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author zaaarf <zaaarf@proton.me>2023-09-21 13:21:20 +0200
committer zaaarf <zaaarf@proton.me>2023-09-21 13:21:20 +0200
commit1d21915e69fe87b58f37d787b72c790895da0dac (patch)
tree58267490e27810168db7757f60df8d81f8f391dc /src/openvic-simulation/units/Unit.cpp
parent8a4e3e02f23fa1cf3e61f39fbdc8d3fc946a0473 (diff)
feat: created Unit struct
this looks horrid but what can you do
Diffstat (limited to 'src/openvic-simulation/units/Unit.cpp')
-rw-r--r--src/openvic-simulation/units/Unit.cpp210
1 files changed, 210 insertions, 0 deletions
diff --git a/src/openvic-simulation/units/Unit.cpp b/src/openvic-simulation/units/Unit.cpp
new file mode 100644
index 0000000..a466049
--- /dev/null
+++ b/src/openvic-simulation/units/Unit.cpp
@@ -0,0 +1,210 @@
+#include "Unit.hpp"
+#include <cstdint>
+#include <map>
+#include "types/IdentifierRegistry.hpp"
+#include "types/fixed_point/FixedPoint.hpp"
+#include <sys/types.h>
+
+#define SUPER_ARGS icon, sprite, active, type, floating_flag, priority, max_strength, \
+ default_organisation, maximum_speed, weighted_value, build_time, build_cost, supply_consumption, \
+ supply_cost, supply_consumption_score
+#define FOR_SUPER(cat) identifier, cat, SUPER_ARGS
+
+
+using namespace OpenVic;
+
+Unit::Unit(std::string_view identifier, UnitCategory category, UNIT_PARAMS) : HasIdentifier { identifier },
+ category { category }, icon { icon }, sprite { sprite }, active { active }, type { type },
+ floating_flag { floating_flag }, priority { priority }, max_strength { max_strength },
+ default_organisation { default_organisation }, maximum_speed { maximum_speed }, weighted_value { weighted_value },
+ build_time { build_time }, build_cost { build_cost }, supply_consumption { supply_consumption }, supply_cost { supply_cost },
+ supply_consumption_score { supply_consumption_score } {}
+
+Unit::icon_t Unit::get_icon() const {
+ return icon;
+}
+
+Unit::sprite_t Unit::get_sprite() const {
+ return sprite;
+}
+
+bool Unit::is_active() const {
+ return active;
+}
+
+UnitType Unit::get_type() const {
+ return type;
+}
+
+bool Unit::has_floating_flag() const {
+ return floating_flag;
+}
+
+uint32_t Unit::get_priority() const {
+ return priority;
+}
+
+uint32_t Unit::get_max_strength() const {
+ return max_strength;
+}
+
+uint32_t Unit::get_default_organisation() const {
+ return default_organisation;
+}
+
+uint32_t Unit::get_maximum_speed() const {
+ return maximum_speed;
+}
+
+uint32_t Unit::get_build_time() const {
+ return build_time;
+}
+
+fixed_point_t Unit::get_weighted_value() const {
+ return weighted_value;
+}
+
+std::map<const Good*, fixed_point_t> Unit::get_build_cost() const {
+ return build_cost;
+}
+
+fixed_point_t Unit::get_supply_consumption() const {
+ return supply_consumption;
+}
+
+std::map<const Good*, fixed_point_t> Unit::get_supply_cost() const {
+ return supply_cost;
+}
+
+uint32_t Unit::get_supply_consumption_score() const {
+ return supply_consumption_score;
+}
+
+LandUnit::LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) : Unit { FOR_SUPER(UnitCategory::LAND) },
+ reconnaisance { reconnaisance }, attack { attack }, defence { defence }, discipline { discipline }, support { support },
+ maneuver { maneuver }, siege { siege } {}
+
+uint32_t LandUnit::get_reconnaisance() const {
+ return reconnaisance;
+}
+
+uint32_t LandUnit::get_attack() const {
+ return attack;
+}
+
+uint32_t LandUnit::get_defence() const {
+ return defence;
+}
+
+uint32_t LandUnit::get_discipline() const {
+ return discipline;
+}
+
+uint32_t LandUnit::get_support() const {
+ return support;
+}
+
+uint32_t LandUnit::get_maneuver() const {
+ return maneuver;
+}
+
+uint32_t LandUnit::get_siege() const {
+ return siege;
+}
+
+NavalUnit::NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) : Unit { FOR_SUPER(UnitCategory::NAVAL) },
+ naval_icon { naval_icon }, sail { sail }, transport { transport }, move_sound { move_sound }, select_sound { select_sound },
+ colonial_points { colonial_points }, build_overseas { build_overseas }, min_port_level { min_port_level },
+ limit_per_port { limit_per_port }, hull { hull }, gun_power { gun_power }, fire_range { fire_range }, evasion { evasion },
+ torpedo_attack { torpedo_attack } {};
+
+NavalUnit::icon_t NavalUnit::get_naval_icon() const {
+ return naval_icon;
+}
+
+bool NavalUnit::can_sail() const {
+ return sail;
+}
+
+bool NavalUnit::is_transport() const {
+ return transport;
+}
+
+NavalUnit::sound_t NavalUnit::get_move_sound() const {
+ return move_sound;
+}
+
+NavalUnit::sound_t NavalUnit::get_select_sound() const {
+ return select_sound;
+}
+
+uint32_t NavalUnit::get_colonial_points() const {
+ return colonial_points;
+}
+
+bool NavalUnit::can_build_overseas() const {
+ return build_overseas;
+}
+
+uint32_t NavalUnit::get_min_port_level() const {
+ return min_port_level;
+}
+
+int32_t NavalUnit::get_limit_per_port() const {
+ return limit_per_port;
+}
+
+uint32_t NavalUnit::get_hull() const {
+ return hull;
+}
+
+uint32_t NavalUnit::get_gun_power() const {
+ return gun_power;
+}
+
+fixed_point_t NavalUnit::get_fire_range() const {
+ return fire_range;
+}
+
+uint32_t NavalUnit::get_evasion() const {
+ return evasion;
+}
+
+uint32_t NavalUnit::get_torpedo_attack() const {
+ return torpedo_attack;
+}
+
+UnitManager::UnitManager() : units { "units " } {};
+
+bool UnitManager::_check_superclass_parameters(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS) {
+ if (identifier.empty()) {
+ Logger::error("Invalid religion identifier - empty!");
+ return false;
+ }
+
+ //TODO check that icon and sprite exist
+
+ return true;
+}
+
+bool UnitManager::add_land_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, LAND_PARAMS) {
+ if (!_check_superclass_parameters(FOR_SUPER(cat))) {
+ return false;
+ }
+
+ return units.add_item(
+ LandUnit { identifier, SUPER_ARGS, reconnaisance, attack, defence, discipline, support, maneuver, siege }
+ );
+}
+
+bool UnitManager::add_naval_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, NAVY_PARAMS) {
+ if (!_check_superclass_parameters(FOR_SUPER(cat))) {
+ return false;
+ }
+
+ //TODO: check that icon and sounds exist
+
+ return units.add_item(
+ NavalUnit { identifier, SUPER_ARGS, naval_icon, sail, transport, move_sound, select_sound, colonial_points, build_overseas, min_port_level, limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack }
+ );
+} \ No newline at end of file