#include "Unit.hpp" #define UNIT_ARGS icon, sprite, active, type, floating_flag, priority, max_strength, \ default_organisation, maximum_speed, weighted_value, build_time, build_cost, supply_consumption, \ supply_cost #define LAND_ARGS reconnaissance, attack, defence, discipline, support, maneuver, siege #define NAVY_ARGS naval_icon, sail, transport, capital, move_sound, select_sound, colonial_points, build_overseas, min_port_level, \ limit_per_port, supply_consumption_score, hull, gun_power, fire_range, evasion, torpedo_attack using namespace OpenVic; using namespace OpenVic::NodeTools; Unit::Unit(std::string_view identifier, std::string_view category, UNIT_PARAMS) : HasIdentifier { identifier }, icon { icon }, category { category }, sprite { sprite }, active { active }, type { type }, floating_flag { floating_flag }, priority { priority }, max_strength { max_strength }, default_organisation { default_organisation }, maximum_speed { maximum_speed }, weighted_value { weighted_value }, build_time { build_time }, build_cost { build_cost }, supply_consumption { supply_consumption }, supply_cost { supply_cost } {} Unit::icon_t Unit::get_icon() const { return icon; } Unit::sprite_t Unit::get_sprite() const { return sprite; } bool Unit::is_active() const { return active; } std::string_view Unit::get_type() const { return type; } bool Unit::has_floating_flag() const { return floating_flag; } uint32_t Unit::get_priority() const { return priority; } fixed_point_t Unit::get_max_strength() const { return max_strength; } fixed_point_t Unit::get_default_organisation() const { return default_organisation; } fixed_point_t Unit::get_maximum_speed() const { return maximum_speed; } Timespan Unit::get_build_time() const { return build_time; } fixed_point_t Unit::get_weighted_value() const { return weighted_value; } std::map const& Unit::get_build_cost() const { return build_cost; } fixed_point_t Unit::get_supply_consumption() const { return supply_consumption; } std::map const& Unit::get_supply_cost() const { return supply_cost; } LandUnit::LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) : Unit { identifier, "land", UNIT_ARGS }, reconnaissance { reconnaissance }, attack { attack }, defence { defence }, discipline { discipline }, support { support }, maneuver { maneuver }, siege { siege } {} fixed_point_t LandUnit::get_reconnaissance() const { return reconnaissance; } fixed_point_t LandUnit::get_attack() const { return attack; } fixed_point_t LandUnit::get_defence() const { return defence; } fixed_point_t LandUnit::get_discipline() const { return discipline; } fixed_point_t LandUnit::get_support() const { return support; } fixed_point_t LandUnit::get_maneuver() const { return maneuver; } fixed_point_t LandUnit::get_siege() const { return siege; } NavalUnit::NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) : Unit { identifier, "naval", UNIT_ARGS }, naval_icon { naval_icon }, sail { sail }, transport { transport }, capital { capital }, move_sound { move_sound }, select_sound { select_sound }, colonial_points { colonial_points }, build_overseas { build_overseas }, min_port_level { min_port_level }, limit_per_port { limit_per_port }, supply_consumption_score { supply_consumption_score }, hull { hull }, gun_power { gun_power }, fire_range { fire_range }, evasion { evasion }, torpedo_attack { torpedo_attack } {}; NavalUnit::icon_t NavalUnit::get_naval_icon() const { return naval_icon; } bool NavalUnit::can_sail() const { return sail; } bool NavalUnit::is_transport() const { return transport; } NavalUnit::sound_t NavalUnit::get_move_sound() const { return move_sound; } NavalUnit::sound_t NavalUnit::get_select_sound() const { return select_sound; } fixed_point_t NavalUnit::get_colonial_points() const { return colonial_points; } bool NavalUnit::can_build_overseas() const { return build_overseas; } uint32_t NavalUnit::get_min_port_level() const { return min_port_level; } int32_t NavalUnit::get_limit_per_port() const { return limit_per_port; } fixed_point_t NavalUnit::get_supply_consumption_score() const { return supply_consumption_score; } fixed_point_t NavalUnit::get_hull() const { return hull; } fixed_point_t NavalUnit::get_gun_power() const { return gun_power; } fixed_point_t NavalUnit::get_fire_range() const { return fire_range; } fixed_point_t NavalUnit::get_evasion() const { return evasion; } fixed_point_t NavalUnit::get_torpedo_attack() const { return torpedo_attack; } UnitManager::UnitManager() : units { "units" } {} bool UnitManager::_check_shared_parameters(std::string_view identifier, UNIT_PARAMS) { if (identifier.empty()) { Logger::error("Invalid religion identifier - empty!"); return false; } if (sprite.empty()) { Logger::error("Invalid sprite identifier - empty!"); return false; } if (type.empty()) { Logger::error("Invalid unit type - empty!"); return false; } //TODO check that icon and sprite exist return true; } bool UnitManager::add_land_unit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) { if (!