#pragma once #include "openvic-simulation/map/ProvinceDefinition.hpp" #include "openvic-simulation/map/ProvinceInstance.hpp" #include "openvic-simulation/map/State.hpp" #include "openvic-simulation/types/Date.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" namespace OpenVic { struct MapDefinition; struct BuildingTypeManager; struct ProvinceHistoryManager; struct IssueManager; /* REQUIREMENTS: * MAP-4 */ struct MapInstance { MapDefinition const& PROPERTY(map_definition); IdentifierRegistry IDENTIFIER_REGISTRY_CUSTOM_INDEX_OFFSET(province_instance, 1); ProvinceInstance* PROPERTY(selected_province); // is it right for this to be mutable? how about using an index instead? Pop::pop_size_t PROPERTY(highest_province_population); Pop::pop_size_t PROPERTY(total_map_population); StateManager PROPERTY_REF(state_manager); public: MapInstance(MapDefinition const& new_map_definition); inline explicit constexpr operator MapDefinition const&() const { return map_definition; } IDENTIFIER_REGISTRY_NON_CONST_ACCESSORS_CUSTOM_INDEX_OFFSET(province_instance, 1); ProvinceInstance& get_province_instance_from_definition(ProvinceDefinition const& province); ProvinceInstance const& get_province_instance_from_definition(ProvinceDefinition const& province) const; void set_selected_province(ProvinceDefinition::index_t index); ProvinceInstance* get_selected_province(); ProvinceDefinition::index_t get_selected_province_index() const; bool setup( BuildingTypeManager const& building_type_manager, decltype(ProvinceInstance::pop_type_distribution)::keys_t const& pop_type_keys, decltype(ProvinceInstance::ideology_distribution)::keys_t const& ideology_keys ); bool apply_history_to_provinces( ProvinceHistoryManager const& history_manager, const Date date, CountryInstanceManager& country_manager, IssueManager const& issue_manager ); void update_modifier_sums(const Date today, StaticModifierCache const& static_modifier_cache); void update_gamestate(const Date today, DefineManager const& define_manager); void map_tick(const Date today, ModifierEffectCache const& modifier_effect_cache); void initialise_for_new_game(const Date today, DefineManager const& define_manager, ModifierEffectCache const& modifier_effect_cache); }; }