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path: root/extension/src/openvic-extension/singletons/GameSingleton.cpp
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#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::lookup_file_path, { "path" });

   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_flag_dims);
   OV_BIND_METHOD(GameSingleton::get_flag_sheet_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_province_names);

   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_sheet_image() const {
   return flag_sheet_image;
}

Ref<ImageTexture> GameSingleton::get_flag_sheet_texture() const {
   return flag_sheet_texture;
}

int32_t GameSingleton::get_flag_sheet_index(int32_t country_index, godot::StringName const& flag_type) const {
   ERR_FAIL_COND_V_MSG(
      country_index < 0 || country_index >= game_manager.get_country_manager().get_country_count(), -1,
      vformat("Invalid country index: %d", country_index)
   );

   const typename decltype(flag_type_index_map)::const_iterator it = flag_type_index_map.find(flag_type);
   ERR_FAIL_COND_V_MSG(it == flag_type_index_map.end(), -1, vformat("Invalid flag type %s", flag_type));

   return flag_type_index_map.size() * country_index + it->second;
}

Rect2i GameSingleton::get_flag_sheet_rect(int32_t flag_index) const {
   ERR_FAIL_COND_V_MSG(
      flag_index < 0 || flag_index >= flag_sheet_count, {}, vformat("Invalid flag sheet index: %d", flag_index)
   );

   return { Vector2i { flag_index % flag_sheet_dims.x, flag_index / flag_sheet_dims.x } * flag_dims, flag_dims };
}

Rect2i GameSingleton::get_flag_sheet_rect(int32_t country_index, godot::StringName const& flag_type) const {
   return get_flag_sheet_rect(get_flag_sheet_index(country_index, flag_type));
}

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;
}

TypedArray<Dictionary> GameSingleton::get_province_names() const {
   static const StringName identifier_key = "identifier";
   static const StringName position_key = "position";
   static const StringName rotation_key = "rotation";
   static const StringName scale_key = "scale";

   TypedArray<Dictionary> ret;
   ERR_FAIL_COND_V(ret.resize(game_manager.get_map().get_province_count()) != OK, {});

   for (int32_t index = 0; index < game_manager.get_map().get_province_count(); ++index) {
      Province const& province = game_manager.get_map().get_provinces()[index];

      Dictionary province_dict;

      province_dict[identifier_key] = std_view_to_godot_string(province.get_identifier());
      province_dict[position_key] = Utilities::to_godot_fvec2(province.get_text_position()) / get_map_dims();

      const float rotation = province.get_text_rotation().to_float();
      if (rotation != 0.0f) {
         province_dict[rotation_key] = rotation;
      }

      const float scale = province.get_text_scale().to_float();
      if (scale != 1.0f) {
         province_dict[scale_key] = scale;
      }

      ret[index] = std::move(province_dict);
   }

   return ret;
}

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;
}

const Vector2i GameSingleton::flag_dims { 128, 64 };

Error GameSingleton::_load_flag_sheet() {
   ERR_FAIL_COND_V_MSG(
      flag_sheet_image.is_valid() || flag_sheet_texture.is_valid(), FAILED,
      "Flag sheet image and/or texture has already been generated!"
   );

   GovernmentTypeManager const& government_type_manager = game_manager.get_politics_manager().get_government_type_manager();
   ERR_FAIL_COND_V_MSG(
      government_type_manager.get_flag_types().empty() || !government_type_manager.government_types_are_locked(), FAILED,
      "Cannot load flag images if flag types are empty or government types are not locked!"
   );
   CountryManager const& country_manager = game_manager.get_country_manager();
   ERR_FAIL_COND_V_MSG(
      country_manager.countries_empty() || !country_manager.countries_are_locked(), FAILED,
      "Cannot load flag images if countries are empty or not locked!"
   );

   AssetManager* asset_manager = AssetManager::get_singleton();
   ERR_FAIL_NULL_V(asset_manager, FAILED);

