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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/modifier/ModifierSum.hpp"
#include "openvic-simulation/politics/Rule.hpp"
#include "openvic-simulation/pop/Pop.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"
#include "openvic-simulation/ModifierCalculationTestToggle.hpp"
namespace OpenVic {
struct CountryInstanceManager;
struct CountryDefinition;
struct ProvinceInstance;
struct State;
struct Technology;
struct Invention;
struct TechnologySchool;
struct NationalValue;
struct GovernmentType;
struct CountryParty;
struct Ideology;
struct ReformGroup;
struct Reform;
struct Crime;
struct Culture;
struct Religion;
struct BuildingType;
struct CountryHistoryEntry;
struct MapInstance;
struct DefineManager;
struct ModifierEffectCache;
struct StaticModifierCache;
/* Representation of a country's mutable attributes, with a CountryDefinition that is unique at any single time
* but can be swapped with other CountryInstance's CountryDefinition when switching tags. */
struct CountryInstance {
friend struct CountryInstanceManager;
/*
Westernisation Progress vs Status for Uncivilised Countries:
15 - primitive
16 - uncivilised
50 - uncivilised
51 - partially westernised
*/
enum struct country_status_t : uint8_t {
COUNTRY_STATUS_GREAT_POWER,
COUNTRY_STATUS_SECONDARY_POWER,
COUNTRY_STATUS_CIVILISED,
COUNTRY_STATUS_PARTIALLY_CIVILISED,
COUNTRY_STATUS_UNCIVILISED,
COUNTRY_STATUS_PRIMITIVE
};
using unlock_level_t = int8_t;
using unit_variant_t = uint8_t;
private:
#if OV_MODIFIER_CALCULATION_TEST
const bool ADD_OWNER_CONTRIBUTION;
#endif
/* Main attributes */
// We can always assume country_definition is not null, as it is initialised from a reference and only ever changed
// by swapping with another CountryInstance's country_definition.
CountryDefinition const* PROPERTY(country_definition);
colour_t PROPERTY(colour); // Cached to avoid searching government overrides for every province
ProvinceInstance const* PROPERTY(capital);
string_set_t PROPERTY(country_flags);
bool PROPERTY_CUSTOM_PREFIX(releasable_vassal, is);
country_status_t PROPERTY(country_status);
Date PROPERTY(lose_great_power_date);
fixed_point_t PROPERTY(total_score);
size_t PROPERTY(total_rank);
ordered_set<ProvinceInstance*> PROPERTY(owned_provinces);
ordered_set<ProvinceInstance*> PROPERTY(controlled_provinces);
ordered_set<ProvinceInstance*> PROPERTY(core_provinces);
ordered_set<State*> PROPERTY(states);
// The total/resultant modifier affecting this country, including owned province contributions.
ModifierSum PROPERTY(modifier_sum);
std::vector<ModifierInstance> PROPERTY(event_modifiers);
/* Production */
fixed_point_t PROPERTY(industrial_power);
std::vector<std::pair<State const*, fixed_point_t>> PROPERTY(industrial_power_from_states);
std::vector<std::pair<CountryInstance const*, fixed_point_t>> PROPERTY(industrial_power_from_investments);
size_t PROPERTY(industrial_rank);
fixed_point_map_t<CountryInstance const*> PROPERTY(foreign_investments);
IndexedMap<BuildingType, unlock_level_t> PROPERTY(building_type_unlock_levels);
// TODO - total amount of each good produced
/* Budget */
fixed_point_t PROPERTY(cash_stockpile);
// TODO - cash stockpile change over last 30 days
/* Technology */
IndexedMap<Technology, unlock_level_t> PROPERTY(technology_unlock_levels);
IndexedMap<Invention, unlock_level_t> PROPERTY(invention_unlock_levels);
Technology const* PROPERTY(current_research);
fixed_point_t PROPERTY(invested_research_points);
Date PROPERTY(expected_completion_date);
fixed_point_t PROPERTY(research_point_stockpile);
