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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>;
}
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