#pragma once #include #include #include #include "openvic-simulation/economy/Good.hpp" #include "openvic-simulation/types/IdentifierRegistry.hpp" #include "openvic-simulation/types/fixed_point/FixedPoint.hpp" #include "openvic-simulation/dataloader/NodeTools.hpp" #include "openvic-simulation/economy/Good.hpp" #define UNIT_PARAMS Unit::icon_t icon, Unit::sprite_t sprite, bool active, std::string_view type, \ bool floating_flag, uint32_t priority, uint32_t max_strength, uint32_t default_organisation, \ uint32_t maximum_speed, fixed_point_t weighted_value, uint32_t build_time, \ std::map build_cost, fixed_point_t supply_consumption, \ std::map supply_cost, uint32_t supply_consumption_score #define LAND_PARAMS uint32_t reconnaisance, uint32_t attack, uint32_t defence, uint32_t discipline, uint32_t support, \ uint32_t maneuver, uint32_t siege #define NAVY_PARAMS Unit::icon_t naval_icon, bool sail, bool transport, Unit::sound_t move_sound, Unit::sound_t select_sound, \ uint32_t colonial_points, bool build_overseas, uint32_t min_port_level, int32_t limit_per_port, \ uint32_t hull, uint32_t gun_power, fixed_point_t fire_range, uint32_t evasion, uint32_t torpedo_attack namespace OpenVic { struct Unit : HasIdentifier { using icon_t = uint32_t; using sprite_t = std::string_view; using sound_t = std::string_view; private: const std::string_view category; const icon_t icon; const sprite_t sprite; const bool active; const std::string_view type; const bool floating_flag; const uint32_t priority; const uint32_t max_strength; const uint32_t default_organisation; const uint32_t maximum_speed; const fixed_point_t weighted_value; const uint32_t build_time; const std::map build_cost; const fixed_point_t supply_consumption; const std::map supply_cost; const uint32_t supply_consumption_score; protected: Unit(std::string_view identifier, std::string_view category, UNIT_PARAMS); public: Unit(Unit&&) = default; icon_t get_icon() const; std::string_view get_category() const; sprite_t get_sprite() const; bool is_active() const; std::string_view get_type() const; bool has_floating_flag() const; uint32_t get_priority() const; uint32_t get_max_strength() const; uint32_t get_default_organisation() const; uint32_t get_maximum_speed() const; fixed_point_t get_weighted_value() const; uint32_t get_build_time() const; std::map get_build_cost() const; fixed_point_t get_supply_consumption() const; std::map get_supply_cost() const; uint32_t get_supply_consumption_score() const; }; struct LandUnit : Unit { friend struct UnitManager; private: const uint32_t reconnaisance; const uint32_t attack; const uint32_t defence; const uint32_t discipline; const uint32_t support; const uint32_t maneuver; const uint32_t siege; LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS); public: LandUnit(LandUnit&&) = default; uint32_t get_reconnaisance() const; uint32_t get_attack() const; uint32_t get_defence() const; uint32_t get_discipline() const; uint32_t get_support() const; uint32_t get_maneuver() const; uint32_t get_siege() const; }; struct NavalUnit : Unit { friend struct UnitManager; private: const icon_t naval_icon; const bool sail; const bool transport; const sound_t move_sound; const sound_t select_sound; const uint32_t colonial_points; const bool build_overseas; const uint32_t min_port_level; const int32_t limit_per_port; const uint32_t hull; const uint32_t gun_power; const fixed_point_t fire_range; const uint32_t evasion; const uint32_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; sound_t get_move_sound() const; sound_t get_select_sound() const; uint32_t get_colonial_points() const; bool can_build_overseas() const; uint32_t get_min_port_level() const; int32_t get_limit_per_port() const; uint32_t get_hull() const; uint32_t get_gun_power() const; fixed_point_t get_fire_range() const; uint32_t get_evasion() const; uint32_t get_torpedo_attack() const; }; struct UnitManager { private: GoodManager& good_manager; IdentifierRegistry units; bool _check_shared_parameters(const std::string_view identifier, UNIT_PARAMS); public: UnitManager(GoodManager& good_manager); bool add_land_unit(const std::string_view identifier, UNIT_PARAMS, LAND_PARAMS); bool add_naval_unit(const std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS); IDENTIFIER_REGISTRY_ACCESSORS(Unit, unit) bool load_unit_file(ast::NodeCPtr root); }; }