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#pragma once

#include "openvic-simulation/Modifier.hpp"

namespace OpenVic {
   struct TerrainTypeManager;

   struct TerrainType : HasIdentifierAndColour, ModifierValue {
      friend struct TerrainTypeManager;

   private:
      const bool is_water;

      TerrainType(std::string_view new_identifier, colour_t new_colour, ModifierValue&& new_values, bool new_is_water);

   public:
      TerrainType(TerrainType&&) = default;

      bool get_is_water() const;
   };

   struct TerrainTypeMapping : HasIdentifier {
      friend struct TerrainTypeManager;

      using index_t = uint8_t;

   private:
      TerrainType const& type;
      const std::vector<index_t> terrain_indicies;
      const index_t priority;
      const bool has_texture;

      TerrainTypeMapping(std::string_view new_identifier, TerrainType const& new_type, std::vector<index_t>&& new_terrain_indicies, index_t new_priority, bool new_has_texture);

   public:
      TerrainTypeMapping(TerrainTypeMapping&&) = default;

      TerrainType const& get_type() const;
      std::vector<index_t> const& get_terrain_indicies() const;
      index_t get_priority() const;
      bool get_has_texture() const;
   };

   struct TerrainTypeManager {
   private:
      using terrain_type_mappings_map_t = std::map<TerrainTypeMapping::index_t, size_t>;
      IdentifierRegistry<TerrainType> terrain_types;
      IdentifierRegistry<TerrainTypeMapping> terrain_type_mappings;
      terrain_type_mappings_map_t terrain_type_mappings_map;

      TerrainTypeMapping::index_t terrain_texture_limit = 0, terrain_texture_count = 0;

      NodeTools::node_callback_t _load_terrain_type_categories(ModifierManager const& modifier_manager);
      bool _load_terrain_type_mapping(std::string_view key, ast::NodeCPtr value);

   public:
      TerrainTypeManager();

      bool add_terrain_type(std::string_view identifier, colour_t colour, ModifierValue&& values, bool is_water);
      IDENTIFIER_REGISTRY_ACCESSORS(terrain_type)

      bool add_terrain_type_mapping(std::string_view identifier, TerrainType const* type,
         std::vector<TerrainTypeMapping::index_t>&& terrain_indicies, TerrainTypeMapping::index_t priority, bool has_texture);
      IDENTIFIER_REGISTRY_ACCESSORS(terrain_type_mapping)

      TerrainTypeMapping const* get_terrain_type_mapping_for(TerrainTypeMapping::index_t idx) const;

      TerrainTypeMapping::index_t get_terrain_texture_limit() const;

      bool load_terrain_types(ModifierManager const& modifier_manager, ast::NodeCPtr root);
   };
}