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#include "GameSingleton.hpp"
#include <godot_cpp/variant/utility_functions.hpp>
#include <openvic-simulation/utility/Logger.hpp>
#include "openvic-extension/LoadLocalisation.hpp"
#include "openvic-extension/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
using OpenVic::Utilities::godot_to_std_string;
using OpenVic::Utilities::std_to_godot_string;
using OpenVic::Utilities::std_view_to_godot_string;
GameSingleton* GameSingleton::singleton = nullptr;
#define BM ClassDB::bind_method
#define BSM ClassDB::bind_static_method
void GameSingleton::_bind_methods() {
BSM("GameSingleton", D_METHOD("setup_logger"), &GameSingleton::setup_logger);
BM(D_METHOD("load_defines_compatibility_mode", "file_paths"), &GameSingleton::load_defines_compatibility_mode);
BSM(
"GameSingleton", D_METHOD("search_for_game_path", "hint_path"), &GameSingleton::search_for_game_path, DEFVAL(String {})
);
BM(D_METHOD("lookup_file", "path"), &GameSingleton::lookup_file);
BM(D_METHOD("setup_game"), &GameSingleton::setup_game);
BM(D_METHOD("get_province_index_from_uv_coords", "coords"), &GameSingleton::get_province_index_from_uv_coords);
BM(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index);
BM(D_METHOD("get_width"), &GameSingleton::get_width);
BM(D_METHOD("get_height"), &GameSingleton::get_height);
BM(D_METHOD("get_aspect_ratio"), &GameSingleton::get_aspect_ratio);
BM(D_METHOD("get_terrain_texture"), &GameSingleton::get_terrain_texture);
BM(D_METHOD("get_province_shape_image_subdivisions"), &GameSingleton::get_province_shape_image_subdivisions);
BM(D_METHOD("get_province_shape_texture"), &GameSingleton::get_province_shape_texture);
BM(D_METHOD("get_province_colour_texture"), &GameSingleton::get_province_colour_texture);
BM(D_METHOD("get_mapmode_count"), &GameSingleton::get_mapmode_count);
BM(D_METHOD("get_mapmode_identifier", "index"), &GameSingleton::get_mapmode_identifier);
BM(D_METHOD("set_mapmode", "identifier"), &GameSingleton::set_mapmode);
BM(D_METHOD("get_selected_province_index"), &GameSingleton::get_selected_province_index);
BM(D_METHOD("set_selected_province", "index"), &GameSingleton::set_selected_province);
BM(D_METHOD("expand_building", "province_index", "building_type_identifier"), &GameSingleton::expand_building);
BM(D_METHOD("set_paused", "paused"), &GameSingleton::set_paused);
BM(D_METHOD("toggle_paused"), &GameSingleton::toggle_paused);
BM(D_METHOD("is_paused"), &GameSingleton::is_paused);
BM(D_METHOD("increase_speed"), &GameSingleton::increase_speed);
BM(D_METHOD("decrease_speed"), &GameSingleton::decrease_speed);
BM(D_METHOD("can_increase_speed"), &GameSingleton::can_increase_speed);
BM(D_METHOD("can_decrease_speed"), &GameSingleton::can_decrease_speed);
BM(D_METHOD("get_longform_date"), &GameSingleton::get_longform_date);
BM(D_METHOD("try_tick"), &GameSingleton::try_tick);
ADD_SIGNAL(MethodInfo("state_updated"));
ADD_SIGNAL(MethodInfo("province_selected", PropertyInfo(Variant::INT, "index")));
BSM("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key);
BSM("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key);
BSM("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key);
BSM("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key);
BSM(
"GameSingleton", D_METHOD("get_province_info_total_population_key"),
&GameSingleton::get_province_info_total_population_key
);
BSM("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key);
BSM(
"GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"),
&GameSingleton::get_province_info_pop_ideologies_key
);
BSM("GameSingleton", D_METHOD("get_province_info_pop_cultures_key"), &GameSingleton::get_province_info_pop_cultures_key);
BSM("GameSingleton", D_METHOD("get_province_info_rgo_key"), &GameSingleton::get_province_info_rgo_key);
BSM("GameSingleton", D_METHOD("get_province_info_buildings_key"), &GameSingleton::get_province_info_buildings_key);
BSM("GameSingleton", D_METHOD("get_building_info_building_key"), &GameSingleton::get_building_info_building_key);
BSM("GameSingleton", D_METHOD("get_building_info_level_key"), &GameSingleton::get_building_info_level_key);
BSM(
"GameSingleton", D_METHOD("get_building_info_expansion_state_key"),
&GameSingleton::get_building_info_expansion_state_key
);
BSM("GameSingleton", D_METHOD("get_building_info_start_date_key"), &GameSingleton::get_building_info_start_date_key);
BSM("GameSingleton", D_METHOD("get_building_info_end_date_key"), &GameSingleton::get_building_info_end_date_key);
BSM(
"GameSingleton", D_METHOD("get_building_info_expansion_progress_key"),
&GameSingleton::get_building_info_expansion_progress_key
);
BSM("GameSingleton", D_METHOD("get_piechart_info_size_key"), &GameSingleton::get_piechart_info_size_key);
BSM("GameSingleton", D_METHOD("get_piechart_info_colour_key"), &GameSingleton::get_piechart_info_colour_key);
BSM(
"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
);
BSM("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image);
}
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
) {
Utilities::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
);
}
Ref<Image> GameSingleton::load_image(String const& path) {
return Utilities::load_godot_image(path);
}
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 { std::bind(&GameSingleton::_on_state_updated, this) } {
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_terrain_type_key() {
static const StringName key = "terrain_type";
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;
}
template<std::derived_from<HasIdentifierAndColour> T>
static Dictionary _distribution_to_dictionary(decimal_map_t<T const*> const& dist) {
Dictionary dict;
for (auto const& [key, val] : dist) {
if (key != nullptr) {
Dictionary sub_dict;
