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#include "GameSingleton.hpp"
#include <godot_cpp/variant/utility_functions.hpp>
#include <openvic-simulation/utility/Logger.hpp>
#include "openvic-extension/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
TerrainVariant::TerrainVariant(const std::string_view new_identfier,
colour_t new_colour, Ref<Image> const& new_image)
: HasIdentifierAndColour { new_identfier, new_colour, true, false },
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_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode);
ClassDB::bind_method(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file);
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("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_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_pop_types_key"), &GameSingleton::get_province_info_pop_types_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_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);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("draw_pie_chart", "image", "stopAngles", "colours", "radius",
"shadow_displacement", "shadow_tightness", "shadow_radius", "shadow_thickness",
"trim_colour", "trim_size", "gradient_falloff", "gradient_base",
"donut", "donut_inner_trim", "donut_inner_radius"), &GameSingleton::draw_pie_chart);
}
void GameSingleton::draw_pie_chart(Ref<Image> image,
Array const& stopAngles, Array const& colours, float radius,
Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness,
Color trim_colour, float trim_size, float gradient_falloff, float gradient_base,
bool donut, bool donut_inner_trim, float donut_inner_radius) {
OpenVic::draw_pie_chart(image, stopAngles, colours, radius, shadow_displacement, shadow_tightness, shadow_radius, shadow_thickness,
trim_colour, trim_size, gradient_falloff, gradient_base,
donut, donut_inner_trim, donut_inner_radius);
}
GameSingleton* GameSingleton::get_singleton() {
return singleton;
}
void GameSingleton::_on_state_updated() {
_update_colour_image();
emit_signal("state_updated");
}
/* REQUIREMENTS:
* MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
*/
GameSingleton::GameSingleton() : game_manager { [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_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)); });
}
GameSingleton::~GameSingleton() {
ERR_FAIL_COND(singleton != this);
singleton = nullptr;
}
Error GameSingleton::setup_game() {
bool ret = game_manager.setup();
ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string());
return ERR(ret);
}
int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const {
const size_t x_mod_w = UtilityFunctions::fposmod(coords.x, 1.0f) * get_width();
const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_height();
return game_manager.get_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_pop_types_key() {
static const StringName key = "pop_types";
return key;
}
StringName const& GameSingleton::get_province_info_pop_ideologies_key() {
static const StringName key = "pop_ideologies";
return key;
}
StringName const& GameSingleton::get_province_info_pop_cultures_key() {
static const StringName key = "pop_cultures";
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;
}
StringName const& GameSingleton::get_piechart_info_size_key() {
static const StringName key = "size";
return key;
}
StringName const& GameSingleton::get_piechart_info_colour_key() {
static const StringName key = "colour";
return key;
}
Dictionary GameSingleton::_distribution_to_dictionary(distribution_t const& dist) const {
Dictionary dict;
for (distribution_t::value_type const& p : dist) {
Dictionary sub_dict;
sub_dict[get_piechart_info_size_key()] = p.second;
sub_dict[get_piechart_info_colour_key()] = to_godot_color(p.first->get_colour());
dict[std_to_godot_string(p.first->get_identifier())] = sub_dict;
}
return dict;
}
Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
Province const* province = game_manager.get_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();
distribution_t const& pop_types = province->get_pop_type_distribution();
if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types);
//distribution_t const& ideologies = province->get_ideology_distribution();
//if (!ideologies.empty()) ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies);
distribution_t const& cultures = province->get_culture_distribution();
if (!cultures.empty()) ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures);
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(building.get_start_date().to_string());
building_dict[get_building_info_end_date_key()] = std_to_godot_string(building.get_end_date().to_string());
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.get_map().get_width();
}
int32_t GameSingleton::get_height() const {
return game_manager.get_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 = (static_cast<int64_t>(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE;
colour_data_array.resize(colour_data_array_size);
Error err = OK;
if (!game_manager.get_map().generate_mapmode_colours(mapmode_index, colour_data_array.ptrw()))
err = FAILED;
static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4);
if (province_colour_image.is_null()) {
province_colour_image.instantiate();
ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED,
"Failed to create province colour image");
}
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.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_to_godot_string(mapmode->get_identifier());
return String {};
}
Error GameSingleton::set_mapmode(String const& identifier) {
Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_identifier(godot_to_std_string(identifier));
if (mapmode == nullptr) {
UtilityFunctions::push_error("Failed to set mapmode to: ", identifier);
return FAILED;
}
mapmode_index = mapmode->get_index();
_update_colour_image();
return OK;
}
int32_t GameSingleton::get_selected_province_index() const {
return game_manager.get_map().get_selected_province_index();
}
void GameSingleton::set_selected_province(int32_t index) {
game_manager.get_map().set_selected_province(index);
_update_colour_image();
emit_signal("province_selected", index);
}
Error GameSingleton::expand_building(int32_t province_index, String const& building_type_identifier) {
if (!game_manager.expand_building(province_index, godot_to_std_string(building_type_identifier))) {
UtilityFunctions::push_error("Failed to expand ", building_type_identifier, " at province index ", province_index);
return FAILED;
}
return OK;
}
void GameSingleton::set_paused(bool paused) {
game_manager.get_clock().isPaused = paused;
}
void GameSingleton::toggle_paused() {
game_manager.get_clock().isPaused = !game_manager.get_clock().isPaused;
}
bool GameSingleton::is_paused() const {
return game_manager.get_clock().isPaused;
}
void GameSingleton::increase_speed() {
game_manager.get_clock().increaseSimulationSpeed();
}
void GameSingleton::decrease_speed() {
game_manager.get_clock().decreaseSimulationSpeed();
}
bool GameSingleton::can_increase_speed() const {
return game_manager.get_clock().canIncreaseSimulationSpeed();
}
bool GameSingleton::can_decrease_speed() const {
return game_manager.get_clock().canDecreaseSimulationSpeed();
}
String GameSingleton::get_longform_date() const {
return std_to_godot_string(game_manager.get_today().to_string());
}
void GameSingleton::try_tick() {
game_manager.get_clock().conditionallyAdvanceGame();
}
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