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#include "GameSingleton.hpp"
#include <functional>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include <openvic-simulation/utility/Logger.hpp>
#include "openvic-extension/classes/GFXPieChartTexture.hpp"
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/LoadLocalisation.hpp"
#include "openvic-extension/utility/ClassBindings.hpp"
#include "openvic-extension/utility/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_to_godot_string_name;
using OpenVic::Utilities::std_view_to_godot_string;
/* Maximum width or height a GPU texture can have. */
static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF;
/* StringNames cannot be constructed until Godot has called StringName::setup(),
* so we must use these wrapper functions to delay their initialisation. */
StringName const& GameSingleton::_signal_gamestate_updated() {
static const StringName signal_gamestate_updated = "gamestate_updated";
return signal_gamestate_updated;
}
StringName const& GameSingleton::_signal_province_selected() {
static const StringName signal_province_selected = "province_selected";
return signal_province_selected;
}
StringName const& GameSingleton::_signal_clock_state_changed() {
static const StringName signal_clock_state_changed = "clock_state_changed";
return signal_clock_state_changed;
}
void GameSingleton::_bind_methods() {
OV_BIND_SMETHOD(setup_logger);
OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" });
OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {}));
OV_BIND_METHOD(GameSingleton::setup_game, { "bookmark_index" });
OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" });
OV_BIND_METHOD(GameSingleton::get_province_info_from_index, { "index" });
OV_BIND_METHOD(GameSingleton::get_map_width);
OV_BIND_METHOD(GameSingleton::get_map_height);
OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio);
OV_BIND_METHOD(GameSingleton::get_terrain_texture);
OV_BIND_METHOD(GameSingleton::get_province_shape_image_subdivisions);
OV_BIND_METHOD(GameSingleton::get_province_shape_texture);
OV_BIND_METHOD(GameSingleton::get_province_colour_texture);
OV_BIND_METHOD(GameSingleton::get_mapmode_count);
OV_BIND_METHOD(GameSingleton::get_mapmode_identifier);
OV_BIND_METHOD(GameSingleton::set_mapmode, { "identifier" });
OV_BIND_METHOD(GameSingleton::get_selected_province_index);
OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" });
OV_BIND_METHOD(GameSingleton::get_province_building_count);
OV_BIND_METHOD(GameSingleton::get_province_building_identifier, { "building_index" });
OV_BIND_METHOD(GameSingleton::expand_selected_province_building, { "building_index" });
OV_BIND_METHOD(GameSingleton::get_slave_pop_icon_index);
OV_BIND_METHOD(GameSingleton::get_administrative_pop_icon_index);
OV_BIND_METHOD(GameSingleton::get_rgo_owner_pop_icon_index);
OV_BIND_SMETHOD(int_to_formatted_string, { "val" });
OV_BIND_SMETHOD(float_to_formatted_string, { "val" });
OV_BIND_METHOD(GameSingleton::set_paused, { "paused" });
OV_BIND_METHOD(GameSingleton::toggle_paused);
OV_BIND_METHOD(GameSingleton::is_paused);
OV_BIND_METHOD(GameSingleton::increase_speed);
OV_BIND_METHOD(GameSingleton::decrease_speed);
OV_BIND_METHOD(GameSingleton::get_speed);
OV_BIND_METHOD(GameSingleton::can_increase_speed);
OV_BIND_METHOD(GameSingleton::can_decrease_speed);
OV_BIND_METHOD(GameSingleton::get_longform_date);
OV_BIND_METHOD(GameSingleton::try_tick);
ADD_SIGNAL(MethodInfo(_signal_gamestate_updated()));
ADD_SIGNAL(MethodInfo(_signal_province_selected(), PropertyInfo(Variant::INT, "index")));
ADD_SIGNAL(MethodInfo(_signal_clock_state_changed()));
}
GameSingleton* GameSingleton::get_singleton() {
return singleton;
}
void GameSingleton::_on_gamestate_updated() {
_update_colour_image();
emit_signal(_signal_gamestate_updated());
}
void GameSingleton::_on_clock_state_changed() {
emit_signal(_signal_clock_state_changed());
}
/* REQUIREMENTS:
* MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
*/
GameSingleton::GameSingleton()
