#pragma once #include "openvic-simulation/military/UnitType.hpp" #include "openvic-simulation/types/IndexedMap.hpp" #include "openvic-simulation/utility/Getters.hpp" namespace OpenVic { struct ModifierEffect; struct ModifierManager; struct BuildingTypeManager; struct BuildingType; struct GoodDefinitionManager; struct GoodDefinition; struct RebelManager; struct RebelType; struct PopManager; struct Strata; struct TechnologyManager; struct TechnologyFolder; struct ModifierEffectCache { friend struct ModifierManager; friend struct BuildingTypeManager; friend struct GoodDefinitionManager; friend struct UnitTypeManager; friend struct RebelManager; friend struct PopManager; friend struct TechnologyManager; private: /* Tech/inventions only */ ModifierEffect const* PROPERTY(cb_creation_speed); ModifierEffect const* PROPERTY(combat_width_additive); ModifierEffect const* PROPERTY(plurality); ModifierEffect const* PROPERTY(pop_growth); ModifierEffect const* PROPERTY(prestige_gain_multiplier); ModifierEffect const* PROPERTY(regular_experience_level); ModifierEffect const* PROPERTY(reinforce_rate); ModifierEffect const* PROPERTY(separatism); ModifierEffect const* PROPERTY(shared_prestige); ModifierEffect const* PROPERTY(tax_eff); /* Country Modifier Effects */ ModifierEffect const* PROPERTY(administrative_efficiency); ModifierEffect const* PROPERTY(administrative_efficiency_modifier); ModifierEffect const* PROPERTY(artisan_input); ModifierEffect const* PROPERTY(artisan_output); ModifierEffect const* PROPERTY(artisan_throughput); ModifierEffect const* PROPERTY(badboy); ModifierEffect const* PROPERTY(cb_generation_speed_modifier); ModifierEffect const* PROPERTY(civilization_progress_modifier); ModifierEffect const* PROPERTY(colonial_life_rating); ModifierEffect const* PROPERTY(colonial_migration); ModifierEffect const* PROPERTY(colonial_points); ModifierEffect const* PROPERTY(colonial_prestige); ModifierEffect const* PROPERTY(core_pop_consciousness_modifier); ModifierEffect const* PROPERTY(core_pop_militancy_modifier); ModifierEffect const* PROPERTY(dig_in_cap); ModifierEffect const* PROPERTY(diplomatic_points); ModifierEffect const* PROPERTY(diplomatic_points_modifier); ModifierEffect const* PROPERTY(education_efficiency); ModifierEffect const* PROPERTY(education_efficiency_modifier); ModifierEffect const* PROPERTY(factory_cost); ModifierEffect const* PROPERTY(factory_input); ModifierEffect const* PROPERTY(factory_maintenance); ModifierEffect const* PROPERTY(factory_output); ModifierEffect const* PROPERTY(factory_owner_cost); ModifierEffect const* PROPERTY(factory_throughput); ModifierEffect const* PROPERTY(global_assimilation_rate); ModifierEffect const* PROPERTY(global_immigrant_attract); ModifierEffect const* PROPERTY(global_pop_consciousness_modifier); ModifierEffect const* PROPERTY(global_pop_militancy_modifier); ModifierEffect const* PROPERTY(global_population_growth); ModifierEffect const* PROPERTY(goods_demand); ModifierEffect const* PROPERTY(import_cost); ModifierEffect const* PROPERTY(increase_research); ModifierEffect const* PROPERTY(influence); ModifierEffect const* PROPERTY(influence_modifier); ModifierEffect const* PROPERTY(issue_change_speed); ModifierEffect const* PROPERTY(land_attack_modifier); ModifierEffect const* PROPERTY(land_attrition); ModifierEffect const* PROPERTY(land_defense_modifier); ModifierEffect const* PROPERTY(land_organisation); ModifierEffect const* PROPERTY(land_unit_start_experience); ModifierEffect const* PROPERTY(leadership); ModifierEffect const* PROPERTY(leadership_modifier); ModifierEffect const* PROPERTY(literacy_con_impact); ModifierEffect const* PROPERTY(loan_interest); ModifierEffect const* PROPERTY(max_loan_modifier); ModifierEffect const* PROPERTY(max_military_spending); ModifierEffect