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-rw-r--r--src/openvic-simulation/units/Unit.cpp70
1 files changed, 35 insertions, 35 deletions
diff --git a/src/openvic-simulation/units/Unit.cpp b/src/openvic-simulation/units/Unit.cpp
index 1b02efe..55ff08d 100644
--- a/src/openvic-simulation/units/Unit.cpp
+++ b/src/openvic-simulation/units/Unit.cpp
@@ -1,18 +1,15 @@
#include "Unit.hpp"
-#include "GameManager.hpp"
-#include "dataloader/NodeTools.hpp"
+#include <string_view>
-#define EXTRA_ARGS icon, sprite, active, type, floating_flag, priority, max_strength, \
+#define UNIT_ARGS icon, sprite, active, type, floating_flag, priority, max_strength, \
default_organisation, maximum_speed, weighted_value, build_time, build_cost, supply_consumption, \
supply_cost, supply_consumption_score
-#define FOR_SUPER(cat) identifier, cat, EXTRA_ARGS
-
using namespace OpenVic;
using namespace OpenVic::NodeTools;
-Unit::Unit(std::string_view identifier, UnitCategory category, UNIT_PARAMS) : HasIdentifier { identifier },
- category { category }, icon { icon }, sprite { sprite }, active { active }, type { type },
+Unit::Unit(std::string_view identifier, std::string_view category, UNIT_PARAMS) : HasIdentifier { identifier },
+ icon { icon }, category { category }, sprite { sprite }, active { active }, type { type },
floating_flag { floating_flag }, priority { priority }, max_strength { max_strength },
default_organisation { default_organisation }, maximum_speed { maximum_speed }, weighted_value { weighted_value },
build_time { build_time }, build_cost { build_cost }, supply_consumption { supply_consumption }, supply_cost { supply_cost },
@@ -30,7 +27,7 @@ bool Unit::is_active() const {
return active;
}
-UnitType Unit::get_type() const {
+std::string_view Unit::get_type() const {
return type;
}
@@ -78,7 +75,7 @@ uint32_t Unit::get_supply_consumption_score() const {
return supply_consumption_score;
}
-LandUnit::LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) : Unit { FOR_SUPER(UnitCategory::LAND) },
+LandUnit::LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) : Unit { identifier, "land", UNIT_ARGS },
reconnaisance { reconnaisance }, attack { attack }, defence { defence }, discipline { discipline }, support { support },
maneuver { maneuver }, siege { siege } {}
@@ -110,7 +107,7 @@ uint32_t LandUnit::get_siege() const {
return siege;
}
-NavalUnit::NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) : Unit { FOR_SUPER(UnitCategory::NAVAL) },
+NavalUnit::NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) : Unit { identifier, "naval", UNIT_ARGS },
naval_icon { naval_icon }, sail { sail }, transport { transport }, move_sound { move_sound }, select_sound { select_sound },
colonial_points { colonial_points }, build_overseas { build_overseas }, min_port_level { min_port_level },
limit_per_port { limit_per_port }, hull { hull }, gun_power { gun_power }, fire_range { fire_range }, evasion { evasion },
@@ -172,9 +169,9 @@ uint32_t NavalUnit::get_torpedo_attack() const {
return torpedo_attack;
}
-UnitManager::UnitManager() : units { "units " } {};
+UnitManager::UnitManager(GoodManager& game_manager) : good_manager { good_manager }, units { "units " } {};
-bool UnitManager::_check_superclass_parameters(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS) {
+bool UnitManager::_check_shared_parameters(const std::string_view identifier, UNIT_PARAMS) {
if (identifier.empty()) {
Logger::error("Invalid religion identifier - empty!");
return false;
@@ -182,41 +179,44 @@ bool UnitManager::_check_superclass_parameters(const std::string_view identifier
//TODO check that icon and sprite exist
+ if (!allowed_unit_types.contains(type)) {
+ Logger::error("Invalid unit type \"", type, "\" specified!");
+ return false;
+ }
+
return true;
}
-bool UnitManager::add_land_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, LAND_PARAMS) {
- if (!_check_superclass_parameters(FOR_SUPER(cat))) {
+bool UnitManager::add_land_unit(const std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) {
+ if (!_check_shared_parameters(identifier, UNIT_ARGS)) {
return false;
}
- return units.add_item(
- LandUnit { identifier, EXTRA_ARGS, reconnaisance, attack, defence, discipline, support, maneuver, siege }
- );
+ return units.add_item(LandUnit {
+ identifier, UNIT_ARGS, reconnaisance, attack, defence, discipline, support, maneuver, siege
