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-rw-r--r--src/openvic-simulation/economy/Building.cpp292
1 files changed, 292 insertions, 0 deletions
diff --git a/src/openvic-simulation/economy/Building.cpp b/src/openvic-simulation/economy/Building.cpp
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+++ b/src/openvic-simulation/economy/Building.cpp
@@ -0,0 +1,292 @@
+#include "Building.hpp"
+
+#include "openvic-simulation/map/Province.hpp" //imported here so the hpp doesn't get circular imports
+
+using namespace OpenVic;
+using namespace OpenVic::NodeTools;
+
+Building::Building(std::string_view identifier, BuildingType const& type, ARGS) : HasIdentifier { identifier }, ModifierValue { std::move(modifiers) }, type { type },
+ on_completion { on_completion }, completion_size { completion_size }, max_level { max_level }, goods_cost { goods_cost }, cost { cost }, build_time { build_time },
+ visibility { visibility }, on_map { on_map }, default_enabled { default_enabled }, production_type { production_type }, pop_build_factory { pop_build_factory },
+ strategic_factory { strategic_factory }, advanced_factory { advanced_factory }, fort_level { fort_level }, naval_capacity { naval_capacity },
+ colonial_points { colonial_points }, in_province { in_province }, one_per_state { one_per_state }, colonial_range { colonial_range },
+ infrastructure { infrastructure }, movement_cost { movement_cost }, local_ship_build { local_ship_build }, spawn_railway_track { spawn_railway_track },
+ sail { sail }, steam { steam }, capital { capital }, port { port } {}
+
+BuildingType const& Building::get_type() const {
+ return type;
+}
+
+std::string_view Building::get_on_completion() const {
+ return on_completion;
+}
+
+fixed_point_t Building::get_completion_size() const {
+ return completion_size;
+}
+
+Building::level_t Building::get_max_level() const {
+ return max_level;
+}
+
+std::map<Good const*, fixed_point_t> const& Building::get_goods_cost() const {
+ return goods_cost;
+}
+
+fixed_point_t Building::get_cost() const {
+ return cost;
+}
+
+Timespan Building::get_build_time() const {
+ return build_time;
+}
+
+bool Building::has_visibility() const {
+ return visibility;
+}
+
+bool Building::is_on_map() const {
+ return on_map;
+}
+
+bool Building::is_default_enabled() const {
+ return default_enabled;
+}
+
+ProductionType const* Building::get_production_type() const {
+ return production_type;
+}
+
+bool Building::is_pop_built_factory() const {
+ return pop_build_factory;
+}
+
+bool Building::is_strategic_factory() const {
+ return strategic_factory;
+}
+
+bool Building::is_advanced_factory() const {
+ return advanced_factory;
+}
+
+Building::level_t Building::get_fort_level() const {
+ return fort_level;
+}
+
+uint64_t Building::get_naval_capacity() const {
+ return naval_capacity;
+}
+
+std::vector<fixed_point_t> const& Building::get_colonial_points() const {
+ return colonial_points;
+}
+
+bool Building::is_in_province() const {
+ return in_province;
+}
+
+bool Building::is_one_per_state() const {
+ return one_per_state;
+}
+
+fixed_point_t Building::get_colonial_range() const {
+ return colonial_range;
+}
+
+fixed_point_t Building::get_infrastructure() const {
+ return infrastructure;
+}
+
+fixed_point_t Building::get_movement_cost() const {
+ return movement_cost;
+}
+
+bool Building::spawned_railway_track() const {
+ return spawn_railway_track;
+}
+
+BuildingType::BuildingType(std::string_view new_identifier) : HasIdentifier { new_identifier } {}
+
+BuildingInstance::BuildingInstance(Building const& building) : HasIdentifier { building.get_identifier() }, building { building } {}
+
+Building const& BuildingInstance::get_building() const {
+ return building;
+}
+
+bool BuildingInstance::_can_expand() const {
+ return level < building.get_max_level();
+}
+