sub_dict[GameSingleton::get_piechart_info_size_key()] = val.to_float();
sub_dict[GameSingleton::get_piechart_info_colour_key()] = Utilities::to_godot_color(key->get_colour());
dict[std_view_to_godot_string(key->get_identifier())] = std::move(sub_dict);
} else {
UtilityFunctions::push_error("Null distribution key with value ", val.to_float());
}
}
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_view_to_godot_string(province->get_identifier());
Region const* region = province->get_region();
if (region != nullptr) {
ret[get_province_info_region_key()] = std_view_to_godot_string(region->get_identifier());
}
Good const* rgo = province->get_rgo();
if (rgo != nullptr) {
ret[get_province_info_rgo_key()] = std_view_to_godot_string(rgo->get_identifier());
}
ret[get_province_info_life_rating_key()] = province->get_life_rating();
TerrainType const* terrain_type = province->get_terrain_type();
if (terrain_type != nullptr) {
ret[get_province_info_terrain_type_key()] = std_view_to_godot_string(terrain_type->get_identifier());
}
ret[get_province_info_total_population_key()] = province->get_total_population();
decimal_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution();
if (!pop_types.empty()) {
ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types);
}
decimal_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution();
if (!ideologies.empty()) {
ret[get_province_info_pop_ideologies_key()] = _distribution_to_dictionary(ideologies);
}
decimal_map_t<Culture const*> const& cultures = province->get_culture_distribution();
if (!cultures.empty()) {
ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures);
}
std::vector<BuildingInstance> 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) {
BuildingInstance const& building = buildings[idx];
Dictionary building_dict;
building_dict[get_building_info_building_key()] = std_view_to_godot_string(building.get_identifier());
building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_current_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_view_to_godot_string(mapmode->get_identifier());
}
return String {};
}
Error GameSingleton::set_mapmode(String const& identifier) {
Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_identifier(godot_to_std_string(identifier));
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();
}
Error GameSingleton::_load_map_images(bool flip_vertical) {
if (province_shape_texture.is_valid()) {
UtilityFunctions::push_error("Map images have already been loaded!");
return FAILED;
}
Error err = OK;
const Vector2i province_dims {
static_cast<int32_t>(game_manager.get_map().get_width()),
static_cast<int32_t>(game_manager.get_map().get_height())
};
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) {
image_subdivisions[i] = 1;
while (province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0) {
++image_subdivisions[i];
}
}
Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data();
const Vector2i divided_dims = province_dims / image_subdivisions;
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::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) {
static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS;
// Load the terrain texture sheet and prepare to slice it up
Ref<Image> terrain_sheet = Utilities::load_godot_image(terrain_texturesheet_path);
if (terrain_sheet.is_null()) {
UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
return FAILED;
}
terrain_sheet->flip_y();
const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
UtilityFunctions::push_error(
"Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height,
" (must be square with dims positive multiples of ", SHEET_DIMS, ")"
);
return FAILED;
}
const int32_t slice_size = sheet_width / SHEET_DIMS;
Array terrain_images;
{
static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
water_image->fill({ 0.1f, 0.1f, 0.5f });
terrain_images.append(water_image);
}
Error err = OK;
for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) {
const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size };
const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
if (terrain_image.is_null() || terrain_image->is_empty()) {
UtilityFunctions::push_error(
"Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path
);
err = FAILED;
}
terrain_images.append(terrain_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 err;
}
Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
static constexpr std::string_view terrain_texture_file = "map/terrain/texturesheet.tga";
Dataloader::path_vector_t roots;
for (String const& path : file_paths) {
roots.push_back(godot_to_std_string(path));
}
Error err = OK;
if (!dataloader.set_roots(roots)) {
Logger::error("Failed to set dataloader roots!");
err = FAILED;
}
if (!dataloader.load_defines(game_manager)) {
UtilityFunctions::push_error("Failed to load defines!");
err = FAILED;
}
if (_load_terrain_variants_compatibility_mode(std_to_godot_string(
dataloader.lookup_file(terrain_texture_file).string())) != OK) {
UtilityFunctions::push_error("Failed to load terrain variants!");
err = FAILED;
}
if (_load_map_images(true) != OK) {
UtilityFunctions::push_error("Failed to load map images!");
err = FAILED;
}
if (!game_manager.load_hardcoded_defines()) {
UtilityFunctions::push_error("Failed to hardcoded defines!");
err = FAILED;
}
if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) {
UtilityFunctions::push_error("Failed to load localisation!");
err = FAILED;
}
return err;
}
String GameSingleton::search_for_game_path(String hint_path) {
return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string());
}
String GameSingleton::lookup_file(String const& path) const {
return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
}
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