+ });
}
-bool UnitManager::add_naval_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, NAVY_PARAMS) {
- if (!_check_superclass_parameters(FOR_SUPER(cat))) {
+bool UnitManager::add_naval_unit(const std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) {
+ if (!_check_shared_parameters(identifier, UNIT_ARGS)) {
return false;
}
//TODO: check that icon and sounds exist
- return units.add_item(
- NavalUnit { identifier, EXTRA_ARGS, naval_icon, sail, transport, move_sound, select_sound, colonial_points, build_overseas, min_port_level, limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack }
- );
+ return units.add_item(NavalUnit {
+ identifier, UNIT_ARGS, naval_icon, sail, transport, move_sound, select_sound, colonial_points,
+ build_overseas, min_port_level, limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack
+ });
}
bool UnitManager::load_unit_file(ast::NodeCPtr root) {
return NodeTools::expect_dictionary([this](std::string_view key, ast::NodeCPtr value) -> bool {
- //TODO: enum parsing, or use set of strings? probably the latter
- //TODO: need to get GameManager to access GoodsManager and call the expect_goods_map
-
Unit::icon_t icon;
- UnitCategory category;
+ std::string_view category;
Unit::sprite_t sprite;
bool active, floating_flag;
- UnitType type;
+ std::string_view type;
uint32_t priority, max_strength, default_organisation, maximum_speed, build_time, supply_consumption_score;
fixed_point_t weighted_value, supply_consumption;
std::map<const Good*, fixed_point_t> build_cost, supply_cost;
@@ -224,10 +224,10 @@ bool UnitManager::load_unit_file(ast::NodeCPtr root) {
//shared
bool ret = expect_dictionary_keys(
"icon", ONE_EXACTLY, expect_uint(assign_variable_callback(icon)),
- //"type", ONE_EXACTLY, expect_string(assign_variable_callback(category)),
+ "type", ONE_EXACTLY, expect_string(assign_variable_callback(category)),
"sprite", ONE_EXACTLY, expect_string(assign_variable_callback(sprite)),
"active", ONE_EXACTLY, expect_bool(assign_variable_callback(active)),
- //"unit_type", ONE_EXACTLY, expect_string(assign_variable_callback(type)),
+ "unit_type", ONE_EXACTLY, expect_string(assign_variable_callback(type)),
"floating_flag", ONE_EXACTLY, expect_bool(assign_variable_callback(floating_flag)),
"priority", ONE_EXACTLY, expect_uint(assign_variable_callback(priority)),
"max_strength", ONE_EXACTLY, expect_uint(assign_variable_callback(max_strength)),
@@ -235,13 +235,13 @@ bool UnitManager::load_unit_file(ast::NodeCPtr root) {
"maximum_speed", ONE_EXACTLY, expect_uint(assign_variable_callback(maximum_speed)),
"weighted_value", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(weighted_value)),
"build_time", ONE_EXACTLY, expect_uint(assign_variable_callback(build_time)),
- //"build_cost", ONE_EXACTLY, goods_manager.expect_goods_map(assign_variable_callback(build_cost)),
+ "build_cost", ONE_EXACTLY, good_manager.expect_goods_map(assign_variable_callback(build_cost)),
"supply_consumption", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(supply_consumption)),
- //"supply_cost", ONE_EXACTLY, goods_manager.expect_goods_map(assign_variable_callback(supply_cost)),
+ "supply_cost", ONE_EXACTLY, good_manager.expect_goods_map(assign_variable_callback(supply_cost)),
"supply_consumption_score", ONE_EXACTLY, expect_uint(assign_variable_callback(supply_consumption_score))
)(value);
- if (category == UnitCategory::LAND) {
+ if (category == "land") {
uint32_t reconnaisance, attack, defence, discipline, support, maneuver, siege;
ret &= expect_dictionary_keys(
@@ -255,12 +255,12 @@ bool UnitManager::load_unit_file(ast::NodeCPtr root) {
)(value);
ret &= add_land_unit(
- key, category, EXTRA_ARGS,
+ key, UNIT_ARGS,
reconnaisance, attack, defence, discipline, support, maneuver, siege
);
return ret;
- } else if (category == UnitCategory::NAVAL) {
+ } else if (category == "naval") {
Unit::icon_t naval_icon;
bool sail = false, transport = false, build_overseas;
Unit::sound_t move_sound, select_sound;
@@ -286,7 +286,7 @@ bool UnitManager::load_unit_file(ast::NodeCPtr root) {
)(value);
ret &= add_naval_unit(
- key, category, EXTRA_ARGS,
+ key, UNIT_ARGS,
naval_icon, sail, transport, move_sound, select_sound, colonial_points, build_overseas, min_port_level,
limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack
);