fixed_point_t PROPERTY(daily_research_points); // TODO - breakdown by source
fixed_point_t PROPERTY(national_literacy);
TechnologySchool const* PROPERTY(tech_school);
// TODO - cached possible inventions with %age chance
/* Politics */
NationalValue const* PROPERTY(national_value);
GovernmentType const* PROPERTY(government_type);
Date PROPERTY(last_election);
CountryParty const* PROPERTY(ruling_party);
IndexedMap<Ideology, fixed_point_t> PROPERTY(upper_house);
IndexedMap<ReformGroup, Reform const*> PROPERTY(reforms);
fixed_point_t PROPERTY(total_administrative_multiplier);
RuleSet PROPERTY(rule_set);
// TODO - national issue support distribution (for just voters and for everyone)
IndexedMap<GovernmentType, GovernmentType const*> PROPERTY(government_flag_overrides);
GovernmentType const* PROPERTY(flag_government_type);
fixed_point_t PROPERTY(suppression_points);
fixed_point_t PROPERTY(infamy); // in 0-25+ range
fixed_point_t PROPERTY(plurality); // in 0-100 range
fixed_point_t PROPERTY(revanchism);
IndexedMap<Crime, unlock_level_t> PROPERTY(crime_unlock_levels);
// TODO - rebel movements
/* Population */
Culture const* PROPERTY(primary_culture);
ordered_set<Culture const*> PROPERTY(accepted_cultures);
Religion const* PROPERTY(religion);
Pop::pop_size_t PROPERTY(total_population);
// TODO - population change over last 30 days
fixed_point_t PROPERTY(national_consciousness);
fixed_point_t PROPERTY(national_militancy);
IndexedMap<PopType, fixed_point_t> PROPERTY(pop_type_distribution);
size_t PROPERTY(national_focus_capacity)
// TODO - national foci
/* Trade */
// TODO - total amount of each good exported and imported
/* Diplomacy */
fixed_point_t PROPERTY(prestige);
size_t PROPERTY(prestige_rank);
fixed_point_t PROPERTY(diplomatic_points);
// TODO - colonial power, current wars
/* Military */
fixed_point_t PROPERTY(military_power);
fixed_point_t PROPERTY(military_power_from_land);
fixed_point_t PROPERTY(military_power_from_sea);
fixed_point_t PROPERTY(military_power_from_leaders);
size_t PROPERTY(military_rank);
plf::colony<General> PROPERTY(generals);
plf::colony<Admiral> PROPERTY(admirals);
ordered_set<ArmyInstance*> PROPERTY(armies);
ordered_set<NavyInstance*> PROPERTY(navies);
size_t PROPERTY(regiment_count);
size_t PROPERTY(max_supported_regiment_count);
size_t PROPERTY(mobilisation_potential_regiment_count);
size_t PROPERTY(mobilisation_max_regiment_count);
fixed_point_t PROPERTY(mobilisation_impact);
fixed_point_t PROPERTY(supply_consumption);
size_t PROPERTY(ship_count);
fixed_point_t PROPERTY(total_consumed_ship_supply);
fixed_point_t PROPERTY(max_ship_supply);
fixed_point_t PROPERTY(leadership_points);
fixed_point_t PROPERTY(war_exhaustion); // in 0-100 range
bool PROPERTY_CUSTOM_PREFIX(mobilised, is);
bool PROPERTY_CUSTOM_PREFIX(disarmed, is);
IndexedMap<RegimentType, unlock_level_t> PROPERTY(regiment_type_unlock_levels);
RegimentType::allowed_cultures_t PROPERTY(allowed_regiment_cultures);
IndexedMap<ShipType, unlock_level_t> PROPERTY(ship_type_unlock_levels);
unlock_level_t PROPERTY(gas_attack_unlock_level);
unlock_level_t PROPERTY(gas_defence_unlock_level);
std::vector<unlock_level_t> PROPERTY(unit_variant_unlock_levels);
UNIT_BRANCHED_GETTER(get_unit_instance_groups, armies, navies);
UNIT_BRANCHED_GETTER(get_leaders, generals, admirals);
UNIT_BRANCHED_GETTER(get_unit_type_unlock_levels, regiment_type_unlock_levels, ship_type_unlock_levels);
CountryInstance(
#if OV_MODIFIER_CALCULATION_TEST
bool new_ADD_OWNER_CONTRIBUTION,
#endif
CountryDefinition const* new_country_definition,