: game_manager {
std::bind(&GameSingleton::_on_gamestate_updated, this), std::bind(&GameSingleton::_on_clock_state_changed, this)
} {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
}
GameSingleton::~GameSingleton() {
ERR_FAIL_COND(singleton != this);
singleton = nullptr;
}
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));
});
}
GameManager const& GameSingleton::get_game_manager() const {
return game_manager;
}
Dataloader const& GameSingleton::get_dataloader() const {
return dataloader;
}
Error GameSingleton::setup_game(int32_t bookmark_index) {
Bookmark const* bookmark = game_manager.get_history_manager().get_bookmark_manager().get_bookmark_by_index(bookmark_index);
ERR_FAIL_NULL_V_MSG(bookmark, FAILED, vformat("Failed to get bookmark with index: %d", bookmark_index));
bool ret = game_manager.load_bookmark(bookmark);
for (Province& province : game_manager.get_map().get_provinces()) {
province.set_crime(
game_manager.get_crime_manager().get_crime_modifier_by_index(
(province.get_index() - 1) % game_manager.get_crime_manager().get_crime_modifier_count()
)
);
}
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_map_width();
const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_map_height();
return game_manager.get_map().get_province_index_at(x_mod_w, y_mod_h);
}
Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
static const StringName province_info_province_key = "province";
static const StringName province_info_region_key = "region";
static const StringName province_info_slave_status_key = "slave_status";
static const StringName province_info_colony_status_key = "colony_status";
static const StringName province_info_terrain_type_key = "terrain_type";
static const StringName province_info_life_rating_key = "life_rating";
static const StringName province_info_controller_key = "controller";
static const StringName province_info_rgo_name_key = "rgo_name";
static const StringName province_info_rgo_icon_key = "rgo_icon";
static const StringName province_info_crime_name_key = "crime_name";
static const StringName province_info_crime_icon_key = "crime_icon";
static const StringName province_info_total_population_key = "total_population";
static const StringName province_info_pop_types_key = "pop_types";
static const StringName province_info_pop_ideologies_key = "pop_ideologies";
static const StringName province_info_pop_cultures_key = "pop_cultures";
static const StringName province_info_cores_key = "cores";
static const StringName province_info_buildings_key = "buildings";
Province const* province = game_manager.get_map().get_province_by_index(index);
if (province == nullptr) {
return {};
}
Dictionary ret;
ret[province_info_province_key] = std_view_to_godot_string(province->get_identifier());
Region const* region = province->get_region();
if (region != nullptr) {
ret[province_info_region_key] = std_view_to_godot_string(region->get_identifier());
}
ret[province_info_slave_status_key] = province->get_slave();
ret[province_info_colony_status_key] = static_cast<int32_t>(province->get_colony_status());
TerrainType const* terrain_type = province->get_terrain_type();
if (terrain_type != nullptr) {
ret[province_info_terrain_type_key] = std_view_to_godot_string(terrain_type->get_identifier());
}
ret[province_info_life_rating_key] = province->get_life_rating();
Country const* controller = province->get_controller();
if (controller != nullptr) {
ret[province_info_controller_key] = std_view_to_godot_string(controller->get_identifier());
}
Good const* rgo = province->get_rgo();
if (rgo != nullptr) {
ret[province_info_rgo_name_key] = std_view_to_godot_string(rgo->get_identifier());
ret[province_info_rgo_icon_key] = static_cast<int32_t>(rgo->get_index());
}
Crime const* crime = province->get_crime();
if (crime != nullptr) {
ret[province_info_crime_name_key] = std_view_to_godot_string(crime->get_identifier());
ret[province_info_crime_icon_key] = static_cast<int32_t>(crime->get_icon());
}
