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#include "Deployment.hpp"
#include "openvic-simulation/GameManager.hpp" /* gosh don't we all just love circular inclusion :DDD */
using namespace OpenVic;
using namespace OpenVic::NodeTools;
Leader::Leader(
std::string_view new_name, Unit::type_t new_type, Date new_date, LeaderTrait const* new_personality,
LeaderTrait const* new_background, fixed_point_t new_prestige
) : name { new_name }, type { new_type }, date { new_date }, personality { new_personality }, background { new_background },
prestige { new_prestige } {}
Regiment::Regiment(std::string_view new_name, Unit const* new_type, Province const* new_home)
: name { new_name }, type { new_type }, home { new_home } {}
Ship::Ship(std::string_view new_name, Unit const* new_type) : name { new_name }, type { new_type } {}
Army::Army(std::string_view new_name, Province const* new_location, std::vector<Regiment>&& new_regiments)
: name { new_name }, location { new_location }, regiments { std::move(new_regiments) } {}
Navy::Navy(std::string_view new_name, Province const* new_location, std::vector<Ship>&& new_ships)
: name { new_name }, location { new_location }, ships { std::move(new_ships) } {}
Deployment::Deployment(
std::string_view new_path, std::vector<Army>&& new_armies, std::vector<Navy>&& new_navies,
std::vector<Leader>&& new_leaders
) : HasIdentifier { new_path }, armies { std::move(new_armies) }, navies { std::move(new_navies) },
leaders { std::move(new_leaders) } {}
DeploymentManager::DeploymentManager() : deployments { "deployments" } {}
bool DeploymentManager::add_deployment(
std::string_view path, std::vector<Army>&& armies, std::vector<Navy>&& navies, std::vector<Leader>&& leaders
) {
if (path.empty()) {
Logger::error("Attemped to load order of battle with no path! Something is very wrong!");
return false;
}
if (armies.empty() && navies.empty() && leaders.empty()) {
Logger::warning("Loading redundant empty order of battle at ", path);
}
return deployments.add_item(
std::make_unique<Deployment>(std::move(path), std::move(armies), std::move(navies), std::move(leaders))
);
}
bool DeploymentManager::load_oob_file(
GameManager const& game_manager, Dataloader const& dataloader, std::string_view history_path, Deployment const*& deployment,
bool fail_on_missing
) {
deployment = get_deployment_by_identifier(history_path);
if (deployment != nullptr) {
return true;
}
if (missing_oob_files.contains(history_path)) {
return !fail_on_missing;
}
static const fs::path oob_directory = "history/units/";
fs::path full_path = oob_directory;
full_path += history_path;
const fs::path lookedup_path = dataloader.lookup_file(full_path, false);
if (lookedup_path.empty()) {
missing_oob_files.emplace(history_path);
if (fail_on_missing) {
Logger::warning("Could not find OOB file ", full_path, "!");
return false;
} else {
return true;
}
}
std::vector<Army> armies;
std::vector<Navy> navies;
std::vector<Leader> leaders;
bool ret = expect_dictionary_keys_and_default(
key_value_success_callback, // TODO: load SOI information
"leader", ZERO_OR_MORE, [&leaders, &game_manager](ast::NodeCPtr node) -> bool {
std::string_view leader_name {};
Unit::type_t leader_type = Unit::type_t::LAND;
Date leader_date {};
LeaderTrait const* leader_personality = nullptr;
LeaderTrait const* leader_background = nullptr;
fixed_point_t leader_prestige = 0;
bool ret = expect_dictionary_keys(
"name", ONE_EXACTLY, expect_string(assign_variable_callback(leader_name)),
"date", ONE_EXACTLY, expect_identifier_or_string(expect_date_str(assign_variable_callback(leader_date))),
"type", ONE_EXACTLY, expect_identifier(UnitManager::expect_type_str(assign_variable_callback(leader_type))),
"personality", ONE_EXACTLY, game_manager.get_military_manager().get_leader_trait_manager()
.expect_leader_trait_identifier(assign_variable_callback_pointer(leader_personality)),
"background", ONE_EXACTLY, game_manager.get_military_manager().get_leader_trait_manager()
.expect_leader_trait_identifier(assign_variable_callback_pointer(leader_background)),
"prestige", ZERO_OR_ONE, expect_fixed_point(assign_variable_callback(leader_prestige)),
"picture", ZERO_OR_ONE, success_callback
)(node);
if (!leader_personality->is_personality_trait()) {
Logger::error(
"Leader ", leader_name, " has personality ", leader_personality->get_identifier(),
" which is not a personality trait!"
