#pragma once #include #include #include "openvic-simulation/military/Leader.hpp" #include "openvic-simulation/military/UnitInstanceGroup.hpp" #include "openvic-simulation/modifier/ModifierSum.hpp" #include "openvic-simulation/politics/Rule.hpp" #include "openvic-simulation/pop/Pop.hpp" #include "openvic-simulation/types/Date.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" #include "openvic-simulation/types/IndexedMap.hpp" #include "openvic-simulation/utility/Getters.hpp" namespace OpenVic { struct CountryInstanceManager; struct CountryDefinition; struct ProvinceInstance; struct State; struct Technology; struct Invention; struct TechnologySchool; struct NationalValue; struct GovernmentType; struct CountryParty; struct Ideology; struct ReformGroup; struct Reform; struct Crime; struct Culture; struct Religion; struct BuildingType; struct CountryHistoryEntry; struct MapInstance; struct DefineManager; struct ModifierEffectCache; struct StaticModifierCache; /* Representation of a country's mutable attributes, with a CountryDefinition that is unique at any single time * but can be swapped with other CountryInstance's CountryDefinition when switching tags. */ struct CountryInstance { friend struct CountryInstanceManager; /* Westernisation Progress vs Status for Uncivilised Countries: 15 - primitive 16 - uncivilised 50 - uncivilised 51 - partially westernised */ enum struct country_status_t : uint8_t { COUNTRY_STATUS_GREAT_POWER, COUNTRY_STATUS_SECONDARY_POWER, COUNTRY_STATUS_CIVILISED, COUNTRY_STATUS_PARTIALLY_CIVILISED, COUNTRY_STATUS_UNCIVILISED, COUNTRY_STATUS_PRIMITIVE }; using unlock_level_t = int8_t; using unit_variant_t = uint8_t; private: /* Main attributes */ // We can always assume country_definition is not null, as it is initialised from a reference and only ever changed // by swapping with another CountryInstance's country_definition. CountryDefinition const* PROPERTY(country_definition); colour_t PROPERTY(colour); // Cached to avoid searching government overrides for every province ProvinceInstance const* PROPERTY(capital); string_set_t PROPERTY(country_flags); bool PROPERTY_CUSTOM_PREFIX(releasable_vassal, is); country_status_t PROPERTY(country_status); Date PROPERTY(lose_great_power_date); fixed_point_t PROPERTY(total_score); size_t PROPERTY(total_rank); ordered_set PROPERTY(owned_provinces); ordered_set PROPERTY(controlled_provinces); ordered_set PROPERTY(core_provinces); ordered_set PROPERTY(states); // The total/resultant modifier affecting this country, including owned province contributions. ModifierSum PROPERTY(modifier_sum); std::vector PROPERTY(event_modifiers); /* Production */ fixed_point_t PROPERTY(industrial_power); std::vector> PROPERTY(industrial_power_from_states); std::vector> PROPERTY(industrial_power_from_investments); size_t PROPERTY(industrial_rank); fixed_point_map_t PROPERTY(foreign_investments); IndexedMap PROPERTY(building_type_unlock_levels); // TODO - total amount of each good produced /* Budget */ fixed_point_t PROPERTY(cash_stockpile); // TODO - cash stockpile change over last 30 days /* Technology */ IndexedMap PROPERTY(technology_unlock_levels); IndexedMap PROPERTY(invention_unlock_levels); Technology const* PROPERTY(current_research); fixed_point_t PROPERTY(invested_research_points); Date PROPERTY(expected_completion_date); fixed_point_t PROPERTY(research_point_stockpile); fixed_point_t PROPERTY(daily_research_points); // TODO - breakdown by source fixed_point_t PROPERTY(national_literacy); TechnologySchool const* PROPERTY(tech_school); // TODO - cached possible inventions with %age chance /* Politics */ NationalValue const* PROPERTY(national_value); GovernmentType const* PROPERTY(government_type); Date PROPERTY(last_election); CountryParty const* PROPERTY(ruling_party); IndexedMap PROPERTY(upper_house); IndexedMap PROPERTY(reforms); fixed_point_t PROPERTY(total_administrative_multiplier); RuleSet PROPERTY(rule_set); // TODO - national issue support distribution (for just voters and for everyone) IndexedMap PROPERTY(government_flag_overrides); GovernmentType const* PROPERTY(flag_government_type); fixed_point_t PROPERTY(suppression_points); fixed_point_t PROPERTY(infamy); // in 0-25+ range fixed_point_t PROPERTY(plurality); // in 0-100 range fixed_point_t PROPERTY(revanchism); IndexedMap PROPERTY(crime_unlock_levels); // TODO - rebel movements /* Population */ Culture const* PROPERTY(primary_culture); ordered_set PROPERTY(accepted_cultures); Religion const* PROPERTY(religion); Pop::pop_size_t PROPERTY(total_population); // TODO - population change over last 30 days fixed_point_t PROPERTY(national_consciousness); fixed_point_t PROPERTY(national_militancy); IndexedMap PROPERTY(pop_type_distribution); size_t PROPERTY(national_focus_capacity) // TODO - national foci /* Trade */ // TODO - total amount of each