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#pragma once
#include <cstdint>
#include <string_view>
#include "openvic-simulation/misc/Modifier.hpp"
#include "openvic-simulation/dataloader/NodeTools.hpp"
#include "openvic-simulation/economy/Good.hpp"
#include "openvic-simulation/types/Date.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
namespace OpenVic {
struct TerrainType;
struct TerrainTypeManager;
struct Unit : HasIdentifier {
using icon_t = uint32_t;
using terrain_modifiers_t = ordered_map<TerrainType const*, ModifierValue>;
enum struct branch_t : uint8_t { INVALID_BRANCH, LAND, NAVAL };
enum struct unit_type_t : uint8_t {
INVALID_UNIT_TYPE, INFANTRY, CAVALRY, SUPPORT, SPECIAL, BIG_SHIP, LIGHT_SHIP, TRANSPORT
};
struct unit_args_t {
icon_t icon = 0;
unit_type_t unit_type = unit_type_t::INVALID_UNIT_TYPE;
// TODO defaults for move_sound and select_sound
std::string_view sprite, move_sound, select_sound;
bool active = true, floating_flag = false;
uint32_t priority = 0;
fixed_point_t max_strength = 0, default_organisation = 0, maximum_speed = 0, weighted_value = 0,
supply_consumption = 0;
Timespan build_time;
Good::good_map_t build_cost, supply_cost;
terrain_modifiers_t terrain_modifiers;
unit_args_t() = default;
unit_args_t(unit_args_t&&) = default;
};
private:
const branch_t PROPERTY(branch); /* type in defines */
const icon_t PROPERTY(icon);
std::string PROPERTY(sprite);
const bool PROPERTY_CUSTOM_PREFIX(active, is);
unit_type_t PROPERTY(unit_type);
const bool PROPERTY_CUSTOM_PREFIX(floating_flag, has);
const uint32_t PROPERTY(priority);
const fixed_point_t PROPERTY(max_strength);
const fixed_point_t PROPERTY(default_organisation);
const fixed_point_t PROPERTY(maximum_speed);
const fixed_point_t PROPERTY(weighted_value);
std::string PROPERTY(move_sound);
std::string PROPERTY(select_sound);
const Timespan PROPERTY(build_time);
Good::good_map_t PROPERTY(build_cost);
const fixed_point_t PROPERTY(supply_consumption);
Good::good_map_t PROPERTY(supply_cost);
terrain_modifiers_t PROPERTY(terrain_modifiers);
protected:
/* Non-const reference unit_args so variables can be moved from it. */
Unit(std::string_view new_identifier, branch_t new_branch, unit_args_t& unit_args);
public:
Unit(Unit&&) = default;
};
struct LandUnit : Unit {
friend struct UnitManager;
enum struct allowed_cultures_t { ALL_CULTURES, ACCEPTED_CULTURES, PRIMARY_CULTURE };
struct land_unit_args_t {
allowed_cultures_t allowed_cultures = allowed_cultures_t::ALL_CULTURES;
std::string_view sprite_override, sprite_mount, sprite_mount_attach_node;
// TODO - represent these as modifier effects, so that they can be combined with tech, inventions,
// leader bonuses, etc. and applied to unit instances all in one go (same for NavalUnits below)
fixed_point_t reconnaissance = 0, attack = 0, defence = 0, discipline = 0, support = 0, maneuver = 0,
siege = 0;
land_unit_args_t() = default;
land_unit_args_t(land_unit_args_t&&) = default;
};
private:
const allowed_cultures_t PROPERTY(allowed_cultures);
std::string PROPERTY(sprite_override);
std::string PROPERTY(sprite_mount);
std::string PROPERTY(sprite_mount_attach_node);
const fixed_point_t PROPERTY(reconnaissance);
const fixed_point_t PROPERTY(attack);
const fixed_point_t PROPERTY(defence);
const fixed_point_t PROPERTY(discipline);
const fixed_point_t PROPERTY(support);
const fixed_point_t PROPERTY(maneuver);
const fixed_point_t PROPERTY(siege);
LandUnit(std::string_view new_identifier, unit_args_t& unit_args, land_unit_args_t const& land_unit_args);
public:
LandUnit(LandUnit&&) = default;
};
struct NavalUnit : Unit {
friend struct UnitManager;
struct naval_unit_args_t {
Unit::icon_t naval_icon = 0;
bool sail = false, transport = false, capital = false, build_overseas = false;
uint32_t min_port_level = 0;
int32_t limit_per_port = 0;
fixed_point_t colonial_points = 0, supply_consumption_score = 0, hull = 0, gun_power = 0, fire_range = 0,
evasion = 0, torpedo_attack = 0;
naval_unit_args_t() = default;
naval_unit_args_t(naval_unit_args_t&&) = default;
};
private:
const icon_t PROPERTY(naval_icon);
const bool PROPERTY_CUSTOM_PREFIX(sail, can);
const bool PROPERTY_CUSTOM_PREFIX(transport, is);
const bool PROPERTY_CUSTOM_PREFIX(capital, is);
const fixed_point_t PROPERTY(colonial_points);
const bool PROPERTY_CUSTOM_PREFIX(build_overseas, can);
const uint32_t PROPERTY(min_port_level);
const int32_t PROPERTY(limit_per_port);
const fixed_point_t PROPERTY(supply_consumption_score);
const fixed_point_t PROPERTY(hull);
const fixed_point_t PROPERTY(gun_power);
const fixed_point_t PROPERTY(fire_range);
const fixed_point_t PROPERTY(evasion);
const fixed_point_t PROPERTY(torpedo_attack);
NavalUnit(std::string_view new_identifier, unit_args_t& unit_args, naval_unit_args_t const& naval_unit_args);
public:
NavalUnit(NavalUnit&&) = default;
};
struct UnitManager {
private:
IdentifierPointerRegistry<Unit> IDENTIFIER_REGISTRY(unit);
IdentifierRegistry<LandUnit> IDENTIFIER_REGISTRY(land_unit);
IdentifierRegistry<NavalUnit> IDENTIFIER_REGISTRY(naval_unit);
public:
void reserve_all_units(size_t size);
void lock_all_units();
bool add_land_unit(
std::string_view identifier, Unit::unit_args_t& unit_args, LandUnit::land_unit_args_t const& land_unit_args
);
bool add_naval_unit(
std::string_view identifier, Unit::unit_args_t& unit_args, NavalUnit::naval_unit_args_t const& naval_unit_args
);
static NodeTools::Callback<std::string_view> auto expect_branch_str(NodeTools::Callback<Unit::branch_t> auto callback) {
using enum Unit::branch_t;
static const string_map_t<Unit::branch_t> branch_map { { "land", LAND }, { "naval", NAVAL }, { "sea", NAVAL } };
return NodeTools::expect_mapped_string(branch_map, callback);
}
static NodeTools::NodeCallback auto expect_branch_identifier(NodeTools::Callback<Unit::branch_t> auto callback) {
return NodeTools::expect_identifier(expect_branch_str(callback));
}
bool load_unit_file(
GoodManager const& good_manager, TerrainTypeManager const& terrain_type_manager,
ModifierManager const& modifier_manager, ast::NodeCPtr root
);
bool generate_modifiers(ModifierManager& modifier_manager) const;
};
}
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