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#pragma once
#include <filesystem>
#include <string>
#include <string_view>
#include <vector>
#include "openvic-simulation/dataloader/Dataloader.hpp"
#include "openvic-simulation/dataloader/NodeTools.hpp"
#include "openvic-simulation/map/Province.hpp"
#include "openvic-simulation/military/LeaderTrait.hpp"
#include "openvic-simulation/military/Unit.hpp"
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
namespace OpenVic {
struct Leader {
std::string name;
const Unit::type_t type;
const Date date;
LeaderTrait const* personality;
LeaderTrait const* background;
fixed_point_t prestige;
};
struct Regiment {
std::string name;
Unit const* type;
Province const* home;
};
struct Ship {
std::string name;
Unit const* type;
};
struct Army {
std::string name;
Province const* location;
std::vector<Regiment> regiments;
};
struct Navy {
std::string name;
Province const* location;
std::vector<Ship> ships;
};
struct DeploymentManager;
struct Deployment : HasIdentifier {
friend struct DeploymentManager;
private:
const std::vector<Army> armies;
const std::vector<Navy> navies;
const std::vector<Leader> leaders;
Deployment(
std::string_view new_path, std::vector<Army>&& new_armies, std::vector<Navy>&& new_navies,
std::vector<Leader>&& new_leaders
);
public:
const std::vector<Army>& get_armies() const;
const std::vector<Navy>& get_navies() const;
const std::vector<Leader>& get_leaders() const;
};
struct DeploymentManager {
private:
IdentifierRegistry<Deployment> deployments;
public:
DeploymentManager();
bool add_deployment(
std::string_view path, std::vector<Army>&& armies, std::vector<Navy>&& navies, std::vector<Leader>&& leaders
);
IDENTIFIER_REGISTRY_ACCESSORS(deployment);
bool load_oob_file(GameManager& game_manager, std::string_view path, ast::NodeCPtr root);
};
} // namespace OpenVic
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