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#include "GameSingleton.hpp"
#include <godot_cpp/classes/file_access.hpp>
#include <godot_cpp/classes/json.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include "openvic/Logger.hpp"
using namespace godot;
using namespace OpenVic;
#define ERR(x) ((x) == SUCCESS ? OK : FAILED)
GameSingleton* GameSingleton::singleton = nullptr;
void GameSingleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("load_defines", "file_dict"), &GameSingleton::load_defines);
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("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_identifier_file_key"), &GameSingleton::get_province_identifier_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_water_province_file_key"), &GameSingleton::get_water_province_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_region_file_key"), &GameSingleton::get_region_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_variant_file_key"), &GameSingleton::get_terrain_variant_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_image_file_key"), &GameSingleton::get_province_image_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_terrain_image_file_key"), &GameSingleton::get_terrain_image_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_goods_file_key"), &GameSingleton::get_goods_file_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_good_icons_dir_key"), &GameSingleton::get_good_icons_dir_key);
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_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);
}
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
*/
GameSingleton::GameSingleton() : game_manager { [this]() { _on_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 LOW_ALPHA_VALUE = float_to_alpha_value(0.4f);
static constexpr colour_t HIGH_ALPHA_VALUE = float_to_alpha_value(0.7f);
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 HIGH_ALPHA_VALUE | region->get_colour();
return NULL_COLOUR;
} },
{ "mapmode_index",
[](Map const& map, Province const& province) -> colour_t {
const colour_t f = fraction_to_colour_byte(province.get_index(), map.get_province_count());
return HIGH_ALPHA_VALUE | (f << 16) | (f << 8) | f;
} },
{ "mapmode_rgo",
[](Map const& map, Province const& province) -> colour_t {
Good const* rgo = province.get_rgo();
if (rgo != nullptr) return HIGH_ALPHA_VALUE | rgo->get_colour();
return NULL_COLOUR;
} },
{ "mapmode_infrastructure",
[](Map const& map, Province const& province) -> colour_t {
Building const* railroad = province.get_building_by_identifier("building_railroad");
if (railroad != nullptr) {
colour_t val = fraction_to_colour_byte(railroad->get_level(), railroad->get_type().get_max_level(), 0.5f, 1.0f);
switch (railroad->get_expansion_state()) {
case Building::ExpansionState::CannotExpand: val <<= 16; break;
case Building::ExpansionState::CanExpand: break;
default: val <<= 8; break;
}
return HIGH_ALPHA_VALUE | val;
}
return HIGH_ALPHA_VALUE;
} }
};
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<Error(String const&, 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 || colour > MAX_COLOUR_RGB) {
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 || colour > MAX_COLOUR_RGB) {
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_variant_file(String const& file_path) {
const Error 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 (err != OK || terrain_variants.get_item_count() == 0) {
UtilityFunctions::push_error("Failed to load terrain textures!");
return 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();
if (terrain_texture->create_from_images(terrain_images) != OK) {
UtilityFunctions::push_error("Failed to create terrain texture array!");
return FAILED;
}
return OK;
}
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("Failed to create terrain texture array!");
err = FAILED;
}
if (update_colour_image() != OK) err = FAILED;
return err;
}
Error GameSingleton::_parse_good_entry(String const& identifier, Variant const& entry) {
if (entry.get_type() != Variant::DICTIONARY) {
UtilityFunctions::push_error("Invalid good entry for ", identifier, ": ", entry);
return FAILED;
}
Dictionary const& dict = entry;
static const String key_category = "category";
Variant const& var_category = dict.get(key_category, "");
String category;
if (var_category.get_type() == Variant::STRING) category = var_category;
else UtilityFunctions::push_error("Invalid good category for ", identifier, ": ", var_category);
static const String key_base_price = "base_price";
Variant const& var_base_price = dict.get(key_base_price, NULL_PRICE);
price_t base_price = NULL_PRICE;
if (var_base_price.get_type() == Variant::FLOAT) base_price = var_base_price;
else UtilityFunctions::push_error("Invalid good base price for ", identifier, ": ", var_base_price);
static const String key_colour = "colour";
Variant const& var_colour = dict.get(key_colour, "");
const colour_t colour = _parse_colour(var_colour);
if (colour > MAX_COLOUR_RGB) {
UtilityFunctions::push_error("Invalid good colour for ", identifier, ": ", var_colour);
return FAILED;
}
static const String key_default_available = "default_available";
Variant const& var_default_available = dict.get(key_default_available, true);
bool default_available = false;
if (var_default_available.get_type() == Variant::BOOL) default_available = var_default_available;
else UtilityFunctions::push_error("Invalid good available default bool value for ", identifier, ": ", var_default_available);
static const String key_tradeable = "tradeable";
Variant const& var_tradeable = dict.get(key_tradeable, true);
bool tradeable = false;
if (var_tradeable.get_type() == Variant::BOOL) tradeable = var_tradeable;
else UtilityFunctions::push_error("Invalid good tradeable bool value for ", identifier, ": ", var_tradeable);
