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path: root/extension/src/openvic-extension/singletons/ModelSingleton.cpp
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#include "ModelSingleton.hpp"

#include <numbers>

#include <godot_cpp/variant/utility_functions.hpp>

#include "openvic-extension/singletons/GameSingleton.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_view_to_godot_string;

void ModelSingleton::_bind_methods() {
   OV_BIND_METHOD(ModelSingleton::get_units);
   OV_BIND_METHOD(ModelSingleton::get_cultural_gun_model, { "culture" });
   OV_BIND_METHOD(ModelSingleton::get_cultural_helmet_model, { "culture" });
   OV_BIND_METHOD(ModelSingleton::get_flag_model, { "floating" });
   OV_BIND_METHOD(ModelSingleton::get_buildings);
}

ModelSingleton* ModelSingleton::get_singleton() {
   return singleton;
}

ModelSingleton::ModelSingleton() {
   ERR_FAIL_COND(singleton != nullptr);
   singleton = this;
}

ModelSingleton::~ModelSingleton() {
   ERR_FAIL_COND(singleton != this);
   singleton = nullptr;
}

GFX::Actor const* ModelSingleton::get_actor(std::string_view name, bool error_on_fail) const {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, nullptr);

   GFX::Actor const* actor =
      game_singleton->get_definition_manager().get_ui_manager().get_cast_object_by_identifier<GFX::Actor>(name);

   if (error_on_fail) {
      ERR_FAIL_NULL_V_MSG(actor, nullptr, vformat("Failed to find actor \"%s\"", std_view_to_godot_string(name)));
   }

   return actor;
}

GFX::Actor const* ModelSingleton::get_cultural_actor(
   std::string_view culture, std::string_view name, std::string_view fallback_name
) const {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, nullptr);

   ERR_FAIL_COND_V_MSG(
      culture.empty() || name.empty(), nullptr, vformat(
         "Failed to find actor \"%s\" for culture \"%s\" - neither can be empty",
         std_view_to_godot_string(name), std_view_to_godot_string(culture)
      )
   );

   std::string actor_name = StringUtils::append_string_views(culture, name);

   GFX::Actor const* actor = get_actor(actor_name, false);

   // Which should be tried first: "Generic***" or "***Infantry"?

   if (actor == nullptr) {
      /* If no Actor exists for the specified GraphicalCultureType then try the default instead. */
      GraphicalCultureType const* default_graphical_culture_type = game_singleton->get_definition_manager().get_pop_manager()
         .get_culture_manager().get_default_graphical_culture_type();

      if (default_graphical_culture_type != nullptr && default_graphical_culture_type->get_identifier() != culture) {
         actor_name = StringUtils::append_string_views(default_graphical_culture_type->get_identifier(), name);

         actor = get_actor(actor_name, false);
      }

      if (actor == nullptr && !fallback_name.empty() && fallback_name != name) {
         return get_cultural_actor(culture, fallback_name, {});
      }
   }

   ERR_FAIL_NULL_V_MSG(
      actor, nullptr, vformat(
         "Failed to find actor \"%s\" for culture \"%s\"", std_view_to_godot_string(name),
         std_view_to_godot_string(culture)
      )
   );

   return actor;
}

Dictionary ModelSingleton::make_animation_dict(GFX::Actor::Animation const& animation) const {
   static const StringName file_key = "file";
   static const StringName time_key = "time";

   Dictionary dict;

   dict[file_key] = std_view_to_godot_string(animation.get_file());
   dict[time_key] = animation.get_scroll_time().to_float();

   return dict;
}

Dictionary ModelSingleton::make_model_dict(GFX::Actor const& actor) const {
   static const StringName file_key = "file";
   static const StringName scale_key = "scale";
   static const StringName idle_key = "idle";
   static const StringName move_key = "move";
   static const StringName attack_key = "attack";
   static const StringName attachments_key = "attachments";

