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#pragma once

#include <vector>

#include "openvic-simulation/map/ProvinceInstance.hpp"
#include "openvic-simulation/pop/Pop.hpp"
#include "openvic-simulation/utility/Getters.hpp"

namespace OpenVic {
   struct StateManager;
   struct StateSet;
   struct CountryDefinition;
   struct ProvinceInstance;

   struct State {
      friend struct StateManager;

   private:
      StateSet const& PROPERTY(state_set);
      CountryDefinition const* PROPERTY(owner);
      ProvinceInstance* PROPERTY(capital);
      std::vector<ProvinceInstance*> PROPERTY(provinces);
      ProvinceInstance::colony_status_t PROPERTY(colony_status);

      Pop::pop_size_t PROPERTY(total_population);

      State(
         StateSet const& new_state_set, CountryDefinition const* owner, ProvinceInstance* capital,
         std::vector<ProvinceInstance*>&& provinces, ProvinceInstance::colony_status_t colony_status
      );

   public:
      void update_gamestate();
   };

   struct Region;

   struct StateSet {
      friend struct StateManager;

      // TODO - use a container that supports adding and removing items without invalidating pointers
      using states_t = std::vector<State>;

   private:
      Region const& PROPERTY(region);
      states_t PROPERTY(states);

      StateSet(Region const& new_region);

   public:
      size_t get_state_count() const;

      void update_gamestate();
   };

   struct MapInstance;

   /* Contains all current states.*/
   struct StateManager {
   private:
      std::vector<StateSet> PROPERTY(state_sets);

      bool add_state_set(MapInstance& map_instance, Region const& region);

   public:
      /* Creates states from current province gamestate & regions, sets province state value.
       * After this function, the `regions` property is unmanaged and must be carefully updated and
       * validated by functions that modify it. */
      bool generate_states(MapInstance& map_instance);

      void reset();

      void update_gamestate();
   };
}