good exported and imported /* Diplomacy */ fixed_point_t PROPERTY(prestige); size_t PROPERTY(prestige_rank); fixed_point_t PROPERTY(diplomatic_points); // TODO - colonial power, current wars /* Military */ fixed_point_t PROPERTY(military_power); fixed_point_t PROPERTY(military_power_from_land); fixed_point_t PROPERTY(military_power_from_sea); fixed_point_t PROPERTY(military_power_from_leaders); size_t PROPERTY(military_rank); plf::colony PROPERTY(generals); plf::colony PROPERTY(admirals); ordered_set PROPERTY(armies); ordered_set PROPERTY(navies); size_t PROPERTY(regiment_count); size_t PROPERTY(max_supported_regiment_count); size_t PROPERTY(mobilisation_potential_regiment_count); size_t PROPERTY(mobilisation_max_regiment_count); fixed_point_t PROPERTY(mobilisation_impact); fixed_point_t PROPERTY(supply_consumption); size_t PROPERTY(ship_count); fixed_point_t PROPERTY(total_consumed_ship_supply); fixed_point_t PROPERTY(max_ship_supply); fixed_point_t PROPERTY(leadership_points); fixed_point_t PROPERTY(war_exhaustion); // in 0-100 range bool PROPERTY_CUSTOM_PREFIX(mobilised, is); bool PROPERTY_CUSTOM_PREFIX(disarmed, is); IndexedMap PROPERTY(regiment_type_unlock_levels); RegimentType::allowed_cultures_t PROPERTY(allowed_regiment_cultures); IndexedMap PROPERTY(ship_type_unlock_levels); unlock_level_t PROPERTY(gas_attack_unlock_level); unlock_level_t PROPERTY(gas_defence_unlock_level); std::vector PROPERTY(unit_variant_unlock_levels); UNIT_BRANCHED_GETTER(get_unit_instance_groups, armies, navies); UNIT_BRANCHED_GETTER(get_leaders, generals, admirals); UNIT_BRANCHED_GETTER(get_unit_type_unlock_levels, regiment_type_unlock_levels, ship_type_unlock_levels); CountryInstance( CountryDefinition const* new_country_definition, decltype(building_type_unlock_levels)::keys_t const& building_type_keys, decltype(technology_unlock_levels)::keys_t const& technology_keys, decltype(invention_unlock_levels)::keys_t const& invention_keys, decltype(upper_house)::keys_t const& ideology_keys, decltype(reforms)::keys_t const& reform_keys, decltype(government_flag_overrides)::keys_t const& government_type_keys, decltype(crime_unlock_levels)::keys_t const& crime_keys, decltype(pop_type_distribution)::keys_t const& pop_type_keys, decltype(regiment_type_unlock_levels)::keys_t const& regiment_type_unlock_levels_keys, decltype(ship_type_unlock_levels)::keys_t const& ship_type_unlock_levels_keys ); public: std::string_view get_identifier() const; bool exists() const; bool is_civilised() const; bool can_colonise() const; bool is_great_power() const; bool is_secondary_power() const; bool set_country_flag(std::string_view flag, bool warn); bool clear_country_flag(std::string_view flag, bool warn); bool has_country_flag(std::string_view flag) const; bool add_owned_province(ProvinceInstance& new_province); bool remove_owned_province(ProvinceInstance& province_to_remove); bool has_owned_province(ProvinceInstance& province) const; bool add_controlled_province(ProvinceInstance& new_province); bool remove_controlled_province(ProvinceInstance& province_to_remove); bool has_controlled_province(ProvinceInstance& province) const; bool add_core_province(ProvinceInstance& new_core); bool remove_core_province(ProvinceInstance& core_to_remove); bool has_core_province(ProvinceInstance& province) const; bool add_state(State& new_state); bool remove_state(State& state_to_remove); bool has_state(State& state) const; bool add_accepted_culture(Culture const& new_accepted_culture); bool remove_accepted_culture(Culture const& culture_to_remove); bool has_accepted_culture(Culture const& culture) const; /* Set a party's popularity in the upper house. */ bool set_upper_house(Ideology const* ideology, fixed_point_t popularity); bool set_ruling_party(CountryParty const& new_ruling_party); bool add_reform(Reform const& new_reform); template bool add_unit_instance_group(UnitInstanceGroup& group); template bool remove_unit_instance_group(UnitInstanceGroup& group); template void add_leader(LeaderBranched&& leader); template bool remove_leader(LeaderBranched const* leader); template bool modify_unit_type_unlock(UnitTypeBranched const& unit_type, unlock_level_t unlock_level_change); bool modify_unit_type_unlock(UnitType const& unit_type, unlock_level_t unlock_level_change); bool unlock_unit_type(UnitType const& unit_type); bool is_unit_type_unlocked(UnitType const& unit_type) const; bool modify_building_type_unlock(BuildingType const& building_type, unlock_level_t unlock_level_change); bool unlock_building_type(BuildingType const& building_type); bool is_building_type_unlocked(BuildingType const& building_type) const; bool modify_crime_unlock(Crime const& crime, unlock_level_t unlock_level_change); bool unlock_crime(Crime const& crime); bool is_crime_unlocked(Crime const& crime) const; bool modify_gas_attack_unlock(unlock_level_t