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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"
#define UNIT_PARAMS \
Unit::icon_t icon, std::string_view sprite, bool active, std::string_view unit_type, bool floating_flag, \
uint32_t priority, fixed_point_t max_strength, fixed_point_t default_organisation, fixed_point_t maximum_speed, \
fixed_point_t weighted_value, std::string_view move_sound, std::string_view select_sound, Timespan build_time, \
Good::good_map_t&& build_cost, fixed_point_t supply_consumption, Good::good_map_t&& supply_cost
#define LAND_PARAMS \
bool primary_culture, std::string_view sprite_override, std::string_view sprite_mount, \
std::string_view sprite_mount_attach_node, fixed_point_t reconnaissance, fixed_point_t attack, fixed_point_t defence, \
fixed_point_t discipline, fixed_point_t support, fixed_point_t maneuver, fixed_point_t siege
#define NAVY_PARAMS \
Unit::icon_t naval_icon, bool sail, bool transport, bool capital, fixed_point_t colonial_points, bool build_overseas, \
uint32_t min_port_level, int32_t limit_per_port, fixed_point_t supply_consumption_score, fixed_point_t hull, \
fixed_point_t gun_power, fixed_point_t fire_range, fixed_point_t evasion, fixed_point_t torpedo_attack
namespace OpenVic {
struct Unit : HasIdentifier {
using icon_t = uint32_t;
enum struct type_t { LAND, NAVAL };
private:
const type_t PROPERTY(type);
const icon_t PROPERTY(icon);
const std::string PROPERTY(sprite);
const bool PROPERTY_CUSTOM_PREFIX(active, is);
const std::string 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);
const std::string PROPERTY(move_sound);
const std::string PROPERTY(select_sound);
const Timespan PROPERTY(build_time);
const Good::good_map_t PROPERTY(build_cost);
const fixed_point_t PROPERTY(supply_consumption);
const Good::good_map_t PROPERTY(supply_cost);
protected:
Unit(std::string_view identifier, type_t type, UNIT_PARAMS);
public:
Unit(Unit&&) = default;
};
struct LandUnit : Unit {
friend struct UnitManager;
private:
const bool PROPERTY_CUSTOM_PREFIX(primary_culture, is);
const std::string PROPERTY(sprite_override);
const std::string PROPERTY(sprite_mount);
const 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 identifier, UNIT_PARAMS, LAND_PARAMS);
public:
LandUnit(LandUnit&&) = default;
};
struct NavalUnit : Unit {
friend struct UnitManager;
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 identifier, UNIT_PARAMS, NAVY_PARAMS);
public:
NavalUnit(NavalUnit&&) = default;
};
struct UnitManager {
private:
IdentifierRegistry<Unit> IDENTIFIER_REGISTRY(unit);
bool _check_shared_parameters(std::string_view identifier, UNIT_PARAMS);
public:
bool add_land_unit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
bool add_naval_unit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS);
static NodeTools::callback_t<std::string_view> expect_type_str(NodeTools::Callback<Unit::type_t> auto callback);
bool load_unit_file(GoodManager const& good_manager, ast::NodeCPtr root);
bool generate_modifiers(ModifierManager& modifier_manager);
};
}
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