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path: root/src/openvic-simulation/history/ProvinceHistory.hpp
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#pragma once

#include <optional>
#include <vector>

#include "openvic-simulation/economy/BuildingType.hpp"
#include "openvic-simulation/history/HistoryMap.hpp"
#include "openvic-simulation/map/ProvinceInstance.hpp"
#include "openvic-simulation/pop/Pop.hpp"
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/fixed_point/FixedPointMap.hpp"
#include "openvic-simulation/types/OrderedContainers.hpp"
#include "openvic-simulation/utility/Getters.hpp"

namespace OpenVic {
   struct ProvinceHistoryMap;
   struct ProvinceDefinition;
   struct Country;
   struct Good;
   struct TerrainType;
   struct Ideology;
   struct GameManager;

   struct ProvinceHistoryEntry : HistoryEntry {
      friend struct ProvinceHistoryMap;

   private:
      ProvinceDefinition const& PROPERTY(province);

      std::optional<Country const*> PROPERTY(owner);
      std::optional<Country const*> PROPERTY(controller);
      std::optional<ProvinceInstance::colony_status_t> PROPERTY(colonial);
      std::optional<bool> PROPERTY(slave);
      std::vector<Country const*> PROPERTY(add_cores);
      std::vector<Country const*> PROPERTY(remove_cores);
      std::optional<Good const*> PROPERTY(rgo);
      std::optional<ProvinceInstance::life_rating_t> PROPERTY(life_rating);
      std::optional<TerrainType const*> PROPERTY(terrain_type);
      ordered_map<BuildingType const*, BuildingType::level_t> PROPERTY(province_buildings);
      ordered_map<BuildingType const*, BuildingType::level_t> PROPERTY(state_buildings);
      fixed_point_map_t<Ideology const*> PROPERTY(party_loyalties);

      // TODO - use minimal pop representation (size, type, culture, religion, consciousness, militancy, rebel type)
      std::vector<Pop> PROPERTY(pops);

      ProvinceHistoryEntry(ProvinceDefinition const& new_province, Date new_date);

      bool _load_province_pop_history(GameManager const& game_manager, ast::NodeCPtr root, bool *non_integer_size);
   };

   struct ProvinceHistoryManager;

   struct ProvinceHistoryMap : HistoryMap<ProvinceHistoryEntry> {
      friend struct ProvinceHistoryManager;

   private:
      ProvinceDefinition const& PROPERTY(province);

   protected:
      ProvinceHistoryMap(ProvinceDefinition const& new_province);

      std::unique_ptr<ProvinceHistoryEntry> _make_entry(Date date) const override;
      bool _load_history_entry(GameManager const& game_manager, ProvinceHistoryEntry& entry, ast::NodeCPtr root) override;

   private:
      bool _load_province_pop_history(
         GameManager const& game_manager, Date date, ast::NodeCPtr root, bool *non_integer_size
      );
   };

   struct MapDefinition;

   struct ProvinceHistoryManager {
   private:
      ordered_map<ProvinceDefinition const*, ProvinceHistoryMap> province_histories;
      bool locked = false;

      ProvinceHistoryMap* _get_or_make_province_history(ProvinceDefinition const& province);

   public:
      ProvinceHistoryManager() = default;

      void reserve_more_province_histories(size_t size);
      void lock_province_histories(MapDefinition const& map_definition, bool detailed_errors);
      bool is_locked() const;

      ProvinceHistoryMap const* get_province_history(ProvinceDefinition const* province) const;

      bool load_province_history_file(
         GameManager const& game_manager, ProvinceDefinition const& province, ast::NodeCPtr root
      );
      bool load_pop_history_file(GameManager const& game_manager, Date date, ast::NodeCPtr root, bool *non_integer_size);
   };
}