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path: root/extension/src/GameSingleton.cpp
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#include "GameSingleton.hpp"

#include <cassert>

#include <godot_cpp/variant/utility_functions.hpp>

#include "openvic/utility/Logger.hpp"

#include "Utilities.hpp"

using namespace godot;
using namespace OpenVic;

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

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

GameSingleton* GameSingleton::singleton = nullptr;

void GameSingleton::_bind_methods() {
   ClassDB::bind_static_method("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger);
   ClassDB::bind_method(D_METHOD("load_defines", "file_dict"), &GameSingleton::load_defines);
   ClassDB::bind_method(D_METHOD("load_defines_compatibility_mode", "file_path"), &GameSingleton::load_defines_compatibility_mode);
   ClassDB::bind_method(D_METHOD("setup_game"), &GameSingleton::setup_game);

   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("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_terrain_texture_dir_key"), &GameSingleton::get_terrain_texture_dir_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_total_population_key"), &GameSingleton::get_province_info_total_population_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, MAP-32, MAP-33
 */
GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } },
                         terrain_variants { "terrain variants" } {
   ERR_FAIL_COND(singleton != nullptr);
   singleton = this;
}

void GameSingleton::setup_logger() {
   Logger::set_info_func([](std::string&& str) { UtilityFunctions::print(std_to_godot_string(str)); });
   Logger::set_error_func([](std::string&& str) { UtilityFunctions::push_error(std_to_godot_string(str)); });
}

Error GameSingleton::_load_hardcoded_defines() {
   Error err = OK;

   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() + 1);
            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() + 1, 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;
         } },
      { "mapmode_population",
         [](Map const& map, Province const& province) -> colour_t {
            return HIGH_ALPHA_VALUE | (fraction_to_colour_byte(province.get_total_population(), map.get_highest_province_population() + 1, 0.1f, 1.0f) << 8);
         } }
   };
   for (mapmode_t const& mapmode : mapmodes)
      if (game_manager.map.add_mapmode(mapmode.first, mapmode.second) != SUCCESS)
         err = FAILED;
   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)
      if (game_manager.building_manager.add_building_type(std::get<0>(type), std::get<1>(type), std::get<2>(type)) != SUCCESS)
         err = FAILED;
   game_manager.building_manager.lock_building_types();

   return err;
}

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

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

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_total_population_key() {
   static const StringName key = "total_population";
   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()] = std_to_godot_string(province->get_identifier());

   Region const* region = province->get_region();
   if (region != nullptr) ret[get_province_info_region_key()] = std_to_godot_string(region->get_identifier());

   Good const* rgo = province->get_rgo();
   if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_to_godot_string(rgo->get_identifier());

   ret[get_province_info_life_rating_key()] = province->get_life_rating();
   ret[get_province_info_total_population_key()] = province->get_total_population();

   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()] = std_to_godot_string(building.get_identifier());
         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()] = std_to_godot_string(static_cast<std::string>(building.get_start_date()));
         building_dict[get_building_info_end_date_key()] = std_to_godot_string(static_cast<std::string>(building.get_end_date()));
         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();
      ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED,
         "Failed to create province colour image");
   }
   province_colour_image->set_data(PROVINCE_INDEX_SQRT, 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.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 std_to_godot_string(mapmode->get_identifier());
   return String {};
}

Error GameSingleton::set_mapmode(String const& identifier) {
   Mapmode const* mapmode = game_manager.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.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, godot_to_std_string(building_type_identifier)) != 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 std_to_godot_string(static_cast<std::string>(game_manager.get_today()));
}

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