ret[province_info_total_population_key] = province->get_total_population();
fixed_point_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution();
if (!pop_types.empty()) {
ret[province_info_pop_types_key] = GFXPieChartTexture::distribution_to_slices_array(pop_types);
}
fixed_point_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution();
if (!ideologies.empty()) {
ret[province_info_pop_ideologies_key] = GFXPieChartTexture::distribution_to_slices_array(ideologies);
}
fixed_point_map_t<Culture const*> const& cultures = province->get_culture_distribution();
if (!cultures.empty()) {
ret[province_info_pop_cultures_key] = GFXPieChartTexture::distribution_to_slices_array(cultures);
}
std::vector<Country const*> const& cores = province->get_cores();
if (!cores.empty()) {
PackedStringArray cores_array;
cores_array.resize(cores.size());
for (size_t idx = 0; idx < cores.size(); ++idx) {
cores_array[idx] = std_view_to_godot_string(cores[idx]->get_identifier());
}
ret[province_info_cores_key] = cores_array;
}
static const StringName building_info_level_key = "level";
static const StringName building_info_expansion_state_key = "expansion_state";
static const StringName building_info_start_date_key = "start_date";
static const StringName building_info_end_date_key = "end_date";
static const StringName building_info_expansion_progress_key = "expansion_progress";
std::vector<BuildingInstance> const& buildings = province->get_buildings();
if (!buildings.empty()) {
/* This system relies on the province buildings all being present in the right order. It will have to
* be changed if we want to support variable combinations and permutations of province buildings. */
TypedArray<Dictionary> 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[building_info_level_key] = static_cast<int32_t>(building.get_level());
building_dict[building_info_expansion_state_key] = static_cast<int32_t>(building.get_expansion_state());
building_dict[building_info_start_date_key] = std_to_godot_string(building.get_start_date().to_string());
building_dict[building_info_end_date_key] = std_to_godot_string(building.get_end_date().to_string());
building_dict[building_info_expansion_progress_key] = building.get_expansion_progress();
buildings_array[idx] = building_dict;
}
ret[province_info_buildings_key] = buildings_array;
}
return ret;
}
int32_t GameSingleton::get_map_width() const {
return game_manager.get_map().get_width();
}
int32_t GameSingleton::get_map_height() const {
return game_manager.get_map().get_height();
}
float GameSingleton::get_map_aspect_ratio() const {
return static_cast<float>(get_map_width()) / static_cast<float>(get_map_height());
}
Ref<Texture> GameSingleton::get_terrain_texture() const {
return terrain_texture;
}
Ref<Image> GameSingleton::get_flag_image(Country const* country, StringName const& flag_type) const {
ERR_FAIL_NULL_V(country, nullptr);
const typename decltype(flag_image_map)::const_iterator it = flag_image_map.find(country);
ERR_FAIL_COND_V_MSG(
it == flag_image_map.end(), nullptr,
vformat("Failed to find flags for country: %s", std_view_to_godot_string(country->get_identifier()))
);
const typename decltype(it->second)::const_iterator it2 = it->second.find(flag_type);
ERR_FAIL_COND_V_MSG(
it2 == it->second.end(), nullptr,
vformat("Failed to find %s flag for country: %s", flag_type, std_view_to_godot_string(country->get_identifier()))
);
return it2->second;
}
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() {
Map const& map = game_manager.get_map();
ERR_FAIL_COND_V_MSG(
!map.provinces_are_locked(), FAILED, "Cannot generate province colour image before provinces are locked!"
);
/* We reshape the list of colours into a square, as each texture dimensions cannot exceed 16384. */
static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * CHAR_BIT / 2);
static constexpr int32_t colour_image_width = PROVINCE_INDEX_SQRT * sizeof(Mapmode::base_stripe_t) / sizeof(colour_argb_t);
/* Province count + null province, rounded up to next multiple of PROVINCE_INDEX_SQRT.
