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path: root/src/openvic-simulation/map/Building.cpp
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#include "Building.hpp"

#include "openvic-simulation/map/Province.hpp" //imported here so the hpp doesn't get circular imports

using namespace OpenVic;
using namespace OpenVic::NodeTools;

Building::Building(std::string_view identifier, BuildingType const& type, ARGS) : HasIdentifier { identifier }, ModifierValue { std::move(modifiers) }, type { type },
   on_completion { on_completion }, completion_size { completion_size }, max_level { max_level }, goods_cost { goods_cost }, cost { cost }, build_time { build_time },
   visibility { visibility }, on_map { on_map }, default_enabled { default_enabled }, production_type { production_type }, pop_build_factory { pop_build_factory },
   strategic_factory { strategic_factory }, advanced_factory { advanced_factory }, fort_level { fort_level }, naval_capacity { naval_capacity },
   colonial_points { colonial_points }, in_province { in_province }, one_per_state { one_per_state }, colonial_range { colonial_range },
   infrastructure { infrastructure }, movement_cost { movement_cost }, local_ship_build { local_ship_build }, spawn_railway_track { spawn_railway_track },
   sail { sail }, steam { steam }, capital { capital }, port { port } {}

BuildingType const& Building::get_type() const {
   return type;
}

std::string const& Building::get_on_completion() const {
   return on_completion;
}

fixed_point_t Building::get_completion_size() const {
   return completion_size;
}

Building::level_t Building::get_max_level() const {
   return max_level;
}

std::map<Good const*, fixed_point_t> const& Building::get_goods_cost() const {
   return goods_cost;
}

fixed_point_t Building::get_cost() const {
   return cost;
}

Timespan Building::get_build_time() const {
   return build_time;
}

bool Building::has_visibility() const {
   return visibility;
}

bool Building::is_on_map() const {
   return on_map;
}

bool Building::is_default_enabled() const {
   return default_enabled;
}

ProductionType const* Building::get_production_type() const {
   return production_type;
}

bool Building::is_pop_built_factory() const {
   return pop_build_factory;
}

bool Building::is_strategic_factory() const {
   return strategic_factory;
}

bool Building::is_advanced_factory() const {
   return advanced_factory;
}

Building::level_t Building::get_fort_level() const {
   return fort_level;
}

uint64_t Building::get_naval_capacity() const {
   return naval_capacity;
}

std::vector<fixed_point_t> const& Building::get_colonial_points() const {
   return colonial_points;
}

bool Building::is_in_province() const {
   return in_province;
}

bool Building::is_one_per_state() const {
   return one_per_state;
}

fixed_point_t Building::get_colonial_range() const {
   return colonial_range;
}

fixed_point_t Building::get_infrastructure() const {
   return infrastructure;
}

fixed_point_t Building::get_movement_cost() const {
   return movement_cost;
}

bool Building::spawned_railway_track() const {
   return spawn_railway_track;
}

BuildingType::BuildingType(std::string_view new_identifier) : HasIdentifier { new_identifier } {}

BuildingInstance::BuildingInstance(Building const& building) : HasIdentifier { building.get_identifier() }, building { building } {}

Building const& BuildingInstance::get_building() const {
   return building;
}

bool BuildingInstance::_can_expand() const {
   return level < building.get_max_level();
}

BuildingInstance::level_t BuildingInstance::get_current_level() const {
   return level;
}

ExpansionState BuildingInstance::get_expansion_state() const {
   return expansion_state;
}

Date const& BuildingInstance::get_start_date() const {
   return start;
}

Date const& BuildingInstance::get_end_date() const {
   return end;
}

float BuildingInstance::get_expansion_progress() const {
   return expansion_progress;
}

bool BuildingInstance::expand() {
   if (expansion_state == ExpansionState::CanExpand) {
      expansion_state = ExpansionState::Preparing;
      expansion_progress = 0.0f;
      return true;
   }
   return false;
}

/* REQUIREMENTS:
 * MAP-71, MAP-74, MAP-77
 */
void BuildingInstance::update_state(Date const& today) {
   switch (expansion_state) {
      case ExpansionState::Preparing:
         start = today;
         end = start + building.get_build_time();
         break;
      case ExpansionState::Expanding:
         expansion_progress = static_cast<double>(today - start) / static_cast<double>(end - start);
         break;
      default: expansion_state = _can_expand() ? ExpansionState::CanExpand : ExpansionState::CannotExpand;
   }
}

void BuildingInstance::tick(Date const& today) {
   if (expansion_state == ExpansionState::Preparing) {
      expansion_state = ExpansionState::Expanding;
   }
   if (expansion_state == ExpansionState::Expanding) {
      if (end <= today) {
         level++;
         expansion_state = ExpansionState::CannotExpand;
      }
   }
}

