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

using namespace OpenVic;
using namespace OpenVic::NodeTools;

Crime::Crime(
   std::string_view new_identifier, ModifierValue&& new_values, icon_t new_icon, ConditionScript&& new_trigger,
   bool new_default_active
) : TriggeredModifier { new_identifier, std::move(new_values), new_icon, std::move(new_trigger) },
   default_active { new_default_active } {}

bool CrimeManager::add_crime_modifier(
   std::string_view identifier, ModifierValue&& values, Modifier::icon_t icon, ConditionScript&& trigger, bool default_active
) {
   if (identifier.empty()) {
      Logger::error("Invalid crime modifier effect identifier - empty!");
      return false;
   }
   return crime_modifiers.add_item(
      { identifier, std::move(values), icon, std::move(trigger), default_active }, duplicate_warning_callback
   );
}

bool CrimeManager::load_crime_modifiers(ModifierManager const& modifier_manager, ast::NodeCPtr root) {
   const bool ret = expect_dictionary_reserve_length(
      crime_modifiers,
      [this, &modifier_manager](std::string_view key, ast::NodeCPtr value) -> bool {
         ModifierValue modifier_value;
         Modifier::icon_t icon = 0;
         ConditionScript trigger { scope_t::PROVINCE, scope_t::NO_SCOPE, scope_t::NO_SCOPE };
         bool default_active = false;
         bool ret = modifier_manager.expect_modifier_value_and_keys(
            move_variable_callback(modifier_value),
            "icon", ZERO_OR_ONE, expect_uint(assign_variable_callback(icon)),
            "trigger", ONE_EXACTLY, trigger.expect_script(),
            "active", ZERO_OR_ONE, expect_bool(assign_variable_callback(default_active))
         )(value);
         ret &= add_crime_modifier(key, std::move(modifier_value), icon, std::move(trigger), default_active);
         return ret;
      }
   )(root);
   lock_crime_modifiers();
   return ret;
}

bool CrimeManager::parse_scripts(GameManager const& game_manager) {
   bool ret = true;
   for (Crime& crime : crime_modifiers.get_items()) {
      ret &= crime.parse_scripts(game_manager);
   }
   return ret;
}