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1624 |
#include "gfCParkLevelComponent.h"
#include <cmath>
#include <vector>
#include <fsCore/src/fsCUniqueId.h>
#include <fsCore/src/fsCResourceName.h>
#include <fsCore/src/fsCAppSettings.h>
#include <fsAppCore/fsIDisplay.h>
#include <fsAppCore/fsIInputManager.h>
#include <fsAppCore/src/fsCAppCoreMain.h>
#include <fsAppCore/src/fsCEntity.h>
#include <fsAppCore/src/fsCEntityFactory.h>
#include <fsAppCore/src/fsCProfileManager.h>
#include <fsAppCore/src/fsILevelBasedAppCoreMain.h>
#include <fsAppCore/src/components/gui/fsIGuiComponent.h>
#include <fsCore/src/fsCVariableTable.h>
#include <fsCore/fsSColour.h>
#include <fsCore/fsIFile.h>
#include <fsCore/src/debug/fsLog.h>
#include <fsRenderer/src/fsCBrushManager.h>
#include <fsRenderer/src/components/fsCSpriteComponent.h>
#include <fsTileMap/fsITileMap.h>
#include <fsTileMap/fsITile.h>
#include <fsTileMap/fsIObject.h>
#include <fsTileMap/fsILayer.h>
#include <fsTileMap/src/fsCView.h>
#include <fsTileMap/src/fsCBoundryScroller.h>
#include <gfCatalogue/src/gfCCatalogueParserYaml.h>
#include <gfCatalogue/src/gfCCatalogueCatalogue.h>
#include <gfCatalogue/src/gfCCatalogueItem.h>
#include "gfCParkGuestViewComponent.h"
#include "gfCParkStaffViewComponent.h"
#include "gfCParkOfficeTapComponent.h"
#include "gfCParkSlotStaffComponent.h"
#include "gfCParkLensComponent.h"
#include "gfCParkLayoutManager.h"
#include "gfCPurchaseActionSlotFill.h"
#include "gfCTimeUserSavedData.h"
#include "sim/gfCParkDaySim.h"
const fsCUniqueId gfCParkLevelComponent::mTypeId("gfCParkLevelComponent");
// Placeholder day-loop values, tuned by feel.
const fsS32 gfCParkLevelComponent::mDayDurationMs = 5 * 60 * 1000;
namespace
{
std::vector<fsStr> guestNeedsParse(fsStr pNeeds)
{
std::vector<fsStr> needs;
while (!pNeeds.emptyGet())
{
fsStr need = pNeeds.chomp(",");
need.leadingWhitespaceTrim();
need.trailingWhitespaceTrim();
if (!need.emptyGet())
{
needs.push_back(need);
}
}
return needs;
}
// One visitor every 2.5s. The fixed scenery gate admits up to 60 per day;
// asset-defined entrance buildings can raise that quota.
const fsS32 gSpawnIntervalMs = 2500;
const fsS32 gBaseVisitorQuota = 60;
// Natural scenery and free walking access draw a small audience before the
// player builds anything. Buildings and decorations add authored appeal.
const fsS32 gBaseVisitorDemand = 30;
// A walk is inherently worthwhile; suitable park furniture can lift its visit
// quality by up to 20 points without replacing optional services.
const fsS32 gBaseWalkingSatisfaction = 60;
const fsS32 gMaxDecorationComfortBonus = 20;
// Reputation provides a deliberately modest return-visitor effect: every five
// points above/below neutral changes demand by one, capped naturally by 0-100.
fsS32 reputationDemandModifier(fsS32 pReputation)
{
if (pReputation >= 50)
{
return (pReputation - 50) / 5;
}
return -((50 - pReputation) / 5);
}
// Per-day coin goal (placeholder ramp).
const fsS32 gCoinGoalByDay[gfCParkLevelComponent::mNumDays] = {100, 150, 200, 250, 300};
// TEMPORARY testing float - far more than content costs so nothing is gated.
// Can't be 0: staffing costs coins and coins only come from serving, so an
// empty purse deadlocks the park. Drop to ~one staff hire once proven.
const fsS32 gStartingCoins = 1000;
// Walk time from gate to slot (patience doesn't run while walking).
const fsS32 gGuestTravelMs = 4000;
// A building breaks after this many services or this long open, whichever
// first. Placeholder values.
const fsS32 gServicesBeforeBreak = 8;
const fsS32 gOpenMsBeforeBreak = 120000;
const fsS32 gRepairTimeMs = 8000;
// How often, during play, progress is flushed to disk (see progressPersist).
const fsS32 gAutosaveIntervalMs = 5000;
// Map furniture: fixed scenery with no catalogue entry, art living with the
// scene. Office is a landmark, gate is a wide low fence.
const fsStr gStaffOfficeObjectName("staffOffice");
const fsStr gStaffOfficeImage("parkscenes/pinecreekhillspark/staffOffice.png");
const fsF32 gStaffOfficeDrawScale = 2.5f;
const fsStr gParkGateObjectName("parkGate");
const fsStr gParkGateImage("parkscenes/pinecreekhillspark/parkGate.png");
const fsF32 gParkGateDrawScale = 1.6f;
// Translucent per-type tints for the greybox slot markers.
fsSColour4B slotTypeColour(const fsStr& pType)
{
if (pType == "tickets") return fsSColour4B(235, 205, 70, 140);
if (pType == "food") return fsSColour4B(235, 140, 55, 140);
if (pType == "rides") return fsSColour4B(70, 185, 225, 150);
if (pType == "staff") return fsSColour4B(205, 95, 205, 140);
return fsSColour4B(210, 210, 210, 140);
}
// Per-index saved-data keys for the ownership collections (the flat saved-data
// table has no list type). Built in one place so save and restore can't drift.
fsStr ownedSlotKey(fsS32 pIndex, const char* pField)
{
return fsStr("parkOwnedSlot") + fsStr(pIndex) + pField;
}
fsStr hiredStaffKey(fsS32 pIndex, const char* pField)
{
return fsStr("parkHiredStaff") + fsStr(pIndex) + pField;
}
fsStr deployedSlotKey(fsS32 pIndex)
{
return fsStr("parkDeployedSlot") + fsStr(pIndex);
}
fsStr decorationKey(fsS32 pIndex, const char* pField)
{
return fsStr("parkDecoration") + fsStr(pIndex) + pField;
}
fsStr clearedCellKey(fsS32 pIndex, const char* pField)
{
return fsStr("parkClearedCell") + fsStr(pIndex) + pField;
}
// Placeholder size for a decoration with no art yet (the same green as the
// guest-view stand-in, so a missing PNG reads as "placed" rather than invisible).
const fsS32 gDecorationPlaceholderSize = 40;
// Used when an older/hand-authored catalogue omits placementwidth.
const fsS32 gServiceBuildingDefaultWidth = 64;
struct SGridRect
{
fsS32 mLeft;
fsS32 mTop;
fsS32 mRight;
fsS32 mBottom;
};
fsBool gridRectsOverlap(const SGridRect& pLhs, const SGridRect& pRhs)
{
return pLhs.mLeft < pRhs.mRight && pLhs.mRight > pRhs.mLeft &&
pLhs.mTop < pRhs.mBottom && pLhs.mBottom > pRhs.mTop;
}
SGridRect gridRectFromAnchor(fsNTileMap::fsCView* const pView,
fsS32 pLocalX, fsS32 pLocalY, fsS32 pColumns, fsS32 pRows)
{
const fsPoint mapTopLeft = pView->mapPixelToLocal(fsPoint(0, 0));
const fsPoint firstTileBottomRight = pView->mapPixelToLocal(
fsPoint(pView->mMap->tileWidthGet(), pView->mMap->tileHeightGet()));
const fsF32 tileLocalWidth = static_cast<fsF32>(firstTileBottomRight.x - mapTopLeft.x);
const fsF32 tileLocalHeight = static_cast<fsF32>(firstTileBottomRight.y - mapTopLeft.y);
SGridRect rect;
rect.mLeft = static_cast<fsS32>(std::floor(
(pLocalX - mapTopLeft.x) / tileLocalWidth - pColumns * 0.5f + 0.5f));
rect.mTop = static_cast<fsS32>(std::floor(
(pLocalY - mapTopLeft.y) / tileLocalHeight - pRows + 0.5f));
rect.mRight = rect.mLeft + pColumns;
rect.mBottom = rect.mTop + pRows;
return rect;
}
}
void gfCParkLevelComponent::levelCreate(const fsStr& pLevelName, fsBool pResume)
{
// Not gfCTileMapLevelLoaderComponent: that spawns a walker-avatar and
// coords.txt pipeline (torsion machinery) a tap park doesn't want. Just the
// fsCView the loader would build, minus the baggage.
