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#pragma once

#include <string>
#include <string_view>
#include <vector>

#include "openvic-simulation/military/Leader.hpp"
#include "openvic-simulation/types/HasIdentifier.hpp"
#include "openvic-simulation/utility/Getters.hpp"

namespace OpenVic {
   struct ProvinceDefinition;
   struct RegimentType;

   struct RegimentDeployment {
      friend struct DeploymentManager;

   private:
      std::string PROPERTY(name);
      RegimentType const& PROPERTY(type);
      ProvinceDefinition const* PROPERTY(home);

      RegimentDeployment(std::string_view new_name, RegimentType const& new_type, ProvinceDefinition const* new_home);

   public:
      RegimentDeployment(RegimentDeployment&&) = default;
   };

   struct ShipType;

   struct ShipDeployment {
      friend struct DeploymentManager;

   private:
      std::string PROPERTY(name);
      ShipType const& PROPERTY(type);

      ShipDeployment(std::string_view new_name, ShipType const& new_type);

   public:
      ShipDeployment(ShipDeployment&&) = default;
   };

   struct ArmyDeployment {
      friend struct DeploymentManager;

   private:
      std::string PROPERTY(name);
      ProvinceDefinition const* PROPERTY(location);
      std::vector<RegimentDeployment> PROPERTY(regiments);

      ArmyDeployment(
         std::string_view new_name, ProvinceDefinition const* new_location, std::vector<RegimentDeployment>&& new_regiments
      );

   public:
      ArmyDeployment(ArmyDeployment&&) = default;
   };

   struct NavyDeployment {
      friend struct DeploymentManager;

   private:
      std::string PROPERTY(name);
      ProvinceDefinition const* PROPERTY(location);
      std::vector<ShipDeployment> PROPERTY(ships);

      NavyDeployment(
         std::string_view new_name, ProvinceDefinition const* new_location, std::vector<ShipDeployment>&& new_ships
      );

   public:
      NavyDeployment(NavyDeployment&&) = default;
   };

   struct Deployment : HasIdentifier {
      friend struct DeploymentManager;

   private:
      std::vector<ArmyDeployment> PROPERTY(armies);
      std::vector<NavyDeployment> PROPERTY(navies);
      std::vector<Leader> PROPERTY(leaders);

      Deployment(
         std::string_view new_path, std::vector<ArmyDeployment>&& new_armies, std::vector<NavyDeployment>&& new_navies,
         std::vector<Leader>&& new_leaders
      );

   public:
      Deployment(Deployment&&) = default;
   };

   struct GameManager;
   class Dataloader;

   struct DeploymentManager {
   private:
      IdentifierRegistry<Deployment> IDENTIFIER_REGISTRY(deployment);
      string_set_t missing_oob_files;

   public:
      bool add_deployment(
         std::string_view path, std::vector<ArmyDeployment>&& armies, std::vector<NavyDeployment>&& navies,
         std::vector<Leader>&& leaders
      );

      bool load_oob_file(
         GameManager const& game_manager, Dataloader const& dataloader, std::string_view history_path,
         Deployment const*& deployment, bool fail_on_missing
      );

      size_t get_missing_oob_file_count() const;
   };
}