);
ret = false;
}
if (!leader_background->is_background_trait()) {
Logger::error(
"Leader ", leader_name, " has background ", leader_background->get_identifier(),
" which is not a background trait!"
);
ret = false;
}
leaders.emplace_back(
leader_name, leader_type, leader_date, leader_personality, leader_background, leader_prestige
);
return ret;
},
"army", ZERO_OR_MORE, [&armies, &game_manager](ast::NodeCPtr node) -> bool {
std::string_view army_name {};
Province const* army_location = nullptr;
std::vector<Regiment> army_regiments {};
const bool ret = expect_dictionary_keys(
"name", ONE_EXACTLY, expect_string(assign_variable_callback(army_name)),
"location", ONE_EXACTLY,
game_manager.get_map().expect_province_identifier(assign_variable_callback_pointer(army_location)),
"regiment", ONE_OR_MORE, [&game_manager, &army_regiments](ast::NodeCPtr node) -> bool {
std::string_view regiment_name {};
Unit const* regiment_type = nullptr;
Province const* regiment_home = nullptr;
const bool ret = expect_dictionary_keys(
"name", ONE_EXACTLY, expect_string(assign_variable_callback(regiment_name)),
"type", ONE_EXACTLY, game_manager.get_military_manager().get_unit_manager()
.expect_unit_identifier(assign_variable_callback_pointer(regiment_type)),
"home", ZERO_OR_ONE, game_manager.get_map()
.expect_province_identifier(assign_variable_callback_pointer(regiment_home))
)(node);
if (regiment_home == nullptr) {
Logger::warning("Regiment ", regiment_name, " has no home province!");
}
army_regiments.emplace_back(regiment_name, regiment_type, regiment_home);
return ret;
},
/* another paradox gem, tested in game and they don't lead the army or even show up */
"leader", ZERO_OR_MORE, success_callback
)(node);
armies.emplace_back(army_name, army_location, std::move(army_regiments));
return ret;
},
"navy", ZERO_OR_MORE, [&navies, &game_manager](ast::NodeCPtr node) -> bool {
std::string_view navy_name {};
Province const* navy_location = nullptr;
std::vector<Ship> navy_ships {};
const bool ret = expect_dictionary_keys(
"name", ONE_EXACTLY, expect_string(assign_variable_callback(navy_name)),
"location", ONE_EXACTLY,
game_manager.get_map().expect_province_identifier(assign_variable_callback_pointer(navy_location)),
"ship", ONE_OR_MORE, [&game_manager, &navy_ships](ast::NodeCPtr node) -> bool {
std::string_view ship_name {};
Unit const* ship_type = nullptr;
const bool ret = expect_dictionary_keys(
"name", ONE_EXACTLY, expect_string(assign_variable_callback(ship_name)),
"type", ONE_EXACTLY, game_manager.get_military_manager().get_unit_manager()
.expect_unit_identifier(assign_variable_callback_pointer(ship_type))
)(node);
navy_ships.emplace_back(ship_name, ship_type);
return ret;
},
/* another paradox gem, tested in game and they don't lead the army or even show up */
"leader", ZERO_OR_MORE, success_callback
)(node);
navies.emplace_back(navy_name, navy_location, std::move(navy_ships));
return ret;
}
)(Dataloader::parse_defines(lookedup_path).get_file_node());
ret &= add_deployment(history_path, std::move(armies), std::move(navies), std::move(leaders));
deployment = get_deployment_by_identifier(history_path);
if (deployment == nullptr) {
ret = false;
}
return ret;
}
size_t DeploymentManager::get_missing_oob_file_count() const {
return missing_oob_files.size();
}
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