#pragma once #include "openvic-simulation/misc/Modifier.hpp" #include "openvic-simulation/economy/Good.hpp" #include "openvic-simulation/economy/ProductionType.hpp" #include "openvic-simulation/types/Date.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" #include "openvic-simulation/types/fixed_point/FixedPoint.hpp" #define ARGS \ std::string_view type, ModifierValue&& modifier, std::string_view on_completion, fixed_point_t completion_size, \ level_t max_level, Good::good_map_t&& 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, \ bool spawn_railway_track, bool sail, bool steam, bool capital, bool port namespace OpenVic { struct BuildingTypeManager; /* REQUIREMENTS: * MAP-11, MAP-72, MAP-73 * MAP-12, MAP-75, MAP-76 * MAP-13, MAP-78, MAP-79 */ struct BuildingType : HasIdentifier { friend struct BuildingTypeManager; using level_t = int16_t; private: std::string PROPERTY(type); ModifierValue PROPERTY(modifier); std::string PROPERTY(on_completion); // probably sound played on completion fixed_point_t PROPERTY(completion_size); level_t PROPERTY(max_level); Good::good_map_t PROPERTY(goods_cost); fixed_point_t PROPERTY(cost); Timespan PROPERTY(build_time); // time bool PROPERTY(visibility); bool PROPERTY(on_map); // onmap bool PROPERTY(default_enabled); ProductionType const* PROPERTY(production_type); bool PROPERTY(pop_build_factory); bool PROPERTY(strategic_factory); bool PROPERTY(advanced_factory); level_t PROPERTY(fort_level); // fort bonus step-per-level uint64_t PROPERTY(naval_capacity); std::vector PROPERTY(colonial_points); bool PROPERTY_CUSTOM_PREFIX(in_province, is); // province bool PROPERTY(one_per_state); fixed_point_t PROPERTY(colonial_range); fixed_point_t PROPERTY(infrastructure); bool PROPERTY(spawn_railway_track); bool PROPERTY(sail); // only in clipper shipyard bool PROPERTY(steam); // only in steamer shipyard bool PROPERTY(capital); // only in naval base bool PROPERTY_CUSTOM_PREFIX(port, is); // only in naval base BuildingType(std::string_view identifier, ARGS); public: BuildingType(BuildingType&&) = default; }; struct BuildingTypeManager { using level_t = BuildingType::level_t; // this is getting ridiculous private: IdentifierRegistry IDENTIFIER_REGISTRY(building_type); std::vector PROPERTY(province_building_types); BuildingType const* PROPERTY(port_building_type); public: BuildingTypeManager(); bool add_building_type(std::string_view identifier, ARGS); bool load_buildings_file( GoodManager const& good_manager, ProductionTypeManager const& production_type_manager, ModifierManager& modifier_manager, ast::NodeCPtr root ); }; }