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-rw-r--r--src/openvic-simulation/map/State.cpp117
1 files changed, 90 insertions, 27 deletions
diff --git a/src/openvic-simulation/map/State.cpp b/src/openvic-simulation/map/State.cpp
index c1f802d..1c49ed7 100644
--- a/src/openvic-simulation/map/State.cpp
+++ b/src/openvic-simulation/map/State.cpp
@@ -1,68 +1,131 @@
#include "State.hpp"
+#include "openvic-simulation/country/Country.hpp"
#include "openvic-simulation/map/Map.hpp"
+#include "openvic-simulation/map/ProvinceInstance.hpp"
+#include "openvic-simulation/map/Region.hpp"
using namespace OpenVic;
State::State(
- Country const* owner, Province const* capital, Region::provinces_t&& provinces, Province::colony_status_t colony_status
-) : owner { owner }, capital { capital }, provinces { std::move(provinces) }, colony_status { colony_status } {}
+ StateSet const& new_state_set, Country const* owner, ProvinceInstance* capital, std::vector<ProvinceInstance*>&& provinces,
+ ProvinceInstance::colony_status_t colony_status
+) : state_set { new_state_set }, owner { owner }, capital { capital }, provinces { std::move(provinces) },
+ colony_status { colony_status } {}
+
+void State::update_gamestate() {
+ total_population = 0;
+
+ for (ProvinceInstance const* province : provinces) {
+ total_population += province->get_total_population();
+ }
+}
/* Whether two provinces in the same region should be grouped into the same state or not.
* (Assumes both provinces non-null.) */
-static bool provinces_belong_in_same_state(Province const* lhs, Province const* rhs) {
+static bool provinces_belong_in_same_state(ProvinceInstance const* lhs, ProvinceInstance const* rhs) {
return lhs->get_owner() == rhs->get_owner() && lhs->get_colony_status() == rhs->get_colony_status();
}
-StateSet::StateSet(Map& map, Region const& new_region) : region { new_region } {
+StateSet::StateSet(Region const& new_region) : region { new_region }, states {} {}
+
+size_t StateSet::get_state_count() const {
+ return states.size();
+}
+
+void StateSet::update_gamestate() {
+ for (State& state : states) {
+ state.update_gamestate();
+ }
+}
+
+bool StateManager::add_state_set(Map& map, Region const& region) {
if (region.get_meta()) {
- Logger::error("Cannot use meta region as state template!");
+ Logger::error("Cannot use meta region \"", region.get_identifier(), "\" as state template!");
+ return false;
+ }
+
+ if (region.empty()) {
+ Logger::error("Cannot use empty region \"", region.get_identifier(), "\" as state template!");
+ return false;
}
- std::vector<Region::provinces_t> temp_provinces;
+ std::vector<std::vector<ProvinceInstance*>> temp_provinces;
+
+ for (ProvinceDefinition const* province : region.get_provinces()) {
+
+ ProvinceInstance* province_instance = map.get_province_instance_from_const(province);
- for (Province const* province : region.get_provinces()) {
// add to existing state if shared owner & status...
- for (Region::provinces_t& provinces : temp_provinces) {
- if (provinces_belong_in_same_state(provinces[0], province)) {
- provinces.push_back(province);
+ for (std::vector<ProvinceInstance*>& provinces : temp_provinces) {
+ if (provinces_belong_in_same_state(provinces.front(), province_instance)) {
+ provinces.push_back(province_instance);
// jump to the end of the outer loop, skipping the new state code
goto loop_end;
}
}
+
// ...otherwise start a new state
- temp_provinces.push_back({ province });
+ temp_provinces.push_back({ province_instance });
+
loop_end:;
/* Either the province was added to an existing state and the program jumped to here,
* or it was used to create a new state and the program arrived here normally. */
}
- for (Region::provinces_t& provinces : temp_provinces) {
- states.emplace_back(
+ state_sets.push_back({ region });
+
+ StateSet& state_set = state_sets.back();
+
+ // Reserve space for the maximum number of states (one per province)
+ state_set.states.reserve(region.size());
+
+ for (std::vector<ProvinceInstance*>& provinces : temp_provinces) {
+ ProvinceInstance* capital = provinces.front();
+
+ state_set.states.push_back(
/* TODO: capital province logic */
- provinces[0]->get_owner(), provinces[0], std::move(provinces), provinces[0]->get_colony_status()
+ { state_set, capital->get_owner(), capital, std::move(provinces), capital->get_colony_status() }
);
- }
- // Go back and assign each new state to its provinces.
- for (State const& state : states) {
- for (Province const* province : state.get_provinces()) {
- map.remove_province_const(province)->set_state(&state);
+ State const& state = state_set.states.back();
+
+ for (ProvinceInstance* province : state.get_provinces()) {
+ province->set_state(&state);
}
}
-}
-StateSet::states_t& StateSet::get_states() {
- return states;
+ return true;
}
-void StateManager::generate_states(Map& map) {
- regions.clear();
- regions.reserve(map.get_region_count());
+bool StateManager::generate_states(Map& map) {
+ state_sets.clear();
+ state_sets.reserve(map.get_region_count());
+
+ bool ret = true;
+ size_t state_count = 0;
+
for (Region const& region : map.get_regions()) {
if (!region.get_meta()) {
- regions.emplace_back(map, region);
+ if (add_state_set(map, region)) {
+ state_count += state_sets.back().get_state_count();
+ } else {
+ ret = false;
+ }
}
}
- Logger::info("Generated states.");
+
+ Logger::info("Generated ", state_count, " states across ", state_sets.size(), " state sets.");
+
+ return ret;
+}
+
+void StateManager::reset() {
+ state_sets.clear();
+}
+
+void StateManager::update_gamestate() {
+ for (StateSet& state_set : state_sets) {
+ state_set.update_gamestate();
+ }
}