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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 {
   private:
      std::string        PROPERTY(name);
      Unit::type_t       PROPERTY(type);
      Date               PROPERTY(date);
      LeaderTrait const* PROPERTY(personality);
      LeaderTrait const* PROPERTY(background);
      fixed_point_t      PROPERTY(prestige);

   public:
      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
      );
   };

   struct Regiment {
   private:
      std::string     PROPERTY(name);
      Unit const*     PROPERTY(type);
      Province const* PROPERTY(home);

   public:
      Regiment(std::string_view new_name, Unit const* new_type, Province const* new_home);
   };

   struct Ship {
   private:
      std::string PROPERTY(name);
      Unit const* PROPERTY(type);

   public:
      Ship(std::string_view new_name, Unit const* new_type);
   };

   struct Army {
   private:
      std::string           PROPERTY(name);
      Province const*       PROPERTY(location);
      std::vector<Regiment> PROPERTY(regiments);

   public:
      Army(std::string_view new_name, Province const* new_location, std::vector<Regiment>&& new_regiments);
   };

   struct Navy {
   private:
      std::string       PROPERTY(name);
      Province const*   PROPERTY(location);
      std::vector<Ship> PROPERTY(ships);

   public:
      Navy(std::string_view new_name, Province const* new_location, std::vector<Ship>&& new_ships);
   };

   struct Deployment : HasIdentifier {
      friend std::unique_ptr<Deployment> std::make_unique<Deployment>(
         std::string_view&&, std::vector<OpenVic::Army>&&, std::vector<OpenVic::Navy>&&, std::vector<OpenVic::Leader>&&
      );

   private:
      std::vector<Army>   PROPERTY(armies);
      std::vector<Navy>   PROPERTY(navies);
      std::vector<Leader> PROPERTY(leaders);

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

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

   struct DeploymentManager {
   private:
      IdentifierInstanceRegistry<Deployment> deployments;
      string_set_t missing_oob_files;

   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 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;
   };
} // namespace OpenVic