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#pragma once

#include "openvic-simulation/misc/Modifier.hpp"
#include "openvic-simulation/economy/GoodDefinition.hpp"
#include "openvic-simulation/economy/ProductionType.hpp"
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"

namespace OpenVic {

   struct BuildingTypeManager;

   /* REQUIREMENTS:
    * MAP-11, MAP-72, MAP-73
    * MAP-12, MAP-75, MAP-76
    * MAP-13, MAP-78, MAP-79
    */
   struct BuildingType : Modifier {
      friend struct BuildingTypeManager;

      using level_t = int16_t;
      using naval_capacity_t = uint64_t;

      struct building_type_args_t {
         std::string_view type, on_completion;
         ModifierValue modifier;
         fixed_point_t completion_size = 0, cost = 0, colonial_range = 0, infrastructure = 0;
         BuildingType::level_t max_level = 0, fort_level = 0;
         GoodDefinition::good_definition_map_t goods_cost;
         Timespan build_time;
         bool on_map = false, default_enabled = false, pop_build_factory = false, strategic_factory = false,
            advanced_factory = false, in_province = false, one_per_state = false, spawn_railway_track = false,
            sail = false, steam = false, capital = false, port = false;
         ProductionType const* production_type = nullptr;
         naval_capacity_t naval_capacity = 0;
         std::vector<fixed_point_t> colonial_points;

         building_type_args_t() = default;
         building_type_args_t(building_type_args_t&&) = default;
      };

   private:
      std::string PROPERTY(type);
      std::string PROPERTY(on_completion); // probably sound played on completion
      fixed_point_t PROPERTY(completion_size);
      level_t PROPERTY(max_level);
      GoodDefinition::good_definition_map_t PROPERTY(goods_cost);
      fixed_point_t PROPERTY(cost);
      Timespan PROPERTY(build_time); // time
      bool PROPERTY(on_map); // onmap

      bool PROPERTY_CUSTOM_PREFIX(default_enabled, is);
      ProductionType const* PROPERTY(production_type);
      bool PROPERTY(pop_build_factory);
      bool PROPERTY(strategic_factory);
      bool PROPERTY(advanced_factory);

      level_t PROPERTY(fort_level); // fort bonus step-per-level

      naval_capacity_t PROPERTY(naval_capacity);
      std::vector<fixed_point_t> PROPERTY(colonial_points);
      bool PROPERTY_CUSTOM_PREFIX(in_province, is); // province
      bool PROPERTY(one_per_state);
      fixed_point_t PROPERTY(colonial_range);

      fixed_point_t PROPERTY(infrastructure);
      bool PROPERTY(spawn_railway_track);

      bool PROPERTY(sail); // only in clipper shipyard
      bool PROPERTY(steam); // only in steamer shipyard
      bool PROPERTY(capital); // only in naval base
      bool PROPERTY_CUSTOM_PREFIX(port, is); // only in naval base

      BuildingType(std::string_view identifier, building_type_args_t& building_type_args);

   public:
      BuildingType(BuildingType&&) = default;
   };

   struct BuildingTypeManager {
      using level_t = BuildingType::level_t; // this is getting ridiculous

   private:
      IdentifierRegistry<BuildingType> IDENTIFIER_REGISTRY(building_type);
      string_set_t PROPERTY(building_type_types);
      std::vector<BuildingType const*> PROPERTY(province_building_types);
      BuildingType const* PROPERTY(port_building_type);

   public:
      BuildingTypeManager();

      bool add_building_type(std::string_view identifier, BuildingType::building_type_args_t& building_type_args);

      bool load_buildings_file(
         GoodDefinitionManager const& good_definition_manager, ProductionTypeManager const& production_type_manager,
         ModifierManager& modifier_manager, ast::NodeCPtr root
      );
   };
}