#pragma once #include #include #include #include "openvic-simulation/map/Region.hpp" #include "openvic-simulation/map/State.hpp" #include "openvic-simulation/map/TerrainType.hpp" #include "openvic-simulation/types/Colour.hpp" namespace OpenVic { namespace fs = std::filesystem; struct Mapmode : HasIdentifier { friend struct Map; /* Bottom 32 bits are the base colour, top 32 are the stripe colour, both in ARGB format with the alpha channels * controlling interpolation with the terrain colour (0 = all terrain, 255 = all corresponding RGB) */ struct base_stripe_t { colour_argb_t base_colour; colour_argb_t stripe_colour; constexpr base_stripe_t(colour_argb_t base, colour_argb_t stripe) : base_colour { base }, stripe_colour { stripe } {} constexpr base_stripe_t(colour_argb_t both) : base_stripe_t { both, both } {} }; using colour_func_t = std::function; using index_t = size_t; private: const index_t PROPERTY(index); const colour_func_t colour_func; Mapmode(std::string_view new_identifier, index_t new_index, colour_func_t new_colour_func); public: static const Mapmode ERROR_MAPMODE; Mapmode(Mapmode&&) = default; base_stripe_t get_base_stripe_colours(Map const& map, Province const& province) const; }; struct GoodManager; struct ProvinceHistoryManager; /* REQUIREMENTS: * MAP-4 */ struct Map { #pragma pack(push, 1) /* Used to represent tightly packed 3-byte integer pixel information. */ struct shape_pixel_t { Province::index_t index; TerrainTypeMapping::index_t terrain; }; #pragma pack(pop) private: using colour_index_map_t = std::map; IdentifierRegistry IDENTIFIER_REGISTRY_CUSTOM_INDEX_OFFSET(province, 1); IdentifierRegistry IDENTIFIER_REGISTRY(region); IdentifierRegistry IDENTIFIER_REGISTRY(mapmode); ProvinceSet water_provinces; TerrainTypeManager PROPERTY_REF(terrain_type_manager); int32_t PROPERTY(width); int32_t PROPERTY(height); std::vector PROPERTY(province_shape_image); colour_index_map_t colour_index_map; Province::index_t PROPERTY(max_provinces); Province* PROPERTY(selected_province); Pop::pop_size_t PROPERTY(highest_province_population) Pop::pop_size_t PROPERTY(total_map_population); Province::index_t get_index_from_colour(colour_t colour) const; bool _generate_standard_province_adjacencies(); StateManager PROPERTY_REF(state_manager); public: Map(); bool add_province(std::string_view identifier, colour_t colour); IDENTIFIER_REGISTRY_NON_CONST_ACCESSORS_CUSTOM_INDEX_OFFSET(province, 1); bool set_water_province(std::string_view identifier); bool set_water_province_list(std::vector const& list); void lock_water_provinces(); Province::index_t get_province_index_at(size_t x, size_t y) const; bool set_max_provinces(Province::index_t new_max_provinces); void set_selected_province(Province::index_t index); Province* get_selected_province(); Province::index_t get_selected_province_index() const; bool add_region(std::string_view identifier, std::vector const& province_identifiers); IDENTIFIER_REGISTRY_NON_CONST_ACCESSORS(region) bool add_mapmode(std::string_view identifier, Mapmode::colour_func_t colour_func); /* The mapmode colour image contains of a list of base colours and stripe colours. Each colour is four bytes * in RGBA format, with the alpha value being used to interpolate with the terrain colour, so A = 0 is fully terrain * and A = 255 is fully the RGB colour packaged with A. The base and stripe colours for each province are packed * together adjacently, so each province's entry is 8 bytes long. The list contains Province::MAX_INDEX + 1 entries, * that is the maximum allowed number of provinces plus one for the index-zero "null province". */ bool generate_mapmode_colours(Mapmode::index_t index, uint8_t* target) const; bool reset(BuildingTypeManager const& building_type_manager); bool apply_history_to_provinces(ProvinceHistoryManager const& history_manager, Date date); void update_highest_province_population(); void update_total_map_population(); void update_state(Date today); void tick(Date today); bool load_province_definitions(std::vector const& lines); /* Must be loaded after adjacencies so we know what provinces are coastal, and so can have a port */ bool load_province_positions(BuildingTypeManager const& building_type_manager, ast::NodeCPtr root); bool load_region_file(ast::NodeCPtr root); bool load_map_images(fs::path const& province_path, fs::path const& terrain_path, bool detailed_errors); bool generate_and_load_province_adjacencies(std::vector const& additional_adjacencies); }; }