* Rearranged from: (map.get_province_count() + 1) + (PROVINCE_INDEX_SQRT - 1) */
static const int32_t colour_image_height = (map.get_province_count() + PROVINCE_INDEX_SQRT) / PROVINCE_INDEX_SQRT;
static PackedByteArray colour_data_array;
static const int64_t colour_data_array_size = colour_image_width * colour_image_height * sizeof(colour_argb_t);
colour_data_array.resize(colour_data_array_size);
Error err = OK;
if (!map.generate_mapmode_colours(mapmode_index, colour_data_array.ptrw())) {
err = FAILED;
}
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");
}
/* Width is doubled as each province has a (base, stripe) colour pair. */
province_colour_image->set_data(
colour_image_width, colour_image_height, 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));
ERR_FAIL_NULL_V_MSG(mapmode, FAILED, vformat("Failed to find mapmode with identifier: %s", identifier));
mapmode_index = mapmode->get_index();
return _update_colour_image();
}
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(_signal_province_selected(), index);
}
int32_t GameSingleton::get_province_building_count() const {
return game_manager.get_economy_manager().get_building_type_manager().get_province_building_types().size();
}
String GameSingleton::get_province_building_identifier(int32_t index) const {
std::vector<BuildingType const*> const& province_building_types =
game_manager.get_economy_manager().get_building_type_manager().get_province_building_types();
ERR_FAIL_COND_V_MSG(
index < 0 || index >= province_building_types.size(), {}, vformat("Invalid province building index: %d", index)
);
return std_view_to_godot_string(province_building_types[index]->get_identifier());
}
Error GameSingleton::expand_selected_province_building(int32_t building_index) {
ERR_FAIL_COND_V_MSG(
!game_manager.expand_selected_province_building(building_index), FAILED,
vformat("Failed to expand the currently selected province's building index %d", building_index)
);
return OK;
}
int32_t GameSingleton::get_slave_pop_icon_index() const {
const PopType::sprite_t sprite = game_manager.get_pop_manager().get_slave_sprite();
ERR_FAIL_COND_V_MSG(sprite <= 0, 0, "Slave sprite unset!");
return sprite;
}
int32_t GameSingleton::get_administrative_pop_icon_index() const {
const PopType::sprite_t sprite = game_manager.get_pop_manager().get_administrative_sprite();
ERR_FAIL_COND_V_MSG(sprite <= 0, 0, "Administrative sprite unset!");
return sprite;
}
int32_t GameSingleton::get_rgo_owner_pop_icon_index() const {
const PopType::sprite_t sprite = game_manager.get_economy_manager().get_production_type_manager().get_rgo_owner_sprite();
ERR_FAIL_COND_V_MSG(sprite <= 0, 0, "RGO owner sprite unset!");
return sprite;
}
String GameSingleton::int_to_formatted_string(int64_t val) {
return Utilities::int_to_formatted_string(val);
}
String GameSingleton::float_to_formatted_string(float val) {
return Utilities::float_to_formatted_string(val);
}
void GameSingleton::set_paused(bool paused) {
game_manager.get_simulation_clock().set_paused(paused);
}
void GameSingleton::toggle_paused() {
game_manager.get_simulation_clock().toggle_paused();
}
bool GameSingleton::is_paused() const {
return game_manager.get_simulation_clock().is_paused();
}
void GameSingleton::increase_speed() {
game_manager.get_simulation_clock().increase_simulation_speed();
}
void GameSingleton::decrease_speed() {
game_manager.get_simulation_clock().decrease_simulation_speed();
}
int32_t GameSingleton::get_speed() const {
return game_manager.get_simulation_clock().get_simulation_speed();
}
bool GameSingleton::can_increase_speed() const {
return game_manager.get_simulation_clock().can_increase_simulation_speed();
}
bool GameSingleton::can_decrease_speed() const {
return game_manager.get_simulation_clock().can_decrease_simulation_speed();
}
String GameSingleton::get_longform_date() const {
return Utilities::date_to_formatted_string(game_manager.get_today());
}
void GameSingleton::try_tick() {
game_manager.get_simulation_clock().conditionally_advance_game();
}
Error GameSingleton::_load_map_images(bool flip_vertical) {
ERR_FAIL_COND_V_MSG(province_shape_texture.is_valid(), FAILED, "Map images have already been loaded!");
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())
};
// 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;