const fsCVariableTable* const levelSettings = fsILevelBasedAppCoreMain::instanceGet()->levelSettingsGet();
auto* const map = fsNTileMap::fsITileMap::create(fsCResourceName(levelSettings->strGet("mapFile"),
fsCResourceName::eRES_LOCATION_ASSETS));
// Single-screen park: view = whole map, scaled so its pixel width fills the
// canvas (slightly taller than the canvas, so top/bottom crop).
const fsS32 mapPixelWidth = map->widthGet() * map->tileWidthGet();
const fsF32 fillWidthScale = static_cast<fsF32>(fsIDisplay::instanceGet()->designCanvasWidthGet())
/ static_cast<fsF32>(mapPixelWidth);
auto* const view = fsNTileMap::fsCView::create(
map,
new fsNTileMap::fsCBoundryScroller(),
map->widthGet(), map->heightGet(), fillWidthScale);
// The view renders centred at its own origin, so a plain container holding
// it at (0,0) has its origin on the park centre. The lens transforms this
// container (see gfCParkLensComponent::targetGetDo), so zoom scales about the
// centre and pan moves the whole park. Everything else still finds the view
// by name ("tilemapView") - childFind is recursive.
fsCEntity* const camera = parentGet()->entityFactoryGet()->emptyEntityCreate("parkCamera");
camera->childAdd(view);
parentGet()->childAdd(camera);
// Find the clearable "forest" tile layer once; clearing, building placement
// and guest routing all read walkability off it.
forestLayerResolve(view);
// Before the markers and moving layers, so everything draws in front of it.
mapFurnitureCreate(view, gStaffOfficeObjectName, gStaffOfficeImage, gStaffOfficeDrawScale,
/*pRepairDispatchTap*/ true);
mapFurnitureCreate(view, gParkGateObjectName, gParkGateImage, gParkGateDrawScale);
slotMarkersCreate(view);
// Draws the sim's guests (on this entity so it can reach the sim).
parentGet()->componentAdd<gfCParkGuestViewComponent>();
// After the guest view, so the guest layer it shares exists.
parentGet()->componentAdd<gfCParkStaffViewComponent>();
// Pan/zoom lens (Phase 1). Its own full-canvas, brushless sprite catches
// drag/pinch anywhere on screen; the lens then drives the view's scale/pos,
// and the whole park (view children) follows. Added after the view so the
// "tilemapView" lookup in targetGetDo resolves.
const fsS32 canvasW = fsIDisplay::instanceGet()->designCanvasWidthGet();
const fsS32 canvasH = fsIDisplay::instanceGet()->designCanvasHeightGet();
fsCEntity* const lensEnt = parentGet()->entityFactoryGet()->emptyEntityCreate("parkLens");
lensEnt->componentAdd(fsCSpriteComponent::mTypeId);
if (auto* const lensHit = lensEnt->spriteComponentGet())
{
// Hit-test bounds only. The false = pModifyRenderData: set the size for
// hit testing but build no render quad, so this brushless sprite is not
// drawn (a drawn brushless sprite is an opaque white rectangle - it was
// covering the whole screen). Same pattern as HOG's map hit sprite.
lensHit->widthSet(canvasW, false);
lensHit->heightSet(canvasH, false);
}
parentGet()->childAdd(lensEnt);
// Content = map's on-screen size at fit-to-width: width fills the canvas,
// height is taller (the map is cropped top/bottom), so at min zoom only
// vertical pan does anything; zooming in frees both axes.
const fsS32 contentHeight = static_cast<fsS32>(map->heightGet() * map->tileHeightGet() * fillWidthScale);
lensEnt->componentAdd<gfCParkLensComponent>()->configure(
fsPoint(canvasW, canvasH),
fsPoint(canvasW, contentHeight),
/*minZoom*/ 1.0f, /*maxZoom*/ 2.5f);
mDayIndex = 1;
if (pResume)
{
progressRestore();
// The sim state was restored above, but building sprites are only ever
// created at purchase time - re-place them here so a resumed park shows
// its bought buildings (and their staff-tap components) instead of empty
// slots. Staff/guests draw themselves off the restored sim.
for (const SOwnedSlot& purchasedSlot : mPurchasedSlots)
{
if (purchasedSlot.mRuntime)
{
serviceBuildingPresentationPlace(view, purchasedSlot.mName,
purchasedSlot.mBuildingImage, purchasedSlot.mDrawWidth,
purchasedSlot.mLocalX, purchasedSlot.mLocalY);
}
else
{
gfCPurchaseActionSlotFill::buildingPresentationPlace(
view, purchasedSlot.mName, purchasedSlot.mBuildingImage);
}
}
// Cosmetic decorations restore the same way - re-dropped at their saved
// view-local position.
for (const SOwnedDecoration& decoration : mOwnedDecorations)
{
decorationPresentationPlace(view, decoration.mImage, decoration.mDrawWidth,
decoration.mLocalX, decoration.mLocalY);
}
// Re-hide every previously cleared forest tile so a resumed park shows the
// land the player already opened up (walkability is data-driven, so the
// grid is already open - this only re-syncs what's drawn).
for (const fsPoint& cell : mClearedCells)
{
clearedCellApply(view, cell.x, cell.y);
}
}
else
{
// New Game: ignore any saved keys and start a clean day 1. The persist
// below then overwrites the save (counts back to 0, day 1) so a later
// Continue can't resume a previous game's park.
daySimBegin();
}
// Flush immediately, so a save exists (with mCurrentLocation) the moment the
// park opens - Continue then works even if the player quits within seconds,
// before the first autosave tick.
progressPersist();
}
void gfCParkLevelComponent::mapFurnitureCreate(fsNTileMap::fsCView* const pView, const fsStr& pObjectName,
const fsStr& pImagePath, fsF32 pDrawScale,
fsBool pRepairDispatchTap)
{
fsNTileMap::fsITileMap* const map = pView->mMap;
for (fsS32 layer = 0; layer < map->layerCountGet(); ++layer)
{
if (fsNTileMap::fsILayer::eType::OBJECT != map->layerTypeGet(layer))
{
continue;
}
for (fsNTileMap::fsIObjectRef const& obj : map->triggersGet(layer))
{
if (obj->nameGet() != pObjectName)
{
continue;
}
const fsCResourceName furnitureRes(pImagePath, fsCResourceName::eRES_LOCATION_ASSETS);
if (!fsIFile::fileExistsGet(furnitureRes))
{
fsLogError("Map furniture image not found: %s", pImagePath.utf8Get());
return;
}
// Sized and stood on its footprint exactly like a purchased building
// (see gfCPurchaseActionSlotFill) so it sits in the scene the same way.
const fsPoint pos = obj->posGet();
const fsPoint topLeft = pView->mapPixelToLocal(pos);
const fsPoint botRight = pView->mapPixelToLocal(
fsPoint(pos.x + obj->widthGet(), pos.y + obj->heightGet()));
fsCEntity* const furniture = pView->entityFactoryGet()->emptyEntityCreate(pObjectName);
furniture->componentAdd(fsCSpriteComponent::mTypeId);
auto* const sprt = furniture->spriteComponentGet();
sprt->brushSet(fsCBrushManager::instanceGet()->get(furnitureRes, false));
const fsS32 nativeW = sprt->widthGet();
const fsS32 nativeH = sprt->heightGet();
const fsS32 drawW = static_cast<fsS32>((botRight.x - topLeft.x) * pDrawScale);
fsS32 drawH = static_cast<fsS32>((botRight.y - topLeft.y) * pDrawScale);
if (nativeW > 0 && nativeH > 0)
{
drawH = static_cast<fsS32>(drawW * (static_cast<fsF32>(nativeH) / static_cast<fsF32>(nativeW)));
}
sprt->widthSet(drawW);
sprt->heightSet(drawH);
furniture->posSet(fsPoint((topLeft.x + botRight.x) / 2, botRight.y - drawH / 2));
// Added before the guest layer exists, so staff and guests walk in
// front of it rather than disappearing behind.
