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#include "State.hpp"
#include "openvic-simulation/country/CountryInstance.hpp"
#include "openvic-simulation/map/MapDefinition.hpp"
#include "openvic-simulation/map/MapInstance.hpp"
#include "openvic-simulation/map/ProvinceInstance.hpp"
#include "openvic-simulation/map/Region.hpp"
#include "openvic-simulation/utility/StringUtils.hpp"
using namespace OpenVic;
State::State(
StateSet const& new_state_set,
CountryInstance* new_owner,
ProvinceInstance* new_capital,
std::vector<ProvinceInstance*>&& new_provinces,
ProvinceInstance::colony_status_t new_colony_status,
decltype(pop_type_distribution)::keys_t const& pop_type_keys
) : state_set { new_state_set },
owner { new_owner },
capital { new_capital },
provinces { std::move(new_provinces) },
colony_status { new_colony_status },
pop_type_distribution { &pop_type_keys },
industrial_power { 0 } {}
std::string State::get_identifier() const {
return StringUtils::append_string_views(
state_set.get_region().get_identifier(), "_", owner->get_identifier(), "_",
ProvinceInstance::get_colony_status_string(colony_status)
);
}
void State::update_gamestate() {
total_population = 0;
average_literacy = 0;
average_consciousness = 0;
average_militancy = 0;
pop_type_distribution.clear();
for (ProvinceInstance const* province : provinces) {
total_population += province->get_total_population();
// TODO - change casting if Pop::pop_size_t changes type
const fixed_point_t province_population = fixed_point_t::parse(province->get_total_population());
average_literacy += province->get_average_literacy() * province_population;
average_consciousness += province->get_average_consciousness() * province_population;
average_militancy += province->get_average_militancy() * province_population;
pop_type_distribution += province->get_pop_type_distribution();
}
if (total_population > 0) {
average_literacy /= total_population;
average_consciousness /= total_population;
average_militancy /= total_population;
}
// TODO - use actual values when State has factory data
const int32_t total_factory_levels_in_state = 0;
const int32_t potential_workforce_in_state = 0; // sum of worker pops, regardless of employment
const int32_t potential_employment_in_state = 0; // sum of (factory level * production method base_workforce_size)
industrial_power = total_factory_levels_in_state * std::clamp(
(fixed_point_t { potential_workforce_in_state } / 100).floor() * 400 / potential_employment_in_state,
fixed_point_t::_0_20(), fixed_point_t::_4()
);
}
/* Whether two provinces in the same region should be grouped into the same state or not.
* (Assumes both provinces non-null.) */
static bool provinces_belong_in_same_state(ProvinceInstance const* lhs, ProvinceInstance const* rhs) {
return lhs->get_owner() == rhs->get_owner() && lhs->get_colony_status() == rhs->get_colony_status();
}
StateSet::StateSet(Region const& new_region) : region { new_region }, states {} {}
size_t StateSet::get_state_count() const {
return states.size();
}
void StateSet::update_gamestate() {
for (State& state : states) {
state.update_gamestate();
}
}
bool StateManager::add_state_set(
MapInstance& map_instance, Region const& region, decltype(State::pop_type_distribution)::keys_t const& pop_type_keys
) {
if (region.get_meta()) {
Logger::error("Cannot use meta region \"", region.get_identifier(), "\" as state template!");
return false;
}
if (region.empty()) {
Logger::error("Cannot use empty region \"", region.get_identifier(), "\" as state template!");
return false;
}
std::vector<std::vector<ProvinceInstance*>> temp_provinces;
for (ProvinceDefinition const* province : region.get_provinces()) {
ProvinceInstance* province_instance = &map_instance.get_province_instance_from_definition(*province);
// add to existing state if shared owner & status...
for (std::vector<ProvinceInstance*>& provinces : temp_provinces) {
if (provinces_belong_in_same_state(provinces.front(), province_instance)) {
provinces.push_back(province_instance);
// jump to the end of the outer loop, skipping the new state code
goto loop_end;
}
}
// ...otherwise start a new state
temp_provinces.push_back({ province_instance });
loop_end:;
/* Either the province was added to an existing state and the program jumped to here,
* or it was used to create a new state and the program arrived here normally. */
}
state_sets.push_back({ region });
StateSet& state_set = state_sets.back();
// Reserve space for the maximum number of states (one per province)
state_set.states.reserve(region.size());
for (std::vector<ProvinceInstance*>& provinces : temp_provinces) {
ProvinceInstance* capital = provinces.front();
CountryInstance* owner = capital->get_owner();
State& state = *state_set.states.insert(
/* TODO: capital province logic */
{ state_set, owner, capital, std::move(provinces), capital->get_colony_status(), pop_type_keys }
);
for (ProvinceInstance* province : state.get_provinces()) {
province->set_state(&state);
}
if (owner != nullptr) {
owner->add_state(state);
}
}
return true;
}
bool StateManager::generate_states(
MapInstance& map_instance, decltype(State::pop_type_distribution)::keys_t const& pop_type_keys
) {
MapDefinition const& map_definition = map_instance.get_map_definition();
state_sets.clear();
state_sets.reserve(map_definition.get_region_count());
bool ret = true;
size_t state_count = 0;
for (Region const& region : map_definition.get_regions()) {
if (!region.get_meta()) {
if (add_state_set(map_instance, region, pop_type_keys)) {
state_count += state_sets.back().get_state_count();
} else {
ret = false;
}
}
}
Logger::info("Generated ", state_count, " states across ", state_sets.size(), " state sets.");
return ret;
}
void StateManager::reset() {
state_sets.clear();
}
void StateManager::update_gamestate() {
for (StateSet& state_set : state_sets) {
state_set.update_gamestate();
}
}
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