const* PROPERTY(max_national_focus); ModifierEffect const* PROPERTY(max_social_spending); ModifierEffect const* PROPERTY(max_tariff); ModifierEffect const* PROPERTY(max_tax); ModifierEffect const* PROPERTY(max_war_exhaustion); ModifierEffect const* PROPERTY(military_tactics); ModifierEffect const* PROPERTY(min_military_spending); ModifierEffect const* PROPERTY(min_social_spending); ModifierEffect const* PROPERTY(min_tariff); ModifierEffect const* PROPERTY(min_tax); ModifierEffect const* PROPERTY(minimum_wage); ModifierEffect const* PROPERTY(mobilisation_economy_impact); ModifierEffect const* PROPERTY(mobilisation_size); ModifierEffect const* PROPERTY(mobilization_impact); ModifierEffect const* PROPERTY(naval_attack_modifier); ModifierEffect const* PROPERTY(naval_attrition); ModifierEffect const* PROPERTY(naval_defense_modifier); ModifierEffect const* PROPERTY(naval_organisation); ModifierEffect const* PROPERTY(naval_unit_start_experience); ModifierEffect const* PROPERTY(non_accepted_pop_consciousness_modifier); ModifierEffect const* PROPERTY(non_accepted_pop_militancy_modifier); ModifierEffect const* PROPERTY(org_regain); ModifierEffect const* PROPERTY(pension_level); ModifierEffect const* PROPERTY(permanent_prestige); ModifierEffect const* PROPERTY(political_reform_desire); ModifierEffect const* PROPERTY(poor_savings_modifier); ModifierEffect const* PROPERTY(prestige_monthly_gain); ModifierEffect const* PROPERTY(reinforce_speed); ModifierEffect const* PROPERTY(research_points); ModifierEffect const* PROPERTY(research_points_modifier); ModifierEffect const* PROPERTY(research_points_on_conquer); ModifierEffect const* PROPERTY(rgo_output); ModifierEffect const* PROPERTY(rgo_throughput); ModifierEffect const* PROPERTY(ruling_party_support); ModifierEffect const* PROPERTY(self_unciv_economic_modifier); ModifierEffect const* PROPERTY(self_unciv_military_modifier); ModifierEffect const* PROPERTY(social_reform_desire); ModifierEffect const* PROPERTY(soldier_to_pop_loss); ModifierEffect const* PROPERTY(supply_consumption); ModifierEffect const* PROPERTY(supply_range); ModifierEffect const* PROPERTY(suppression_points_modifier); ModifierEffect const* PROPERTY(tariff_efficiency_modifier); ModifierEffect const* PROPERTY(tax_efficiency); ModifierEffect const* PROPERTY(unemployment_benefit); ModifierEffect const* PROPERTY(unciv_economic_modifier); ModifierEffect const* PROPERTY(unciv_military_modifier); ModifierEffect const* PROPERTY(unit_recruitment_time); ModifierEffect const* PROPERTY(war_exhaustion); /* Province Modifier Effects */ ModifierEffect const* PROPERTY(assimilation_rate); ModifierEffect const* PROPERTY(boost_strongest_party); ModifierEffect const* PROPERTY(combat_width_percentage_change); ModifierEffect const* PROPERTY(defence_terrain); ModifierEffect const* PROPERTY(farm_rgo_eff); ModifierEffect const* PROPERTY(farm_rgo_size); ModifierEffect const* PROPERTY(immigrant_attract); ModifierEffect const* PROPERTY(immigrant_push); ModifierEffect const* PROPERTY(life_rating); ModifierEffect const* PROPERTY(local_artisan_input); ModifierEffect const* PROPERTY(local_artisan_output); ModifierEffect const* PROPERTY(local_artisan_throughput); ModifierEffect const* PROPERTY(local_factory_input); ModifierEffect const* PROPERTY(local_factory_output); ModifierEffect const* PROPERTY(local_factory_throughput); ModifierEffect const* PROPERTY(local_repair); ModifierEffect const* PROPERTY(local_rgo_output); ModifierEffect const* PROPERTY(local_rgo_throughput); ModifierEffect const* PROPERTY(local_ruling_party_support); ModifierEffect const* PROPERTY(local_ship_build); ModifierEffect const* PROPERTY(max_attrition); ModifierEffect const* PROPERTY(mine_rgo_eff); ModifierEffect const* PROPERTY(mine_rgo_size); ModifierEffect