unlock_level_change); bool unlock_gas_attack(); bool is_gas_attack_unlocked() const; bool modify_gas_defence_unlock(unlock_level_t unlock_level_change); bool unlock_gas_defence(); bool is_gas_defence_unlocked() const; bool modify_unit_variant_unlock(unit_variant_t unit_variant, unlock_level_t unlock_level_change); bool unlock_unit_variant(unit_variant_t unit_variant); unit_variant_t get_max_unlocked_unit_variant() const; bool modify_technology_unlock(Technology const& technology, unlock_level_t unlock_level_change); bool set_technology_unlock_level(Technology const& technology, unlock_level_t unlock_level); bool unlock_technology(Technology const& technology); bool is_technology_unlocked(Technology const& technology) const; bool modify_invention_unlock(Invention const& invention, unlock_level_t unlock_level_change); bool set_invention_unlock_level(Invention const& invention, unlock_level_t unlock_level); bool unlock_invention(Invention const& invention); bool is_invention_unlocked(Invention const& invention) const; bool is_primary_culture(Culture const& culture) const; // This only checks the accepted cultures list, ignoring the primary culture. bool is_accepted_culture(Culture const& culture) const; bool is_primary_or_accepted_culture(Culture const& culture) const; // Sets the investment of each country in the map (rather than adding to them), leaving the rest unchanged. void apply_foreign_investments( fixed_point_map_t const& investments, CountryInstanceManager const& country_instance_manager ); bool apply_history_to_country( CountryHistoryEntry const& entry, MapInstance& map_instance, CountryInstanceManager const& country_instance_manager ); private: void _update_production(DefineManager const& define_manager); void _update_budget(); void _update_technology(); void _update_politics(); void _update_population(); void _update_trade(); void _update_diplomacy(); void _update_military( DefineManager const& define_manager, UnitTypeManager const& unit_type_manager, ModifierEffectCache const& modifier_effect_cache ); bool update_rule_set(); public: void update_modifier_sum(Date today, StaticModifierCache const& static_modifier_cache); void contribute_province_modifier_sum(ModifierSum const& province_modifier_sum); fixed_point_t get_modifier_effect_value(ModifierEffect const& effect) const; fixed_point_t get_modifier_effect_value_nullcheck(ModifierEffect const* effect) const; void push_contributing_modifiers( ModifierEffect const& effect, std::vector& contributions ) const; std::vector get_contributing_modifiers(ModifierEffect const& effect) const; void update_gamestate( DefineManager const& define_manager, UnitTypeManager const& unit_type_manager, ModifierEffectCache const& modifier_effect_cache ); void tick(); }; struct CountryDefinitionManager; struct CountryHistoryManager; struct UnitInstanceManager; struct CountryInstanceManager { private: IdentifierRegistry IDENTIFIER_REGISTRY(country_instance); std::vector PROPERTY(great_powers); std::vector PROPERTY(secondary_powers); std::vector PROPERTY(total_ranking); std::vector PROPERTY(prestige_ranking); std::vector PROPERTY(industrial_power_ranking); std::vector PROPERTY(military_power_ranking); void update_rankings(Date today, DefineManager const& define_manager); public: CountryInstance& get_country_instance_from_definition(CountryDefinition const& country); CountryInstance const& get_country_instance_from_definition(CountryDefinition const& country) const; bool generate_country_instances( CountryDefinitionManager const& country_definition_manager, decltype(CountryInstance::building_type_unlock_levels)::keys_t const& building_type_keys, decltype(CountryInstance::technology_unlock_levels)::keys_t const& technology_keys, decltype(CountryInstance::invention_unlock_levels)::keys_t const& invention_keys, decltype(CountryInstance::upper_house)::keys_t const& ideology_keys, decltype(CountryInstance::reforms)::keys_t const& reform_keys, decltype(CountryInstance::government_flag_overrides)::keys_t const& government_type_keys, decltype(CountryInstance::crime_unlock_levels)::keys_t const& crime_keys, decltype(CountryInstance::pop_type_distribution)::keys_t const& pop_type_keys, decltype(CountryInstance::regiment_type_unlock_levels)::keys_t const& regiment_type_unlock_levels_keys, decltype(CountryInstance::ship_type_unlock_levels)::keys_t const& ship_type_unlock_levels_keys ); bool apply_history_to_countries( CountryHistoryManager const& history_manager, Date date, UnitInstanceManager& unit_instance_manager, MapInstance& map_instance ); void update_modifier_sums(Date today, StaticModifierCache const& static_modifier_cache); void update_gamestate( Date today, DefineManager const& define_manager, UnitTypeManager const& unit_type_manager, ModifierEffectCache const& modifier_effect_cache ); void tick(); }; }