#include "Unit.hpp" #include #include #include "types/IdentifierRegistry.hpp" #include "types/fixed_point/FixedPoint.hpp" #include #define SUPER_ARGS icon, sprite, active, type, floating_flag, priority, max_strength, \ default_organisation, maximum_speed, weighted_value, build_time, build_cost, supply_consumption, \ supply_cost, supply_consumption_score #define FOR_SUPER(cat) identifier, cat, SUPER_ARGS using namespace OpenVic; Unit::Unit(std::string_view identifier, UnitCategory category, UNIT_PARAMS) : HasIdentifier { identifier }, category { category }, icon { icon }, 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 }, supply_consumption_score { supply_consumption_score } {} 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; } UnitType Unit::get_type() const { return type; } bool Unit::has_floating_flag() const { return floating_flag; } uint32_t Unit::get_priority() const { return priority; } uint32_t Unit::get_max_strength() const { return max_strength; } uint32_t Unit::get_default_organisation() const { return default_organisation; } uint32_t Unit::get_maximum_speed() const { return maximum_speed; } uint32_t Unit::get_build_time() const { return build_time; } fixed_point_t Unit::get_weighted_value() const { return weighted_value; } std::map Unit::get_build_cost() const { return build_cost; } fixed_point_t Unit::get_supply_consumption() const { return supply_consumption; } std::map Unit::get_supply_cost() const { return supply_cost; } uint32_t Unit::get_supply_consumption_score() const { return supply_consumption_score; } LandUnit::LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) : Unit { FOR_SUPER(UnitCategory::LAND) }, reconnaisance { reconnaisance }, attack { attack }, defence { defence }, discipline { discipline }, support { support }, maneuver { maneuver }, siege { siege } {} uint32_t LandUnit::get_reconnaisance() const { return reconnaisance; } uint32_t LandUnit::get_attack() const { return attack; } uint32_t LandUnit::get_defence() const { return defence; } uint32_t LandUnit::get_discipline() const { return discipline; } uint32_t LandUnit::get_support() const { return support; } uint32_t LandUnit::get_maneuver() const { return maneuver; } uint32_t LandUnit::get_siege() const { return siege; } NavalUnit::NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) : Unit { FOR_SUPER(UnitCategory::NAVAL) }, naval_icon { naval_icon }, sail { sail }, transport { transport }, 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 }, 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; } uint32_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; } uint32_t NavalUnit::get_hull() const { return hull; } uint32_t NavalUnit::get_gun_power() const { return gun_power; } fixed_point_t NavalUnit::get_fire_range() const { return fire_range; } uint32_t NavalUnit::get_evasion() const { return evasion; } uint32_t NavalUnit::get_torpedo_attack() const { return torpedo_attack; } UnitManager::UnitManager() : units { "units " } {}; bool UnitManager::_check_superclass_parameters(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS) { if (identifier.empty()) { Logger::error("Invalid religion identifier - empty!"); return false; } //TODO check that icon and sprite exist return true; } bool UnitManager::add_land_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, LAND_PARAMS) { if (!_check_superclass_parameters(FOR_SUPER(cat))) { return false; } return units.add_item( LandUnit { identifier, SUPER_ARGS, reconnaisance, attack, defence, discipline, support, maneuver, siege } ); } bool UnitManager::add_naval_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, NAVY_PARAMS) { if (!_check_superclass_parameters(FOR_SUPER(cat))) { return false; } //TODO: check that icon and sounds exist return units.add_item( NavalUnit { identifier, SUPER_ARGS, naval_icon, sail, transport, move_sound, select_sound, colonial_points, build_overseas, min_port_level, limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack } ); }