BuildingManager::BuildingManager() : building_types { "building types" }, buildings { "buildings" } {}

bool BuildingManager::add_building_type(std::string_view identifier) {
   if (identifier.empty()) {
      Logger::error("Invalid building type identifier - empty!");
      return false;
   }
   return building_types.add_item({ identifier });
}

bool BuildingManager::add_building(std::string_view identifier, BuildingType const* type, ARGS) {
   if (identifier.empty()) {
      Logger::error("Invalid building identifier - empty!");
      return false;
   }
   if (type == nullptr) {
      Logger::error("Invalid building type for ", identifier, ": null");
      return false;
   }

   return buildings.add_item({
      identifier, *type, on_completion, completion_size, max_level, goods_cost, cost, build_time, visibility, on_map, default_enabled,
      production_type, pop_build_factory, strategic_factory, advanced_factory, fort_level, naval_capacity, colonial_points, in_province, one_per_state,
      colonial_range, infrastructure, movement_cost, local_ship_build, spawn_railway_track, sail, steam, capital, port, std::move(modifiers)
   });
}

bool BuildingManager::load_buildings_file(GoodManager const& good_manager, ProductionTypeManager const& production_type_manager, ModifierManager const& modifier_manager, ast::NodeCPtr root) {
   bool ret = expect_dictionary_reserve_length(buildings, [this](std::string_view, ast::NodeCPtr value) -> bool {
      return expect_key("type", expect_identifier(
         [this](std::string_view identifier) -> bool {
            if (!building_types.has_identifier(identifier)) {
               return building_types.add_item({ identifier });
            }
            return true;
         }
      ))(value);
   })(root);
   lock_building_types();

   ret &= expect_dictionary([this, &good_manager, &production_type_manager, &modifier_manager](std::string_view key, ast::NodeCPtr value) -> bool {
      BuildingType const* type = nullptr;
      ProductionType const* production_type = nullptr;
      std::string_view on_completion;
      fixed_point_t completion_size = 0, cost = 0, infrastructure = 0, movement_cost = 0, colonial_range = 0, local_ship_build = 0;
      Building::level_t max_level = 0, fort_level = 0;
      std::map<Good const*, fixed_point_t> goods_cost;
      Timespan build_time;
      bool visibility = false, on_map = false, default_enabled = false, pop_build_factory = false, strategic_factory = false, advanced_factory = false;
      bool in_province = false, one_per_state = false, spawn_railway_track = false, sail = false, steam = false, capital = false, port = false;
      uint64_t naval_capacity = 0;
      std::vector<fixed_point_t> colonial_points;
      ModifierValue modifiers;

      bool ret = modifier_manager.expect_modifier_value_and_keys(move_variable_callback(modifiers),
         "type", ONE_EXACTLY, expect_identifier(expect_building_type_identifier(assign_variable_callback_pointer(type))),
         "on_completion", ZERO_OR_ONE, expect_identifier(assign_variable_callback(on_completion)),
         "completion_size", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(completion_size)),
         "max_level", ONE_EXACTLY, expect_uint(assign_variable_callback(max_level)),
         "goods_cost", ONE_EXACTLY, good_manager.expect_good_decimal_map(move_variable_callback(goods_cost)),
         "cost", ZERO_OR_MORE, expect_fixed_point(assign_variable_callback(cost)),
         "time", ONE_EXACTLY, expect_days(assign_variable_callback(build_time)),
         "visibility", ONE_EXACTLY, expect_bool(assign_variable_callback(visibility)),
         "onmap", ONE_EXACTLY, expect_bool(assign_variable_callback(on_map)),
         "default_enabled", ZERO_OR_ONE, expect_bool(assign_variable_callback(default_enabled)),
         "production_type", ZERO_OR_ONE, expect_identifier(production_type_manager.expect_production_type_identifier(assign_variable_callback_pointer(production_type))),
         "pop_build_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(pop_build_factory)),
         "strategic_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(strategic_factory)),
         "advanced_factory", ZERO_OR_ONE, expect_bool(assign_variable_callback(advanced_factory)),
         "fort_level", ZERO_OR_ONE, expect_uint(assign_variable_callback(fort_level)),
         "naval_capacity", ZERO_OR_ONE, expect_uint(assign_variable_callback(naval_capacity)),
         "colonial_points", ZERO_OR_ONE, expect_list(expect_fixed_point([&colonial_points](fixed_point_t points) -> bool {
            colonial_points.push_back(points);
            return true;
         })),
         "province", ZERO_OR_ONE, expect_bool(assign_variable_callback(in_province)),
         "one_per_state", ZERO_OR_ONE, expect_bool(assign_variable_callback(one_per_state)),
         "colonial_range", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(colonial_range)),
         "infrastructure", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(infrastructure)),
         "movement_cost", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(movement_cost)),
         "local_ship_build", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(local_ship_build)),
         "spawn_railway_track", ZERO_OR_ONE, expect_bool(assign_variable_callback(spawn_railway_track)),
         "sail", ZERO_OR_ONE, expect_bool(assign_variable_callback(sail)),
         "steam", ZERO_OR_ONE, expect_bool(assign_variable_callback(steam)),
         "capital", ZERO_OR_ONE, expect_bool(assign_variable_callback(capital)),
         "port", ZERO_OR_ONE, expect_bool(assign_variable_callback(port))
      )(value);

      ret &= add_building(
         key, type, on_completion, completion_size, max_level, goods_cost, cost, build_time, visibility, on_map, default_enabled,
         production_type, pop_build_factory, strategic_factory, advanced_factory, fort_level, naval_capacity, colonial_points, in_province,
         one_per_state, colonial_range, infrastructure, movement_cost, local_ship_build, spawn_railway_track, sail, steam, capital, port, std::move(modifiers)
      );

      return ret;
   })(root);
   lock_buildings();

   return ret;
}

bool BuildingManager::generate_province_buildings(Province& province) const {
   province.reset_buildings();
   if (!building_types.is_locked()) {
      Logger::error("Cannot generate buildings until building types are locked!");
      return false;
   }
   bool ret = true;
   if (!province.get_water()) {
      for (Building const& building : buildings.get_items()) {
         ret &= province.add_building({ building });
      }
   }
   province.lock_buildings();
   return ret;
}