From 6b3d2315225468e03bef30e942263fe9b8fc06fa Mon Sep 17 00:00:00 2001 From: hop311 Date: Thu, 12 Oct 2023 23:05:49 +0100 Subject: Further cleanup and rearrangement --- src/openvic-simulation/economy/Building.hpp | 174 ++++++++++++++++++++++++++++ 1 file changed, 174 insertions(+) create mode 100644 src/openvic-simulation/economy/Building.hpp (limited to 'src/openvic-simulation/economy/Building.hpp') diff --git a/src/openvic-simulation/economy/Building.hpp b/src/openvic-simulation/economy/Building.hpp new file mode 100644 index 0000000..3f74c3d --- /dev/null +++ b/src/openvic-simulation/economy/Building.hpp @@ -0,0 +1,174 @@ +#pragma once + +#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 std::string_view on_completion, fixed_point_t completion_size, level_t max_level, \ + std::map 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 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 { + + struct BuildingManager; + struct BuildingType; + + /* REQUIREMENTS: + * MAP-11, MAP-72, MAP-73 + * MAP-12, MAP-75, MAP-76 + * MAP-13, MAP-78, MAP-79 + */ + struct Building : HasIdentifier, ModifierValue { + friend struct BuildingManager; + + using level_t = int16_t; + + private: + BuildingType const& type; + const std::string on_completion; //probably sound played on completion + const fixed_point_t completion_size; + const level_t max_level; + const std::map 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 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, BuildingType const& type, ARGS); + + public: + Building(Building&&) = default; + + BuildingType const& get_type() const; + std::string const& get_on_completion() const; + fixed_point_t get_completion_size() const; + level_t get_max_level() const; + std::map 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 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(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; + + bool _can_expand() const; + + BuildingInstance(Building const& building); + + public: + BuildingInstance(BuildingInstance&&) = default; + + 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; + float get_expansion_progress() const; + + bool expand(); + void update_state(Date const& today); + void tick(Date const& today); + + }; + + struct Province; + + struct BuildingManager { + using level_t = Building::level_t; //this is getting ridiculous + + private: + IdentifierRegistry building_types; + IdentifierRegistry buildings; + + public: + BuildingManager(); + + bool add_building_type(std::string_view identifier); + IDENTIFIER_REGISTRY_ACCESSORS(building_type) + + bool add_building(std::string_view identifier, BuildingType const* type, ARGS); + IDENTIFIER_REGISTRY_ACCESSORS(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; + }; +} -- cgit v1.2.3-56-ga3b1