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#pragma once
#include "openvic-simulation/dataloader/NodeTools.hpp"
#include "openvic-simulation/pop/Pop.hpp"
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/utility/Getters.hpp"
namespace OpenVic {
struct DefineManager;
struct MilitaryDefines {
friend struct DefineManager;
private:
Timespan PROPERTY(dig_in_increase_each_days);
fixed_point_t PROPERTY(reinforce_speed);
fixed_point_t PROPERTY(combat_difficulty_impact);
size_t PROPERTY(base_combat_width);
Pop::pop_size_t PROPERTY(min_pop_size_for_regiment);
Pop::pop_size_t PROPERTY(pop_size_per_regiment);
fixed_point_t PROPERTY(soldier_to_pop_damage);
fixed_point_t PROPERTY(land_speed_modifier);
fixed_point_t PROPERTY(naval_speed_modifier);
fixed_point_t PROPERTY(exp_gain_div);
fixed_point_t PROPERTY(leader_recruit_cost);
fixed_point_t PROPERTY(supply_range);
fixed_point_t PROPERTY(pop_size_per_regiment_protectorate_multiplier);
fixed_point_t PROPERTY(pop_size_per_regiment_colony_multiplier);
fixed_point_t PROPERTY(pop_size_per_regiment_non_core_multiplier);
size_t PROPERTY(gas_attack_modifier);
fixed_point_t PROPERTY(combatloss_war_exhaustion);
fixed_point_t PROPERTY(leader_max_random_prestige);
fixed_point_t PROPERTY(leader_age_death_factor);
fixed_point_t PROPERTY(leader_prestige_to_morale_factor);
fixed_point_t PROPERTY(leader_prestige_to_max_org_factor);
fixed_point_t PROPERTY(leader_transfer_penalty_on_country_prestige);
fixed_point_t PROPERTY(leader_prestige_land_gain);
fixed_point_t PROPERTY(leader_prestige_naval_gain);
fixed_point_t PROPERTY(naval_combat_seeking_chance);
fixed_point_t PROPERTY(naval_combat_seeking_chance_min);
fixed_point_t PROPERTY(naval_combat_self_defence_chance);
fixed_point_t PROPERTY(naval_combat_shift_back_on_next_target);
fixed_point_t PROPERTY(naval_combat_shift_back_duration_scale);
fixed_point_t PROPERTY(naval_combat_speed_to_distance_factor);
fixed_point_t PROPERTY(naval_combat_change_target_chance);
fixed_point_t PROPERTY(naval_combat_damage_org_mult);
fixed_point_t PROPERTY(naval_combat_damage_str_mult);
fixed_point_t PROPERTY(naval_combat_damage_mult_no_org);
fixed_point_t PROPERTY(naval_combat_retreat_chance);
fixed_point_t PROPERTY(naval_combat_retreat_str_org_level);
fixed_point_t PROPERTY(naval_combat_retreat_speed_mod);
fixed_point_t PROPERTY(naval_combat_retreat_min_distance);
fixed_point_t PROPERTY(naval_combat_damaged_target_selection);
fixed_point_t PROPERTY(naval_combat_stacking_target_change);
fixed_point_t PROPERTY(naval_combat_stacking_target_select);
size_t PROPERTY(naval_combat_max_targets);
fixed_point_t PROPERTY(ai_bigship_proportion);
fixed_point_t PROPERTY(ai_lightship_proportion);
fixed_point_t PROPERTY(ai_transport_proportion);
fixed_point_t PROPERTY(ai_cavalry_proportion);
fixed_point_t PROPERTY(ai_support_proportion);
fixed_point_t PROPERTY(ai_special_proportion);
fixed_point_t PROPERTY(ai_escort_ratio);
fixed_point_t PROPERTY(ai_army_taxbase_fraction);
fixed_point_t PROPERTY(ai_navy_taxbase_fraction);
fixed_point_t PROPERTY(ai_blockade_range);
fixed_point_t PROPERTY(recon_unit_ratio);
fixed_point_t PROPERTY(engineer_unit_ratio);
size_t PROPERTY(siege_brigades_min);
size_t PROPERTY(siege_brigades_max);
fixed_point_t PROPERTY(siege_brigades_bonus);
fixed_point_t PROPERTY(recon_siege_effect);
fixed_point_t PROPERTY(siege_attrition);
fixed_point_t PROPERTY(base_military_tactics);
fixed_point_t PROPERTY(naval_low_supply_damage_supply_status);
Timespan PROPERTY(naval_low_supply_damage_days_delay);
fixed_point_t PROPERTY(naval_low_supply_damage_min_str);
fixed_point_t PROPERTY(naval_low_supply_damage_per_day);
MilitaryDefines();
std::string_view get_name() const;
NodeTools::node_callback_t expect_defines();
};
}
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