decltype(building_type_unlock_levels)::keys_t const& building_type_keys,
decltype(technology_unlock_levels)::keys_t const& technology_keys,
decltype(invention_unlock_levels)::keys_t const& invention_keys,
decltype(upper_house)::keys_t const& ideology_keys,
decltype(reforms)::keys_t const& reform_keys,
decltype(government_flag_overrides)::keys_t const& government_type_keys,
decltype(crime_unlock_levels)::keys_t const& crime_keys,
decltype(pop_type_distribution)::keys_t const& pop_type_keys,
decltype(regiment_type_unlock_levels)::keys_t const& regiment_type_unlock_levels_keys,
decltype(ship_type_unlock_levels)::keys_t const& ship_type_unlock_levels_keys
);
public:
std::string_view get_identifier() const;
bool exists() const;
bool is_civilised() const;
bool can_colonise() const;
bool is_great_power() const;
bool is_secondary_power() const;
bool set_country_flag(std::string_view flag, bool warn);
bool clear_country_flag(std::string_view flag, bool warn);
bool add_owned_province(ProvinceInstance& new_province);
bool remove_owned_province(ProvinceInstance& province_to_remove);
bool add_controlled_province(ProvinceInstance& new_province);
bool remove_controlled_province(ProvinceInstance& province_to_remove);
bool add_core_province(ProvinceInstance& new_core);
bool remove_core_province(ProvinceInstance& core_to_remove);
bool add_state(State& new_state);
bool remove_state(State& state_to_remove);
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 set_ruling_party(CountryParty const& new_ruling_party);
bool add_reform(Reform const& new_reform);
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);
template<UnitType::branch_t Branch>
bool modify_unit_type_unlock(UnitTypeBranched<Branch> const& unit_type, unlock_level_t unlock_level_change);
bool modify_unit_type_unlock(UnitType const& unit_type, unlock_level_t unlock_level_change);
bool unlock_unit_type(UnitType const& unit_type);
bool is_unit_type_unlocked(UnitType const& unit_type) const;
bool modify_building_type_unlock(BuildingType const& building_type, unlock_level_t unlock_level_change);
bool unlock_building_type(BuildingType const& building_type);
bool is_building_type_unlocked(BuildingType const& building_type) const;
bool modify_crime_unlock(Crime const& crime, unlock_level_t unlock_level_change);
bool unlock_crime(Crime const& crime);
bool is_crime_unlocked(Crime const& crime) const;
bool modify_gas_attack_unlock(unlock_level_t unlock_level_change);
bool unlock_gas_attack();
bool is_gas_attack_unlocked() const;
bool modify_gas_defence_unlock(unlock_level_t unlock_level_change);
bool unlock_gas_defence();
bool is_gas_defence_unlocked() const;
bool modify_unit_variant_unlock(unit_variant_t unit_variant, unlock_level_t unlock_level_change);
bool unlock_unit_variant(unit_variant_t unit_variant);
unit_variant_t get_max_unlocked_unit_variant() const;
bool modify_technology_unlock(Technology const& technology, unlock_level_t unlock_level_change);
bool set_technology_unlock_level(Technology const& technology, unlock_level_t unlock_level);
bool unlock_technology(Technology const& technology);
bool is_technology_unlocked(Technology const& technology) const;
bool modify_invention_unlock(Invention const& invention, unlock_level_t unlock_level_change);
bool set_invention_unlock_level(Invention const& invention, unlock_level_t unlock_level);
bool unlock_invention(Invention const& invention);
bool is_invention_unlocked(Invention const& invention) const;
bool is_primary_culture(Culture const& culture) const;
// This only checks the accepted cultures list, ignoring the primary culture.
