diff options
Diffstat (limited to 'src/openvic-simulation/modifier/ModifierEffectCache.hpp')
-rw-r--r-- | src/openvic-simulation/modifier/ModifierEffectCache.hpp | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/src/openvic-simulation/modifier/ModifierEffectCache.hpp b/src/openvic-simulation/modifier/ModifierEffectCache.hpp new file mode 100644 index 0000000..261ddde --- /dev/null +++ b/src/openvic-simulation/modifier/ModifierEffectCache.hpp @@ -0,0 +1,307 @@ +#pragma once + +#include "openvic-simulation/military/UnitType.hpp" +#include "openvic-simulation/types/IndexedMap.hpp" +#include "openvic-simulation/utility/Getters.hpp" + +namespace OpenVic { + struct ModifierEffect; + struct ModifierManager; + + struct BuildingTypeManager; + struct BuildingType; + struct GoodDefinitionManager; + struct GoodDefinition; + struct RebelManager; + struct RebelType; + struct PopManager; + struct Strata; + struct TechnologyManager; + struct TechnologyFolder; + + struct ModifierEffectCache { + friend struct ModifierManager; + friend struct BuildingTypeManager; + friend struct GoodDefinitionManager; + friend struct UnitTypeManager; + friend struct RebelManager; + friend struct PopManager; + friend struct TechnologyManager; + + private: + /* Tech/inventions only */ + ModifierEffect const* PROPERTY(cb_creation_speed); + ModifierEffect const* PROPERTY(combat_width_additive); + ModifierEffect const* PROPERTY(plurality); + ModifierEffect const* PROPERTY(pop_growth); + ModifierEffect const* PROPERTY(prestige_gain_multiplier); + ModifierEffect const* PROPERTY(regular_experience_level); + ModifierEffect const* PROPERTY(reinforce_rate); + ModifierEffect const* PROPERTY(separatism); + ModifierEffect const* PROPERTY(shared_prestige); + ModifierEffect const* PROPERTY(tax_eff); + + /* Country Modifier Effects */ + ModifierEffect const* PROPERTY(administrative_efficiency); + ModifierEffect const* PROPERTY(administrative_efficiency_modifier); + ModifierEffect const* PROPERTY(artisan_input); + ModifierEffect const* PROPERTY(artisan_output); + ModifierEffect const* PROPERTY(artisan_throughput); + ModifierEffect const* PROPERTY(badboy); + ModifierEffect const* PROPERTY(cb_generation_speed_modifier); + ModifierEffect const* PROPERTY(civilization_progress_modifier); + ModifierEffect const* PROPERTY(colonial_life_rating); + ModifierEffect const* PROPERTY(colonial_migration); + ModifierEffect const* PROPERTY(colonial_points); + ModifierEffect const* PROPERTY(colonial_prestige); + ModifierEffect const* PROPERTY(core_pop_consciousness_modifier); + ModifierEffect const* PROPERTY(core_pop_militancy_modifier); + ModifierEffect const* PROPERTY(dig_in_cap); + ModifierEffect const* PROPERTY(diplomatic_points); + ModifierEffect const* PROPERTY(diplomatic_points_modifier); + ModifierEffect const* PROPERTY(education_efficiency); + ModifierEffect const* PROPERTY(education_efficiency_modifier); + ModifierEffect const* PROPERTY(factory_cost); + ModifierEffect const* PROPERTY(factory_input); + ModifierEffect const* PROPERTY(factory_maintenance); + ModifierEffect const* PROPERTY(factory_output); + ModifierEffect const* PROPERTY(factory_owner_cost); + ModifierEffect const* PROPERTY(factory_throughput); + ModifierEffect const* PROPERTY(global_assimilation_rate); + ModifierEffect const* PROPERTY(global_immigrant_attract); + ModifierEffect const* PROPERTY(global_pop_consciousness_modifier); + ModifierEffect const* PROPERTY(global_pop_militancy_modifier); + ModifierEffect const* PROPERTY(global_population_growth); + ModifierEffect const* PROPERTY(goods_demand); + ModifierEffect const* PROPERTY(import_cost); + ModifierEffect const* PROPERTY(increase_research); + ModifierEffect const* PROPERTY(influence); + ModifierEffect const* PROPERTY(influence_modifier); + ModifierEffect const* PROPERTY(issue_change_speed); + ModifierEffect const* PROPERTY(land_attack_modifier); + ModifierEffect const* PROPERTY(land_attrition); + ModifierEffect const* PROPERTY(land_defense_modifier); + ModifierEffect const* PROPERTY(land_organisation); + ModifierEffect const* PROPERTY(land_unit_start_experience); + ModifierEffect const* PROPERTY(leadership); + ModifierEffect const* PROPERTY(leadership_modifier); + ModifierEffect