#pragma once #include #include "openvic-simulation/misc/Modifier.hpp" #include "openvic-simulation/politics/Government.hpp" #include "openvic-simulation/politics/Ideology.hpp" #include "openvic-simulation/scripts/ConditionalWeight.hpp" #include "openvic-simulation/scripts/EffectScript.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" #include "openvic-simulation/types/OrderedContainers.hpp" namespace OpenVic { struct RebelManager; struct RebelType : HasIdentifier { friend struct RebelManager; using government_map_t = ordered_map; using icon_t = uint16_t; enum class area_t { NATION, NATION_RELIGION, NATION_CULTURE, CULTURE, CULTURE_GROUP, RELIGION, ALL }; enum class defection_t { NONE, CULTURE, CULTURE_GROUP, RELIGION, IDEOLOGY, PAN_NATIONALIST, ANY }; enum class independence_t { NONE, CULTURE, CULTURE_GROUP, RELIGION, COLONIAL, PAN_NATIONALIST, ANY }; private: const icon_t PROPERTY(icon); const area_t PROPERTY(area); const bool PROPERTY_CUSTOM_PREFIX(break_alliance_on_win, will); government_map_t PROPERTY(desired_governments); //government const defection_t PROPERTY_CUSTOM_NAME(defection, get_defection_type); const independence_t PROPERTY_CUSTOM_NAME(independence, get_independence_type); const uint16_t PROPERTY(defect_delay); Ideology const* PROPERTY(ideology); const bool PROPERTY_CUSTOM_PREFIX(allow_all_cultures, will); const bool PROPERTY_CUSTOM_PREFIX(allow_all_culture_groups, will); const bool PROPERTY_CUSTOM_PREFIX(allow_all_religions, will); const bool PROPERTY_CUSTOM_PREFIX(allow_all_ideologies, will); const bool PROPERTY_CUSTOM_PREFIX(resilient, is); const bool PROPERTY_CUSTOM_PREFIX(reinforcing, is); const bool PROPERTY_CUSTOM_PREFIX(general, can_have); const bool PROPERTY_CUSTOM_PREFIX(smart, is); const bool PROPERTY_CUSTOM_NAME(unit_transfer, will_transfer_units); const fixed_point_t PROPERTY(occupation_mult); ConditionalWeight PROPERTY(will_rise); ConditionalWeight PROPERTY(spawn_chance); ConditionalWeight PROPERTY(movement_evaluation); ConditionScript PROPERTY(siege_won_trigger); EffectScript PROPERTY(siege_won_effect); ConditionScript PROPERTY(demands_enforced_trigger); EffectScript PROPERTY(demands_enforced_effect); RebelType( std::string_view new_identifier, RebelType::icon_t icon, RebelType::area_t area, bool break_alliance_on_win, RebelType::government_map_t&& desired_governments, RebelType::defection_t defection, RebelType::independence_t independence, uint16_t defect_delay, Ideology const* ideology, bool allow_all_cultures, bool allow_all_culture_groups, bool allow_all_religions, bool allow_all_ideologies, bool resilient, bool reinforcing, bool general, bool smart, bool unit_transfer, fixed_point_t occupation_mult, ConditionalWeight&& new_will_rise, ConditionalWeight&& new_spawn_chance, ConditionalWeight&& new_movement_evaluation, ConditionScript&& new_siege_won_trigger, EffectScript&& new_siege_won_effect, ConditionScript&& new_demands_enforced_trigger, EffectScript&& new_demands_enforced_effect ); bool parse_scripts(GameManager& game_manager); public: RebelType(RebelType&&) = default; }; struct RebelManager { private: IdentifierRegistry IDENTIFIER_REGISTRY(rebel_type); public: bool add_rebel_type( std::string_view new_identifier, RebelType::icon_t icon, RebelType::area_t area, bool break_alliance_on_win, RebelType::government_map_t&& desired_governments, RebelType::defection_t defection, RebelType::independence_t independence, uint16_t defect_delay, Ideology const* ideology, bool allow_all_cultures, bool allow_all_culture_groups, bool allow_all_religions, bool allow_all_ideologies, bool resilient, bool reinforcing, bool general, bool smart, bool unit_transfer, fixed_point_t occupation_mult, ConditionalWeight&& will_rise, ConditionalWeight&& spawn_chance, ConditionalWeight&& movement_evaluation, ConditionScript&& siege_won_trigger, EffectScript&& siege_won_effect, ConditionScript&& demands_enforced_trigger, EffectScript&& demands_enforced_effect ); bool load_rebels_file(IdeologyManager const& ideology_manager, GovernmentTypeManager const& government_type_manager, ast::NodeCPtr root); bool generate_modifiers(ModifierManager& modifier_manager) const; bool parse_scripts(GameManager& game_manager); }; }