_check_shared_parameters(identifier, UNIT_ARGS)) { return false; } return units.add_item(LandUnit { identifier, UNIT_ARGS, LAND_ARGS }); } bool UnitManager::add_naval_unit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) { if (!_check_shared_parameters(identifier, UNIT_ARGS)) { return false; } //TODO: check that icon and sounds exist return units.add_item(NavalUnit { identifier, UNIT_ARGS, NAVY_ARGS }); } bool UnitManager::load_unit_file(GoodManager const& good_manager, ast::NodeCPtr root) { return NodeTools::expect_dictionary([this, &good_manager](std::string_view key, ast::NodeCPtr value) -> bool { Unit::icon_t icon; std::string_view category, type; Unit::sprite_t sprite; bool active = true, floating_flag; uint32_t priority, build_time_days; fixed_point_t maximum_speed, max_strength, default_organisation, weighted_value, supply_consumption; std::map build_cost, supply_cost; //shared bool ret = expect_dictionary_keys(ALLOW_OTHER_KEYS, "icon", ONE_EXACTLY, expect_uint(assign_variable_callback_uint("unit icon", icon)), "type", ONE_EXACTLY, expect_identifier(assign_variable_callback(category)), "sprite", ONE_EXACTLY, expect_identifier(assign_variable_callback(sprite)), "active", ZERO_OR_ONE, expect_bool(assign_variable_callback(active)), "unit_type", ONE_EXACTLY, expect_identifier(assign_variable_callback(type)), "floating_flag", ONE_EXACTLY, expect_bool(assign_variable_callback(floating_flag)), "priority", ONE_EXACTLY, expect_uint(assign_variable_callback_uint("unit priority", priority)), "max_strength", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(max_strength)), "default_organisation", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(default_organisation)), "maximum_speed", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(maximum_speed)), "weighted_value", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(weighted_value)), "build_time", ONE_EXACTLY, expect_uint(assign_variable_callback_uint("unit build time", build_time_days)), "build_cost", ONE_EXACTLY, good_manager.expect_good_decimal_map(assign_variable_callback(build_cost)), "supply_consumption", ONE_EXACTLY, expect_fixed_point(move_variable_callback(supply_consumption)), "supply_cost", ONE_EXACTLY, good_manager.expect_good_decimal_map(move_variable_callback(supply_cost)) )(value); Timespan build_time = { build_time_days }; if (category == "land") { fixed_point_t reconnaissance, attack, defence, discipline, support, maneuver, siege; ret &= expect_dictionary_keys(ALLOW_OTHER_KEYS, "reconnaissance", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(reconnaissance)), "attack", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(attack)), "defence", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(defence)), "discipline", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(discipline)), "support", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(support)), "maneuver", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(maneuver)), "siege", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(siege)) )(value); ret &= add_land_unit(key, UNIT_ARGS, LAND_ARGS); return ret; } else if (category == "naval") { Unit::icon_t naval_icon; bool sail = false, transport = false, capital = false, build_overseas = false; Unit::sound_t move_sound, select_sound; //TODO defaults for both uint32_t min_port_level; int32_t limit_per_port; fixed_point_t fire_range, evasion, supply_consumption_score, hull, gun_power, colonial_points = 0, torpedo_attack = 0; ret &= expect_dictionary_keys(ALLOW_OTHER_KEYS, "naval_icon", ONE_EXACTLY, expect_uint(assign_variable_callback_uint("unit naval icon", naval_icon)), "sail", ZERO_OR_ONE, expect_bool(assign_variable_callback(sail)), "transport", ZERO_OR_ONE, expect_bool(assign_variable_callback(transport)), "capital", ZERO_OR_ONE, expect_bool(assign_variable_callback(capital)), "move_sound", ZERO_OR_ONE, expect_identifier(assign_variable_callback(move_sound)), "select_sound", ZERO_OR_ONE, expect_identifier(assign_variable_callback(select_sound)), "colonial_points", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(colonial_points)), "can_build_overseas", ZERO_OR_ONE, expect_bool(assign_variable_callback(build_overseas)), "min_port_level", ONE_EXACTLY, expect_uint(assign_variable_callback_uint("unit min port level", min_port_level)), "limit_per_port", ONE_EXACTLY, expect_int(assign_variable_callback_int("unit limit per port", limit_per_port)), "supply_consumption_score", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(supply_consumption_score)), "hull", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(hull)), "gun_power", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(gun_power)), "fire_range", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(fire_range)), "evasion", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(evasion)), "torpedo_attack", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(torpedo_attack)) )(value); ret &= add_naval_unit(key, UNIT_ARGS, NAVY_ARGS); return ret; } else return false; })(root); }