pView->childAdd(furniture);
// Tappable to arm a repair dispatch. Added after childAdd so its input
// listener registers with the entity in the scene.
if (pRepairDispatchTap)
{
furniture->componentAdd<gfCParkOfficeTapComponent>();
}
return;
}
}
}
void gfCParkLevelComponent::slotMarkersCreate(fsNTileMap::fsCView* const pView)
{
fsNTileMap::fsITileMap* const map = pView->mMap;
for (fsS32 layer = 0; layer < map->layerCountGet(); ++layer)
{
if (fsNTileMap::fsILayer::eType::OBJECT != map->layerTypeGet(layer))
{
continue;
}
for (fsNTileMap::fsIObjectRef const& obj : map->triggersGet(layer))
{
// Only typed objects are slots; untyped ones are anchors.
if (obj->typeGet().emptyGet())
{
continue;
}
// Slot footprint -> view-local via the backdrop's transform.
const fsPoint pos = obj->posGet();
const fsPoint topLeft = pView->mapPixelToLocal(pos);
const fsPoint botRight = pView->mapPixelToLocal(
fsPoint(pos.x + obj->widthGet(), pos.y + obj->heightGet()));
fsCEntity* const marker = pView->entityFactoryGet()->emptyEntityCreate(obj->nameGet() + "Marker");
marker->componentAdd(fsCSpriteComponent::mTypeId);
// No brush: a sized, coloured sprite is a solid quad (as the screen fade).
auto* const sprt = marker->spriteComponentGet();
sprt->widthSet(botRight.x - topLeft.x);
sprt->heightSet(botRight.y - topLeft.y);
sprt->colourSet(slotTypeColour(obj->typeGet()));
marker->posSet(fsPoint((topLeft.x + botRight.x) / 2, (topLeft.y + botRight.y) / 2));
pView->childAdd(marker);
}
}
}
fsCEntity* gfCParkLevelComponent::decorationPresentationPlace(
fsNTileMap::fsCView* pView, const fsStr& pImage, fsS32 pDrawWidth,
fsS32 pLocalX, fsS32 pLocalY)
{
if (!pView)
{
return nullptr;
}
// Ever-increasing so names never collide (decorations are never looked up by
// name, but a duplicate would still confuse a recursive childFind elsewhere).
static fsS32 sDecorationSeq = 0;
fsCEntity* const ent =
pView->entityFactoryGet()->emptyEntityCreate(fsStr("decoration") + fsStr(sDecorationSeq++));
ent->componentAdd(fsCSpriteComponent::mTypeId);
auto* const sprt = ent->spriteComponentGet();
// Same existence-check-before-brushSet discipline as a placed building: a
// missing file would crash brushSet, so fall back to a small solid block.
const fsCResourceName decorationRes(pImage, fsCResourceName::eRES_LOCATION_ASSETS);
fsS32 nativeW = 0;
fsS32 nativeH = 0;
if (!pImage.emptyGet() && fsIFile::fileExistsGet(decorationRes))
{
// No hit map needed - decorations aren't tappable, they're pure scenery.
sprt->brushSet(fsCBrushManager::instanceGet()->get(decorationRes, false));
nativeW = sprt->widthGet();
nativeH = sprt->heightGet();
}
else
{
sprt->colourSet(fsSColour4B(120, 200, 120, 255));
}
const fsS32 drawW = pDrawWidth > 0
? pDrawWidth
: (nativeW > 0 ? nativeW : gDecorationPlaceholderSize);
fsS32 drawH = drawW;
if (nativeW > 0 && nativeH > 0)
{
drawH = static_cast<fsS32>(drawW *
(static_cast<fsF32>(nativeH) / static_cast<fsF32>(nativeW)));
}
sprt->widthSet(drawW);
sprt->heightSet(drawH);
// New grid-aware records are bottom-centred exactly like the live preview.
// A zero width identifies an older save, whose coordinates were centre-based.
ent->posSet(fsPoint(pLocalX, pDrawWidth > 0 ? pLocalY - drawH / 2 : pLocalY));
pView->childAdd(ent);
// Children render in insertion order, so keep guests drawn above a decoration
// dropped mid-day.
if (fsCEntity* const guestLayer = pView->childFind(gfCParkGuestViewComponent::mGuestLayerName))
{
guestLayer->bringToFrontOfSiblings();
}
return ent;
}
void gfCParkLevelComponent::decorationPlacedRecord(
const fsStr& pImage, fsS32 pDrawWidth, fsS32 pFootprintColumns, fsS32 pFootprintRows,
fsS32 pLocalX, fsS32 pLocalY, fsS32 pVisitorAppeal, fsS32 pVisitorComfort)
{
SOwnedDecoration owned;
owned.mImage = pImage;
owned.mDrawWidth = pDrawWidth;
owned.mFootprintColumns = pFootprintColumns > 0 ? pFootprintColumns : 1;
owned.mFootprintRows = pFootprintRows > 0 ? pFootprintRows : 1;
owned.mLocalX = pLocalX;
owned.mLocalY = pLocalY;
owned.mVisitorAppeal = pVisitorAppeal > 0 ? pVisitorAppeal : 0;
owned.mVisitorComfort = pVisitorComfort > 0 ? pVisitorComfort : 0;
mOwnedDecorations.push_back(owned);
visitorNumbersRefresh();
}
fsCEntity* gfCParkLevelComponent::serviceBuildingPresentationPlace(
fsNTileMap::fsCView* pView, const fsStr& pSlotName, const fsStr& pImage,
fsS32 pDrawWidth, fsS32 pLocalX, fsS32 pLocalY)
{
if (!pView)
{
return nullptr;
}
fsCEntity* const ent = pView->entityFactoryGet()->emptyEntityCreate(pSlotName + "Building");
ent->componentAdd(fsCSpriteComponent::mTypeId);
auto* const sprt = ent->spriteComponentGet();
const fsCResourceName buildingRes(pImage, fsCResourceName::eRES_LOCATION_ASSETS);
if (!pImage.emptyGet() && fsIFile::fileExistsGet(buildingRes))
{
sprt->brushSet(fsCBrushManager::instanceGet()->get(buildingRes, false));
}
else
{
sprt->colourSet(fsSColour4B(228, 216, 194, 255));
}
const fsS32 nativeW = sprt->widthGet();
const fsS32 nativeH = sprt->heightGet();
const fsS32 drawW = pDrawWidth > 0 ? pDrawWidth : gServiceBuildingDefaultWidth;
fsS32 drawH = drawW;
if (nativeW > 0 && nativeH > 0)
{
drawH = static_cast<fsS32>(drawW *
(static_cast<fsF32>(nativeH) / static_cast<fsF32>(nativeW)));
}
sprt->widthSet(drawW);
sprt->heightSet(drawH);
ent->posSet(fsPoint(pLocalX, pLocalY - drawH / 2));
pView->childAdd(ent);
if (fsCEntity* const guestLayer = pView->childFind(gfCParkGuestViewComponent::mGuestLayerName))
{
guestLayer->bringToFrontOfSiblings();
}
ent->componentAdd<gfCParkSlotStaffComponent>()->slotNameSet(pSlotName);
return ent;
}
fsBool gfCParkLevelComponent::serviceBuildingPlace(
fsNTileMap::fsCView* pView, const fsStr& pImage, const fsStr& pServiceType,
fsS32 pServiceTimeMs, fsS32 pMaxQueueLength, fsS32 pVisitorQuota,
fsS32 pVisitorAppeal, fsS32 pDrawWidth,
fsS32 pFootprintColumns, fsS32 pFootprintRows,
fsS32 pLocalX, fsS32 pLocalY)
{
if (!pView || !mSim || pServiceType.emptyGet() || pServiceTimeMs <= 0 || pMaxQueueLength <= 0)
{
return false;
}
if (!parkPlacementValid(
pView, pLocalX, pLocalY, pFootprintColumns, pFootprintRows))
{
return false;
}
const fsStr slotName = fsStr("runtimeBuildingSlot") + fsStr(mRuntimeSlotSequence++);
if (!serviceBuildingPresentationPlace(pView, slotName, pImage, pDrawWidth, pLocalX, pLocalY))
{
return false;
}
mSim->slotAdd(slotName, pServiceType, pServiceTimeMs, pMaxQueueLength, true);
mSim->slotWearLimitsSetAll(gServicesBeforeBreak, gOpenMsBeforeBreak);
SOwnedSlot owned;
owned.mName = slotName;
owned.mServiceTimeMs = pServiceTimeMs;
owned.mMaxQueueLength = pMaxQueueLength;
owned.mBuildingImage = pImage;
owned.mRuntime = true;
owned.mServiceType = pServiceType;
owned.mLocalX = pLocalX;
owned.mLocalY = pLocalY;
owned.mDrawWidth = pDrawWidth > 0 ? pDrawWidth : gServiceBuildingDefaultWidth;
owned.mFootprintColumns = pFootprintColumns > 0 ? pFootprintColumns : 1;
owned.mFootprintRows = pFootprintRows > 0 ? pFootprintRows : 1;
owned.mVisitorQuota = pVisitorQuota > 0 ? pVisitorQuota : 0;
owned.mVisitorAppeal = pVisitorAppeal > 0 ? pVisitorAppeal : 0;
mPurchasedSlots.push_back(owned);
visitorNumbersRefresh();
return true;
}
fsBool gfCParkLevelComponent::runtimeSlotPositionGet(const fsStr& pSlotName, fsVec2d& pOut) const
{
for (const SOwnedSlot& slot : mPurchasedSlots)
{
if (slot.mRuntime && slot.mName == pSlotName)
{<--- Consider using std::find_if algorithm instead of a raw loop.