static const String key_currency = "currency";
Variant const& var_currency = dict.get(key_currency, true);
bool currency = false;
if (var_currency.get_type() == Variant::BOOL) currency = var_currency;
else UtilityFunctions::push_error("Invalid good currency bool value for ", identifier, ": ", var_currency);
static const String key_overseas_maintenance = "overseas_maintenance";
Variant const& var_overseas_maintenance = dict.get(key_overseas_maintenance, true);
bool overseas_maintenance = false;
if (var_overseas_maintenance.get_type() == Variant::BOOL) overseas_maintenance = var_overseas_maintenance;
else UtilityFunctions::push_error("Invalid good overseas maintenance bool value for ", identifier, ": ", var_overseas_maintenance);
return ERR(game_manager.good_manager.add_good(identifier.utf8().get_data(), category.utf8().get_data(),
colour, base_price, default_available, tradeable, currency, overseas_maintenance));
}
Error GameSingleton::load_goods(String const& defines_path, String const& icons_dir_path) {
Error err = _parse_json_dictionary_file("good", defines_path, "good_",
[this](String const& identifier, Variant const& entry) -> Error {
return _parse_good_entry(identifier, entry);
});
game_manager.good_manager.lock_goods();
for (Good const& good : game_manager.good_manager.get_goods()) {
Ref<Image> image;
image.instantiate();
const String path = icons_dir_path + String{ "/" } + good.get_identifier().c_str() + ".png";
const Error good_err = image->load(path);
if (good_err || image.is_null()) {
UtilityFunctions::push_error("Failed to load good icon image: ", path);
err = FAILED;
continue;
}
Ref<Texture> tex = ImageTexture::create_from_image(image);
if (tex.is_null()) {
UtilityFunctions::push_error("Failed to generate good icon texture: ", path);
err = FAILED;
continue;
}
good_icons[good.get_identifier().c_str()] = tex;
}
return err;
}
StringName const& GameSingleton::get_province_identifier_file_key() {
static const StringName key = "province_identifiers";
return key;
}
StringName const& GameSingleton::get_water_province_file_key() {
static const StringName key = "water_provinces";
return key;
}
StringName const& GameSingleton::get_region_file_key() {
static const StringName key = "regions";
return key;
}
StringName const& GameSingleton::get_terrain_variant_file_key() {
static const StringName key = "terrain_variants";
return key;
}
StringName const& GameSingleton::get_province_image_file_key() {
static const StringName key = "province_image";
return key;
}
StringName const& GameSingleton::get_terrain_image_file_key() {
static const StringName key = "terrain_image";
return key;
}
StringName const& GameSingleton::get_goods_file_key() {
static const StringName key = "goods";
return key;
}
StringName const& GameSingleton::get_good_icons_dir_key() {
static const StringName key = "good_icons";
return key;
}
Error GameSingleton::load_defines(Dictionary const& file_dict) {
Error err = OK;
if (load_province_identifier_file(file_dict.get(get_province_identifier_file_key(), "")) != OK) {
UtilityFunctions::push_error("Failed to load province identifiers!");
err = FAILED;
}
if (load_water_province_file(file_dict.get(get_water_province_file_key(), "")) != OK) {
UtilityFunctions::push_error("Failed to load water provinces!");
err = FAILED;
}
if (load_region_file(file_dict.get(get_region_file_key(), "")) != OK) {
UtilityFunctions::push_error("Failed to load regions!");
err = FAILED;
}
if (load_terrain_variant_file(file_dict.get(get_terrain_variant_file_key(), "")) != OK) {
UtilityFunctions::push_error("Failed to load terrain variants!");
err = FAILED;
}
if (load_map_images(file_dict.get(get_province_image_file_key(), ""), file_dict.get(get_terrain_image_file_key(), "")) != OK) {
UtilityFunctions::push_error("Failed to load map images!");
err = FAILED;
}
if (load_goods(file_dict.get(get_goods_file_key(), ""), file_dict.get(get_good_icons_dir_key(), "")) != OK) {
UtilityFunctions::push_error("Failed to load goods!");
err = FAILED;
}
return err;
}
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);
}
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_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;
}
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()] = province->get_identifier().c_str();
Region const* region = province->get_region();
if (region != nullptr) ret[get_province_info_region_key()] = region->get_identifier().c_str();
Good const* rgo = province->get_rgo();
if (rgo != nullptr) ret[get_province_info_rgo_key()] = rgo->get_identifier().c_str();
ret[get_province_info_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) {
Building const& building = buildings[idx];
Dictionary building_dict;
building_dict[get_building_info_building_key()] = building.get_identifier().c_str();
building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_level());
building_dict[get_building_info_expansion_state_key()] = static_cast<int32_t>(building.get_expansion_state());
building_dict[get_building_info_start_date_key()] = static_cast<std::string>(building.get_start_date()).c_str();
building_dict[get_building_info_end_date_key()] = static_cast<std::string>(building.get_end_date()).c_str();
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<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(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();
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, 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;
}
Ref<Texture> 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 static_cast<std::string>(game_manager.get_today()).c_str();
}
void GameSingleton::try_tick() {
game_manager.clock.conditionallyAdvanceGame();
}
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