   Dictionary dict;

   dict[file_key] = std_view_to_godot_string(actor.get_model_file());
   dict[scale_key] = actor.get_scale().to_float();

   const auto set_animation = [this, &dict](StringName const& key, std::optional<GFX::Actor::Animation> const& animation) {
      if (animation.has_value()) {
         dict[key] = make_animation_dict(*animation);
      }
   };

   set_animation(idle_key, actor.get_idle_animation());
   set_animation(move_key, actor.get_move_animation());
   set_animation(attack_key, actor.get_attack_animation());

   std::vector<GFX::Actor::Attachment> const& attachments = actor.get_attachments();

   if (!attachments.empty()) {
      static const StringName attachment_node_key = "node";
      static const StringName attachment_model_key = "model";

      TypedArray<Dictionary> attachments_array;

      if (attachments_array.resize(attachments.size()) == OK) {

         for (size_t idx = 0; idx < attachments_array.size(); ++idx) {

            GFX::Actor::Attachment const& attachment = attachments[idx];

            GFX::Actor const* attachment_actor = get_actor(attachment.get_actor_name());

            ERR_CONTINUE_MSG(
               attachment_actor == nullptr, vformat(
                  "Failed to find \"%s\" attachment actor for actor \"%s\"",
                  std_view_to_godot_string(attachment.get_actor_name()), std_view_to_godot_string(actor.get_name())
               )
            );

            Dictionary attachment_dict;

            attachment_dict[attachment_node_key] = std_view_to_godot_string(attachment.get_attach_node());
            attachment_dict[attachment_model_key] = make_model_dict(*attachment_actor);

            attachments_array[idx] = std::move(attachment_dict);

         }

         if (!attachments_array.is_empty()) {
            dict[attachments_key] = std::move(attachments_array);
         }

      } else {
         UtilityFunctions::push_error(
            "Failed to resize attachments array to the correct size (", static_cast<int64_t>(attachments.size()),
            ") for model for actor \"", std_view_to_godot_string(actor.get_name()), "\""
         );
      }
   }

   return dict;
}

/* Returns false if an error occurs while trying to add a unit model for the province, true otherwise.
 * Returning true doesn't necessarily mean a unit was added, e.g. when units is empty. */
template<utility::is_derived_from_specialization_of<UnitInstanceGroup> T>
bool ModelSingleton::add_unit_dict(ordered_set<T*> const& units, TypedArray<Dictionary>& unit_array) const {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, false);

   static const StringName culture_key = "culture";
   static const StringName model_key = "model";
   static const StringName mount_model_key = "mount_model";
   static const StringName mount_attach_node_key = "mount_attach_node";
   static const StringName flag_index_key = "flag_index";
   static const StringName flag_floating_key = "flag_floating";
   static const StringName position_key = "position";
   static const StringName rotation_key = "rotation";
   static const StringName primary_colour_key = "primary_colour";
   static const StringName secondary_colour_key = "secondary_colour";
   static const StringName tertiary_colour_key = "tertiary_colour";

   if (units.empty()) {
      return true;
   }

   bool ret = true;

   /* Last unit to enter the province is shown on top. */
   T const& unit = *units.back();
   ERR_FAIL_COND_V_MSG(unit.empty(), false, vformat("Empty unit \"%s\"", std_view_to_godot_string(unit.get_name())));

   CountryDefinition const* country = unit.get_country()->get_country_definition();

   GraphicalCultureType const& graphical_culture_type = country->get_graphical_culture();
   UnitType const* display_unit_type = unit.get_display_unit_type();
   ERR_FAIL_NULL_V_MSG(
      display_unit_type, false, vformat(
         "Failed to get display unit type for unit \"%s\"", std_view_to_godot_string(unit.get_name())
      )
   );

   std::string_view actor_name = display_unit_type->get_sprite();
   std::string_view mount_actor_name, mount_attach_node_name;

   if constexpr (std::same_as<T, ArmyInstance>) {
      RegimentType const* regiment_type = reinterpret_cast<RegimentType const*>(display_unit_type);

      if (!regiment_type->get_sprite_override().empty()) {
         actor_name = regiment_type->get_sprite_override();
      }

