#pragma once #include #include #include "openvic-simulation/military/Leader.hpp" #include "openvic-simulation/military/UnitInstanceGroup.hpp" #include "openvic-simulation/types/Date.hpp" #include "openvic-simulation/types/fixed_point/FixedPointMap.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" #include "openvic-simulation/utility/Getters.hpp" namespace OpenVic { struct CountryDefinition; struct Culture; struct Religion; struct CountryParty; struct Ideology; struct ProvinceDefinition; struct GovernmentType; struct NationalValue; struct Reform; struct CountryHistoryEntry; /* Representation of an existing country that is currently in-game. */ struct CountryInstance { friend struct CountryInstanceManager; private: CountryDefinition const* PROPERTY_RW(country_definition); Culture const* PROPERTY_RW(primary_culture); std::vector PROPERTY(accepted_cultures); Religion const* PROPERTY_RW(religion); CountryParty const* PROPERTY_RW(ruling_party); Date PROPERTY_RW(last_election); fixed_point_map_t PROPERTY(upper_house); // TODO - should this be ProvinceInstance and/or non-const pointer? // Currently ProvinceDefinition as that's what CountryHistoryEntry has (loaded prior to ProvinceInstance generation) ProvinceDefinition const* PROPERTY_RW(capital); GovernmentType const* PROPERTY_RW(government_type); fixed_point_t PROPERTY_RW(plurality); NationalValue const* PROPERTY_RW(national_value); bool PROPERTY_RW(civilised); fixed_point_t PROPERTY_RW(prestige); std::vector PROPERTY(reforms); // TODO: should be map of reform groups to active reforms: must set defaults & validate applied history // TODO: Military units + OOBs; will probably need an extensible deployment class plf::colony PROPERTY(generals); plf::colony PROPERTY(admirals); CountryInstance(CountryDefinition const* new_country_definition); public: std::string_view get_identifier() const; bool add_accepted_culture(Culture const* new_accepted_culture); bool remove_accepted_culture(Culture const* culture_to_remove); /* Add or modify a party in the upper house. */ void add_to_upper_house(Ideology const* party, fixed_point_t popularity); bool remove_from_upper_house(Ideology const* party); bool add_reform(Reform const* new_reform); bool remove_reform(Reform const* reform_to_remove); void add_general(General&& new_general); bool remove_general(General const* general_to_remove); void add_admiral(Admiral&& new_admiral); bool remove_admiral(Admiral const* admiral_to_remove); bool add_leader(LeaderBase const& new_leader); bool remove_leader(LeaderBase const* leader_to_remove); bool apply_history_to_country(CountryHistoryEntry const* entry); }; struct CountryDefinitionManager; struct CountryHistoryManager; struct UnitInstanceManager; struct MapInstance; struct CountryInstanceManager { private: IdentifierRegistry IDENTIFIER_REGISTRY(country_instance); public: bool generate_country_instances(CountryDefinitionManager const& country_definition_manager); bool apply_history_to_countries( CountryHistoryManager const& history_manager, Date date, UnitInstanceManager& unit_instance_manager, MapInstance& map_instance ); }; }