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#pragma once
#include "openvic-simulation/economy/GoodDefinition.hpp"
#include "openvic-simulation/economy/production/ProductionType.hpp"
#include "openvic-simulation/modifier/Modifier.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
);
};
}
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