const* PROPERTY(literacy_con_impact); + ModifierEffect const* PROPERTY(loan_interest); + ModifierEffect const* PROPERTY(max_loan_modifier); + ModifierEffect const* PROPERTY(max_military_spending); + ModifierEffect const* PROPERTY(max_national_focus); + ModifierEffect const* PROPERTY(max_social_spending); + ModifierEffect const* PROPERTY(max_tariff); + ModifierEffect const* PROPERTY(max_tax); + ModifierEffect const* PROPERTY(max_war_exhaustion); + ModifierEffect const* PROPERTY(military_tactics); + ModifierEffect const* PROPERTY(min_military_spending); + ModifierEffect const* PROPERTY(min_social_spending); + ModifierEffect const* PROPERTY(min_tariff); + ModifierEffect const* PROPERTY(min_tax); + ModifierEffect const* PROPERTY(minimum_wage); + ModifierEffect const* PROPERTY(mobilisation_economy_impact); + ModifierEffect const* PROPERTY(mobilisation_size); + ModifierEffect const* PROPERTY(mobilization_impact); + ModifierEffect const* PROPERTY(naval_attack_modifier); + ModifierEffect const* PROPERTY(naval_attrition); + ModifierEffect const* PROPERTY(naval_defense_modifier); + ModifierEffect const* PROPERTY(naval_organisation); + ModifierEffect const* PROPERTY(naval_unit_start_experience); + ModifierEffect const* PROPERTY(non_accepted_pop_consciousness_modifier); + ModifierEffect const* PROPERTY(non_accepted_pop_militancy_modifier); + ModifierEffect const* PROPERTY(org_regain); + ModifierEffect const* PROPERTY(pension_level); + ModifierEffect const* PROPERTY(permanent_prestige); + ModifierEffect const* PROPERTY(political_reform_desire); + ModifierEffect const* PROPERTY(poor_savings_modifier); + ModifierEffect const* PROPERTY(prestige_monthly_gain); + ModifierEffect const* PROPERTY(reinforce_speed); + ModifierEffect const* PROPERTY(research_points); + ModifierEffect const* PROPERTY(research_points_modifier); + ModifierEffect const* PROPERTY(research_points_on_conquer); + ModifierEffect const* PROPERTY(rgo_output); + ModifierEffect const* PROPERTY(rgo_throughput); + ModifierEffect const* PROPERTY(ruling_party_support); + ModifierEffect const* PROPERTY(self_unciv_economic_modifier); + ModifierEffect const* PROPERTY(self_unciv_military_modifier); + ModifierEffect const* PROPERTY(social_reform_desire); + ModifierEffect const* PROPERTY(soldier_to_pop_loss); + ModifierEffect const* PROPERTY(supply_consumption); + ModifierEffect const* PROPERTY(supply_range); + ModifierEffect const* PROPERTY(suppression_points_modifier); + ModifierEffect const* PROPERTY(tariff_efficiency_modifier); + ModifierEffect const* PROPERTY(tax_efficiency); + ModifierEffect const* PROPERTY(unemployment_benefit); + ModifierEffect const* PROPERTY(unciv_economic_modifier); + ModifierEffect const* PROPERTY(unciv_military_modifier); + ModifierEffect const* PROPERTY(unit_recruitment_time); + ModifierEffect const* PROPERTY(war_exhaustion); + + /* Province Modifier Effects */ + ModifierEffect const* PROPERTY(assimilation_rate); + ModifierEffect const* PROPERTY(boost_strongest_party); + ModifierEffect const* PROPERTY(combat_width_percentage_change); + ModifierEffect const* PROPERTY(defence_terrain); + ModifierEffect const* PROPERTY(farm_rgo_eff); + ModifierEffect const* PROPERTY(farm_rgo_size); + ModifierEffect const* PROPERTY(immigrant_attract); + ModifierEffect const* PROPERTY(immigrant_push); + ModifierEffect const* PROPERTY(life_rating); + ModifierEffect const* PROPERTY(local_artisan_input); + ModifierEffect const* PROPERTY(local_artisan_output); + ModifierEffect const* PROPERTY(local_artisan_throughput); + ModifierEffect const* PROPERTY(local_factory_input); + ModifierEffect const* PROPERTY(local_factory_output); + ModifierEffect const* PROPERTY(local_factory_throughput); + ModifierEffect const* PROPERTY(local_repair); + ModifierEffect const* PROPERTY(local_rgo_output); + ModifierEffect const* PROPERTY(local_rgo_throughput); + ModifierEffect const* PROPERTY(local_ruling_party_support); + ModifierEffect const* PROPERTY(local_ship_build); + ModifierEffect const* PROPERTY(max_attrition); + ModifierEffect const* PROPERTY(mine_rgo_eff); + ModifierEffect const* PROPERTY(mine_rgo_size); + ModifierEffect const* PROPERTY(movement_cost_base); + ModifierEffect const* PROPERTY(movement_cost_percentage_change); + ModifierEffect