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#include "GameSingleton.hpp"
#include <godot_cpp/classes/file_access.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include <openvic-simulation/utility/BMP.hpp>
#include "openvic-extension/LoadLocalisation.hpp"
#include "openvic-extension/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_image_path, 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;
{
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_variants.add_item({ "terrain_water", 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;
continue;
}
if (!terrain_variants.add_item({ "terrain_" + std::to_string(idx), terrain_image })) err = FAILED;
}
terrain_variants.lock();
if (_generate_terrain_texture_array() != OK) return FAILED;
return err;
}
Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
static const fs::path province_image_file = "map/provinces.bmp";
static const fs::path terrain_image_file = "map/terrain.bmp";
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_image_file).string()),
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(
std_to_godot_string(dataloader.lookup_file(province_image_file).string()),
std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()),
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());
}
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