pOut = fsVec2d(static_cast<fsF32>(slot.mLocalX), static_cast<fsF32>(slot.mLocalY));
return true;
}
}
return false;
}
fsBool gfCParkLevelComponent::runtimeSlotGetByIndex(fsS32 pIndex, fsStr& pNameOut,
fsVec2d& pPositionOut) const
{
if (pIndex < 0)
{
return false;
}
fsS32 runtimeIndex = 0;
for (const SOwnedSlot& slot : mPurchasedSlots)
{
if (!slot.mRuntime)
{
continue;
}
if (runtimeIndex++ == pIndex)
{
pNameOut = slot.mName;
pPositionOut = fsVec2d(
static_cast<fsF32>(slot.mLocalX), static_cast<fsF32>(slot.mLocalY));
return true;
}
}
return false;
}
fsBool gfCParkLevelComponent::parkPlacementValid(
fsNTileMap::fsCView* pView, fsS32 pLocalX, fsS32 pLocalY,
fsS32 pFootprintColumns, fsS32 pFootprintRows) const
{
if (!pView || pFootprintColumns <= 0 || pFootprintRows <= 0)
{
return false;
}
const SGridRect candidate = gridRectFromAnchor(
pView, pLocalX, pLocalY, pFootprintColumns, pFootprintRows);
if (candidate.mLeft < 0 || candidate.mTop < 0 ||
candidate.mRight > pView->mMap->widthGet() ||
candidate.mBottom > pView->mMap->heightGet())
{
return false;
}
for (const SOwnedSlot& slot : mPurchasedSlots)
{
if (!slot.mRuntime)
{
continue;
}
const SGridRect occupied = gridRectFromAnchor(
pView, slot.mLocalX, slot.mLocalY,
slot.mFootprintColumns > 0 ? slot.mFootprintColumns : 1,
slot.mFootprintRows > 0 ? slot.mFootprintRows : 1);
if (gridRectsOverlap(candidate, occupied))
{
return false;
}
}
// Decorations share the same grid and reserve their asset-defined footprint,
// so buildings and later decorations cannot overlap them.
for (const SOwnedDecoration& decoration : mOwnedDecorations)
{
const SGridRect occupied = gridRectFromAnchor(
pView, decoration.mLocalX, decoration.mLocalY,
decoration.mFootprintColumns > 0 ? decoration.mFootprintColumns : 1,
decoration.mFootprintRows > 0 ? decoration.mFootprintRows : 1);
if (gridRectsOverlap(candidate, occupied))
{
return false;
}
}
// Every authored object reserves its footprint. That protects fixed slots,
// the gate and staff office, while still allowing free placement elsewhere.
fsNTileMap::fsITileMap* const map = pView->mMap;
for (fsS32 layer = 0; layer < map->layerCountGet(); ++layer)
{
if (fsNTileMap::fsILayer::eType::OBJECT != map->layerTypeGet(layer))
{
continue;
}
for (fsNTileMap::fsIObjectRef const& obj : map->triggersGet(layer))
{
const fsPoint pos = obj->posGet();
const fsS32 width = obj->widthGet() > 0 ? obj->widthGet() : 1;
const fsS32 height = obj->heightGet() > 0 ? obj->heightGet() : 1;
SGridRect occupied;
occupied.mLeft = pos.x / map->tileWidthGet();
occupied.mTop = pos.y / map->tileHeightGet();
occupied.mRight =
(pos.x + width + map->tileWidthGet() - 1) / map->tileWidthGet();
occupied.mBottom =
(pos.y + height + map->tileHeightGet() - 1) / map->tileHeightGet();
if (gridRectsOverlap(candidate, occupied))
{
return false;
}
}
}
// Uncleared forest is not buildable - the footprint must sit entirely on open
// (cleared or never-forested) ground.
for (fsS32 row = candidate.mTop; row < candidate.mBottom; ++row)
{
for (fsS32 col = candidate.mLeft; col < candidate.mRight; ++col)
{
if (cellForestGet(pView, col, row))
{
return false;
}
}
}
return true;
}
fsBool gfCParkLevelComponent::cellClearedGet(fsS32 pCol, fsS32 pRow) const
{
for (const fsPoint& cell : mClearedCells)<--- Consider using std::any_of algorithm instead of a raw loop.
{
if (cell.x == pCol && cell.y == pRow)
{
return true;
}
}
return false;
}
void gfCParkLevelComponent::forestLayerResolve(fsNTileMap::fsCView* const pView)
{
mForestLayerId = -1;
if (!pView || !pView->mMap)
{
return;
}
fsNTileMap::fsITileMap* const map = pView->mMap;
for (fsS32 layer = 0; layer < map->layerCountGet(); ++layer)
{
if (fsNTileMap::fsILayer::eType::TILE == map->layerTypeGet(layer) &&
map->layerNameGet(layer) == "forest")
{
mForestLayerId = layer;
return;
}
}
}
fsBool gfCParkLevelComponent::cellForestGet(fsNTileMap::fsCView* pView, fsS32 pCol, fsS32 pRow) const
{
if (!pView || !pView->mMap || mForestLayerId < 0)
{
return false;
}
fsNTileMap::fsITileMap* const map = pView->mMap;
if (pCol < 0 || pRow < 0 || pCol >= map->widthGet() || pRow >= map->heightGet())
{
return false;
}
if (cellClearedGet(pCol, pRow))
{
return false;
}
const fsNTileMap::fsITileRef tile = map->tileGet(mForestLayerId, pCol, pRow);
return tile && tile->tileSetIdGet() != -1;
}
fsBool gfCParkLevelComponent::cellWalkableGet(fsNTileMap::fsCView* pView, fsS32 pCol, fsS32 pRow) const
{
if (!pView || !pView->mMap)
{
return false;
}
fsNTileMap::fsITileMap* const map = pView->mMap;
if (pCol < 0 || pRow < 0 || pCol >= map->widthGet() || pRow >= map->heightGet())
{
return false;
}
return !cellForestGet(pView, pCol, pRow);
}
fsPoint gfCParkLevelComponent::cellFromLocal(fsNTileMap::fsCView* pView, const fsVec2d& pLocal) const
{
fsNTileMap::fsITileMap* const map = pView->mMap;
const fsPoint mapTopLeft = pView->mapPixelToLocal(fsPoint(0, 0));
const fsPoint firstTileBottomRight = pView->mapPixelToLocal(
fsPoint(map->tileWidthGet(), map->tileHeightGet()));
const fsF32 tileLocalWidth = static_cast<fsF32>(firstTileBottomRight.x - mapTopLeft.x);
const fsF32 tileLocalHeight = static_cast<fsF32>(firstTileBottomRight.y - mapTopLeft.y);
if (tileLocalWidth <= 0.0f || tileLocalHeight <= 0.0f)
{
return fsPoint(0, 0);
}
const fsS32 col = static_cast<fsS32>(std::floor((pLocal.x - mapTopLeft.x) / tileLocalWidth));
const fsS32 row = static_cast<fsS32>(std::floor((pLocal.y - mapTopLeft.y) / tileLocalHeight));
return fsPoint(col, row);
}
fsVec2d gfCParkLevelComponent::cellCentreLocal(fsNTileMap::fsCView* pView, fsS32 pCol, fsS32 pRow) const
{
fsNTileMap::fsITileMap* const map = pView->mMap;
const fsPoint centre = pView->mapPixelToLocal(fsPoint(
pCol * map->tileWidthGet() + map->tileWidthGet() / 2,
pRow * map->tileHeightGet() + map->tileHeightGet() / 2));
return fsVec2d(static_cast<fsF32>(centre.x), static_cast<fsF32>(centre.y));
}
std::vector<fsPoint> gfCParkLevelComponent::pathFindCells(fsNTileMap::fsCView* pView,
const fsPoint& pFrom, const fsPoint& pTo) const
{
std::vector<fsPoint> path;
if (!pView || !pView->mMap)
{
return path;
}
fsNTileMap::fsITileMap* const map = pView->mMap;
const fsS32 width = map->widthGet();
const fsS32 height = map->heightGet();
if (!cellWalkableGet(pView, pFrom.x, pFrom.y) || !cellWalkableGet(pView, pTo.x, pTo.y))
{
return path;
}
if (pFrom.x == pTo.x && pFrom.y == pTo.y)
{
path.push_back(pFrom);
return path;
}
// Grid BFS. cameFrom holds each visited cell's predecessor index (-1 = unset,
// -2 = the start), so the route can be walked back once the target is found.