TypedArray<Image> 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() {
ERR_FAIL_COND_V_MSG(terrain_texture.is_valid(), FAILED, "Terrain variants have already been loaded!");
static const StringName terrain_texturesheet_path = "map/terrain/texturesheet.tga";
AssetManager* asset_manager = AssetManager::get_singleton();
ERR_FAIL_NULL_V(asset_manager, FAILED);
// Load the terrain texture sheet and prepare to slice it up
Ref<Image> terrain_sheet = asset_manager->get_image(terrain_texturesheet_path);
ERR_FAIL_NULL_V_MSG(terrain_sheet, FAILED, vformat("Failed to load terrain texture sheet: %s", terrain_texturesheet_path));
static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS;
terrain_sheet->flip_y();
const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
ERR_FAIL_COND_V_MSG(
sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height, FAILED, vformat(
"Invalid terrain texture sheet dims: %dx%d (must be square with dims positive multiples of %d)",
sheet_width, sheet_height, SHEET_DIMS
)
);
const int32_t slice_size = sheet_width / SHEET_DIMS;
TypedArray<Image> terrain_images;
{
// TODO - load "map/terrain/water.dds" instead of using a solid colour (issue is that it's 512x512
// while the texturesheet slices are 256x256, so they can't share a Texture2DArray)
const Ref<Image> water_image = Utilities::make_solid_colour_image(
{ 0.1f, 0.1f, 0.5f }, slice_size, slice_size, terrain_sheet->get_format()
);
ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
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();
ERR_FAIL_COND_V_MSG(
terrain_texture->create_from_images(terrain_images) != OK, FAILED, "Failed to create terrain texture array!"
);
return err;
}
Error GameSingleton::_load_flag_images() {
ERR_FAIL_COND_V_MSG(!flag_image_map.empty(), FAILED, "Flag images have already been loaded!");
GovernmentTypeManager const& government_type_manager = game_manager.get_politics_manager().get_government_type_manager();
ERR_FAIL_COND_V_MSG(
!government_type_manager.government_types_are_locked(), FAILED,
"Cannot load flag images before government types are locked!"
);
CountryManager const& country_manager = game_manager.get_country_manager();
ERR_FAIL_COND_V_MSG(
!country_manager.countries_are_locked(), FAILED, "Cannot load flag images before countries are locked!"
);
AssetManager* asset_manager = AssetManager::get_singleton();
ERR_FAIL_NULL_V(asset_manager, FAILED);
static const String flag_directory = "gfx/flags/";
static const String flag_separator = "_";
static const String flag_extension = ".tga";
std::vector<StringName> flag_types;
for (std::string const& type : government_type_manager.get_flag_types()) {
flag_types.emplace_back(std_to_godot_string_name(type));
}
flag_image_map.reserve(country_manager.get_countries().size());
Error ret = OK;
for (Country const& country : country_manager.get_countries()) {
ordered_map<StringName, Ref<Image>>& flag_images = flag_image_map[&country];
flag_images.reserve(flag_types.size());
const String country_name = std_view_to_godot_string(country.get_identifier());
for (StringName const& flag_type : flag_types) {
const StringName flag_path =
flag_directory + country_name + (flag_type.is_empty() ? "" : flag_separator + flag_type) + flag_extension;
const Ref<Image> flag_image = asset_manager->get_image(flag_path);
if (flag_image.is_valid()) {
flag_images.emplace(flag_type, flag_image);
} else {
UtilityFunctions::push_error("Failed to load flag image: ", flag_path);
ret = FAILED;
}
}
}
return ret;
}
Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
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() != OK) {
UtilityFunctions::push_error("Failed to load terrain variants!");
err = FAILED;
}
if (_load_flag_images() != OK) {
UtilityFunctions::push_error("Failed to load flag textures!");
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;
}
auto add_message = std::bind_front(&LoadLocalisation::add_message, LoadLocalisation::get_singleton());
if (!dataloader.load_localisation_files(add_message)) {
UtilityFunctions::push_error("Failed to load localisation!");
err = FAILED;
}
return err;
}
String GameSingleton::search_for_game_path(String const& hint_path) {
return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string());
}
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