const* PROPERTY(movement_cost_base); ModifierEffect const* PROPERTY(movement_cost_percentage_change); ModifierEffect const* PROPERTY(number_of_voters); ModifierEffect const* PROPERTY(pop_consciousness_modifier); ModifierEffect const* PROPERTY(pop_militancy_modifier); ModifierEffect const* PROPERTY(population_growth); ModifierEffect const* PROPERTY(supply_limit); /* Military Modifier Effects */ ModifierEffect const* PROPERTY(attack); ModifierEffect const* PROPERTY(attrition); ModifierEffect const* PROPERTY(defence_leader); ModifierEffect const* PROPERTY(experience); ModifierEffect const* PROPERTY(morale); ModifierEffect const* PROPERTY(organisation); ModifierEffect const* PROPERTY(reconnaissance); ModifierEffect const* PROPERTY(reliability); ModifierEffect const* PROPERTY(speed); /* BuildingType Effects */ public: struct building_type_effects_t { friend struct BuildingTypeManager; private: ModifierEffect const* PROPERTY(min_level); ModifierEffect const* PROPERTY(max_level); public: building_type_effects_t(); }; private: IndexedMap PROPERTY(building_type_effects); /* GoodDefinition Effects */ public: struct good_effects_t { friend struct GoodDefinitionManager; private: ModifierEffect const* PROPERTY(artisan_goods_input); ModifierEffect const* PROPERTY(artisan_goods_output); ModifierEffect const* PROPERTY(artisan_goods_throughput); ModifierEffect const* PROPERTY(factory_goods_input); ModifierEffect const* PROPERTY(factory_goods_output); ModifierEffect const* PROPERTY(factory_goods_throughput); ModifierEffect const* PROPERTY(rgo_goods_output); ModifierEffect const* PROPERTY(rgo_goods_throughput); ModifierEffect const* PROPERTY(rgo_size); public: good_effects_t(); }; private: IndexedMap PROPERTY(good_effects); /* UnitType Effects */ public: struct unit_type_effects_t { friend struct UnitTypeManager; private: ModifierEffect const* PROPERTY(attack); ModifierEffect const* PROPERTY(defence); ModifierEffect const* PROPERTY(default_organisation); ModifierEffect const* PROPERTY(maximum_speed); ModifierEffect const* PROPERTY(build_time); ModifierEffect const* PROPERTY(supply_consumption); protected: unit_type_effects_t(); }; struct regiment_type_effects_t : unit_type_effects_t { friend struct UnitTypeManager; private: ModifierEffect const* PROPERTY(reconnaissance); ModifierEffect const* PROPERTY(discipline); ModifierEffect const* PROPERTY(support); ModifierEffect const* PROPERTY(maneuver); ModifierEffect const* PROPERTY(siege); public: regiment_type_effects_t(); }; struct ship_type_effects_t : unit_type_effects_t { friend struct UnitTypeManager; private: ModifierEffect const* PROPERTY(colonial_points); ModifierEffect const* PROPERTY(supply_consumption_score); ModifierEffect const* PROPERTY(hull); ModifierEffect const* PROPERTY(gun_power); ModifierEffect const* PROPERTY(fire_range); ModifierEffect const* PROPERTY(evasion); ModifierEffect const* PROPERTY(torpedo_attack); public: ship_type_effects_t(); }; private: regiment_type_effects_t PROPERTY(army_base_effects); IndexedMap PROPERTY(regiment_type_effects); ship_type_effects_t PROPERTY(navy_base_effects); IndexedMap PROPERTY(ship_type_effects); /* Rebel Effects */ ModifierEffect const* PROPERTY(rebel_org_gain_all); IndexedMap PROPERTY(rebel_org_gain_effects); /* Pop Effects */ public: struct strata_effects_t { friend struct PopManager; private: ModifierEffect const* PROPERTY(income_modifier); ModifierEffect const* PROPERTY(vote); ModifierEffect const* PROPERTY(life_needs); ModifierEffect const* PROPERTY(everyday_needs); ModifierEffect const* PROPERTY(luxury_needs); public: strata_effects_t(); }; private: IndexedMap PROPERTY(strata_effects); /* Technology Effects */ IndexedMap PROPERTY(research_bonus_effects); ModifierEffectCache(); public: ModifierEffectCache(ModifierEffectCache&&) = default; }; }