#pragma once #include #include #include "openvic-simulation/misc/Modifier.hpp" #include "openvic-simulation/dataloader/NodeTools.hpp" #include "openvic-simulation/economy/Good.hpp" #include "openvic-simulation/types/Date.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" #include "openvic-simulation/types/fixed_point/FixedPoint.hpp" namespace OpenVic { struct TerrainType; struct TerrainTypeManager; struct Unit : HasIdentifier { using icon_t = uint32_t; using terrain_modifiers_t = ordered_map; enum struct branch_t : uint8_t { INVALID_BRANCH, LAND, NAVAL }; enum struct unit_type_t : uint8_t { INVALID_UNIT_TYPE, INFANTRY, CAVALRY, SUPPORT, SPECIAL, BIG_SHIP, LIGHT_SHIP, TRANSPORT }; struct unit_args_t { icon_t icon = 0; unit_type_t unit_type = unit_type_t::INVALID_UNIT_TYPE; // TODO defaults for move_sound and select_sound std::string_view sprite, move_sound, select_sound; bool active = true, floating_flag = false; uint32_t priority = 0; fixed_point_t max_strength = 0, default_organisation = 0, maximum_speed = 0, weighted_value = 0, supply_consumption = 0; Timespan build_time; Good::good_map_t build_cost, supply_cost; terrain_modifiers_t terrain_modifiers; unit_args_t() = default; unit_args_t(unit_args_t&&) = default; }; private: const branch_t PROPERTY(branch); /* type in defines */ const icon_t PROPERTY(icon); std::string PROPERTY(sprite); const bool PROPERTY_CUSTOM_PREFIX(active, is); unit_type_t PROPERTY(unit_type); const bool PROPERTY_CUSTOM_PREFIX(floating_flag, has); const uint32_t PROPERTY(priority); const fixed_point_t PROPERTY(max_strength); const fixed_point_t PROPERTY(default_organisation); const fixed_point_t PROPERTY(maximum_speed); const fixed_point_t PROPERTY(weighted_value); std::string PROPERTY(move_sound); std::string PROPERTY(select_sound); const Timespan PROPERTY(build_time); Good::good_map_t PROPERTY(build_cost); const fixed_point_t PROPERTY(supply_consumption); Good::good_map_t PROPERTY(supply_cost); terrain_modifiers_t PROPERTY(terrain_modifiers); protected: /* Non-const reference unit_args so variables can be moved from it. */ Unit(std::string_view new_identifier, branch_t new_branch, unit_args_t& unit_args); public: Unit(Unit&&) = default; }; struct LandUnit : Unit { friend struct UnitManager; enum struct allowed_cultures_t { ALL_CULTURES, ACCEPTED_CULTURES, PRIMARY_CULTURE }; struct land_unit_args_t { allowed_cultures_t allowed_cultures = allowed_cultures_t::ALL_CULTURES; std::string_view sprite_override, sprite_mount, sprite_mount_attach_node; // TODO - represent these as modifier effects, so that they can be combined with tech, inventions, // leader bonuses, etc. and applied to unit instances all in one go (same for NavalUnits below) fixed_point_t reconnaissance = 0, attack = 0, defence = 0, discipline = 0, support = 0, maneuver = 0, siege = 0; land_unit_args_t() = default; land_unit_args_t(land_unit_args_t&&) = default; }; private: const allowed_cultures_t PROPERTY(allowed_cultures); std::string PROPERTY(sprite_override); std::string PROPERTY(sprite_mount); std::string PROPERTY(sprite_mount_attach_node); const fixed_point_t PROPERTY(reconnaissance); const fixed_point_t PROPERTY(attack); const fixed_point_t PROPERTY(defence); const fixed_point_t PROPERTY(discipline); const fixed_point_t PROPERTY(support); const fixed_point_t PROPERTY(maneuver); const fixed_point_t PROPERTY(siege); LandUnit(std::string_view new_identifier, unit_args_t& unit_args, land_unit_args_t const& land_unit_args); public: LandUnit(LandUnit&&) = default; }; struct NavalUnit : Unit { friend struct UnitManager; struct naval_unit_args_t { Unit::icon_t naval_icon = 0; bool sail = false, transport = false, capital = false, build_overseas = false; uint32_t min_port_level = 0; int32_t limit_per_port = 0; fixed_point_t colonial_points = 0, supply_consumption_score = 0, hull = 0, gun_power = 0, fire_range = 0, evasion = 0, torpedo_attack = 0; naval_unit_args_t() = default; naval_unit_args_t(naval_unit_args_t&&) = default; }; private: const icon_t PROPERTY(naval_icon); const bool PROPERTY_CUSTOM_PREFIX(sail, can); const bool PROPERTY_CUSTOM_PREFIX(transport, is); const bool PROPERTY_CUSTOM_PREFIX(capital, is); const fixed_point_t PROPERTY(colonial_points); const bool PROPERTY_CUSTOM_PREFIX(build_overseas, can); const uint32_t PROPERTY(min_port_level); const int32_t PROPERTY(limit_per_port); const fixed_point_t PROPERTY(supply_consumption_score); const fixed_point_t PROPERTY(hull); const fixed_point_t PROPERTY(gun_power); const fixed_point_t PROPERTY(fire_range); const fixed_point_t PROPERTY(evasion); const fixed_point_t PROPERTY(torpedo_attack); NavalUnit(std::string_view new_identifier, unit_args_t& unit_args, naval_unit_args_t const& naval_unit_args); public: NavalUnit(NavalUnit&&) = default; }; struct UnitManager { private: IdentifierPointerRegistry IDENTIFIER_REGISTRY(unit); IdentifierRegistry IDENTIFIER_REGISTRY(land_unit); IdentifierRegistry IDENTIFIER_REGISTRY(naval_unit); public: void reserve_all_units(size_t size); void lock_all_units(); bool add_land_unit( std::string_view identifier, Unit::unit_args_t& unit_args, LandUnit::land_unit_args_t const& land_unit_args ); bool add_naval_unit( std::string_view identifier, Unit::unit_args_t& unit_args, NavalUnit::naval_unit_args_t const& naval_unit_args ); static NodeTools::Callback auto expect_branch_str(NodeTools::Callback auto callback) { using enum Unit::branch_t; static const string_map_t branch_map { { "land", LAND }, { "naval", NAVAL }, { "sea", NAVAL } }; return NodeTools::expect_mapped_string(branch_map, callback); } static NodeTools::NodeCallback auto expect_branch_identifier(NodeTools::Callback auto callback) { return NodeTools::expect_identifier(expect_branch_str(callback)); } bool load_unit_file( GoodManager const& good_manager, TerrainTypeManager const& terrain_type_manager, ModifierManager const& modifier_manager, ast::NodeCPtr root ); bool generate_modifiers(ModifierManager& modifier_manager) const; }; }