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#pragma once

#include <concepts>
#include <string>
#include <string_view>

#include "openvic-simulation/military/UnitType.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/utility/Getters.hpp"

namespace OpenVic {
   template<UnitType::branch_t Branch>
   struct UnitInstance {
      using _UnitType = UnitTypeBranched<Branch>;

   private:
      std::string PROPERTY(unit_name);
      _UnitType const& PROPERTY(unit_type);

      fixed_point_t PROPERTY_RW(organisation);
      fixed_point_t PROPERTY_RW(morale);
      fixed_point_t PROPERTY_RW(strength);

   protected:
      UnitInstance(std::string_view new_unit_name, _UnitType const& new_unit_type) :
         unit_name { new_unit_name },
         unit_type { new_unit_type },
         organisation { new_unit_type.get_default_organisation() }, //TODO: modifiers
         morale { 0 }, //TODO: modifiers
         strength { new_unit_type.get_max_strength() } {}

   public:
      UnitInstance(UnitInstance&&) = default;

      void set_unit_name(std::string_view new_unit_name) {
         unit_name = new_unit_name;
      }
   };

   struct Pop;

   template<UnitType::branch_t>
   struct UnitInstanceBranched;

   template<>
   struct UnitInstanceBranched<UnitType::branch_t::LAND> : UnitInstance<UnitType::branch_t::LAND> {
      friend struct UnitInstanceManager;

   private:
      Pop* PROPERTY(pop);

      UnitInstanceBranched(std::string_view new_name, RegimentType const& new_regiment_type, Pop* new_pop);

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

   using RegimentInstance = UnitInstanceBranched<UnitType::branch_t::LAND>;

   template<>
   struct UnitInstanceBranched<UnitType::branch_t::NAVAL> : UnitInstance<UnitType::branch_t::NAVAL> {
      friend struct UnitInstanceManager;

   private:
      UnitInstanceBranched(std::string_view new_name, ShipType const& new_ship_type);

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

   using ShipInstance = UnitInstanceBranched<UnitType::branch_t::NAVAL>;
}