const* PROPERTY(number_of_voters); + ModifierEffect const* PROPERTY(pop_consciousness_modifier); + ModifierEffect const* PROPERTY(pop_militancy_modifier); + ModifierEffect const* PROPERTY(population_growth); + ModifierEffect const* PROPERTY(supply_limit); + + /* Military Modifier Effects */ + ModifierEffect const* PROPERTY(attack); + ModifierEffect const* PROPERTY(attrition); + ModifierEffect const* PROPERTY(defence_leader); + ModifierEffect const* PROPERTY(experience); + ModifierEffect const* PROPERTY(morale); + ModifierEffect const* PROPERTY(organisation); + ModifierEffect const* PROPERTY(reconnaissance); + ModifierEffect const* PROPERTY(reliability); + ModifierEffect const* PROPERTY(speed); + + /* BuildingType Effects */ + public: + struct building_type_effects_t { + friend struct BuildingTypeManager; + + private: + ModifierEffect const* PROPERTY(min_level); + ModifierEffect const* PROPERTY(max_level); + + public: + building_type_effects_t(); + }; + + private: + IndexedMap<BuildingType, building_type_effects_t> PROPERTY(building_type_effects); + + /* GoodDefinition Effects */ + public: + struct good_effects_t { + friend struct GoodDefinitionManager; + + private: + ModifierEffect const* PROPERTY(artisan_goods_input); + ModifierEffect const* PROPERTY(artisan_goods_output); + ModifierEffect const* PROPERTY(artisan_goods_throughput); + ModifierEffect const* PROPERTY(factory_goods_input); + ModifierEffect const* PROPERTY(factory_goods_output); + ModifierEffect const* PROPERTY(factory_goods_throughput); + ModifierEffect const* PROPERTY(rgo_goods_output); + ModifierEffect const* PROPERTY(rgo_goods_throughput); + ModifierEffect const* PROPERTY(rgo_size); + + public: + good_effects_t(); + }; + + private: + IndexedMap<GoodDefinition, good_effects_t> PROPERTY(good_effects); + + /* UnitType Effects */ + public: + struct unit_type_effects_t { + friend struct UnitTypeManager; + + private: + ModifierEffect const* PROPERTY(attack); + ModifierEffect const* PROPERTY(defence); + ModifierEffect const* PROPERTY(default_organisation); + ModifierEffect const* PROPERTY(maximum_speed); + ModifierEffect const* PROPERTY(build_time); + ModifierEffect const* PROPERTY(supply_consumption); + + protected: + unit_type_effects_t(); + }; + + struct regiment_type_effects_t : unit_type_effects_t { + friend struct UnitTypeManager; + + private: + ModifierEffect const* PROPERTY(reconnaissance); + ModifierEffect const* PROPERTY(discipline); + ModifierEffect const* PROPERTY(support); + ModifierEffect const* PROPERTY(maneuver); + ModifierEffect const* PROPERTY(siege); + + public: + regiment_type_effects_t(); + }; + + struct ship_type_effects_t : unit_type_effects_t { + friend struct UnitTypeManager; + + private: + ModifierEffect const* PROPERTY(colonial_points); + ModifierEffect const* PROPERTY(supply_consumption_score); + ModifierEffect const* PROPERTY(hull); + ModifierEffect const* PROPERTY(gun_power); + ModifierEffect const* PROPERTY(fire_range); + ModifierEffect const* PROPERTY(evasion); + ModifierEffect const* PROPERTY(torpedo_attack); + + public: + ship_type_effects_t(); + }; + + private: + regiment_type_effects_t PROPERTY(army_base_effects); + IndexedMap<RegimentType, regiment_type_effects_t> PROPERTY(regiment_type_effects); + ship_type_effects_t PROPERTY(navy_base_effects); + IndexedMap<ShipType, ship_type_effects_t> PROPERTY(ship_type_effects); + + /* Rebel Effects */ + ModifierEffect const* PROPERTY(rebel_org_gain_all); + IndexedMap<RebelType, ModifierEffect const*> PROPERTY(rebel_org_gain_effects); + + /* Pop Effects */ + public: + struct strata_effects_t { + friend struct PopManager; + + private: + ModifierEffect const* PROPERTY(income_modifier); + ModifierEffect const* PROPERTY(vote); + ModifierEffect const* PROPERTY(life_needs); + ModifierEffect const* PROPERTY(everyday_needs); + ModifierEffect const* PROPERTY(luxury_needs); + + public: + strata_effects_t(); + }; + + private: + IndexedMap<Strata, strata_effects_t> PROPERTY(strata_effects); + + /* Technology Effects */ + IndexedMap<TechnologyFolder, ModifierEffect const*> PROPERTY(research_bonus_effects); + + ModifierEffectCache(); + + public: + ModifierEffectCache(ModifierEffectCache&&) = default; + }; +} |