   /* Generate flag type - index lookup map */
   flag_type_index_map.clear();
   for (std::string const& type : government_type_manager.get_flag_types()) {
      flag_type_index_map.emplace(std_to_godot_string_name(type), static_cast<int32_t>(flag_type_index_map.size()));
   }

   flag_sheet_count = country_manager.get_countries().size() * flag_type_index_map.size();

   std::vector<Ref<Image>> flag_images;
   flag_images.reserve(flag_sheet_count);

   static constexpr Image::Format flag_format = Image::FORMAT_RGB8;

   Error ret = OK;
   for (Country const& country : country_manager.get_countries()) {
      const String country_name = std_view_to_godot_string(country.get_identifier());

      for (auto const& [flag_type, flag_type_index] : flag_type_index_map) {
         static const String flag_directory = "gfx/flags/";
         static const String flag_separator = "_";
         static const String flag_extension = ".tga";

         const StringName flag_path =
            flag_directory + country_name + (flag_type.is_empty() ? "" : flag_separator + flag_type) + flag_extension;

         /* Do not cache flag image, they should be freed after the flag sheet has been generated. */
         const Ref<Image> flag_image = asset_manager->get_image(flag_path, AssetManager::LOAD_FLAG_NONE);

         if (flag_image.is_valid()) {

            if (flag_image->get_format() != flag_format) {
               flag_image->convert(flag_format);
            }

            if (flag_image->get_size() != flag_dims) {
               if (flag_image->get_width() > flag_dims.x || flag_image->get_height() > flag_dims.y) {
                  UtilityFunctions::push_warning(
                     "Flag image ", flag_path, " (", flag_image->get_size(), ") is larger than the sheet flag size (",
                     flag_dims, ")"
                  );
               }

               flag_image->resize(flag_dims.x, flag_dims.y, Image::INTERPOLATE_NEAREST);
            }
         } else {
            UtilityFunctions::push_error("Failed to load flag image: ", flag_path);
            ret = FAILED;
         }

         /* Add flag_image to the vector even if it's null to ensure each flag has the right index. */
         flag_images.push_back(flag_image);
      }
   }

   ERR_FAIL_COND_V(flag_images.size() != flag_sheet_count, FAILED);

   /* Calculate the width that will make the sheet as close to a square as possible (taking flag dimensions into account.) */
   flag_sheet_dims.x = (fixed_point_t { static_cast<int32_t>(flag_images.size()) } * flag_dims.y / flag_dims.x).sqrt().ceil();

   /* Calculated corresponding height (rounded up). */
   flag_sheet_dims.y = (static_cast<int32_t>(flag_images.size()) + flag_sheet_dims.x - 1 ) / flag_sheet_dims.x;

   const Vector2i sheet_dims = flag_sheet_dims * flag_dims;

   flag_sheet_image = Image::create(sheet_dims.x, sheet_dims.y, false, flag_format);
   ERR_FAIL_NULL_V_MSG(flag_sheet_image, FAILED, "Failed to create flag sheet image!");

   static const Rect2i flag_rect { { 0, 0 }, flag_dims };

   /* Fill the flag sheet with the flag images. */
   for (int32_t index = 0; index < flag_images.size(); ++index) {
      Ref<Image> const& flag_image = flag_images[index];

      const Vector2i sheet_pos = Vector2i { index % flag_sheet_dims.x, index / flag_sheet_dims.x } * flag_dims;

      if (flag_image.is_valid()) {
         flag_sheet_image->blit_rect(flag_image, flag_rect, sheet_pos);
      } else {
         static const Color error_colour { 1.0f, 0.0f, 1.0f, 1.0f }; /* Magenta */

         flag_sheet_image->fill_rect({ sheet_pos, flag_dims }, error_colour);
      }
   }

   flag_sheet_texture = ImageTexture::create_from_image(flag_sheet_image);
   ERR_FAIL_NULL_V_MSG(flag_sheet_texture, FAILED, "Failed to create flag sheet texture!");

   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_sheet() != OK) {
      UtilityFunctions::push_error("Failed to load flag sheet!");
      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());
}

String GameSingleton::lookup_file_path(String const& path) const {
   return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
}