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path: root/src/openvic-simulation/military/UnitInstanceGroup.hpp
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#pragma once

#include <string>
#include <string_view>
#include <vector>

#include <plf_colony.h>

#include "openvic-simulation/map/ProvinceInstance.hpp"
#include "openvic-simulation/military/UnitInstance.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/utility/Getters.hpp"
#include "openvic-simulation/utility/Utility.hpp"

namespace OpenVic {
   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);
   };

   template<UnitType::branch_t>
   struct LeaderBranched;

   struct CountryInstance;

   template<UnitType::branch_t>
   struct UnitInstanceGroupBranched;

   template<UnitType::branch_t Branch>
   struct UnitInstanceGroup {
      using _UnitInstance = UnitInstanceBranched<Branch>;
      using _Leader = LeaderBranched<Branch>;

   private:
      std::string PROPERTY(name);
      std::vector<_UnitInstance*> PROPERTY(units);
      _Leader* PROPERTY(leader);

      MovementInfo PROPERTY_REF(movement_info);

   protected:
      ProvinceInstance* PROPERTY_ACCESS(position, protected);
      CountryInstance* PROPERTY_ACCESS(country, protected);

      UnitInstanceGroup(
         std::string_view new_name,
         std::vector<_UnitInstance*>&& new_units,
         _Leader* new_leader,
         CountryInstance* new_country
      ) : name { new_name },
         units { std::move(new_units) },
         leader { nullptr },
         position { nullptr },
         country { new_country } {
         set_leader(new_leader);
      }

   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](_UnitInstance 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 (_UnitInstance 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;
      }

      void set_position(ProvinceInstance* new_position) {
         if (position != new_position) {
            if (position != nullptr) {
               position->remove_unit_instance_group(*this);
            }

            position = new_position;

            if (position != nullptr) {
               position->add_unit_instance_group(*this);
            }
         }
      }

      bool set_leader(_Leader* new_leader) {
         bool ret = true;

         if (leader != new_leader) {
            if (leader != nullptr) {
               if (leader->unit_instance_group == this) {
                  leader->unit_instance_group = nullptr;
               } else {
                  Logger::error(
                     "Mismatch between leader and unit instance group: group ", name, " has leader ",
                     leader->get_name(), " but the leader has group ", leader->get_unit_instance_group() != nullptr
                        ? leader->get_unit_instance_group()->get_name() : "NULL"
                  );
                  ret = false;
               }
            }

            leader = new_leader;

            if (leader != nullptr) {
               if (leader->unit_instance_group != nullptr) {
                  if (leader->unit_instance_group != this) {
                     ret &= leader->unit_instance_group->set_leader(nullptr);
                  } else {
                     Logger::error("Leader ", leader->get_name(), " already leads group ", name, "!");
                     ret = false;
                  }
               }

               leader->unit_instance_group = static_cast<UnitInstanceGroupBranched<Branch>*>(this);
            }
         }

         return ret;
      }
   };

   template<>
   struct UnitInstanceGroupBranched<UnitType::branch_t::LAND> : UnitInstanceGroup<UnitType::branch_t::LAND> {
      friend struct UnitInstanceManager;

   private:
      UnitInstanceGroupBranched(
         std::string_view new_name,
         std::vector<RegimentInstance*>&& new_units,
         _Leader* new_leader,
         CountryInstance* new_country
      );

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

   using ArmyInstance = UnitInstanceGroupBranched<UnitType::branch_t::LAND>;

   template<>
   struct UnitInstanceGroupBranched<UnitType::branch_t::NAVAL> : UnitInstanceGroup<UnitType::branch_t::NAVAL> {
      friend struct UnitInstanceManager;

   private:
      std::vector<ArmyInstance const*> PROPERTY(carried_armies);

      UnitInstanceGroupBranched(
         std::string_view new_name,
         std::vector<ShipInstance*>&& new_ships,
         _Leader* new_leader,
         CountryInstance* new_country
      );

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

   using NavyInstance = UnitInstanceGroupBranched<UnitType::branch_t::NAVAL>;

   struct RegimentDeployment;
   struct ShipDeployment;
   struct MapInstance;
   struct ArmyDeployment;
   struct NavyDeployment;
   struct Deployment;

   struct UnitInstanceManager {
   private:
      plf::colony<RegimentInstance> PROPERTY(regiments);
      plf::colony<ShipInstance> PROPERTY(ships);

      plf::colony<ArmyInstance> PROPERTY(armies);
      plf::colony<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);
   };
}