+BuildingInstance::level_t BuildingInstance::get_current_level() const {
+ return level;
+}
+
+ExpansionState BuildingInstance::get_expansion_state() const {
+ return expansion_state;
+}
+
+Date const& BuildingInstance::get_start_date() const {
+ return start;
+}
+
+Date const& BuildingInstance::get_end_date() const {
+ return end;
+}
+
+float BuildingInstance::get_expansion_progress() const {
+ return expansion_progress;
+}
+
+bool BuildingInstance::expand() {
+ if (expansion_state == ExpansionState::CanExpand) {
+ expansion_state = ExpansionState::Preparing;
+ expansion_progress = 0.0f;
+ return true;
+ }
+ return false;
+}
+
+/* REQUIREMENTS:
+ * MAP-71, MAP-74, MAP-77
+ */
+void BuildingInstance::update_state(Date const& today) {
+ switch (expansion_state) {
+ case ExpansionState::Preparing:
+ start = today;
+ end = start + building.get_build_time();
+ break;
+ case ExpansionState::Expanding:
+ expansion_progress = static_cast<double>(today - start) / static_cast<double>(end - start);
+ break;
+ default: expansion_state = _can_expand() ? ExpansionState::CanExpand : ExpansionState::CannotExpand;
+ }
+}
+
+void BuildingInstance::tick(Date const& today) {
+ if (expansion_state == ExpansionState::Preparing) {
+ expansion_state = ExpansionState::Expanding;
+ }
+ if (expansion_state == ExpansionState::Expanding) {
+ if (end <= today) {
+ level++;
+ expansion_state = ExpansionState::CannotExpand;
+ }
+ }
+}
+
+BuildingManager::BuildingManager() : building_types { "building types" }, buildings { "buildings" } {}
+
+bool BuildingManager::add_building_type(std::string_view identifier) {
+ if (identifier.empty()) {
+ Logger::error("Invalid building type identifier - empty!");
+ return false;
+ }
+ return building_types.add_item({ identifier });
+}
+
+bool BuildingManager::add_building(std::string_view identifier, BuildingType const* type, ARGS) {
+ if (identifier.empty()) {
+ Logger::error("Invalid building identifier - empty!");
+ return false;
+ }
+ if (type == nullptr) {
+ Logger::error("Invalid building type for ", identifier, ": null");
+ return false;
+ }
+
+ return buildings.add_item({
+ identifier, *type, on_completion, completion_size, max_level, goods_cost, cost, build_time, visibility, on_map, default_enabled,
+ production_type, pop_build_factory, strategic_factory, advanced_factory, fort_level, naval_capacity, colonial_points, in_province, one_per_state,
+ colonial_range, infrastructure, movement_cost, local_ship_build, spawn_railway_track, sail, steam, capital, port, std::move(modifiers)
+ });
+}
+
+bool BuildingManager::load_buildings_file(GoodManager const& good_manager, ProductionTypeManager const& production_type_manager, ModifierManager const& modifier_manager, ast::NodeCPtr root) {
+ bool ret = expect_dictionary_reserve_length(buildings, [this](std::string_view, ast::NodeCPtr value) -> bool {
+ return expect_key("type", expect_identifier(
+ [this](std::string_view identifier) -> bool {
+ if (!building_types.has_identifier(identifier)) {
+ return building_types.add_item({ identifier });
+ }
+ return true;
+ }
+ ))(value);
+ })(root);
+ lock_building_types();
+
+ ret &= expect_dictionary([this, &good_manager, &production_type_manager, &modifier_manager](std::string_view key, ast::NodeCPtr value) -> bool {
+ BuildingType const* type = nullptr;
+ ProductionType const* production_type = nullptr;
+ std::string_view on_completion;
+ fixed_point_t completion_size = 0, cost = 0, infrastructure = 0, movement_cost = 0, colonial_range = 0, local_ship_build = 0;
+ Building::level_t max_level = 0, fort_level = 0;
+ std::map<Good const*, fixed_point_t> goods_cost;
+ Timespan build_time;
+ bool visibility = false, on_map = false, default_enabled = false, pop_build_factory = false, strategic_factory = false, advanced_factory = false;
