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#pragma once
#include <optional>
#include "openvic-simulation/dataloader/NodeTools.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/types/fixed_point/FixedPointMap.hpp"
#include "openvic-simulation/types/HasIdentifier.hpp"
#include "openvic-simulation/types/OrderedContainers.hpp"
#include "openvic-simulation/types/Vector.hpp"
namespace OpenVic {
struct MapDefinition;
struct Region;
struct TerrainType;
struct ProvinceSetModifier;
using Climate = ProvinceSetModifier;
using Continent = ProvinceSetModifier;
struct BuildingType;
struct BuildingTypeManager;
/* REQUIREMENTS:
* MAP-5, MAP-7, MAP-8, MAP-43, MAP-47
* POP-22
*/
struct ProvinceDefinition : HasIdentifierAndColour {
friend struct MapDefinition;
using index_t = uint16_t;
using distance_t = fixed_point_t; // should this go inside adjacency_t?
struct adjacency_t {
using data_t = uint8_t;
static constexpr data_t NO_CANAL = 0;
enum struct type_t : uint8_t {
LAND, /* Between two land provinces */
WATER, /* Between two water provinces */
COASTAL, /* Between a land province and a water province */
IMPASSABLE, /* Between two land provinces (non-traversable) */
STRAIT, /* Between two land provinces with a water through province */
CANAL /* Between two water provinces with a land through province */
};
/* Type display name used for logging */
static std::string_view get_type_name(type_t type);
private:
ProvinceDefinition const* PROPERTY(to);
ProvinceDefinition const* PROPERTY(through);
distance_t PROPERTY(distance);
type_t PROPERTY(type);
data_t PROPERTY(data); // represents canal index, 0 for non-canal adjacencies
public:
adjacency_t(
ProvinceDefinition const* new_to, distance_t new_distance, type_t new_type,
ProvinceDefinition const* new_through, data_t new_data
);
adjacency_t(adjacency_t const&) = delete;
adjacency_t(adjacency_t&&) = default;
adjacency_t& operator=(adjacency_t const&) = delete;
adjacency_t& operator=(adjacency_t&&) = default;
};
struct province_positions_t {
/* Province name placement */
std::optional<fvec2_t> text_position;
std::optional<fixed_point_t> text_rotation;
std::optional<fixed_point_t> text_scale;
/* Model positions */
std::optional<fvec2_t> unit;
std::optional<fvec2_t> city;
std::optional<fvec2_t> factory;
std::optional<fvec2_t> building_construction;
std::optional<fvec2_t> military_construction;
ordered_map<BuildingType const*, fvec2_t> building_position;
fixed_point_map_t<BuildingType const*> building_rotation;
};
static constexpr index_t NULL_INDEX = 0, MAX_INDEX = std::numeric_limits<index_t>::max();
private:
/* Immutable attributes (unchanged after initial game load) */
const index_t PROPERTY(index);
Region const* PROPERTY(region);
Climate const* PROPERTY(climate);
Continent const* PROPERTY(continent);
bool PROPERTY(on_map);
bool PROPERTY_CUSTOM_PREFIX(water, is);
bool PROPERTY_CUSTOM_PREFIX(coastal, is);
bool PROPERTY_CUSTOM_PREFIX(port, has);
ProvinceDefinition const* PROPERTY(port_adjacent_province);
/* Terrain type calculated from terrain image */
TerrainType const* PROPERTY(default_terrain_type);
std::vector<adjacency_t> PROPERTY(adjacencies);
/* Calculated mean pixel position. */
fvec2_t PROPERTY(centre);
province_positions_t positions;
ProvinceDefinition(std::string_view new_identifier, colour_t new_colour, index_t new_index);
public:
ProvinceDefinition(ProvinceDefinition&&) = default;
bool operator==(ProvinceDefinition const& other) const;
std::string to_string() const;
inline constexpr bool has_region() const {
return region != nullptr;
}
/* The positions' y coordinates need to be inverted. */
bool load_positions(
MapDefinition const& map_definition, BuildingTypeManager const& building_type_manager, ast::NodeCPtr root
);
fvec2_t get_text_position() const;
fixed_point_t get_text_rotation() const;
fixed_point_t get_text_scale() const;
/* This returns a pointer to the position of the specified building type, or nullptr if none exists. */
fvec2_t const* get_building_position(BuildingType const* building_type) const;
fixed_point_t get_building_rotation(BuildingType const* building_type) const;
adjacency_t const* get_adjacency_to(ProvinceDefinition const* province) const;
bool is_adjacent_to(ProvinceDefinition const* province) const;
std::vector<adjacency_t const*> get_adjacencies_going_through(ProvinceDefinition const* province) const;
bool has_adjacency_going_through(ProvinceDefinition const* province) const;
fvec2_t get_unit_position() const;
};
}
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