const fsS32 cellCount = width * height;
std::vector<fsS32> cameFrom(cellCount, -1);
std::vector<fsS32> queue;
queue.reserve(cellCount);
const fsS32 startIndex = pFrom.y * width + pFrom.x;
const fsS32 targetIndex = pTo.y * width + pTo.x;
cameFrom[startIndex] = -2;
queue.push_back(startIndex);
const fsS32 stepX[4] = {1, -1, 0, 0};
const fsS32 stepY[4] = {0, 0, 1, -1};
fsBool found = false;
for (fsS32 head = 0; head < static_cast<fsS32>(queue.size()) && !found; ++head)
{
const fsS32 current = queue[head];
const fsS32 cx = current % width;
const fsS32 cy = current / width;
for (fsS32 dir = 0; dir < 4; ++dir)
{
const fsS32 nx = cx + stepX[dir];
const fsS32 ny = cy + stepY[dir];
if (nx < 0 || ny < 0 || nx >= width || ny >= height)
{
continue;
}
const fsS32 neighbour = ny * width + nx;
if (cameFrom[neighbour] != -1 || !cellWalkableGet(pView, nx, ny))
{
continue;
}
cameFrom[neighbour] = current;
if (neighbour == targetIndex)
{
found = true;
break;
}
queue.push_back(neighbour);
}
}
if (!found)
{
return path;
}
for (fsS32 at = targetIndex; at != -2; at = cameFrom[at])
{
path.push_back(fsPoint(at % width, at / width));
}
// Walked target -> start; flip so callers get start -> target.
for (fsS32 i = 0, j = static_cast<fsS32>(path.size()) - 1; i < j; ++i, --j)
{
const fsPoint tmp = path[i];
path[i] = path[j];
path[j] = tmp;
}
return path;
}
fsPoint gfCParkLevelComponent::nearestWalkableCell(fsNTileMap::fsCView* pView, const fsPoint& pCell) const
{
if (cellWalkableGet(pView, pCell.x, pCell.y))
{
return pCell;
}
if (!pView || !pView->mMap)
{
return pCell;
}
const fsS32 maxRadius = pView->mMap->widthGet() + pView->mMap->heightGet();
for (fsS32 radius = 1; radius <= maxRadius; ++radius)
{
for (fsS32 dy = -radius; dy <= radius; ++dy)
{
for (fsS32 dx = -radius; dx <= radius; ++dx)
{
// Only the ring at this radius (its interior was tested already).
if (dx > -radius && dx < radius && dy > -radius && dy < radius)
{
continue;
}
const fsS32 cx = pCell.x + dx;
const fsS32 cy = pCell.y + dy;
if (cellWalkableGet(pView, cx, cy))
{
return fsPoint(cx, cy);
}
}
}
}
return pCell;
}
fsPoint gfCParkLevelComponent::nearestReachableCell(fsNTileMap::fsCView* pView,
const fsPoint& pFrom, const fsPoint& pDesired) const
{
if (!pView || !pView->mMap || !cellWalkableGet(pView, pFrom.x, pFrom.y))
{
return pFrom;
}
fsNTileMap::fsITileMap* const map = pView->mMap;
const fsS32 width = map->widthGet();
const fsS32 height = map->heightGet();
std::vector<bool> visited(width * height, false);
std::vector<fsS32> queue;
queue.reserve(width * height);
const fsS32 startIndex = pFrom.y * width + pFrom.x;
visited[startIndex] = true;
queue.push_back(startIndex);
fsPoint best = pFrom;
auto sqDist = [&](fsS32 cx, fsS32 cy)
{
const fsS32 dx = cx - pDesired.x;
const fsS32 dy = cy - pDesired.y;
return dx * dx + dy * dy;
};
fsS32 bestDist = sqDist(pFrom.x, pFrom.y);
const fsS32 stepX[4] = {1, -1, 0, 0};
const fsS32 stepY[4] = {0, 0, 1, -1};
for (fsS32 head = 0; head < static_cast<fsS32>(queue.size()); ++head)
{
const fsS32 current = queue[head];
const fsS32 cx = current % width;
const fsS32 cy = current / width;
const fsS32 d = sqDist(cx, cy);
if (d < bestDist)
{
bestDist = d;
best = fsPoint(cx, cy);
if (0 == bestDist)
{
break; // reached the desired cell exactly
}
}
for (fsS32 dir = 0; dir < 4; ++dir)
{
const fsS32 nx = cx + stepX[dir];
const fsS32 ny = cy + stepY[dir];
if (nx < 0 || ny < 0 || nx >= width || ny >= height)
{
continue;
}
const fsS32 neighbour = ny * width + nx;
if (visited[neighbour] || !cellWalkableGet(pView, nx, ny))
{
continue;
}
visited[neighbour] = true;
queue.push_back(neighbour);
}
}
return best;
}
fsS32 gfCParkLevelComponent::forestClearCostGet() const
{
return fsCAppCoreMain::instanceGet()->settingsGet()->s32GetWithDefault(
"forestClearCostCoins", 25);
}
void gfCParkLevelComponent::clearedCellApply(fsNTileMap::fsCView* const pView, fsS32 pCol, fsS32 pRow)
{
if (pView && mForestLayerId >= 0)
{
pView->tileHide(mForestLayerId, pCol, pRow);
}
}
fsBool gfCParkLevelComponent::forestClearAt(fsNTileMap::fsCView* pView, fsS32 pCol, fsS32 pRow)
{
if (!cellForestGet(pView, pCol, pRow))
{
return false;
}
// Clears grow outward from open ground: at least one orthogonal neighbour
// must already be walkable, so the player can't carve out an unreachable hole.
const fsBool touchesOpen =
cellWalkableGet(pView, pCol + 1, pRow) || cellWalkableGet(pView, pCol - 1, pRow) ||
cellWalkableGet(pView, pCol, pRow + 1) || cellWalkableGet(pView, pCol, pRow - 1);
if (!touchesOpen)
{
return false;
}
const fsS32 cost = forestClearCostGet();
if (mSim && cost > 0)
{
if (mSim->economyGet().coinsGet() < cost)
{
return false;
}
mSim->economyGet().coinsSet(mSim->economyGet().coinsGet() - cost);
}
mClearedCells.push_back(fsPoint(pCol, pRow));
clearedCellApply(pView, pCol, pRow);
// New land can raise appeal-independent walking access; keep sim numbers fresh
// and persist so the clear survives a quit exactly like a purchase.
visitorNumbersRefresh();
progressPersist();
return true;
}
void gfCParkLevelComponent::daySimBegin()
{
mDayRemainingMs = mDayDurationMs;
mDayEndShown = false;
mSim = std::make_unique<gfCParkDaySim>(
gSpawnIntervalMs, visitorQuotaHighestOwnedGet(), gCoinGoalByDay[mDayIndex - 1]);
mSim->visitorDemandSet(visitorDemandFromParkGet());
mSim->walkingSatisfactionPercentSet(walkingSatisfactionFromParkGet());
// Re-granted per day (fresh sim); progressRestore overwrites it when resuming.
