aboutsummaryrefslogtreecommitdiff
path: root/extension/src/openvic-extension/GameSingleton.cpp
blob: cdba44ccee4e32f2f6d7c9e079e90bdb88d9654a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
#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, Ref<Image> const& new_image)
   : HasIdentifier { new_identfier }, 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);
   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(); } },
                         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();
}