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-rw-r--r--src/openvic-simulation/economy/Building.hpp174
1 files changed, 174 insertions, 0 deletions
diff --git a/src/openvic-simulation/economy/Building.hpp b/src/openvic-simulation/economy/Building.hpp
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+++ b/src/openvic-simulation/economy/Building.hpp
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+#pragma once
+
+#include "openvic-simulation/types/Date.hpp"
+#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
+#include "openvic-simulation/types/IdentifierRegistry.hpp"
+#include "openvic-simulation/economy/Good.hpp"
+#include "openvic-simulation/economy/ProductionType.hpp"
+#include "openvic-simulation/Modifier.hpp"
+
+#define ARGS std::string_view on_completion, fixed_point_t completion_size, level_t max_level, \
+ std::map<Good const*, fixed_point_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, fixed_point_t movement_cost, fixed_point_t local_ship_build, bool spawn_railway_track, bool sail, bool steam, \
+ bool capital, bool port, ModifierValue&& modifiers
+
+namespace OpenVic {
+
+ struct BuildingManager;
+ struct BuildingType;
+
+ /* REQUIREMENTS:
+ * MAP-11, MAP-72, MAP-73
+ * MAP-12, MAP-75, MAP-76
+ * MAP-13, MAP-78, MAP-79
+ */
+ struct Building : HasIdentifier, ModifierValue {
+ friend struct BuildingManager;
+
+ using level_t = int16_t;
+
+ private:
+ BuildingType const& type;
+ const std::string on_completion; //probably sound played on completion
+ const fixed_point_t completion_size;
+ const level_t max_level;
+ const std::map<Good const*, fixed_point_t> goods_cost;
+ const fixed_point_t cost;
+ const Timespan build_time; //time
+ const bool visibility;
+ const bool on_map; //onmap
+
+ const bool default_enabled;
+ ProductionType const* production_type;
+ const bool pop_build_factory;
+ const bool strategic_factory;
+ const bool advanced_factory;
+
+ const level_t fort_level; //probably the step-per-level
+
+ const uint64_t naval_capacity;
+ const std::vector<fixed_point_t> colonial_points;
+ const bool in_province; //province
+ const bool one_per_state;
+ const fixed_point_t colonial_range;
+
+ const fixed_point_t infrastructure;
+ const fixed_point_t movement_cost;
+ const fixed_point_t local_ship_build;
+ const bool spawn_railway_track;
+
+ const bool sail; //only in clipper shipyard
+ const bool steam; //only in steamer shipyard
+ const bool capital; //only in naval base
+ const bool port; //only in naval base
+
+ Building(std::string_view identifier, BuildingType const& type, ARGS);
+
+ public:
+ Building(Building&&) = default;
+
+ BuildingType const& get_type() const;
+ std::string const& get_on_completion() const;
+ fixed_point_t get_completion_size() const;
+ level_t get_max_level() const;
+ std::map<Good const*, fixed_point_t> const& get_goods_cost() const;
+ fixed_point_t get_cost() const;
+ Timespan get_build_time() const;
+ bool has_visibility() const;
+ bool is_on_map() const;
+
+ bool is_default_enabled() const;
+ ProductionType const* get_production_type() const;
+ bool is_pop_built_factory() const;
+ bool is_strategic_factory() const;
+ bool is_advanced_factory() const;
+
+ level_t get_fort_level() const;
+
+ uint64_t get_naval_capacity() const;
+ std::vector<fixed_point_t> const& get_colonial_points() const;
+ bool is_in_province() const;
+ bool is_one_per_state() const;
+ fixed_point_t get_colonial_range() const;
+
+ fixed_point_t get_infrastructure() const;
+ fixed_point_t get_movement_cost() const;
+ fixed_point_t get_local_ship_build() const;
+ bool spawned_railway_track() const;
+ };
+
+ struct BuildingType : HasIdentifier {
+ friend struct BuildingManager;
+
+ private:
+ BuildingType(std::string_view new_identifier);
+
+ public:
+ BuildingType(BuildingType&&) = 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& building;
+
+ level_t level = 0;
+ ExpansionState expansion_state = ExpansionState::CannotExpand;
+ Date start, end;
+ float expansion_progress;
+
+ bool _can_expand() const;
+
+ BuildingInstance(Building const& building);
+
+ public:
+ BuildingInstance(BuildingInstance&&) = default;
+
+ Building const& get_building() const;
+
+ level_t get_current_level() const;
+ ExpansionState get_expansion_state() const;
+ Date const& get_start_date() const;
+ Date const& get_end_date() const;
+ float get_expansion_progress() const;
+
+ bool expand();
+ void update_state(Date const& today);
+ void tick(Date const& today);
+
+ };
+
+ struct Province;
+
+ 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 const& modifier_manager, ast::NodeCPtr root);
+
+ bool generate_province_buildings(Province& province) const;
+ };
+}