mSim->economyGet().coinsSet(gStartingCoins);
// Presentation paces guest sprites to this same walk time.
mSim->guestTravelMsSet(gGuestTravelMs);
mSim->unstaffedVisitHappyChancePercentSet(
fsCAppCoreMain::instanceGet()->settingsGet()->s32GetWithDefault(
"unstaffedGuestHappyChancePercent", 50));
guestTemplatesLoad();
// Clear last day's guests so the new day starts empty rather than yesterday's
// crowd walking out at once. A no-op on the first day (view exists, empty).
if (gfCParkGuestViewComponent* const guestView =
parentGet()->firstComponentOfFamilyType<gfCParkGuestViewComponent>())
{
guestView->reset();
}
if (auto* const view = dynamic_cast<fsNTileMap::fsCView*>(
fsCAppCoreMain::instanceGet()->sceneGet()->childFind("tilemapView")))
{
gfCParkLayoutManager::slotsRegister(view->mMap, *mSim);
}
for (const SOwnedSlot& purchasedSlot : mPurchasedSlots)
{
if (purchasedSlot.mRuntime && !purchasedSlot.mServiceType.emptyGet())
{
mSim->slotAdd(purchasedSlot.mName, purchasedSlot.mServiceType,
purchasedSlot.mServiceTimeMs, purchasedSlot.mMaxQueueLength, true);
}
}
// A fresh sim re-registers slots locked with an empty staff pool, but the
// player's buildings persist on the map - re-apply ownership or the park
// looks built yet serves nobody.
for (const SOwnedSlot& purchasedSlot : mPurchasedSlots)
{
mSim->slotUnlock(purchasedSlot.mName);
if (purchasedSlot.mServiceTimeMs > 0)
{
mSim->slotServiceTimeMsSet(purchasedSlot.mName, purchasedSlot.mServiceTimeMs);
}
if (purchasedSlot.mMaxQueueLength > 0)
{
mSim->slotMaxQueueLengthSet(purchasedSlot.mName, purchasedSlot.mMaxQueueLength);
}
}
for (const SHiredStaff& hired : mHiredStaff)
{
mSim->staffPoolGrow(hired.mType, 1);
}
// Re-deploy after the pool exists, or staffDeploy() finds nobody available.
for (const fsStr& deployedSlot : mDeployedSlots)
{
mSim->staffDeploy(deployedSlot);
}
// After registration (touches every slot). Buildings start each day repaired,
// so wear is within-day pressure.
mSim->slotWearLimitsSetAll(gServicesBeforeBreak, gOpenMsBeforeBreak);
mSim->repairTimeMsSet(gRepairTimeMs);
}
void gfCParkLevelComponent::slotPurchasedRecord(const fsStr& pSlotName, fsS32 pServiceTimeMs,
fsS32 pMaxQueueLength, const fsStr& pBuildingImage,
fsS32 pVisitorQuota, fsS32 pVisitorAppeal)
{
for (SOwnedSlot& purchasedSlot : mPurchasedSlots)
{
if (purchasedSlot.mName == pSlotName)
{<--- Consider using std::find_if algorithm instead of a raw loop.
purchasedSlot.mServiceTimeMs = pServiceTimeMs;
purchasedSlot.mMaxQueueLength = pMaxQueueLength;
purchasedSlot.mBuildingImage = pBuildingImage;
purchasedSlot.mRuntime = false;
purchasedSlot.mServiceType = fsStr();
purchasedSlot.mLocalX = 0;
purchasedSlot.mLocalY = 0;
purchasedSlot.mDrawWidth = 0;
purchasedSlot.mFootprintColumns = 0;
purchasedSlot.mFootprintRows = 0;
purchasedSlot.mVisitorQuota = pVisitorQuota > 0 ? pVisitorQuota : 0;
purchasedSlot.mVisitorAppeal = pVisitorAppeal > 0 ? pVisitorAppeal : 0;
visitorNumbersRefresh();
return;
}
}
SOwnedSlot owned;
owned.mName = pSlotName;
owned.mServiceTimeMs = pServiceTimeMs;
owned.mMaxQueueLength = pMaxQueueLength;
owned.mBuildingImage = pBuildingImage;
owned.mRuntime = false;
owned.mVisitorQuota = pVisitorQuota > 0 ? pVisitorQuota : 0;
owned.mVisitorAppeal = pVisitorAppeal > 0 ? pVisitorAppeal : 0;
mPurchasedSlots.push_back(owned);
visitorNumbersRefresh();
}
fsS32 gfCParkLevelComponent::visitorQuotaHighestOwnedGet() const
{
fsS32 visitorQuota = gBaseVisitorQuota;
for (const SOwnedSlot& slot : mPurchasedSlots)
{
if (slot.mVisitorQuota > visitorQuota)
{
visitorQuota = slot.mVisitorQuota;
}
}
return visitorQuota;
}
fsS32 gfCParkLevelComponent::visitorDemandFromParkGet() const
{
fsS32 visitorDemand = gBaseVisitorDemand + reputationDemandModifier(mParkReputation);
for (const SOwnedSlot& slot : mPurchasedSlots)
{
visitorDemand += slot.mVisitorAppeal;<--- Consider using std::accumulate algorithm instead of a raw loop.
}
for (const SOwnedDecoration& decoration : mOwnedDecorations)
{
visitorDemand += decoration.mVisitorAppeal;<--- Consider using std::accumulate algorithm instead of a raw loop.
}
return visitorDemand;
}
fsS32 gfCParkLevelComponent::walkingSatisfactionFromParkGet() const
{
fsS32 comfortBonus = 0;
for (const SOwnedDecoration& decoration : mOwnedDecorations)
{
comfortBonus += decoration.mVisitorComfort;<--- Consider using std::accumulate algorithm instead of a raw loop.
}
if (comfortBonus > gMaxDecorationComfortBonus)
{
comfortBonus = gMaxDecorationComfortBonus;
}
return gBaseWalkingSatisfaction + comfortBonus;
}
void gfCParkLevelComponent::reputationSettle()
{
if (!mSim || mReputationSettledDay >= mDayIndex)
{
return;
}
mParkReputation = mSim->economyGet().reputationAfterDayGet(mParkReputation);
mReputationSettledDay = mDayIndex;
}
void gfCParkLevelComponent::visitorNumbersRefresh()
{
if (!mSim)
{
return;
}
mSim->visitorQuotaSet(visitorQuotaHighestOwnedGet());
mSim->visitorDemandSet(visitorDemandFromParkGet());
mSim->walkingSatisfactionPercentSet(walkingSatisfactionFromParkGet());
}
void gfCParkLevelComponent::staffHiredRecord(const fsStr& pStaffType, fsS32 pWage)
{
SHiredStaff hired;
hired.mType = pStaffType;
hired.mWage = pWage;
mHiredStaff.push_back(hired);
}
fsS32 gfCParkLevelComponent::dailyWagesGet() const
{
fsS32 wages = 0;
for (const SHiredStaff& hired : mHiredStaff)
{
wages += hired.mWage;<--- Consider using std::accumulate algorithm instead of a raw loop.
