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-rw-r--r--src/openvic-simulation/economy/Building.hpp131
1 files changed, 0 insertions, 131 deletions
diff --git a/src/openvic-simulation/economy/Building.hpp b/src/openvic-simulation/economy/Building.hpp
deleted file mode 100644
index ed1190b..0000000
--- a/src/openvic-simulation/economy/Building.hpp
+++ /dev/null
@@ -1,131 +0,0 @@
-#pragma once
-
-#include "openvic-simulation/Modifier.hpp"
-#include "openvic-simulation/economy/Good.hpp"
-#include "openvic-simulation/economy/ProductionType.hpp"
-#include "openvic-simulation/types/Date.hpp"
-#include "openvic-simulation/types/IdentifierRegistry.hpp"
-#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
-
-#define ARGS \
- ModifierValue&& modifier, std::string_view on_completion, fixed_point_t completion_size, level_t max_level, \
- Good::good_map_t&& goods_cost, fixed_point_t cost, Timespan build_time, bool visibility, bool on_map, \
- bool default_enabled, ProductionType const* production_type, bool pop_build_factory, bool strategic_factory, \
- bool advanced_factory, level_t fort_level, uint64_t naval_capacity, std::vector<fixed_point_t>&& colonial_points, \
- bool in_province, bool one_per_state, fixed_point_t colonial_range, fixed_point_t infrastructure, \
- bool spawn_railway_track, bool sail, bool steam, bool capital, bool port
-
-namespace OpenVic {
-
- struct BuildingManager;
-
- struct BuildingType : HasIdentifier {
- friend struct BuildingManager;
-
- private:
- BuildingType(std::string_view new_identifier);
-
- public:
- BuildingType(BuildingType&&) = default;
- };
-
- /* REQUIREMENTS:
- * MAP-11, MAP-72, MAP-73
- * MAP-12, MAP-75, MAP-76
- * MAP-13, MAP-78, MAP-79
- */
- struct Building : HasIdentifier {
- friend struct BuildingManager;
-
- using level_t = int16_t;
-
- private:
- BuildingType const& PROPERTY(type);
- ModifierValue PROPERTY(modifier);
- std::string PROPERTY(on_completion); // probably sound played on completion
- fixed_point_t PROPERTY(completion_size);
- level_t PROPERTY(max_level);
- Good::good_map_t PROPERTY(goods_cost);
- fixed_point_t PROPERTY(cost);
- Timespan PROPERTY(build_time); // time
- bool PROPERTY(visibility);
- bool PROPERTY(on_map); // onmap
-
- bool PROPERTY(default_enabled);
- ProductionType const* PROPERTY(production_type);
- bool PROPERTY(pop_build_factory);
- bool PROPERTY(strategic_factory);
- bool PROPERTY(advanced_factory);
-
- level_t PROPERTY(fort_level); // probably the step-per-level
-
- uint64_t PROPERTY(naval_capacity);
- std::vector<fixed_point_t> PROPERTY(colonial_points);
- bool PROPERTY(in_province); // province
- bool PROPERTY(one_per_state);
- fixed_point_t PROPERTY(colonial_range);
-
- fixed_point_t PROPERTY(infrastructure);
- bool PROPERTY(spawn_railway_track);
-
- bool PROPERTY(sail); // only in clipper shipyard
- bool PROPERTY(steam); // only in steamer shipyard
- bool PROPERTY(capital); // only in naval base
- bool PROPERTY(port); // only in naval base
-
- Building(std::string_view identifier, BuildingType const& type, ARGS);
-
- public:
- Building(Building&&) = default;
- };
-
- enum class ExpansionState { CannotExpand, CanExpand, Preparing, Expanding };
-
- struct BuildingInstance : HasIdentifier { // used in the actual game
- friend struct BuildingManager;
- using level_t = Building::level_t;
-
- private:
- Building const& PROPERTY(building);
-
- level_t PROPERTY(level);
- ExpansionState PROPERTY(expansion_state);
- Date PROPERTY(start_date)
- Date PROPERTY(end_date);
- float PROPERTY(expansion_progress);
-
- bool _can_expand() const;
-
- public:
- BuildingInstance(Building const& new_building, level_t new_level = 0);
- BuildingInstance(BuildingInstance&&) = default;
-
- void set_level(level_t new_level);
-
- bool expand();
- void update_state(Date today);
- void tick(Date today);
- };
-
- struct BuildingManager {
- using level_t = Building::level_t; // this is getting ridiculous
-
- private:
- IdentifierRegistry<BuildingType> building_types;
- IdentifierRegistry<Building> buildings;
-
- public:
- BuildingManager();
-
- bool add_building_type(std::string_view identifier);
- IDENTIFIER_REGISTRY_ACCESSORS(building_type)
-
- bool add_building(std::string_view identifier, BuildingType const* type, ARGS);
- IDENTIFIER_REGISTRY_ACCESSORS(building)
-
- bool load_buildings_file(
- GoodManager const& good_manager, ProductionTypeManager const& production_type_manager,
- ModifierManager& modifier_manager, ast::NodeCPtr root
- );
- };
-}