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
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
|
#include "GameSingleton.hpp"
#include <functional>
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include <openvic-simulation/utility/Logger.hpp>
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/LoadLocalisation.hpp"
#include "openvic-extension/singletons/MenuSingleton.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_map_width);
OV_BIND_METHOD(GameSingleton::get_map_height);
OV_BIND_METHOD(GameSingleton::get_map_dims);
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::is_parchment_mapmode_allowed);
OV_BIND_METHOD(GameSingleton::get_selected_province_index);
OV_BIND_METHOD(GameSingleton::set_selected_province, { "index" });
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));
});
}
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()
)
);
}
MenuSingleton* menu_singleton = MenuSingleton::get_singleton();
ERR_FAIL_NULL_V(menu_singleton, FAILED);
menu_singleton->_population_menu_update_provinces();
return ERR(ret);
}
int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const {
const Vector2 pos = coords.posmod(1.0f) * get_map_dims();
return game_manager.get_map().get_province_index_at(Utilities::from_godot_ivec2(pos));
}
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();
}
Vector2i GameSingleton::get_map_dims() const {
return Utilities::to_godot_ivec2(game_manager.get_map().get_dims());
}
float GameSingleton::get_map_aspect_ratio() const {
return static_cast<float>(get_map_width()) / static_cast<float>(get_map_height());
}
Ref<Texture2DArray> 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<Texture2DArray> GameSingleton::get_province_shape_texture() const {
return province_shape_texture;
}
Ref<ImageTexture> 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) */
const int32_t colour_image_height = (map.get_province_count() + PROVINCE_INDEX_SQRT) / PROVINCE_INDEX_SQRT;
static PackedByteArray colour_data_array;
const int64_t colour_data_array_size = colour_image_width * colour_image_height * sizeof(colour_argb_t);
ERR_FAIL_COND_V(colour_data_array.resize(colour_data_array_size) != OK, FAILED);
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();
}
bool GameSingleton::is_parchment_mapmode_allowed() const {
// TODO - parchment bool per mapmode?
// TODO - move mapmode index to SIM/Map?
/* Disallows parchment mapmode for the cosmetic terrain mapmode */
static constexpr std::string_view cosmetic_terrain_mapmode = "mapmode_terrain";
Mapmode const* mapmode = game_manager.get_map().get_mapmode_by_index(mapmode_index);
return mapmode != nullptr && mapmode->get_identifier() != cosmetic_terrain_mapmode;
}
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);
}
void GameSingleton::try_tick() {
game_manager.get_simulation_clock().conditionally_advance_game();
}
Error GameSingleton::_load_map_images() {
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;
const int64_t subdivision_width = divided_dims.x * sizeof(Map::shape_pixel_t);
const int64_t subdivision_size = subdivision_width * divided_dims.y;
TypedArray<Image> province_shape_images;
ERR_FAIL_COND_V(province_shape_images.resize(image_subdivisions.x * image_subdivisions.y) != OK, FAILED);
PackedByteArray index_data_array;
ERR_FAIL_COND_V(index_data_array.resize(subdivision_size) != OK, FAILED);
for (int32_t v = 0; v < image_subdivisions.y; ++v) {
for (int32_t u = 0; u < image_subdivisions.x; ++u) {
for (int32_t y = 0; y < divided_dims.y; ++y) {
memcpy(
index_data_array.ptrw() + y * subdivision_width,
province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
subdivision_width
);
}
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, AssetManager::LOAD_FLAG_NONE);
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;
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;
ERR_FAIL_COND_V(terrain_images.resize(SHEET_SIZE + 1) != OK, FAILED);
{
/* This is a placeholder image so that we don't have to branch to avoid looking up terrain index 0 (water).
* It should never appear in game, and so is bright red to to make it obvious if it slips through. */
const Ref<Image> water_image = Utilities::make_solid_colour_image(
{ 1.0f, 0.0f, 0.0f }, slice_size, slice_size, terrain_sheet->get_format()
);
ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
terrain_images[0] = water_image;
}
for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) {
const Rect2i slice { idx % SHEET_DIMS * slice_size, idx / SHEET_DIMS * slice_size, slice_size, slice_size };
const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
ERR_FAIL_COND_V_MSG(terrain_image.is_null() || terrain_image->is_empty(), FAILED, vformat(
"Failed to extract terrain texture slice %s from %s", slice, terrain_texturesheet_path
));
terrain_images[idx + 1] = 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 OK;
}
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() != 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());
}
|