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#pragma once
#include "openvic-simulation/map/Province.hpp"
#include "openvic-simulation/map/Region.hpp"
#include "openvic-simulation/country/Country.hpp"
#include <deque>
namespace OpenVic {
struct State {
private:
Country const* PROPERTY_RW(owner);
Province const* PROPERTY_RW(capital);
Region::provinces_t PROPERTY(provinces);
Province::colony_status_t PROPERTY_RW(colony_status);
public:
State(
Country const* owner, Province const* capital, Region::provinces_t&& provinces,
Province::colony_status_t colony_status
);
};
inline bool operator==(const State& lhs, const State& rhs) {
return (lhs.get_owner() == rhs.get_owner() && lhs.get_colony_status() == rhs.get_colony_status());
}
struct StateSet {
using states_t = std::deque<State>;
private:
Region const& PROPERTY(region);
states_t states;
public:
StateSet(Region const& new_region);
bool add_state(State&& state);
bool remove_state(State const* state);
states_t& get_states();
};
/* Contains all current states.*/
struct StateManager {
private:
std::vector<StateSet> PROPERTY(regions);
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. */
void generate_states(Map const& map);
};
} // namespace OpenVic
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