#pragma once #include #include #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" #define UNIT_PARAMS \ Unit::icon_t icon, std::string_view sprite, bool active, std::string_view unit_type, \ bool floating_flag, uint32_t priority, fixed_point_t max_strength, fixed_point_t default_organisation, \ fixed_point_t maximum_speed, fixed_point_t weighted_value, std::string_view move_sound, \ std::string_view select_sound, Timespan build_time, Good::good_map_t &&build_cost, \ fixed_point_t supply_consumption, Good::good_map_t &&supply_cost #define LAND_PARAMS \ bool primary_culture, std::string_view sprite_override, std::string_view sprite_mount, \ std::string_view sprite_mount_attach_node, fixed_point_t reconnaissance, fixed_point_t attack, fixed_point_t defence, \ fixed_point_t discipline, fixed_point_t support, fixed_point_t maneuver, fixed_point_t siege #define NAVY_PARAMS \ Unit::icon_t naval_icon, bool sail, bool transport, bool capital, fixed_point_t colonial_points, bool build_overseas, \ uint32_t min_port_level, int32_t limit_per_port, fixed_point_t supply_consumption_score, fixed_point_t hull, \ fixed_point_t gun_power, fixed_point_t fire_range, fixed_point_t evasion, fixed_point_t torpedo_attack namespace OpenVic { struct Unit : HasIdentifier { using icon_t = uint32_t; enum struct type_t { LAND, NAVAL }; private: const type_t type; const icon_t icon; const std::string sprite; const bool active; const std::string unit_type; const bool floating_flag; const uint32_t priority; const fixed_point_t max_strength; const fixed_point_t default_organisation; const fixed_point_t maximum_speed; const fixed_point_t weighted_value; const std::string move_sound; const std::string select_sound; const Timespan build_time; const Good::good_map_t build_cost; const fixed_point_t supply_consumption; const Good::good_map_t supply_cost; protected: Unit(std::string_view identifier, type_t type, UNIT_PARAMS); public: Unit(Unit&&) = default; icon_t get_icon() const; type_t get_type() const; std::string_view get_sprite() const; bool is_active() const; std::string_view get_unit_type() const; bool has_floating_flag() const; uint32_t get_priority() const; fixed_point_t get_max_strength() const; fixed_point_t get_default_organisation() const; fixed_point_t get_maximum_speed() const; fixed_point_t get_weighted_value() const; std::string_view get_move_sound() const; std::string_view get_select_sound() const; Timespan get_build_time() const; Good::good_map_t const& get_build_cost() const; fixed_point_t get_supply_consumption() const; Good::good_map_t const& get_supply_cost() const; }; struct LandUnit : Unit { friend struct UnitManager; private: const bool primary_culture; const std::string sprite_override, sprite_mount, sprite_mount_attach_node; const fixed_point_t reconnaissance; const fixed_point_t attack; const fixed_point_t defence; const fixed_point_t discipline; const fixed_point_t support; const fixed_point_t maneuver; const fixed_point_t siege; LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS); public: LandUnit(LandUnit&&) = default; bool get_primary_culture() const; std::string_view get_sprite_override() const; std::string_view get_sprite_mount() const; std::string_view get_sprite_mount_attach_node() const; fixed_point_t get_reconnaissance() const; fixed_point_t get_attack() const; fixed_point_t get_defence() const; fixed_point_t get_discipline() const; fixed_point_t get_support() const; fixed_point_t get_maneuver() const; fixed_point_t get_siege() const; }; struct NavalUnit : Unit { friend struct UnitManager; private: const icon_t naval_icon; const bool sail; const bool transport; const bool capital; const fixed_point_t colonial_points; const bool build_overseas; const uint32_t min_port_level; const int32_t limit_per_port; const fixed_point_t supply_consumption_score; const fixed_point_t hull; const fixed_point_t gun_power; const fixed_point_t fire_range; const fixed_point_t evasion; const fixed_point_t torpedo_attack; NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS); public: NavalUnit(NavalUnit&&) = default; icon_t get_naval_icon() const; bool can_sail() const; bool is_transport() const; bool is_capital() const; fixed_point_t get_colonial_points() const; bool can_build_overseas() const; uint32_t get_min_port_level() const; int32_t get_limit_per_port() const; fixed_point_t get_supply_consumption_score() const; fixed_point_t get_hull() const; fixed_point_t get_gun_power() const; fixed_point_t get_fire_range() const; fixed_point_t get_evasion() const; fixed_point_t get_torpedo_attack() const; }; struct UnitManager { private: IdentifierRegistry units; bool _check_shared_parameters(std::string_view identifier, UNIT_PARAMS); public: UnitManager(); bool add_land_unit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS); bool add_naval_unit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS); IDENTIFIER_REGISTRY_ACCESSORS(unit) bool load_unit_file(GoodManager const& good_manager, ast::NodeCPtr root); }; }