      if (regiment_type->get_sprite_mount().empty() == regiment_type->get_sprite_mount_attach_node().empty()) {
         if (!regiment_type->get_sprite_mount().empty()) {
            mount_actor_name = regiment_type->get_sprite_mount();
            mount_attach_node_name = regiment_type->get_sprite_mount_attach_node();
         }
      } else {
         UtilityFunctions::push_error(
            "Mount sprite and attach node must both be set or both be empty - regiment type \"",
            std_view_to_godot_string(regiment_type->get_identifier()), "\" has mount \"",
            std_view_to_godot_string(regiment_type->get_sprite_mount()), "\" and attach node \"",
            std_view_to_godot_string(regiment_type->get_sprite_mount_attach_node()), "\""
         );
         ret = false;
      }
   }

   // TODO - default without requiring hardcoded name
   static constexpr std::string_view default_fallback_actor_name = "Infantry";
   GFX::Actor const* actor = get_cultural_actor(
      graphical_culture_type.get_identifier(), actor_name, default_fallback_actor_name
   );

   ERR_FAIL_NULL_V_MSG(
      actor, false, vformat(
         "Failed to find \"%s\" actor of graphical culture type \"%s\" for unit \"%s\"",
         std_view_to_godot_string(display_unit_type->get_sprite()),
         std_view_to_godot_string(graphical_culture_type.get_identifier()),
         std_view_to_godot_string(unit.get_name())
      )
   );

   Dictionary dict;

   dict[culture_key] = std_view_to_godot_string(graphical_culture_type.get_identifier());

   dict[model_key] = make_model_dict(*actor);

   if (!mount_actor_name.empty() && !mount_attach_node_name.empty()) {
      GFX::Actor const* mount_actor = get_actor(mount_actor_name);

      if (mount_actor != nullptr) {
         dict[mount_model_key] = make_model_dict(*mount_actor);
         dict[mount_attach_node_key] = std_view_to_godot_string(mount_attach_node_name);
      } else {
         UtilityFunctions::push_error(vformat(
            "Failed to find \"%s\" mount actor of graphical culture type \"%s\" for unit \"%s\"",
            std_view_to_godot_string(mount_actor_name),
            std_view_to_godot_string(graphical_culture_type.get_identifier()),
            std_view_to_godot_string(unit.get_name())
         ));
         ret = false;
      }
   }

   // TODO - government type based flag type
   dict[flag_index_key] = game_singleton->get_flag_sheet_index(country->get_index(), {});

   if (display_unit_type->has_floating_flag()) {
      dict[flag_floating_key] = true;
   }

   dict[position_key] =
      game_singleton->map_position_to_world_coords(unit.get_position()->get_province_definition().get_unit_position());

   if (display_unit_type->get_unit_category() != UnitType::unit_category_t::INFANTRY) {
      dict[rotation_key] = -0.25f * std::numbers::pi_v<float>;
   }

   dict[primary_colour_key] = Utilities::to_godot_color(country->get_primary_unit_colour());
   dict[secondary_colour_key] = Utilities::to_godot_color(country->get_secondary_unit_colour());
   dict[tertiary_colour_key] = Utilities::to_godot_color(country->get_tertiary_unit_colour());

   // TODO - move dict into unit_array ?
   unit_array.push_back(dict);

   return ret;
}

TypedArray<Dictionary> ModelSingleton::get_units() const {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, {});
   InstanceManager const* instance_manager = game_singleton->get_instance_manager();
   ERR_FAIL_NULL_V(instance_manager, {});

   TypedArray<Dictionary> ret;

   for (ProvinceInstance const& province : instance_manager->get_map_instance().get_province_instances()) {
      if (province.get_province_definition().is_water()) {
         if (!add_unit_dict(province.get_navies(), ret)) {
            UtilityFunctions::push_error(
               "Error adding navy to province \"", std_view_to_godot_string(province.get_identifier()), "\""
            );
         }
      } else {
         if (!add_unit_dict(province.get_armies(), ret)) {
            UtilityFunctions::push_error(
               "Error adding army to province \"", std_view_to_godot_string(province.get_identifier()), "\""
            );
         }
      }

      // TODO - land units in ships
   }

   return ret;
}

Dictionary ModelSingleton::get_cultural_gun_model(String const& culture) const {
   static constexpr std::string_view gun_actor_name = "Gun1";

