#include "State.hpp" #include "openvic-simulation/country/CountryInstance.hpp" #include "openvic-simulation/map/MapDefinition.hpp" #include "openvic-simulation/map/MapInstance.hpp" #include "openvic-simulation/map/ProvinceInstance.hpp" #include "openvic-simulation/map/Region.hpp" #include "openvic-simulation/types/fixed_point/FixedPoint.hpp" #include "openvic-simulation/utility/StringUtils.hpp" using namespace OpenVic; State::State( StateSet const& new_state_set, CountryInstance* new_owner, ProvinceInstance* new_capital, std::vector&& new_provinces, ProvinceInstance::colony_status_t new_colony_status, decltype(pop_type_distribution)::keys_t const& pop_type_keys ) : state_set { new_state_set }, owner { new_owner }, capital { new_capital }, provinces { std::move(new_provinces) }, colony_status { new_colony_status }, pop_type_distribution { &pop_type_keys }, pops_cache_by_type { &pop_type_keys }, industrial_power { 0 }, max_supported_regiments { 0 } {} std::string State::get_identifier() const { return StringUtils::append_string_views( state_set.get_region().get_identifier(), "_", owner->get_identifier(), "_", ProvinceInstance::get_colony_status_string(colony_status) ); } void State::update_gamestate() { total_population = 0; average_literacy = 0; average_consciousness = 0; average_militancy = 0; pop_type_distribution.clear(); max_supported_regiments = 0; for (PopType const& pop_type : *pops_cache_by_type.get_keys()) { pops_cache_by_type[pop_type].clear(); } for (ProvinceInstance const* const province : provinces) { total_population += province->get_total_population(); // TODO - change casting if Pop::pop_size_t changes type const fixed_point_t province_population = fixed_point_t::parse(province->get_total_population()); average_literacy += province->get_average_literacy() * province_population; average_consciousness += province->get_average_consciousness() * province_population; average_militancy += province->get_average_militancy() * province_population; pop_type_distribution += province->get_pop_type_distribution(); IndexedMap> const& province_pops_cache_by_type = province->get_pops_cache_by_type(); for (PopType const& pop_type : *province_pops_cache_by_type.get_keys()) { std::vector const& province_pops_of_type = province_pops_cache_by_type[pop_type]; std::vector& state_pops_of_type = pops_cache_by_type[pop_type]; state_pops_of_type.insert( state_pops_of_type.end(), province_pops_of_type.begin(), province_pops_of_type.end() ); } max_supported_regiments += province->get_max_supported_regiments(); } if (total_population > 0) { average_literacy /= total_population; average_consciousness /= total_population; average_militancy /= total_population; } // TODO - use actual values when State has factory data const int32_t total_factory_levels_in_state = 0; const int32_t potential_workforce_in_state = 0; // sum of worker pops, regardless of employment const int32_t potential_employment_in_state = 0; // sum of (factory level * production method base_workforce_size) fixed_point_t workforce_scalar; constexpr fixed_point_t min_workforce_scalar = fixed_point_t::_0_20(); constexpr fixed_point_t max_workforce_scalar = fixed_point_t::_4(); if (potential_employment_in_state <= 0) { workforce_scalar = min_workforce_scalar; } else { workforce_scalar = std::clamp( (fixed_point_t { potential_workforce_in_state } / 100).floor() * 400 / potential_employment_in_state, min_workforce_scalar, max_workforce_scalar ); } industrial_power = total_factory_levels_in_state * workforce_scalar; } IndexedMap>& State::get_mutable_pops_cache_by_type() { return pops_cache_by_type; } /* Whether two provinces in the same region should be grouped into the same state or not. * (Assumes both provinces non-null.) */ static bool provinces_belong_in_same_state(ProvinceInstance const* lhs, ProvinceInstance const* rhs) { return lhs->get_owner() == rhs->get_owner() && lhs->get_colony_status() == rhs->get_colony_status(); } StateSet::StateSet(Region const& new_region) : region { new_region }, states {} {} size_t StateSet::get_state_count() const { return states.size(); } void StateSet::update_gamestate() { for (State& state : states) { state.update_gamestate(); } } bool StateManager::add_state_set( MapInstance& map_instance, Region const& region, decltype(State::pop_type_distribution)::keys_t const& pop_type_keys ) { if (region.get_meta()) { Logger::error("Cannot use meta region \"", region.get_identifier(), "\" as state template!"); return false; } if (region.empty()) { Logger::error("Cannot use empty region \"", region.get_identifier(), "\" as state template!"); return false; } std::vector> temp_provinces; for (ProvinceDefinition const* province : region.get_provinces()) { ProvinceInstance* province_instance = &map_instance.get_province_instance_from_definition(*province); // add to existing state if shared owner & status... for (std::vector& provinces : temp_provinces) { if (provinces_belong_in_same_state(provinces.front(), province_instance)) { provinces.push_back(province_instance); // jump to the end of the outer loop, skipping the new state code goto loop_end; } } // ...otherwise start a new state temp_provinces.push_back({ province_instance }); loop_end:; /* Either the province was added to an existing state and the program jumped to here, * or it was used to create a new state and the program arrived here normally. */ } state_sets.push_back({ region }); StateSet& state_set = state_sets.back(); // Reserve space for the maximum number of states (one per province) state_set.states.reserve(region.size()); for (std::vector& provinces : temp_provinces) { ProvinceInstance* capital = provinces.front(); CountryInstance* owner = capital->get_owner(); State& state = *state_set.states.insert( /* TODO: capital province logic */ { state_set, owner, capital, std::move(provinces), capital->get_colony_status(), pop_type_keys } ); for (ProvinceInstance* province : state.get_provinces()) { province->set_state(&state); } if (owner != nullptr) { owner->add_state(state); } } return true; } bool StateManager::generate_states( MapInstance& map_instance, decltype(State::pop_type_distribution)::keys_t const& pop_type_keys ) { MapDefinition const& map_definition = map_instance.get_map_definition(); state_sets.clear(); state_sets.reserve(map_definition.get_region_count()); bool ret = true; size_t state_count = 0; for (Region const& region : map_definition.get_regions()) { if (!region.get_meta()) { if (add_state_set(map_instance, region, pop_type_keys)) { state_count += state_sets.back().get_state_count(); } else { ret = false; } } } Logger::info("Generated ", state_count, " states across ", state_sets.size(), " state sets."); return ret; } void StateManager::reset() { state_sets.clear(); } void StateManager::update_gamestate() { for (StateSet& state_set : state_sets) { state_set.update_gamestate(); } }