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-rw-r--r--src/openvic-simulation/map/Building.hpp153
1 files changed, 121 insertions, 32 deletions
diff --git a/src/openvic-simulation/map/Building.hpp b/src/openvic-simulation/map/Building.hpp
index d36dfd4..9b11c1c 100644
--- a/src/openvic-simulation/map/Building.hpp
+++ b/src/openvic-simulation/map/Building.hpp
@@ -1,9 +1,18 @@
#pragma once
-#include <vector>
-
#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 BuildingType const& type, std::string_view on_completion, fixed_point_t completion_size, level_t max_level, \
+ std::map<const Good*, 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<uint64_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 {
@@ -15,34 +24,120 @@ namespace OpenVic {
* MAP-12, MAP-75, MAP-76
* MAP-13, MAP-78, MAP-79
*/
- struct Building : HasIdentifier {
+ struct Building : HasIdentifier, ModifierValue {
friend struct BuildingManager;
- using level_t = int8_t;
-
- enum class ExpansionState {
- CannotExpand,
- CanExpand,
- Preparing,
- Expanding
- };
+ using level_t = uint8_t;
private:
BuildingType const& type;
+ const std::string_view on_completion; //probably sound played on completion
+ const fixed_point_t completion_size;
+ const level_t max_level;
+ const std::map<const Good*, 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<uint64_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, ARGS);
+
+ public:
+ Building(Building&&) = default;
+
+ BuildingType const& get_type() const;
+ std::string_view get_on_completion() const;
+ fixed_point_t get_completion_size() const;
+ level_t get_max_level() const;
+ std::map<const Good*, 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<uint64_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(const 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;
- Building(BuildingType const& new_type);
-
bool _can_expand() const;
+ BuildingInstance(Building const& building);
+
public:
- Building(Building&&) = default;
+ BuildingInstance(BuildingInstance&&) = default;
- BuildingType const& get_type() const;
- level_t get_level() const;
+ 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;
@@ -51,35 +146,29 @@ namespace OpenVic {
bool expand();
void update_state(Date const& today);
void tick(Date const& today);
- };
-
- struct BuildingType : HasIdentifier {
- friend struct BuildingManager;
- private:
- const Building::level_t max_level;
- const Timespan build_time;
-
- BuildingType(const std::string_view new_identifier, Building::level_t new_max_level, Timespan new_build_time);
-
- public:
- BuildingType(BuildingType&&) = default;
-
- Building::level_t get_max_level() const;
- Timespan get_build_time() const;
};
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(const std::string_view identifier, Building::level_t max_level, Timespan build_time);
+ bool add_building_type(const std::string_view identifier);
IDENTIFIER_REGISTRY_ACCESSORS(BuildingType, building_type)
+
+ bool add_building(std::string_view identifier, ARGS);
+ IDENTIFIER_REGISTRY_ACCESSORS(Building, 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;
};
}