#pragma once #include "openvic-simulation/country/Country.hpp" #include "openvic-simulation/economy/BuildingInstance.hpp" #include "openvic-simulation/politics/Ideology.hpp" #include "openvic-simulation/pop/Pop.hpp" #include "openvic-simulation/types/OrderedContainers.hpp" namespace OpenVic { struct Map; struct Region; struct State; struct Crime; struct Good; struct TerrainType; struct TerrainTypeMapping; struct ProvinceHistoryEntry; struct ProvinceSetModifier; using Climate = ProvinceSetModifier; using Continent = ProvinceSetModifier; struct ArmyInstance; struct NavyInstance; /* 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 = fixed_point_t; enum struct colony_status_t : uint8_t { STATE, PROTECTORATE, COLONY }; struct adjacency_t { using data_t = uint8_t; static constexpr data_t NO_CANAL = 0; enum struct type_t : uint8_t { LAND, /* Between two land provinces */ WATER, /* Between two water provinces */ COASTAL, /* Between a land province and a water province */ IMPASSABLE, /* Between two land provinces (non-traversable) */ STRAIT, /* Between two land provinces with a water through province */ CANAL /* Between two water provinces with a land through province */ }; /* Type display name used for logging */ static std::string_view get_type_name(type_t type); private: Province const* PROPERTY(to); Province const* PROPERTY(through); distance_t PROPERTY(distance); type_t PROPERTY(type); data_t PROPERTY(data); // represents canal index, 0 for non-canal adjacencies public: adjacency_t( Province const* new_to, distance_t new_distance, type_t new_type, Province const* new_through, data_t new_data ); adjacency_t(adjacency_t const&) = delete; adjacency_t(adjacency_t&&) = default; adjacency_t& operator=(adjacency_t const&) = delete; adjacency_t& operator=(adjacency_t&&) = default; }; struct province_positions_t { /* Province name placement */ std::optional text_position; std::optional text_rotation; std::optional text_scale; /* Model positions */ std::optional unit; std::optional city; std::optional factory; std::optional building_construction; std::optional military_construction; ordered_map building_position; fixed_point_map_t building_rotation; }; static constexpr index_t NULL_INDEX = 0, MAX_INDEX = std::numeric_limits::max(); private: /* Immutable attributes (unchanged after initial game load) */ const index_t PROPERTY(index); Region const* PROPERTY(region); Climate const* PROPERTY(climate); Continent const* PROPERTY(continent); bool PROPERTY(on_map); bool PROPERTY(has_region); bool PROPERTY_CUSTOM_PREFIX(water, is); bool PROPERTY_CUSTOM_PREFIX(coastal, is); bool PROPERTY_CUSTOM_PREFIX(port, has); Province const* PROPERTY(port_adjacent_province); /* Terrain type calculated from terrain image */ TerrainType const* PROPERTY(default_terrain_type); std::vector PROPERTY(adjacencies); /* Calculated mean pixel position. */ fvec2_t PROPERTY(centre); province_positions_t positions; /* Mutable attributes (reset before loading history) */ TerrainType const* PROPERTY(terrain_type); life_rating_t PROPERTY(life_rating); colony_status_t PROPERTY(colony_status); State const* PROPERTY_RW(state); Country const* PROPERTY(owner); Country const* PROPERTY(controller); std::vector PROPERTY(cores); bool PROPERTY(slave); Crime const* PROPERTY_RW(crime); // TODO - change this into a factory-like structure Good const* PROPERTY(rgo); IdentifierRegistry IDENTIFIER_REGISTRY(building); ordered_set PROPERTY(armies); ordered_set PROPERTY(navies); std::vector PROPERTY(pops); Pop::pop_size_t PROPERTY(total_population); fixed_point_map_t PROPERTY(pop_type_distribution); fixed_point_map_t PROPERTY(ideology_distribution); fixed_point_map_t PROPERTY(culture_distribution); fixed_point_map_t PROPERTY(religion_distribution); Province(std::string_view new_identifier, colour_t new_colour, index_t new_index); void _add_pop(Pop pop); public: Province(Province&&) = default; bool operator==(Province const& other) const; std::string to_string() const; /* The positions' y coordinates need to be inverted. */ bool load_positions(Map const& map, BuildingTypeManager const& building_type_manager, ast::NodeCPtr root); fvec2_t get_text_position() const; fixed_point_t get_text_rotation() const; fixed_point_t get_text_scale() const; bool expand_building(size_t building_index); /* This returns a pointer to the position of the specified building type, or nullptr if none exists. */ fvec2_t const* get_building_position(BuildingType const* building_type) const; fixed_point_t get_building_rotation(BuildingType const* building_type) const; bool add_pop(Pop&& pop); bool add_pop_vec(std::vector const& pop_vec); size_t get_pop_count() const; void update_pops(); void update_gamestate(Date today); void tick(Date today); adjacency_t const* get_adjacency_to(Province const* province) const; bool is_adjacent_to(Province const* province) const; std::vector get_adjacencies_going_through(Province const* province) const; bool has_adjacency_going_through(Province const* province) const; fvec2_t get_unit_position() const; bool add_army(ArmyInstance& army); bool remove_army(ArmyInstance& army); bool add_navy(NavyInstance& navy); bool remove_navy(NavyInstance& navy); bool reset(BuildingTypeManager const& building_type_manager); bool apply_history_to_province(ProvinceHistoryEntry const* entry); void setup_pop_test_values( IdeologyManager const& ideology_manager, IssueManager const& issue_manager, Country const& country ); }; }