEY(level) KEY(expansion_state) KEY(start_date) KEY(end_date) KEY(expansion_progress)

         Dictionary building_dict;
         Building const& building = buildings[idx];
         building_dict[building_key] = building.get_identifier().c_str();
         building_dict[level_key] = static_cast<int32_t>(building.get_level());
         building_dict[expansion_state_key] = static_cast<int32_t>(building.get_expansion_state());
         building_dict[start_date_key] = static_cast<std::string>(building.get_start_date()).c_str();
         building_dict[end_date_key] = static_cast<std::string>(building.get_end_date()).c_str();
         building_dict[expansion_progress_key] = building.get_expansion_progress();

         buildings_array[idx] = building_dict;
      }
      ret[buildings_key] = buildings_array;
   }
   return ret;
}
#undef KEY

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<float>(get_width()) / static_cast<float>(get_height());
}

Ref<Texture> GameSingleton::get_terrain_texture() const {
   return terrain_texture;
}

Vector2i GameSingleton::get_province_shape_image_subdivisions() const {
   return image_subdivisions;
}

Ref<Texture> GameSingleton::get_province_shape_texture() const {
   return province_shape_texture;
}

Ref<Texture> 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 = (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()) != SUCCESS)
      err = FAILED;

   static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(index_t) * 4);
   if (province_colour_image.is_null())
      province_colour_image.instantiate();
   province_colour_image->set_data(PROVINCE_INDEX_SQRT, PROVINCE_INDEX_SQRT,
      false, Image::FORMAT_RGBA8, colour_data_array);
   if (province_colour_image.is_null()) {
      UtilityFunctions::push_error("Failed to update province colour image");
      return FAILED;
   }
   if (province_colour_texture.is_null())
      province_colour_texture = ImageTexture::create_from_image(province_colour_image);
   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 mapmode->get_identifier().c_str();
   return String{};
}

Error GameSingleton::set_mapmode(godot::String const& identifier) {
   Mapmode const* mapmode = game_manager.map.get_mapmode_by_identifier(identifier.utf8().get_data());
   if (mapmode == nullptr) {
      UtilityFunctions::push_error("Failed to set mapmode to: ", identifier);
      return FAILED;
   }
   mapmode_index = mapmode->get_index();
   return OK;
}

Error GameSingleton::expand_building(int32_t province_index, String const& building_type_identifier) {
   if (game_manager.expand_building(province_index, building_type_identifier.utf8().get_data()) != SUCCESS) {
      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.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 static_cast<std::string>(game_manager.get_today()).c_str();
}

void GameSingleton::try_tick() {
   game_manager.clock.conditionallyAdvanceGame();
}