#pragma once #include #include "openvic-simulation/economy/Building.hpp" #include "openvic-simulation/politics/Ideology.hpp" #include "openvic-simulation/pop/Pop.hpp" #include "openvic-simulation/country/Country.hpp" namespace OpenVic { struct Map; struct Region; struct Good; struct TerrainType; struct TerrainTypeMapping; struct ProvinceHistoryMap; /* REQUIREMENTS: * MAP-5, MAP-7, MAP-8, MAP-43, MAP-47 * POP-22 */ struct Province : HasIdentifierAndColour { friend struct Map; using index_t = uint16_t; using life_rating_t = int8_t; using distance_t = uint16_t; using flags_t = uint16_t; enum struct colony_status_t : int8_t { STATE, PROTECTORATE, COLONY }; struct adjacency_t { friend struct Province; private: Province const* const province; const distance_t distance; flags_t flags; adjacency_t(Province const* province, distance_t distance, flags_t flags); public: distance_t get_distance() const; flags_t get_flags() const; }; struct province_positions_t { fvec2_t text; fixed_point_t text_rotation; fixed_point_t text_scale; fvec2_t unit; fvec2_t city; fvec2_t factory; fvec2_t building_construction; fvec2_t military_construction; fvec2_t fort; fixed_point_t fort_rotation; fvec2_t railroad; fixed_point_t railroad_rotation; fvec2_t navalbase; fixed_point_t navalbase_rotation; }; static constexpr index_t NULL_INDEX = 0, MAX_INDEX = std::numeric_limits::max(); private: const index_t index; Region* region = nullptr; bool on_map = false, has_region = false, water = false; life_rating_t life_rating = 0; colony_status_t colony_status = colony_status_t::STATE; IdentifierRegistry buildings; // TODO - change this into a factory-like structure Good const* rgo = nullptr; std::vector pops; Pop::pop_size_t total_population; decimal_map_t PROPERTY(pop_type_distribution); decimal_map_t PROPERTY(ideology_distribution); decimal_map_t PROPERTY(culture_distribution); decimal_map_t PROPERTY(religion_distribution); std::vector adjacencies; province_positions_t positions; TerrainType const* terrain_type = nullptr; void _set_terrain_type(TerrainType const* type); Country const* owner = nullptr; Country const* controller = nullptr; std::vector cores; bool slave = false; Province(std::string_view new_identifier, colour_t new_colour, index_t new_index); public: Province(Province&&) = default; index_t get_index() const; Region* get_region() const; bool get_on_map() const; bool get_has_region() const; bool get_water() const; TerrainType const* get_terrain_type() const; life_rating_t get_life_rating() const; colony_status_t get_colony_status() const; bool load_positions(BuildingManager const& building_manager, ast::NodeCPtr root); bool add_building(BuildingInstance&& building_instance); IDENTIFIER_REGISTRY_ACCESSORS(building) void reset_buildings(); bool expand_building(std::string_view building_type_identifier); Good const* get_rgo() const; std::string to_string() const; bool load_pop_list(PopManager const& pop_manager, ast::NodeCPtr root); bool add_pop(Pop&& pop); void clear_pops(); size_t get_pop_count() const; std::vector const& get_pops() const; Pop::pop_size_t get_total_population() const; void update_pops(); void update_state(Date today); void tick(Date today); bool is_adjacent_to(Province const* province); bool add_adjacency(Province const* province, distance_t distance, flags_t flags); std::vector const& get_adjacencies() const; Country const* get_owner() const; Country const* get_controller() const; std::vector const& get_cores() const; bool is_slave() const; void apply_history_to_province(ProvinceHistoryMap const& history, Date date); }; }