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#pragma once
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/economy/Good.hpp"
#include "openvic-simulation/economy/ProductionType.hpp"
#include "openvic-simulation/Modifier.hpp"
#define ARGS BuildingType const& type, std::string_view on_completion, fixed_point_t completion_size, level_t max_level, \
std::map<const Good*, fixed_point_t> goods_cost, fixed_point_t cost, Timespan build_time, bool visibility, bool on_map, bool default_enabled, \
ProductionType const* production_type, bool pop_build_factory, bool strategic_factory, bool advanced_factory, level_t fort_level, \
uint64_t naval_capacity, std::vector<uint64_t> colonial_points, bool in_province, bool one_per_state, fixed_point_t colonial_range, \
fixed_point_t infrastructure, fixed_point_t movement_cost, fixed_point_t local_ship_build, bool spawn_railway_track, bool sail, bool steam, \
bool capital, bool port, ModifierValue&& modifiers
namespace OpenVic {
struct BuildingManager;
struct BuildingType;
/* REQUIREMENTS:
* MAP-11, MAP-72, MAP-73
* MAP-12, MAP-75, MAP-76
* MAP-13, MAP-78, MAP-79
*/
struct Building : HasIdentifier, ModifierValue {
friend struct BuildingManager;
using level_t = uint8_t;
private:
BuildingType const& type;
const std::string_view on_completion; //probably sound played on completion
const fixed_point_t completion_size;
const level_t max_level;
const std::map<const Good*, fixed_point_t> goods_cost;
const fixed_point_t cost;
const Timespan build_time; //time
const bool visibility;
const bool on_map; //onmap
const bool default_enabled;
ProductionType const* production_type;
const bool pop_build_factory;
const bool strategic_factory;
const bool advanced_factory;
const level_t fort_level; //probably the step-per-level
const uint64_t naval_capacity;
const std::vector<uint64_t> colonial_points;
const bool in_province; //province
const bool one_per_state;
const fixed_point_t colonial_range;
const fixed_point_t infrastructure;
const fixed_point_t movement_cost;
const fixed_point_t local_ship_build;
const bool spawn_railway_track;
const bool sail; //only in clipper shipyard
const bool steam; //only in steamer shipyard
const bool capital; //only in naval base
const bool port; //only in naval base
Building(std::string_view identifier, ARGS);
public:
Building(Building&&) = default;
BuildingType const& get_type() const;
std::string_view get_on_completion() const;
fixed_point_t get_completion_size() const;
level_t get_max_level() const;
std::map<const Good*, fixed_point_t> const& get_goods_cost() const;
fixed_point_t get_cost() const;
Timespan get_build_time() const;
bool has_visibility() const;
bool is_on_map() const;
bool is_default_enabled() const;
ProductionType const* get_production_type() const;
bool is_pop_built_factory() const;
bool is_strategic_factory() const;
bool is_advanced_factory() const;
level_t get_fort_level() const;
uint64_t get_naval_capacity() const;
std::vector<uint64_t> const& get_colonial_points() const;
bool is_in_province() const;
bool is_one_per_state() const;
fixed_point_t get_colonial_range() const;
fixed_point_t get_infrastructure() const;
fixed_point_t get_movement_cost() const;
fixed_point_t get_local_ship_build() const;
bool spawned_railway_track() const;
};
struct BuildingType : HasIdentifier {
friend struct BuildingManager;
private:
BuildingType(std::string_view new_identifier);
public:
BuildingType(BuildingType&&) = default;
};
enum class ExpansionState {
CannotExpand,
CanExpand,
Preparing,
Expanding
};
struct BuildingInstance : HasIdentifier { //used in the actual game
friend struct BuildingManager;
using level_t = Building::level_t;
private:
Building const& building;
level_t level = 0;
ExpansionState expansion_state = ExpansionState::CannotExpand;
Date start, end;
float expansion_progress;
bool _can_expand() const;
BuildingInstance(Building const& building);
public:
BuildingInstance(BuildingInstance&&) = default;
Building const& get_building() const;
level_t get_current_level() const;
ExpansionState get_expansion_state() const;
Date const& get_start_date() const;
Date const& get_end_date() const;
float get_expansion_progress() const;
bool expand();
void update_state(Date const& today);
void tick(Date const& today);
};
struct Province;
struct BuildingManager {
using level_t = Building::level_t; //this is getting ridiculous
private:
IdentifierRegistry<BuildingType> building_types;
IdentifierRegistry<Building> buildings;
public:
BuildingManager();
bool add_building_type(std::string_view identifier);
IDENTIFIER_REGISTRY_ACCESSORS(BuildingType, building_type)
bool add_building(std::string_view identifier, ARGS);
IDENTIFIER_REGISTRY_ACCESSORS(Building, building)
bool load_buildings_file(GoodManager const& good_manager, ProductionTypeManager const& production_type_manager, ModifierManager const& modifier_manager, ast::NodeCPtr root);
bool generate_province_buildings(Province& province) const;
};
}
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