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path: root/extension/src/openvic-extension/GameSingleton.cpp
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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;

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_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_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);
   ClassDB::bind_static_method("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) {

   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);
}

Ref<Image> GameSingleton::load_image(String const& path) {
   return 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 { [this]() { _on_state_updated(); } } {
   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;
}

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();

   TerrainType const* terrain_type = province->get_terrain_type();
   if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_to_godot_string(terrain_type->get_identifier());

   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<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_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_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)
      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.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 = 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 const fs::path 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::lookup_file(String const& path) const {
   return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
}