bool is_accepted_culture(Culture const& culture) const;
bool is_primary_or_accepted_culture(Culture const& culture) const;
// Sets the investment of each country in the map (rather than adding to them), leaving the rest unchanged.
void apply_foreign_investments(
fixed_point_map_t<CountryDefinition const*> const& investments,
CountryInstanceManager const& country_instance_manager
);
bool apply_history_to_country(
CountryHistoryEntry const& entry, MapInstance& map_instance, CountryInstanceManager const& country_instance_manager
);
private:
void _update_production(DefineManager const& define_manager);
void _update_budget();
void _update_technology();
void _update_politics();
void _update_population();
void _update_trade();
void _update_diplomacy();
void _update_military(
DefineManager const& define_manager, UnitTypeManager const& unit_type_manager,
ModifierEffectCache const& modifier_effect_cache
);
bool update_rule_set();
public:
void update_modifier_sum(Date today, StaticModifierCache const& static_modifier_cache);
void contribute_province_modifier_sum(ModifierSum const& province_modifier_sum);
fixed_point_t get_modifier_effect_value(ModifierEffect const& effect) const;
fixed_point_t get_modifier_effect_value_nullcheck(ModifierEffect const* effect) const;
void push_contributing_modifiers(
ModifierEffect const& effect, std::vector<ModifierSum::modifier_entry_t>& contributions
) const;
std::vector<ModifierSum::modifier_entry_t> get_contributing_modifiers(ModifierEffect const& effect) const;
void update_gamestate(
DefineManager const& define_manager, UnitTypeManager const& unit_type_manager,
ModifierEffectCache const& modifier_effect_cache
);
void tick();
};
struct CountryDefinitionManager;
struct CountryHistoryManager;
struct UnitInstanceManager;
struct CountryInstanceManager {
private:
IdentifierRegistry<CountryInstance> IDENTIFIER_REGISTRY(country_instance);
std::vector<CountryInstance*> PROPERTY(great_powers);
std::vector<CountryInstance*> PROPERTY(secondary_powers);
std::vector<CountryInstance*> PROPERTY(total_ranking);
std::vector<CountryInstance*> PROPERTY(prestige_ranking);
std::vector<CountryInstance*> PROPERTY(industrial_power_ranking);
std::vector<CountryInstance*> PROPERTY(military_power_ranking);
void update_rankings(Date today, DefineManager const& define_manager);
public:
CountryInstance& get_country_instance_from_definition(CountryDefinition const& country);
CountryInstance const& get_country_instance_from_definition(CountryDefinition const& country) const;
bool generate_country_instances(
#if OV_MODIFIER_CALCULATION_TEST
bool ADD_OWNER_CONTRIBUTION,
#endif
CountryDefinitionManager const& country_definition_manager,
decltype(CountryInstance::building_type_unlock_levels)::keys_t const& building_type_keys,
decltype(CountryInstance::technology_unlock_levels)::keys_t const& technology_keys,
decltype(CountryInstance::invention_unlock_levels)::keys_t const& invention_keys,
decltype(CountryInstance::upper_house)::keys_t const& ideology_keys,
decltype(CountryInstance::reforms)::keys_t const& reform_keys,
decltype(CountryInstance::government_flag_overrides)::keys_t const& government_type_keys,
decltype(CountryInstance::crime_unlock_levels)::keys_t const& crime_keys,
decltype(CountryInstance::pop_type_distribution)::keys_t const& pop_type_keys,
decltype(CountryInstance::regiment_type_unlock_levels)::keys_t const& regiment_type_unlock_levels_keys,
decltype(CountryInstance::ship_type_unlock_levels)::keys_t const& ship_type_unlock_levels_keys
);
bool apply_history_to_countries(
CountryHistoryManager const& history_manager, Date date, UnitInstanceManager& unit_instance_manager,
MapInstance& map_instance
);
void update_modifier_sums(Date today, StaticModifierCache const& static_modifier_cache);
void update_gamestate(
Date today, DefineManager const& define_manager, UnitTypeManager const& unit_type_manager,
ModifierEffectCache const& modifier_effect_cache
);
void tick();
};
}
|