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#pragma once
#include <cassert>
#include "openvic-simulation/economy/Building.hpp"
#include "openvic-simulation/politics/Ideology.hpp"
#include "openvic-simulation/pop/Pop.hpp"
namespace OpenVic {
struct Map;
struct Region;
struct Good;
struct TerrainType;
struct TerrainTypeMapping;
/* REQUIREMENTS:
* MAP-5, MAP-7, MAP-8, MAP-43, MAP-47
* POP-22
*/
struct Province : HasIdentifierAndColour {
friend struct Map;
using index_t = uint16_t;
using life_rating_t = int8_t;
using distance_t = uint16_t;
using flags_t = uint16_t;
enum struct colony_status_t : int8_t { STATE, PROTECTORATE, COLONY };
struct adjacency_t {
friend struct Province;
private:
Province const* const province;
const distance_t distance;
flags_t flags;
adjacency_t(Province const* province, distance_t distance, flags_t flags);
public:
distance_t get_distance() const;
flags_t get_flags() const;
};
struct province_positions_t {
fvec2_t text;
fixed_point_t text_rotation;
fixed_point_t text_scale;
fvec2_t unit;
fvec2_t city;
fvec2_t factory;
fvec2_t building_construction;
fvec2_t military_construction;
fvec2_t fort;
fixed_point_t fort_rotation;
fvec2_t railroad;
fixed_point_t railroad_rotation;
fvec2_t navalbase;
fixed_point_t navalbase_rotation;
};
static constexpr index_t NULL_INDEX = 0, MAX_INDEX = std::numeric_limits<index_t>::max();
private:
const index_t index;
Region* region = nullptr;
bool on_map = false, has_region = false, water = false;
life_rating_t life_rating = 0;
colony_status_t colony_status = colony_status_t::STATE;
IdentifierRegistry<BuildingInstance> buildings;
// TODO - change this into a factory-like structure
Good const* rgo = nullptr;
std::vector<Pop> pops;
Pop::pop_size_t total_population;
decimal_map_t<PopType const*> PROPERTY(pop_type_distribution);
decimal_map_t<Ideology const*> PROPERTY(ideology_distribution);
decimal_map_t<Culture const*> PROPERTY(culture_distribution);
decimal_map_t<Religion const*> PROPERTY(religion_distribution);
std::vector<adjacency_t> adjacencies;
province_positions_t positions;
TerrainType const* terrain_type = nullptr;
void _set_terrain_type(TerrainType const* type);
Province(std::string_view new_identifier, colour_t new_colour, index_t new_index);
public:
Province(Province&&) = default;
index_t get_index() const;
Region* get_region() const;
bool get_on_map() const;
bool get_has_region() const;
bool get_water() const;
TerrainType const* get_terrain_type() const;
life_rating_t get_life_rating() const;
colony_status_t get_colony_status() const;
bool load_positions(BuildingManager const& building_manager, ast::NodeCPtr root);
bool add_building(BuildingInstance&& building_instance);
IDENTIFIER_REGISTRY_ACCESSORS(building)
void reset_buildings();
bool expand_building(std::string_view building_type_identifier);
Good const* get_rgo() const;
std::string to_string() const;
bool load_pop_list(PopManager const& pop_manager, ast::NodeCPtr root);
bool add_pop(Pop&& pop);
void clear_pops();
size_t get_pop_count() const;
std::vector<Pop> const& get_pops() const;
Pop::pop_size_t get_total_population() const;
void update_pops();
void update_state(Date today);
void tick(Date today);
bool is_adjacent_to(Province const* province);
bool add_adjacency(Province const* province, distance_t distance, flags_t flags);
std::vector<adjacency_t> const& get_adjacencies() const;
};
}
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