}
return wages;
}
void gfCParkLevelComponent::staffDeployedRecord(const fsStr& pSlotName)
{
for (const fsStr& deployedSlot : mDeployedSlots)
{
if (deployedSlot == pSlotName)
{<--- Consider using std::any_of algorithm instead of a raw loop.
return;
}
}
mDeployedSlots.push_back(pSlotName);
}
void gfCParkLevelComponent::staffRecalledRecord(const fsStr& pSlotName)
{
for (std::vector<fsStr>::iterator it = mDeployedSlots.begin(); it != mDeployedSlots.end(); ++it)
{
if (*it == pSlotName)
{<--- Consider using std::find_if algorithm instead of a raw loop.
mDeployedSlots.erase(it);
return;
}
}
}
void gfCParkLevelComponent::guestTemplatesLoad()
{
// Its own catalogue root (guests aren't shop items) - just reuses the
// catalogue format for its per-entry params.
gfCCatalogueParserYaml parser;
std::unique_ptr<gfCCatalogueCatalogue> catalogue(parser.catalogueLoad("catalogue/guests.yml"));
for (fsS32 i = 0; i < catalogue->numChildrenGet(); ++i)
{
if (const auto* const item = dynamic_cast<const gfCCatalogueItem*>(catalogue->childGetByIndex(i)))
{
std::vector<fsStr> needs = guestNeedsParse(item->paramGet("needs"));
if (needs.empty())
{
// Backward-compatible content fallback while catalogues migrate.
needs = guestNeedsParse(item->paramGet("needslottype"));
}
fsS32 visitMs = item->paramGet("visitms").toS32();
fsS32 needIntervalMs = item->paramGet("needintervalms").toS32();
if (visitMs <= 0)
{
visitMs = 45000;
}
if (needIntervalMs <= 0)
{
needIntervalMs = 8000;
}
const fsS32 arrivalWeight = item->paramGet("arrivalweight").toS32();
const fsS32 partySize = item->paramGet("partysize").toS32();
mSim->guestTemplateAdd(item->nameGet(), needs,
item->paramGet("spend").toS32(),
item->paramGet("patiencems").toS32(),
visitMs, needIntervalMs,
arrivalWeight > 0 ? arrivalWeight : 1,
partySize > 0 ? partySize : 1);
}
}
}
void gfCParkLevelComponent::dayAdvance()
{
if (mDayIndex < mNumDays)
{
++mDayIndex;
daySimBegin();
// New day rolled in - persist so Continue resumes on the right day.
progressPersist();
}
}
void gfCParkLevelComponent::updateDo(fsS32 pDeltaMs)
{
// Day over and summary up - freeze the sim rather than running it on behind
// the summary (which drove the timer negative).
if (mDayEndShown)
{
return;
}
mSim->tick(pDeltaMs);
// Periodic autosave so a mid-day quit resumes where it left off (desktop
// window-close fires no save hook at all).
mAutosaveTimerMs += pDeltaMs;
if (mAutosaveTimerMs >= gAutosaveIntervalMs)
{
mAutosaveTimerMs = 0;
progressPersist();
}
mDayRemainingMs -= pDeltaMs;
if (mDayRemainingMs <= 0)
{
// Clamped so the HUD reads 0 rather than a growing negative.
mDayRemainingMs = 0;
mDayEndShown = true;
// Payroll off the day's takings before scoring, shown on the summary.
// Clamped at zero - no debt.
mLastDayWages = dailyWagesGet();
if (mLastDayWages > 0)
{
const fsS32 remaining = mSim->economyGet().coinsGet() - mLastDayWages;
mSim->economyGet().coinsSet(remaining > 0 ? remaining : 0);
}
reputationSettle();
parentGet()->childAdd(fsIGuiComponent::guiCreateFromFile(fsCResourceName(
fsCAppCoreMain::instanceGet()->settingsGet()->strGet("endOfDaySummary"),
fsCResourceName::eRES_LOCATION_ASSETS)));
// Day's final coins/wages are now settled - persist the end-of-day state.
progressPersist();
}
}
void gfCParkLevelComponent::listenersRegisterDo()
{
fsIMessageListener::listenersRegisterDo();
fsIInputManager::instanceGet()->listenerRegister(fsIInputManager::mTypedCharMsg, this);
}
void gfCParkLevelComponent::listenersDeregisterDo()
{
fsIMessageListener::listenersDeregisterDo();
fsIInputManager::instanceGet()->listenerDeregister(fsIInputManager::mTypedCharMsg, this);
}
fsBool gfCParkLevelComponent::messageProcessDo(const fsCUniqueId& pMessageType,
const fsIMessageDispatcher::sMessageParameters& pParam)
{
if (pMessageType != fsIInputManager::mTypedCharMsg)
{
return false;
}
// Same keys/multipliers as gfCHogLevelComponent. timeStepSet() drives both
// the app timer and the hardware scale, so sim and animation stay in sync.
const fsS32 typedChar = static_cast<const fsIInputManager::sKeyboardMsgParam&>(pParam).mKey;
if ('1' == typedChar)
{
fsCAppCoreMain::instanceGet()->timeStepSet(1.0f);
return true;
}
if ('2' == typedChar)
{
fsCAppCoreMain::instanceGet()->timeStepSet(4.0f);
return true;
}
if ('3' == typedChar)
{
fsCAppCoreMain::instanceGet()->timeStepSet(8.0f);
return true;
}
return false;
}
void gfCParkLevelComponent::progressSave() const
{
fsCUserSavedData* const userData = fsCProfileManager::instanceGet()->userSavedDataGet();
userData->s32Set(gfCTimeUserSavedData::mParkDayIndex, mDayIndex);
userData->s32Set(gfCTimeUserSavedData::mDayRemainingMs, mDayRemainingMs);
userData->s32Set(gfCTimeUserSavedData::mDayCoins, mSim->economyGet().coinsGet());
userData->s32Set(gfCTimeUserSavedData::mDayHappyVisitors,
mSim->economyGet().happyCountGet());
userData->s32Set(gfCTimeUserSavedData::mDayUnhappyVisitors,
mSim->economyGet().unhappyCountGet());
userData->s32Set(gfCTimeUserSavedData::mDayServicesPurchased,
mSim->economyGet().servicesPurchasedCountGet());
userData->s32Set(gfCTimeUserSavedData::mDaySatisfactionTotal,
mSim->economyGet().satisfactionTotalGet());
userData->s32Set(gfCTimeUserSavedData::mParkReputation, mParkReputation);
userData->s32Set(gfCTimeUserSavedData::mParkReputationSettledDay,
mReputationSettledDay);
// Ownership (kept outside the per-day sim) - persist it too, else Continue
// rebuilds the day but the park is empty of everything the player bought.
userData->s32Set(gfCTimeUserSavedData::mParkOwnedSlotCount, static_cast<fsS32>(mPurchasedSlots.size()));
for (fsS32 i = 0; i < static_cast<fsS32>(mPurchasedSlots.size()); ++i)
{
const SOwnedSlot& slot = mPurchasedSlots[i];
userData->strSet(ownedSlotKey(i, "Name"), slot.mName);
userData->s32Set(ownedSlotKey(i, "ServiceMs"), slot.mServiceTimeMs);
userData->s32Set(ownedSlotKey(i, "QueueLen"), slot.mMaxQueueLength);
userData->strSet(ownedSlotKey(i, "Image"), slot.mBuildingImage);
userData->s32Set(ownedSlotKey(i, "Runtime"), slot.mRuntime ? 1 : 0);
userData->strSet(ownedSlotKey(i, "ServiceType"), slot.mServiceType);
userData->s32Set(ownedSlotKey(i, "X"), slot.mLocalX);
userData->s32Set(ownedSlotKey(i, "Y"), slot.mLocalY);
userData->s32Set(ownedSlotKey(i, "DrawWidth"), slot.mDrawWidth);
userData->s32Set(ownedSlotKey(i, "FootprintColumns"), slot.mFootprintColumns);
userData->s32Set(ownedSlotKey(i, "FootprintRows"), slot.mFootprintRows);
userData->s32Set(ownedSlotKey(i, "VisitorQuota"), slot.mVisitorQuota);
userData->s32Set(ownedSlotKey(i, "VisitorAppeal"), slot.mVisitorAppeal);
}
userData->s32Set(gfCTimeUserSavedData::mParkHiredStaffCount, static_cast<fsS32>(mHiredStaff.size()));
for (fsS32 i = 0; i < static_cast<fsS32>(mHiredStaff.size()); ++i)
{
const SHiredStaff& hired = mHiredStaff[i];
userData->strSet(hiredStaffKey(i, "Type"), hired.mType);
userData->s32Set(hiredStaffKey(i, "Wage"), hired.mWage);
}
userData->s32Set(gfCTimeUserSavedData::mParkDeployedSlotCount, static_cast<fsS32>(mDeployedSlots.size()));
for (fsS32 i = 0; i < static_cast<fsS32>(mDeployedSlots.size()); ++i)
{
userData->strSet(deployedSlotKey(i), mDeployedSlots[i]);
}
userData->s32Set(gfCTimeUserSavedData::mParkDecorationCount, static_cast<fsS32>(mOwnedDecorations.size()));
for (fsS32 i = 0; i < static_cast<fsS32>(mOwnedDecorations.size()); ++i)
{
const SOwnedDecoration& decoration = mOwnedDecorations[i];
userData->strSet(decorationKey(i, "Image"), decoration.mImage);
userData->s32Set(decorationKey(i, "DrawWidth"), decoration.mDrawWidth);
userData->s32Set(decorationKey(i, "FootprintColumns"), decoration.mFootprintColumns);
userData->s32Set(decorationKey(i, "FootprintRows"), decoration.mFootprintRows);
userData->s32Set(decorationKey(i, "X"), decoration.mLocalX);
userData->s32Set(decorationKey(i, "Y"), decoration.mLocalY);
userData->s32Set(decorationKey(i, "VisitorAppeal"), decoration.mVisitorAppeal);
userData->s32Set(decorationKey(i, "VisitorComfort"), decoration.mVisitorComfort);
}
userData->s32Set(gfCTimeUserSavedData::mParkClearedCellCount,
static_cast<fsS32>(mClearedCells.size()));
for (fsS32 i = 0; i < static_cast<fsS32>(mClearedCells.size()); ++i)
{
userData->s32Set(clearedCellKey(i, "Col"), mClearedCells[i].x);
userData->s32Set(clearedCellKey(i, "Row"), mClearedCells[i].y);
}
}
void gfCParkLevelComponent::progressPersist()
{
progressSave();
// Actually write the profile file - progressSave only touched the in-memory
// table. mCurrentLocation (set when the level loaded) rides along in the same
// table, so this is also what makes Continue find a level to load at all.
