#pragma once #include #include #include #include "openvic-simulation/map/ProvinceInstance.hpp" #include "openvic-simulation/pop/Pop.hpp" #include "openvic-simulation/utility/Getters.hpp" namespace OpenVic { struct StateManager; struct StateSet; struct CountryInstance; struct ProvinceInstance; struct State { friend struct StateManager; private: StateSet const& PROPERTY(state_set); CountryInstance* PROPERTY(owner); ProvinceInstance* PROPERTY(capital); std::vector PROPERTY(provinces); ProvinceInstance::colony_status_t PROPERTY(colony_status); Pop::pop_size_t PROPERTY(total_population); fixed_point_t PROPERTY(average_literacy); fixed_point_t PROPERTY(average_consciousness); fixed_point_t PROPERTY(average_militancy); IndexedMap PROPERTY(pop_type_distribution); IndexedMap> PROPERTY(pops_cache_by_type); fixed_point_t PROPERTY(industrial_power); size_t PROPERTY(max_supported_regiments); 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 ); public: std::string get_identifier() const; void update_gamestate(); IndexedMap>& get_mutable_pops_cache_by_type(); }; struct Region; struct StateSet { friend struct StateManager; using states_t = plf::colony; private: Region const& PROPERTY(region); states_t PROPERTY(states); StateSet(Region const& new_region); public: size_t get_state_count() const; void update_gamestate(); }; struct MapInstance; /* Contains all current states.*/ struct StateManager { private: std::vector PROPERTY(state_sets); bool add_state_set( MapInstance& map_instance, Region const& region, decltype(State::pop_type_distribution)::keys_t const& pop_type_keys ); public: /* Creates states from current province gamestate & regions, sets province state value. * After this function, the `regions` property is unmanaged and must be carefully updated and * validated by functions that modify it. */ bool generate_states(MapInstance& map_instance, decltype(State::pop_type_distribution)::keys_t const& pop_type_keys); void reset(); void update_gamestate(); }; }