diff options
author | BrickPi <49528459+BrickPi@users.noreply.github.com> | 2023-10-25 12:16:05 +0200 |
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committer | GitHub <noreply@github.com> | 2023-10-25 12:16:05 +0200 |
commit | fd1b24dfc6988eaa301645f0f5f2fcd845eb0a29 (patch) | |
tree | bd5fba638a55c683e587eb5e2bbde43ab5fb1a00 /src/openvic-simulation/military/Deployment.cpp | |
parent | 7bda541557722b2a244e80796c612b735d8b5cf7 (diff) | |
parent | c9c198e3b47e84eaea998cd9d2f7a8aa2b50ce73 (diff) |
Merge pull request #60 from OpenVicProject/country-history-loading
Diffstat (limited to 'src/openvic-simulation/military/Deployment.cpp')
-rw-r--r-- | src/openvic-simulation/military/Deployment.cpp | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/src/openvic-simulation/military/Deployment.cpp b/src/openvic-simulation/military/Deployment.cpp new file mode 100644 index 0000000..d2637b1 --- /dev/null +++ b/src/openvic-simulation/military/Deployment.cpp @@ -0,0 +1,130 @@ +#include "Deployment.hpp" + +#include "openvic-simulation/GameManager.hpp" /* gosh don't we all just love circular inclusion :DDD */ + +using namespace OpenVic; +using namespace OpenVic::NodeTools; + +Deployment::Deployment(std::string_view new_path, std::vector<Army>&& new_armies, std::vector<Navy>&& new_navies, std::vector<Leader>&& new_leaders) + : HasIdentifier { new_path }, armies { std::move(new_armies) }, navies { std::move(new_navies) }, leaders { std::move(new_leaders) } {} + +const std::vector<Army>& Deployment::get_armies() const { + return armies; +} + +const std::vector<Navy>& Deployment::get_navies() const { + return navies; +} + +const std::vector<Leader>& Deployment::get_leaders() const { + return leaders; +} + +DeploymentManager::DeploymentManager() : deployments { "deployments" } {} + +bool DeploymentManager::add_deployment(std::string_view path, std::vector<Army>&& armies, std::vector<Navy>&& navies, std::vector<Leader>&& leaders) { + if (path.empty()) { + Logger::error("Attemped to load order of battle with no path! Something is very wrong!"); + return false; + } + if (armies.empty() && navies.empty() && leaders.empty() && path != "NULL") { + Logger::warning("Loading redundant empty order of battle at ", path); + } + + return deployments.add_item({ path, std::move(armies), std::move(navies), std::move(leaders) }); +} + +bool DeploymentManager::load_oob_file(GameManager& game_manager, std::string_view path, ast::NodeCPtr root) { + std::vector<Army> armies; + std::vector<Navy> navies; + std::vector<Leader> leaders; + + bool ret = expect_dictionary_keys_and_default( + key_value_success_callback, // TODO: load SOI information + "leader", ZERO_OR_MORE, [&leaders, &game_manager](ast::NodeCPtr node) -> bool { + std::string_view name; + Unit::type_t type; + Date date; + LeaderTrait const* personality; + LeaderTrait const* background; + fixed_point_t prestige = 0; + + bool ret = expect_dictionary_keys( + "name", ONE_EXACTLY, expect_string(assign_variable_callback(name), false), + "date", ONE_EXACTLY, expect_identifier_or_string(expect_date_str(assign_variable_callback(date))), + "type", ONE_EXACTLY, expect_identifier([&type](std::string_view leader_type) -> bool { + if (leader_type == "land") { + type = Unit::type_t::LAND; + } else { + type = Unit::type_t::NAVAL; + } + return true; + }), + "personality", ONE_EXACTLY, game_manager.get_military_manager().get_leader_trait_manager().expect_leader_trait_identifier(assign_variable_callback_pointer(personality)), + "background", ONE_EXACTLY, game_manager.get_military_manager().get_leader_trait_manager().expect_leader_trait_identifier(assign_variable_callback_pointer(background)), + "prestige", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(prestige)), + "picture", ZERO_OR_ONE, success_callback + )(node); + + if (!personality->is_personality_trait()) { + Logger::error("Leader ", name, " has personality ", personality->get_identifier(), " which is not a personality trait!"); + return false; + } + if (!background->is_background_trait()) { + Logger::error("Leader ", name, " has background ", background->get_identifier(), " which is not a background trait!"); + return false; + } + + leaders.push_back(Leader{ std::string(name), type, date, personality, background, prestige }); + return ret; }, + "army", ZERO_OR_MORE, [&armies, &game_manager](ast::NodeCPtr node) -> bool { + std::string_view name; + Province const* location; + std::vector<Regiment> regiments; + + bool ret = expect_dictionary_keys( + "leader", ZERO_OR_MORE, success_callback, /* another paradox gem, tested in game and they don't lead the army or even show up */ + "name", ONE_EXACTLY, expect_string(assign_variable_callback(name), false), + "location", ONE_EXACTLY, game_manager.get_map().expect_province_identifier(assign_variable_callback_pointer(location)), + "regiment", ONE_OR_MORE, [&game_manager, ®iments](ast::NodeCPtr node) -> bool { + Regiment regiment; + bool ret = expect_dictionary_keys( + "name", ONE_EXACTLY, expect_string(assign_variable_callback_string(regiment.name), false), + "type", ONE_EXACTLY, game_manager.get_military_manager().get_unit_manager().expect_unit_identifier(assign_variable_callback_pointer(regiment.type)), + "home", ONE_EXACTLY, game_manager.get_map().expect_province_identifier(assign_variable_callback_pointer(regiment.home)) + )(node); + regiments.push_back(regiment); + return ret; + } + )(node); + armies.push_back(Army{ std::string(name), location, std::move(regiments) }); + return ret; }, + "navy", ZERO_OR_MORE, [&navies, &game_manager](ast::NodeCPtr node) -> bool { + std::string_view name; + Province const* location; + std::vector<Ship> ships; + + bool ret = expect_dictionary_keys( + "name", ONE_EXACTLY, expect_string(assign_variable_callback(name), false), + "location", ONE_EXACTLY, game_manager.get_map().expect_province_identifier(assign_variable_callback_pointer(location)), + "ship", ONE_OR_MORE, [&game_manager, &ships](ast::NodeCPtr node) -> bool { + Ship ship; + bool ret = expect_dictionary_keys( + "name", ONE_EXACTLY, expect_string(assign_variable_callback_string(ship.name), false), + "type", ONE_EXACTLY, game_manager.get_military_manager().get_unit_manager().expect_unit_identifier(assign_variable_callback_pointer(ship.type)) + )(node); + ships.push_back(ship); + return ret; + }, + "leader", ZERO_OR_MORE, success_callback + )(node); + navies.push_back(Navy{ std::string(name), location, std::move(ships) }); + return ret; } + )(root); + /* need to do this for platform compatibility of identifiers */ + std::string identifier = std::string { path }; + std::replace(identifier.begin(), identifier.end(), '\\', '/'); + ret &= add_deployment(identifier, std::move(armies), std::move(navies), std::move(leaders)); + + return ret; +} |