+ bool in_province = false, one_per_state = false, spawn_railway_track = false, sail = false, steam = false, capital = false, port = false;
+ uint64_t naval_capacity = 0;
+ std::vector<fixed_point_t> colonial_points;
+ ModifierValue modifiers;
+
+ bool ret = modifier_manager.expect_modifier_value_and_keys(move_variable_callback(modifiers),
+ "type", ONE_EXACTLY, expect_identifier(expect_building_type_identifier(assign_variable_callback_pointer(type))),
+ "on_completion", ZERO_OR_ONE, expect_identifier(assign_variable_callback(on_completion)),
+ "completion_size", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(completion_size)),
+ "max_level", ONE_EXACTLY, expect_uint(assign_variable_callback(max_level)),
+ "goods_cost", ONE_EXACTLY, good_manager.expect_good_decimal_map(move_variable_callback(goods_cost)),
+ "cost", ZERO_OR_MORE, expect_fixed_point(assign_variable_callback(cost)),
+ "time", ONE_EXACTLY, expect_days(assign_variable_callback(build_time)),
+ "visibility", ONE_EXACTLY, expect_bool(assign_variable_callback(visibility)),
+ "onmap", ONE_EXACTLY, expect_bool(assign_variable_callback(on_map)),
+ "default_enabled", ZERO_OR_ONE, expect_bool(assign_variable_callback(default_enabled)),
+ "production_type", ZERO_OR_ONE, expect_identifier(production_type_manager.expect_production_type_identifier(assign_variable_callback_pointer(production_type))),
+ "pop_build_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(pop_build_factory)),
+ "strategic_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(strategic_factory)),
+ "advanced_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(advanced_factory)),
+ "fort_level", ZERO_OR_ONE, expect_uint(assign_variable_callback(fort_level)),
+ "naval_capacity", ZERO_OR_ONE, expect_uint(assign_variable_callback(naval_capacity)),
+ "colonial_points", ZERO_OR_ONE, expect_list(expect_fixed_point([&colonial_points](fixed_point_t points) -> bool {
+ colonial_points.push_back(points);
+ return true;
+ })),
+ "province", ZERO_OR_ONE, expect_bool(assign_variable_callback(in_province)),
+ "one_per_state", ZERO_OR_ONE, expect_bool(assign_variable_callback(one_per_state)),
+ "colonial_range", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(colonial_range)),
+ "infrastructure", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(infrastructure)),
+ "movement_cost", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(movement_cost)),
+ "local_ship_build", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(local_ship_build)),
+ "spawn_railway_track", ZERO_OR_ONE, expect_bool(assign_variable_callback(spawn_railway_track)),
+ "sail", ZERO_OR_ONE, expect_bool(assign_variable_callback(sail)),
+ "steam", ZERO_OR_ONE, expect_bool(assign_variable_callback(steam)),
+ "capital", ZERO_OR_ONE, expect_bool(assign_variable_callback(capital)),
+ "port", ZERO_OR_ONE, expect_bool(assign_variable_callback(port))
+ )(value);
+
+ ret &= add_building(
+ key, type, on_completion, completion_size, max_level, goods_cost, cost, build_time, visibility, on_map, default_enabled,
+ production_type, pop_build_factory, strategic_factory, advanced_factory, fort_level, naval_capacity, colonial_points, in_province,
+ one_per_state, colonial_range, infrastructure, movement_cost, local_ship_build, spawn_railway_track, sail, steam, capital, port, std::move(modifiers)
+ );
+
+ return ret;
+ })(root);
+ lock_buildings();
+
+ return ret;
+}
+
+bool BuildingManager::generate_province_buildings(Province& province) const {
+ province.reset_buildings();
+ if (!building_types.is_locked()) {
+ Logger::error("Cannot generate buildings until building types are locked!");
+ return false;
+ }
+ bool ret = true;
+ if (!province.get_water()) {
+ for (Building const& building : buildings.get_items()) {
+ ret &= province.add_building({ building });
+ }
+ }
+ province.lock_buildings();
+ return ret;
+}