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#pragma once
#include <concepts>
#include <string>
#include <string_view>
#include <vector>
#include "openvic-simulation/military/Leader.hpp"
#include "openvic-simulation/military/UnitType.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/utility/Getters.hpp"
namespace OpenVic {
template<std::derived_from<UnitType> T>
struct UnitInstance {
private:
std::string PROPERTY(unit_name);
T const& PROPERTY(unit_type); //can't change
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, T 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;
struct RegimentInstance : UnitInstance<RegimentType> {
friend struct UnitInstanceManager;
private:
Pop* PROPERTY(pop);
RegimentInstance(std::string_view new_name, RegimentType const& new_regiment_type, Pop* new_pop);
public:
RegimentInstance(RegimentInstance&&) = default;
};
struct ShipInstance : UnitInstance<ShipType> {
friend struct UnitInstanceManager;
private:
ShipInstance(std::string_view new_name, ShipType const& new_ship_type);
public:
ShipInstance(ShipInstance&&) = default;
};
struct ProvinceInstance;
struct MovementInfo {
private:
std::vector<ProvinceInstance const*> PROPERTY(path);
fixed_point_t PROPERTY(movement_progress);
public:
MovementInfo();
// contains/calls pathfinding logic
MovementInfo(ProvinceInstance const* starting_province, ProvinceInstance const* target_province);
};
struct CountryInstance;
template<utility::is_derived_from_specialization_of<UnitInstance> I>
struct UnitInstanceGroup {
private:
std::string PROPERTY(name);
const UnitType::branch_t PROPERTY(branch);
std::vector<I*> PROPERTY(units);
Leader const* PROPERTY(leader);
MovementInfo PROPERTY_REF(movement_info);
protected:
ProvinceInstance* PROPERTY_ACCESS(position, protected);
CountryInstance* PROPERTY_ACCESS(country, protected);
UnitInstanceGroup(
std::string_view new_name,
UnitType::branch_t new_branch,
std::vector<I*>&& new_units,
Leader const* new_leader,
CountryInstance* new_country
) : name { new_name },
branch { new_branch },
units { std::move(new_units) },
leader { new_leader },
position { nullptr },
country { new_country } {}
public:
UnitInstanceGroup(UnitInstanceGroup&&) = default;
UnitInstanceGroup(UnitInstanceGroup const&) = delete;
void set_name(std::string_view new_name) {
name = new_name;
}
size_t get_unit_count() const {
return units.size();
}
bool empty() const {
return units.empty();
}
size_t get_unit_category_count(UnitType::unit_category_t unit_category) const {
return std::count_if(units.begin(), units.end(), [unit_category](I const* unit) {
return unit->unit_type.get_unit_category() == unit_category;
});
}
UnitType const* get_display_unit_type() const {
if (units.empty()) {
return nullptr;
}
fixed_point_map_t<UnitType const*> weighted_unit_types;
for (I const* unit : units) {
UnitType const& unit_type = unit->get_unit_type();
weighted_unit_types[&unit_type] += unit_type.get_weighted_value();
}
return get_largest_item_tie_break(
weighted_unit_types,
[](UnitType const* lhs, UnitType const* rhs) -> bool {
return lhs->get_weighted_value() < rhs->get_weighted_value();
}
)->first;
}
virtual void set_position(ProvinceInstance* new_position) = 0;
};
struct ArmyInstance : UnitInstanceGroup<RegimentInstance> {
friend struct UnitInstanceManager;
private:
ArmyInstance(
std::string_view new_name,
std::vector<RegimentInstance*>&& new_units,
Leader const* new_leader,
CountryInstance* new_country
);
public:
ArmyInstance(ArmyInstance&&) = default;
void set_position(ProvinceInstance* new_position) override;
};
struct NavyInstance : UnitInstanceGroup<ShipInstance> {
friend struct UnitInstanceManager;
private:
std::vector<ArmyInstance const*> PROPERTY(carried_armies);
NavyInstance(
std::string_view new_name,
std::vector<ShipInstance*>&& new_ships,
Leader const* new_leader,
CountryInstance* new_country
);
public:
NavyInstance(NavyInstance&&) = default;
void set_position(ProvinceInstance* new_position) override;
};
struct RegimentDeployment;
struct ShipDeployment;
struct MapInstance;
struct ArmyDeployment;
struct NavyDeployment;
struct Deployment;
struct UnitInstanceManager {
private:
std::deque<RegimentInstance> PROPERTY(regiments);
std::deque<ShipInstance> PROPERTY(ships);
std::deque<ArmyInstance> PROPERTY(armies);
std::deque<NavyInstance> PROPERTY(navies);
bool generate_regiment(RegimentDeployment const& regiment_deployment, RegimentInstance*& regiment);
bool generate_ship(ShipDeployment const& ship_deployment, ShipInstance*& ship);
bool generate_army(MapInstance& map_instance, CountryInstance& country, ArmyDeployment const& army_deployment);
bool generate_navy(MapInstance& map_instance, CountryInstance& country, NavyDeployment const& navy_deployment);
public:
bool generate_deployment(MapInstance& map_instance, CountryInstance& country, Deployment const* deployment);
};
}
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