fsCProfileManager::instanceGet()->allDataSave(/*pIsAutoSave*/ true);
}
void gfCParkLevelComponent::ownershipRestore(fsCUserSavedData* const pUserData)
{
// Rebuilt from disk, so start clean rather than appending to whatever a
// prior in-session state left behind.
mPurchasedSlots.clear();
mHiredStaff.clear();
mDeployedSlots.clear();
mOwnedDecorations.clear();
mClearedCells.clear();
mRuntimeSlotSequence = 0;
mParkReputation = pUserData->s32GetWithDefault(
gfCTimeUserSavedData::mParkReputation, 50);
mReputationSettledDay = pUserData->s32GetWithDefault(
gfCTimeUserSavedData::mParkReputationSettledDay, 0);
const fsS32 slotCount = pUserData->s32GetWithDefault(gfCTimeUserSavedData::mParkOwnedSlotCount, 0);
for (fsS32 i = 0; i < slotCount; ++i)
{
SOwnedSlot owned;
owned.mName = pUserData->strGet(ownedSlotKey(i, "Name"));
owned.mServiceTimeMs = pUserData->s32Get(ownedSlotKey(i, "ServiceMs"));
owned.mMaxQueueLength = pUserData->s32Get(ownedSlotKey(i, "QueueLen"));
owned.mBuildingImage = pUserData->strGet(ownedSlotKey(i, "Image"));
owned.mRuntime = 0 != pUserData->s32GetWithDefault(ownedSlotKey(i, "Runtime"), 0);
owned.mServiceType = pUserData->strGet(ownedSlotKey(i, "ServiceType"));
owned.mLocalX = pUserData->s32GetWithDefault(ownedSlotKey(i, "X"), 0);
owned.mLocalY = pUserData->s32GetWithDefault(ownedSlotKey(i, "Y"), 0);
owned.mDrawWidth = pUserData->s32GetWithDefault(
ownedSlotKey(i, "DrawWidth"), gServiceBuildingDefaultWidth);
owned.mFootprintColumns = pUserData->s32GetWithDefault(
ownedSlotKey(i, "FootprintColumns"), 1);
owned.mFootprintRows = pUserData->s32GetWithDefault(
ownedSlotKey(i, "FootprintRows"), 1);
owned.mVisitorQuota = pUserData->s32GetWithDefault(
ownedSlotKey(i, "VisitorQuota"), 0);
owned.mVisitorAppeal = pUserData->s32GetWithDefault(
ownedSlotKey(i, "VisitorAppeal"), 0);
if (owned.mRuntime)
{
++mRuntimeSlotSequence;
}
mPurchasedSlots.push_back(owned);
}
const fsS32 staffCount = pUserData->s32GetWithDefault(gfCTimeUserSavedData::mParkHiredStaffCount, 0);
for (fsS32 i = 0; i < staffCount; ++i)
{
SHiredStaff hired;
hired.mType = pUserData->strGet(hiredStaffKey(i, "Type"));
hired.mWage = pUserData->s32Get(hiredStaffKey(i, "Wage"));
mHiredStaff.push_back(hired);
}
const fsS32 deployedCount = pUserData->s32GetWithDefault(gfCTimeUserSavedData::mParkDeployedSlotCount, 0);
for (fsS32 i = 0; i < deployedCount; ++i)
{
mDeployedSlots.push_back(pUserData->strGet(deployedSlotKey(i)));
}
const fsS32 decorationCount = pUserData->s32GetWithDefault(gfCTimeUserSavedData::mParkDecorationCount, 0);
for (fsS32 i = 0; i < decorationCount; ++i)
{
SOwnedDecoration owned;
owned.mImage = pUserData->strGet(decorationKey(i, "Image"));
owned.mDrawWidth = pUserData->s32GetWithDefault(
decorationKey(i, "DrawWidth"), 0);
owned.mFootprintColumns = pUserData->s32GetWithDefault(
decorationKey(i, "FootprintColumns"), 1);
owned.mFootprintRows = pUserData->s32GetWithDefault(
decorationKey(i, "FootprintRows"), 1);
owned.mLocalX = pUserData->s32Get(decorationKey(i, "X"));
owned.mLocalY = pUserData->s32Get(decorationKey(i, "Y"));
owned.mVisitorAppeal = pUserData->s32GetWithDefault(
decorationKey(i, "VisitorAppeal"), 0);
owned.mVisitorComfort = pUserData->s32GetWithDefault(
decorationKey(i, "VisitorComfort"), 0);
mOwnedDecorations.push_back(owned);
}
const fsS32 clearedCount = pUserData->s32GetWithDefault(
gfCTimeUserSavedData::mParkClearedCellCount, 0);
for (fsS32 i = 0; i < clearedCount; ++i)
{
mClearedCells.push_back(fsPoint(
pUserData->s32Get(clearedCellKey(i, "Col")),
pUserData->s32Get(clearedCellKey(i, "Row"))));
}
}
void gfCParkLevelComponent::progressRestore()
{
fsCUserSavedData* const userData = fsCProfileManager::instanceGet()->userSavedDataGet();
if (userData->keyExistsGet(gfCTimeUserSavedData::mParkDayIndex))
{
mDayIndex = userData->s32Get(gfCTimeUserSavedData::mParkDayIndex);
}
// Must precede daySimBegin(): its re-apply loops unlock/staff the fresh sim
// from exactly these three collections, so they have to be populated first.
ownershipRestore(userData);
daySimBegin();
if (userData->keyExistsGet(gfCTimeUserSavedData::mDayRemainingMs))
{
mDayRemainingMs = userData->s32Get(gfCTimeUserSavedData::mDayRemainingMs);
}
mSim->economyGet().progressSet(
userData->s32GetWithDefault(gfCTimeUserSavedData::mDayCoins,
mSim->economyGet().coinsGet()),
userData->s32GetWithDefault(gfCTimeUserSavedData::mDayHappyVisitors, 0),
userData->s32GetWithDefault(gfCTimeUserSavedData::mDayUnhappyVisitors, 0),
userData->s32GetWithDefault(gfCTimeUserSavedData::mDayServicesPurchased, 0),
userData->s32GetWithDefault(gfCTimeUserSavedData::mDaySatisfactionTotal, 0));
}
fsIComponent* const gfCParkLevelComponent::create(fsCEntity* const pParent)
{
return new gfCParkLevelComponent(pParent);
}
gfCParkLevelComponent::gfCParkLevelComponent(fsCEntity* const pParent):
fsIMessageListenerComponent(pParent),
mDayIndex(1),
mDayRemainingMs(0),
mDayEndShown(false),
mAutosaveTimerMs(0),
mForestLayerId(-1),
mLastDayWages(0),
mParkReputation(50),
mReputationSettledDay(0),
mRepairArmed(false),
mRuntimeSlotSequence(0)
{
}
gfCParkLevelComponent::~gfCParkLevelComponent()
{
}
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