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#pragma once
#include <vector>
#include <plf_colony.h>
#include "openvic-simulation/military/Leader.hpp"
#include "openvic-simulation/military/UnitInstanceGroup.hpp"
#include "openvic-simulation/research/Invention.hpp"
#include "openvic-simulation/research/Technology.hpp"
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/types/IndexedMap.hpp"
#include "openvic-simulation/utility/Getters.hpp"
namespace OpenVic {
struct CountryDefinition;
struct Culture;
struct Religion;
struct CountryParty;
struct Ideology;
struct ProvinceDefinition;
struct GovernmentType;
struct NationalValue;
struct Reform;
struct CountryHistoryEntry;
/* Representation of an existing country that is currently in-game. */
struct CountryInstance {
friend struct CountryInstanceManager;
private:
CountryDefinition const* PROPERTY_RW(country_definition);
Culture const* PROPERTY_RW(primary_culture);
std::vector<Culture const*> PROPERTY(accepted_cultures);
Religion const* PROPERTY_RW(religion);
CountryParty const* PROPERTY_RW(ruling_party);
Date PROPERTY_RW(last_election);
IndexedMap<Ideology, fixed_point_t> PROPERTY(upper_house);
// TODO - should this be ProvinceInstance and/or non-const pointer?
// Currently ProvinceDefinition as that's what CountryHistoryEntry has (loaded prior to ProvinceInstance generation)
ProvinceDefinition const* PROPERTY_RW(capital);
GovernmentType const* PROPERTY_RW(government_type);
fixed_point_t PROPERTY_RW(plurality);
NationalValue const* PROPERTY_RW(national_value);
bool PROPERTY_RW(civilised);
fixed_point_t PROPERTY_RW(prestige);
std::vector<Reform const*> PROPERTY(reforms); // TODO: should be map of reform groups to active reforms: must set defaults & validate applied history
IndexedMap<Technology, bool> PROPERTY(technologies);
IndexedMap<Invention, bool> PROPERTY(inventions);
// TODO: Military units + OOBs; will probably need an extensible deployment class
plf::colony<General> PROPERTY(generals);
plf::colony<Admiral> PROPERTY(admirals);
ordered_set<ArmyInstance*> PROPERTY(armies);
ordered_set<NavyInstance*> PROPERTY(navies);
UNIT_BRANCHED_GETTER(get_unit_instance_groups, armies, navies);
UNIT_BRANCHED_GETTER(get_leaders, generals, admirals);
CountryInstance(
CountryDefinition const* new_country_definition, decltype(technologies)::keys_t const& technology_keys,
decltype(inventions)::keys_t const& invention_keys, decltype(upper_house)::keys_t const& ideology_keys
);
public:
std::string_view get_identifier() const;
bool add_accepted_culture(Culture const* new_accepted_culture);
bool remove_accepted_culture(Culture const* culture_to_remove);
/* Set a party's popularity in the upper house. */
bool set_upper_house(Ideology const* ideology, fixed_point_t popularity);
bool add_reform(Reform const* new_reform);
bool remove_reform(Reform const* reform_to_remove);
template<UnitType::branch_t Branch>
bool add_unit_instance_group(UnitInstanceGroup<Branch>& group);
template<UnitType::branch_t Branch>
bool remove_unit_instance_group(UnitInstanceGroup<Branch>& group);
template<UnitType::branch_t Branch>
void add_leader(LeaderBranched<Branch>&& leader);
template<UnitType::branch_t Branch>
bool remove_leader(LeaderBranched<Branch> const* leader);
bool apply_history_to_country(CountryHistoryEntry const* entry);
};
struct CountryDefinitionManager;
struct CountryHistoryManager;
struct UnitInstanceManager;
struct MapInstance;
struct CountryInstanceManager {
private:
IdentifierRegistry<CountryInstance> IDENTIFIER_REGISTRY(country_instance);
public:
bool generate_country_instances(
CountryDefinitionManager const& country_definition_manager,
decltype(CountryInstance::technologies)::keys_t const& technology_keys,
decltype(CountryInstance::inventions)::keys_t const& invention_keys,
decltype(CountryInstance::upper_house)::keys_t const& ideology_keys
);
bool apply_history_to_countries(
CountryHistoryManager const& history_manager, Date date, UnitInstanceManager& unit_instance_manager,
MapInstance& map_instance
);
};
}
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