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-rw-r--r--src/openvic-simulation/military/Unit.hpp171
1 files changed, 171 insertions, 0 deletions
diff --git a/src/openvic-simulation/military/Unit.hpp b/src/openvic-simulation/military/Unit.hpp
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+++ b/src/openvic-simulation/military/Unit.hpp
@@ -0,0 +1,171 @@
+#pragma once
+
+#include <cstdint>
+#include <string_view>
+#include "openvic-simulation/economy/Good.hpp"
+#include "openvic-simulation/types/IdentifierRegistry.hpp"
+#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
+#include "openvic-simulation/dataloader/NodeTools.hpp"
+#include "openvic-simulation/economy/Good.hpp"
+#include "openvic-simulation/types/Date.hpp"
+
+#define UNIT_PARAMS Unit::icon_t icon, std::string_view sprite, bool active, std::string_view unit_type, \
+ bool floating_flag, uint32_t priority, fixed_point_t max_strength, fixed_point_t default_organisation, \
+ fixed_point_t maximum_speed, fixed_point_t weighted_value, Timespan build_time, \
+ std::map<Good const*, fixed_point_t> build_cost, fixed_point_t supply_consumption, \
+ std::map<Good const*, fixed_point_t> supply_cost
+#define LAND_PARAMS bool primary_culture, std::string_view sprite_override, std::string_view sprite_mount, \
+ std::string_view sprite_mount_attach_node, fixed_point_t reconnaissance, fixed_point_t attack, \
+ fixed_point_t defence, fixed_point_t discipline, fixed_point_t support, fixed_point_t maneuver, fixed_point_t siege
+#define NAVY_PARAMS Unit::icon_t naval_icon, bool sail, bool transport, bool capital, std::string_view move_sound, \
+ std::string_view select_sound, fixed_point_t colonial_points, bool build_overseas, uint32_t min_port_level, \
+ int32_t limit_per_port, fixed_point_t supply_consumption_score, fixed_point_t hull, fixed_point_t gun_power, \
+ fixed_point_t fire_range, fixed_point_t evasion, fixed_point_t torpedo_attack
+
+namespace OpenVic {
+ struct Unit : HasIdentifier {
+ using icon_t = uint32_t;
+
+ enum struct type_t {
+ LAND, NAVAL
+ };
+
+ private:
+ const type_t type;
+ const icon_t icon;
+ const std::string sprite;
+ const bool active;
+ const std::string unit_type;
+ const bool floating_flag;
+
+ const uint32_t priority;
+ const fixed_point_t max_strength;
+ const fixed_point_t default_organisation;
+ const fixed_point_t maximum_speed;
+ const fixed_point_t weighted_value;
+
+ const Timespan build_time;
+ const std::map<Good const*, fixed_point_t> build_cost;
+ const fixed_point_t supply_consumption;
+ const std::map<Good const*, fixed_point_t> supply_cost;
+
+ protected:
+ Unit(std::string_view identifier, type_t type, UNIT_PARAMS);
+
+ public:
+ Unit(Unit&&) = default;
+
+ icon_t get_icon() const;
+ type_t get_type() const;
+ std::string const& get_sprite() const;
+ bool is_active() const;
+ std::string const& get_unit_type() const;
+ bool has_floating_flag() const;
+
+ uint32_t get_priority() const;
+ fixed_point_t get_max_strength() const;
+ fixed_point_t get_default_organisation() const;
+ fixed_point_t get_maximum_speed() const;
+ fixed_point_t get_weighted_value() const;
+
+ Timespan get_build_time() const;
+ std::map<Good const*, fixed_point_t> const& get_build_cost() const;
+ fixed_point_t get_supply_consumption() const;
+ std::map<Good const*, fixed_point_t> const& get_supply_cost() const;
+ };
+
+ struct LandUnit : Unit {
+ friend struct UnitManager;
+
+ private:
+ const bool primary_culture;
+ const std::string sprite_override, sprite_mount, sprite_mount_attach_node;
+ const fixed_point_t reconnaissance;
+ const fixed_point_t attack;
+ const fixed_point_t defence;
+ const fixed_point_t discipline;
+ const fixed_point_t support;
+ const fixed_point_t maneuver;
+ const fixed_point_t siege;
+
+ LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
+
+ public:
+ LandUnit(LandUnit&&) = default;
+
+ bool get_primary_culture() const;
+ std::string const& get_sprite_override() const;
+ std::string const& get_sprite_mount() const;
+ std::string const& get_sprite_mount_attach_node() const;
+
+ fixed_point_t get_reconnaissance() const;
+ fixed_point_t get_attack() const;
+ fixed_point_t get_defence() const;
+ fixed_point_t get_discipline() const;
+ fixed_point_t get_support() const;
+ fixed_point_t get_maneuver() const;
+ fixed_point_t get_siege() const;
+ };
+
+ struct NavalUnit : Unit {
+ friend struct UnitManager;
+
+ private:
+ const icon_t naval_icon;
+ const bool sail;
+ const bool transport;
+ const bool capital;
+ const std::string move_sound;
+ const std::string select_sound;
+ const fixed_point_t colonial_points;
+ const bool build_overseas;
+ const uint32_t min_port_level;
+ const int32_t limit_per_port;
+ const fixed_point_t supply_consumption_score;
+
+ const fixed_point_t hull;
+ const fixed_point_t gun_power;
+ const fixed_point_t fire_range;
+ const fixed_point_t evasion;
+ const fixed_point_t torpedo_attack;
+
+ NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS);
+
+ public:
+ NavalUnit(NavalUnit&&) = default;
+
+ icon_t get_naval_icon() const;
+ bool can_sail() const;
+ bool is_transport() const;
+ bool is_capital() const;
+ std::string const& get_move_sound() const;
+ std::string const& get_select_sound() const;
+ fixed_point_t get_colonial_points() const;
+ bool can_build_overseas() const;
+ uint32_t get_min_port_level() const;
+ int32_t get_limit_per_port() const;
+ fixed_point_t get_supply_consumption_score() const;
+
+ fixed_point_t get_hull() const;
+ fixed_point_t get_gun_power() const;
+ fixed_point_t get_fire_range() const;
+ fixed_point_t get_evasion() const;
+ fixed_point_t get_torpedo_attack() const;
+ };
+
+ struct UnitManager {
+ private:
+ IdentifierRegistry<Unit> units;
+
+ bool _check_shared_parameters(std::string_view identifier, UNIT_PARAMS);
+
+ public:
+ UnitManager();
+
+ bool add_land_unit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
+ bool add_naval_unit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS);
+ IDENTIFIER_REGISTRY_ACCESSORS(unit)
+
+ bool load_unit_file(GoodManager const& good_manager, ast::NodeCPtr root);
+ };
+} \ No newline at end of file