#include "Building.hpp" #include "openvic-simulation/map/Province.hpp" //imported here so the hpp doesn't get circular imports using namespace OpenVic; using namespace OpenVic::NodeTools; Building::Building( std::string_view identifier, BuildingType const& type, ARGS ) : HasIdentifier { identifier }, type { type }, modifier { std::move(modifier) }, on_completion { on_completion }, completion_size { completion_size }, max_level { max_level }, goods_cost { std::move(goods_cost) }, cost { cost }, build_time { build_time }, visibility { visibility }, on_map { on_map }, default_enabled { default_enabled }, production_type { production_type }, pop_build_factory { pop_build_factory }, strategic_factory { strategic_factory }, advanced_factory { advanced_factory }, fort_level { fort_level }, naval_capacity { naval_capacity }, colonial_points { std::move(colonial_points) }, in_province { in_province }, one_per_state { one_per_state }, colonial_range { colonial_range }, infrastructure { infrastructure }, spawn_railway_track { spawn_railway_track }, sail { sail }, steam { steam }, capital { capital }, port { port } {} BuildingType const& Building::get_type() const { return type; } ModifierValue const& Building::get_modifier() const { return modifier; } std::string_view Building::get_on_completion() const { return on_completion; } fixed_point_t Building::get_completion_size() const { return completion_size; } Building::level_t Building::get_max_level() const { return max_level; } Good::good_map_t const& Building::get_goods_cost() const { return goods_cost; } fixed_point_t Building::get_cost() const { return cost; } Timespan Building::get_build_time() const { return build_time; } bool Building::has_visibility() const { return visibility; } bool Building::is_on_map() const { return on_map; } bool Building::is_default_enabled() const { return default_enabled; } ProductionType const* Building::get_production_type() const { return production_type; } bool Building::is_pop_built_factory() const { return pop_build_factory; } bool Building::is_strategic_factory() const { return strategic_factory; } bool Building::is_advanced_factory() const { return advanced_factory; } Building::level_t Building::get_fort_level() const { return fort_level; } uint64_t Building::get_naval_capacity() const { return naval_capacity; } std::vector const& Building::get_colonial_points() const { return colonial_points; } bool Building::is_in_province() const { return in_province; } bool Building::is_one_per_state() const { return one_per_state; } fixed_point_t Building::get_colonial_range() const { return colonial_range; } fixed_point_t Building::get_infrastructure() const { return infrastructure; } bool Building::spawned_railway_track() const { return spawn_railway_track; } BuildingType::BuildingType(std::string_view new_identifier) : HasIdentifier { new_identifier } {} BuildingInstance::BuildingInstance(Building const& building) : HasIdentifier { building.get_identifier() }, building { building } {} Building const& BuildingInstance::get_building() const { return building; } bool BuildingInstance::_can_expand() const { return level < building.get_max_level(); } BuildingInstance::level_t BuildingInstance::get_current_level() const { return level; } ExpansionState BuildingInstance::get_expansion_state() const { return expansion_state; } Date const& BuildingInstance::get_start_date() const { return start; } Date const& BuildingInstance::get_end_date() const { return end; } float BuildingInstance::get_expansion_progress() const { return expansion_progress; } bool BuildingInstance::expand() { if (expansion_state == ExpansionState::CanExpand) { expansion_state = ExpansionState::Preparing; expansion_progress = 0.0f; return true; } return false; } /* REQUIREMENTS: * MAP-71, MAP-74, MAP-77 */ void BuildingInstance::update_state(Date const& today) { switch (expansion_state) { case ExpansionState::Preparing: start = today; end = start + building.get_build_time(); break; case ExpansionState::Expanding: expansion_progress = static_cast(today - start) / static_cast(end - start); break; default: expansion_state = _can_expand() ? ExpansionState::CanExpand : ExpansionState::CannotExpand; } } void BuildingInstance::tick(Date const& today) { if (expansion_state == ExpansionState::Preparing) { expansion_state = ExpansionState::Expanding; } if (expansion_state == ExpansionState::Expanding) { if (end <= today) { level++; expansion_state = ExpansionState::CannotExpand; } } } BuildingManager::BuildingManager() : building_types { "building types" }, buildings { "buildings" } {} bool BuildingManager::add_building_type(std::string_view identifier) { if (identifier.empty()) { Logger::error("Invalid building type identifier - empty!"); return false; } return building_types.add_item({ identifier }, duplicate_ignore_callback); } bool BuildingManager::add_building(std::string_view identifier, BuildingType const* type, ARGS) { if (identifier.empty()) { Logger::error("Invalid building identifier - empty!"); return false; } if (type == nullptr) { Logger::error("Invalid building type for ", identifier, ": null"); return false; } return buildings.add_item({ identifier, *type, std::move(modifier), on_completion, completion_size, max_level, std::move(goods_cost), cost, build_time, visibility, on_map, default_enabled, production_type, pop_build_factory, strategic_factory, advanced_factory, fort_level, naval_capacity, std::move(colonial_points), in_province, one_per_state, colonial_range, infrastructure, spawn_railway_track, sail, steam, capital, port }); } bool BuildingManager::load_buildings_file( GoodManager const& good_manager, ProductionTypeManager const& production_type_manager, ModifierManager& modifier_manager, ast::NodeCPtr root ) { bool ret = expect_dictionary_reserve_length(buildings, [this](std::string_view, ast::NodeCPtr value) -> bool { return expect_key("type", expect_identifier( std::bind(&BuildingManager::add_building_type, this, std::placeholders::_1) ))(value); })(root); lock_building_types(); ret &= expect_dictionary( [this, &good_manager, &production_type_manager, &modifier_manager](std::string_view key, ast::NodeCPtr value) -> bool { BuildingType const* type = nullptr; ProductionType const* production_type = nullptr; std::string_view on_completion; fixed_point_t completion_size = 0, cost = 0, infrastructure = 0, colonial_range = 0; Building::level_t max_level = 0, fort_level = 0; Good::good_map_t goods_cost; Timespan build_time; bool visibility = false, on_map = false, default_enabled = false, pop_build_factory = false; bool strategic_factory = false, advanced_factory = false; bool in_province = false, one_per_state = false, spawn_railway_track = false, sail = false, steam = false; bool capital = false, port = false; uint64_t naval_capacity = 0; std::vector colonial_points; ModifierValue modifier; bool ret = modifier_manager.expect_modifier_value_and_keys(move_variable_callback(modifier), "type", ONE_EXACTLY, expect_building_type_identifier(assign_variable_callback_pointer(type)), "on_completion", ZERO_OR_ONE, expect_identifier(assign_variable_callback(on_completion)), "completion_size", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(completion_size)), "max_level", ONE_EXACTLY, expect_uint(assign_variable_callback(max_level)), "goods_cost", ONE_EXACTLY, good_manager.expect_good_decimal_map(move_variable_callback(goods_cost)), "cost", ZERO_OR_MORE, expect_fixed_point(assign_variable_callback(cost)), "time", ONE_EXACTLY, expect_days(assign_variable_callback(build_time)), "visibility", ONE_EXACTLY, expect_bool(assign_variable_callback(visibility)), "onmap", ONE_EXACTLY, expect_bool(assign_variable_callback(on_map)), "default_enabled", ZERO_OR_ONE, expect_bool(assign_variable_callback(default_enabled)), "production_type", ZERO_OR_ONE, production_type_manager.expect_production_type_identifier( assign_variable_callback_pointer(production_type)), "pop_build_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(pop_build_factory)), "strategic_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(strategic_factory)), "advanced_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(advanced_factory)), "fort_level", ZERO_OR_ONE, expect_uint(assign_variable_callback(fort_level)), "naval_capacity", ZERO_OR_ONE, expect_uint(assign_variable_callback(naval_capacity)), "colonial_points", ZERO_OR_ONE, expect_list(expect_fixed_point( [&colonial_points](fixed_point_t points) -> bool { colonial_points.push_back(points); return true; } )), "province", ZERO_OR_ONE, expect_bool(assign_variable_callback(in_province)), "one_per_state", ZERO_OR_ONE, expect_bool(assign_variable_callback(one_per_state)), "colonial_range", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(colonial_range)), "infrastructure", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(infrastructure)), "spawn_railway_track", ZERO_OR_ONE, expect_bool(assign_variable_callback(spawn_railway_track)), "sail", ZERO_OR_ONE, expect_bool(assign_variable_callback(sail)), "steam", ZERO_OR_ONE, expect_bool(assign_variable_callback(steam)), "capital", ZERO_OR_ONE, expect_bool(assign_variable_callback(capital)), "port", ZERO_OR_ONE, expect_bool(assign_variable_callback(port)) )(value); ret &= add_building( key, type, std::move(modifier), on_completion, completion_size, max_level, std::move(goods_cost), cost, build_time, visibility, on_map, default_enabled, production_type, pop_build_factory, strategic_factory, advanced_factory, fort_level, naval_capacity, std::move(colonial_points), in_province, one_per_state, colonial_range, infrastructure, spawn_railway_track, sail, steam, capital, port ); return ret; } )(root); lock_buildings(); for (Building const& building : buildings.get_items()) { std::string max_modifier_prefix = "max_"; std::string min_modifier_prefix = "min_build_"; modifier_manager.add_modifier_effect( max_modifier_prefix.append(building.get_identifier()), true, ModifierEffect::format_t::INT ); modifier_manager.add_modifier_effect( min_modifier_prefix.append(building.get_identifier()), false, ModifierEffect::format_t::INT ); } return ret; } bool BuildingManager::generate_province_buildings(Province& province) const { province.reset_buildings(); if (!building_types.is_locked()) { Logger::error("Cannot generate buildings until building types are locked!"); return false; } bool ret = true; if (!province.get_water()) { for (Building const& building : buildings.get_items()) { ret &= province.add_building({ building }); } } province.lock_buildings(); return ret; }