   GFX::Actor const* actor = get_cultural_actor(godot_to_std_string(culture), gun_actor_name, {});

   ERR_FAIL_NULL_V(actor, {});

   return make_model_dict(*actor);
}

Dictionary ModelSingleton::get_cultural_helmet_model(String const& culture) const {
   static constexpr std::string_view helmet_actor_name = "Helmet1";

   GFX::Actor const* actor = get_cultural_actor(godot_to_std_string(culture), helmet_actor_name, {});

   ERR_FAIL_NULL_V(actor, {});

   return make_model_dict(*actor);
}

Dictionary ModelSingleton::get_flag_model(bool floating) const {
   static constexpr std::string_view flag_name = "Flag";
   static constexpr std::string_view flag_floating_name = "FlagFloating";

   GFX::Actor const* actor = get_actor(floating ? flag_floating_name : flag_name);

   ERR_FAIL_NULL_V(actor, {});

   return make_model_dict(*actor);
}

bool ModelSingleton::add_building_dict(
   BuildingInstance const& building, ProvinceInstance const& province, TypedArray<Dictionary>& building_array
) const {
   ProvinceDefinition const& province_definition = province.get_province_definition();

   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, false);

   static const StringName model_key = "model";
   static const StringName position_key = "position";
   static const StringName rotation_key = "rotation";

   std::string suffix;

   if (
      &building.get_building_type() ==
         game_singleton->get_definition_manager().get_economy_manager().get_building_type_manager().get_port_building_type()
   ) {
      /* Port */
      if (!province_definition.has_port()) {
         return true;
      }

      if (building.get_level() > 0) {
         suffix = std::to_string(building.get_level());
      }

      if (!province.get_navies().empty()) {
         suffix += "_ships";
      }
   } else if (building.get_identifier() == "fort") {
      /* Fort */
      if (building.get_level() < 1) {
         return true;
      }

      if (building.get_level() > 1) {
         suffix = std::to_string(building.get_level());
      }
   } else {
      // TODO - railroad (trainstations)
      return true;
   }

   fvec2_t const* position_ptr = province_definition.get_building_position(&building.get_building_type());
   const float rotation = province_definition.get_building_rotation(&building.get_building_type());

   const std::string actor_name = StringUtils::append_string_views("building_", building.get_identifier(), suffix);

   GFX::Actor const* actor = get_actor(actor_name);
   ERR_FAIL_NULL_V_MSG(
      actor, false, vformat(
         "Failed to find \"%s\" actor for building \"%s\" in province \"%s\"",
         std_to_godot_string(actor_name), std_view_to_godot_string(building.get_identifier()),
         std_view_to_godot_string(province.get_identifier())
      )
   );

   Dictionary dict;

   dict[model_key] = make_model_dict(*actor);

   dict[position_key] = game_singleton->map_position_to_world_coords(
      position_ptr != nullptr ? *position_ptr : province_definition.get_centre()
   );

   if (rotation != 0.0f) {
      dict[rotation_key] = rotation;
   }

   // TODO - move dict into unit_array ?
   building_array.push_back(dict);

   return true;
}

TypedArray<Dictionary> ModelSingleton::get_buildings() const {
   GameSingleton const* game_singleton = GameSingleton::get_singleton();
   ERR_FAIL_NULL_V(game_singleton, {});
   InstanceManager const* instance_manager = game_singleton->get_instance_manager();
   ERR_FAIL_NULL_V(instance_manager, {});

   TypedArray<Dictionary> ret;

   for (ProvinceInstance const& province : instance_manager->get_map_instance().get_province_instances()) {
      if (!province.get_province_definition().is_water()) {
         for (BuildingInstance const& building : province.get_buildings()) {
            if (!add_building_dict(building, province, ret)) {
               UtilityFunctions::push_error(
                  "Error adding building \"", std_view_to_godot_string(building.get_identifier()), "\" to province \"",
                  std_view_to_godot_string(province.get_identifier()), "\""
               );
            }
         }
      }
   }

   return ret;
}