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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.hpp
parent8a4e3e02f23fa1cf3e61f39fbdc8d3fc946a0473 (diff)
feat: created Unit struct
this looks horrid but what can you do
Diffstat (limited to 'src/openvic-simulation/units/Unit.hpp')
-rw-r--r--src/openvic-simulation/units/Unit.hpp170
1 files changed, 170 insertions, 0 deletions
diff --git a/src/openvic-simulation/units/Unit.hpp b/src/openvic-simulation/units/Unit.hpp
new file mode 100644
index 0000000..aa14f5a
--- /dev/null
+++ b/src/openvic-simulation/units/Unit.hpp
@@ -0,0 +1,170 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+#include <string_view>
+#include "economy/Good.hpp"
+#include "types/IdentifierRegistry.hpp"
+#include "types/fixed_point/FixedPoint.hpp"
+
+#define UNIT_PARAMS Unit::icon_t icon, Unit::sprite_t sprite, bool active, UnitType type, bool floating_flag, uint32_t priority,\
+ uint32_t max_strength, uint32_t default_organisation,uint32_t maximum_speed, fixed_point_t weighted_value, \
+ uint32_t build_time, std::map<const Good*, fixed_point_t> build_cost, fixed_point_t supply_consumption, \
+ std::map<const Good*, fixed_point_t> supply_cost, uint32_t supply_consumption_score
+#define LAND_PARAMS uint32_t reconnaisance, uint32_t attack, uint32_t defence, uint32_t discipline, uint32_t support, \
+ uint32_t maneuver, uint32_t siege
+#define NAVY_PARAMS Unit::icon_t naval_icon, bool sail, bool transport, Unit::sound_t move_sound, Unit::sound_t select_sound, \
+ uint32_t colonial_points, bool build_overseas, uint32_t min_port_level, int32_t limit_per_port, \
+ uint32_t hull, uint32_t gun_power, fixed_point_t fire_range, uint32_t evasion, uint32_t torpedo_attack
+
+namespace OpenVic {
+ enum UnitCategory {
+ NAVAL,
+ LAND
+ };
+
+ enum UnitType {
+ INFANTRY, //guard, infantry, irregular
+ CAVALRY, //cavalry, cuirassier, dragoon, hussar, plane
+ SUPPORT, //artillery
+ SPECIAL, //engineer, tank
+ TRANSPORT, //clipper transport, steam transport
+ LIGHT_SHIP, //commerce raider, cruiser, frigate
+ BIG_SHIP //battleship, dreadnought, ironclad, manowar, monitor
+ };
+
+ struct Unit : HasIdentifier {
+ using icon_t = uint32_t;
+ using sprite_t = std::string;
+ using sound_t = std::string;
+
+ private:
+ const icon_t icon;
+ const UnitCategory category; //type
+ const sprite_t sprite;
+ const bool active;
+ const UnitType type; //unit_type
+ const bool floating_flag;
+
+ const uint32_t priority;
+ const uint32_t max_strength;
+ const uint32_t default_organisation;
+ const uint32_t maximum_speed;
+ const fixed_point_t weighted_value;
+
+ const uint32_t build_time;
+ const std::map<const Good*, fixed_point_t> build_cost;
+ const fixed_point_t supply_consumption;
+ const std::map<const Good*, fixed_point_t> supply_cost;
+ const uint32_t supply_consumption_score;
+
+ protected:
+ Unit(std::string_view identifier, UnitCategory category, UNIT_PARAMS);
+
+ public:
+ Unit(Unit&&) = default;
+
+ icon_t get_icon() const;
+ UnitCategory get_category() const;
+ sprite_t get_sprite() const;
+ bool is_active() const;
+ UnitType get_type() const;
+ bool has_floating_flag() const;
+
+ uint32_t get_priority() const;
+ uint32_t get_max_strength() const;
+ uint32_t get_default_organisation() const;
+ uint32_t get_maximum_speed() const;
+ fixed_point_t get_weighted_value() const;
+
+ uint32_t get_build_time() const;
+ std::map<const Good*, fixed_point_t> get_build_cost() const;
+ fixed_point_t get_supply_consumption() const;
+ std::map<const Good*, fixed_point_t> get_supply_cost() const;
+ uint32_t get_supply_consumption_score() const;
+ };
+
+ struct LandUnit : Unit {
+ friend struct UnitManager;
+
+ private:
+ const uint32_t reconnaisance;
+ const uint32_t attack;
+ const uint32_t defence;
+ const uint32_t discipline;
+ const uint32_t support;
+ const uint32_t maneuver;
+ const uint32_t siege;
+
+ LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
+
+ public:
+ LandUnit(LandUnit&&) = default;
+
+ uint32_t get_reconnaisance() const;
+ uint32_t get_attack() const;
+ uint32_t get_defence() const;
+ uint32_t get_discipline() const;
+ uint32_t get_support() const;
+ uint32_t get_maneuver() const;
+ uint32_t get_siege() const;
+ };
+
+ struct NavalUnit : Unit {
+ friend struct UnitManager;
+
+ private:
+ const icon_t naval_icon;
+ const bool sail;
+ const bool transport;
+ const sound_t move_sound;
+ const sound_t select_sound;
+ const uint32_t colonial_points; //some
+ const bool build_overseas; //can_build_overseas
+ const uint32_t min_port_level;
+ const int32_t limit_per_port; //-1 is unlimited
+
+ const uint32_t hull;
+ const uint32_t gun_power;
+ const fixed_point_t fire_range;
+ const uint32_t evasion;
+ const uint32_t torpedo_attack;
+
+ NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS);
+
+ public:
+ NavalUnit(NavalUnit&&) = default;
+
+ icon_t get_naval_icon() const;
+ bool can_sail() const;
+ bool is_transport() const;
+ sound_t get_move_sound() const;
+ sound_t get_select_sound() const;
+ uint32_t get_colonial_points() const;
+ bool can_build_overseas() const;
+ uint32_t get_min_port_level() const;
+ int32_t get_limit_per_port() const;
+
+ uint32_t get_hull() const;
+ uint32_t get_gun_power() const;
+ fixed_point_t get_fire_range() const;
+ uint32_t get_evasion() const;
+ uint32_t get_torpedo_attack() const;
+ };
+
+ struct UnitManager {
+ private:
+ IdentifierRegistry<Unit> units;
+
+ bool _check_superclass_parameters(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS);
+
+ public:
+ UnitManager();
+
+ bool add_land_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, LAND_PARAMS);
+ bool add_naval_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, NAVY_PARAMS);
+ IDENTIFIER_REGISTRY_ACCESSORS(Unit, unit)
+
+ //TODO - bool load_unit_file(ast::NodeCPtr root);
+ };
+} \ No newline at end of file