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path: root/src/openvic-simulation/country/CountryInstance.hpp
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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/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"

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;

   /* 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:
      /* 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);

      /* 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(unlocked_building_types);
      // 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(unlocked_technologies);
      IndexedMap<Invention, unlock_level_t> PROPERTY(unlocked_inventions);
      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);
      fixed_point_t PROPERTY(plurality);
      fixed_point_t PROPERTY(revanchism);
      IndexedMap<Crime, unlock_level_t> PROPERTY(unlocked_crimes);
      // 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);
      bool PROPERTY_CUSTOM_PREFIX(mobilised, is);
      bool PROPERTY_CUSTOM_PREFIX(disarmed, is);
      IndexedMap<RegimentType, unlock_level_t> PROPERTY(unlocked_regiment_types);
      RegimentType::allowed_cultures_t PROPERTY(allowed_regiment_cultures);
      IndexedMap<ShipType, unlock_level_t> PROPERTY(unlocked_ship_types);
      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_unlocked_unit_types, unlocked_regiment_types, unlocked_ship_types);

      CountryInstance(
         CountryDefinition const* new_country_definition,
         decltype(unlocked_building_types)::keys_t const& building_type_keys,
         decltype(unlocked_technologies)::keys_t const& technology_keys,
         decltype(unlocked_inventions)::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(unlocked_crimes)::keys_t const& crime_keys,
         decltype(pop_type_distribution)::keys_t const& pop_type_keys,
         decltype(unlocked_regiment_types)::keys_t const& unlocked_regiment_types_keys,
         decltype(unlocked_ship_types)::keys_t const& unlocked_ship_types_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);

      bool update_rule_set();

   public:

      void update_gamestate(DefineManager const& define_manager, UnitTypeManager const& unit_type_manager);
      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(
         CountryDefinitionManager const& country_definition_manager,
         decltype(CountryInstance::unlocked_building_types)::keys_t const& building_type_keys,
         decltype(CountryInstance::unlocked_technologies)::keys_t const& technology_keys,
         decltype(CountryInstance::unlocked_inventions)::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::unlocked_crimes)::keys_t const& crime_keys,
         decltype(CountryInstance::pop_type_distribution)::keys_t const& pop_type_keys,
         decltype(CountryInstance::unlocked_regiment_types)::keys_t const& unlocked_regiment_types_keys,
         decltype(CountryInstance::unlocked_ship_types)::keys_t const& unlocked_ship_types_keys
      );

      bool apply_history_to_countries(
         CountryHistoryManager const& history_manager, Date date, UnitInstanceManager& unit_instance_manager,
         MapInstance& map_instance
      );

      void update_gamestate(Date today, DefineManager const& define_manager, UnitTypeManager const& unit_type_manager);
      void tick();
   };
}