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#pragma once
#include "openvic-simulation/misc/Modifier.hpp"
#include "openvic-simulation/scripts/ConditionScript.hpp"
#include "openvic-simulation/scripts/EffectScript.hpp"
#include "openvic-simulation/types/EnumBitfield.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/utility/Getters.hpp"
namespace OpenVic {
struct WargoalTypeManager;
enum class peace_options_t : uint32_t {
NO_PEACE_OPTIONS = 0,
PO_ANNEX = 1 << 0,
PO_DEMAND_STATE = 1 << 1,
PO_COLONY = 1 << 2,
PO_ADD_TO_SPHERE = 1 << 3,
PO_DISARMAMENT = 1 << 4,
PO_REMOVE_FORTS = 1 << 5,
PO_REMOVE_NAVAL_BASES = 1 << 6,
PO_REPARATIONS = 1 << 7,
PO_REPAY_DEBT = 1 << 8,
PO_REMOVE_PRESTIGE = 1 << 9,
PO_MAKE_PUPPET = 1 << 10,
PO_RELEASE_PUPPET = 1 << 11,
PO_STATUS_QUO = 1 << 12,
PO_INSTALL_COMMUNISM = 1 << 13,
PO_REMOVE_COMMUNISM = 1 << 14,
PO_REMOVE_CORES = 1 << 15, // only usable with ANNEX, DEMAND_STATE, or TRANSFER_PROVINCES
PO_TRANSFER_PROVINCES = 1 << 16,
PO_CLEAR_UNION_SPHERE = 1 << 17
};
template<> struct enable_bitfield<peace_options_t> : std::true_type{};
struct WargoalType : HasIdentifier {
friend struct WargoalTypeManager;
using sprite_t = uint8_t;
enum class PEACE_MODIFIERS {
BADBOY_FACTOR,
PRESTIGE_FACTOR,
PEACE_COST_FACTOR,
PENALTY_FACTOR,
BREAK_TRUCE_PRESTIGE_FACTOR,
BREAK_TRUCE_INFAMY_FACTOR,
BREAK_TRUCE_MILITANCY_FACTOR,
GOOD_RELATION_PRESTIGE_FACTOR,
GOOD_RELATION_INFAMY_FACTOR,
GOOD_RELATION_MILITANCY_FACTOR,
WAR_SCORE_BATTLE_FACTOR,
CONSTRUCTION_SPEED
};
using peace_modifiers_t = fixed_point_map_t<PEACE_MODIFIERS>;
private:
std::string PROPERTY(war_name);
const Timespan PROPERTY(available_length);
const Timespan PROPERTY(truce_length);
const sprite_t PROPERTY(sprite_index);
const bool PROPERTY_CUSTOM_PREFIX(triggered_only, is); // only able to be added via effects or on_actions
const bool PROPERTY_CUSTOM_PREFIX(civil_war, is);
const bool PROPERTY(constructing); // can be added to existing wars or justified
const bool PROPERTY(crisis); // able to be added to crises
const bool PROPERTY_CUSTOM_PREFIX(great_war_obligatory, is); // automatically add to great war peace offers/demands
const bool PROPERTY_CUSTOM_PREFIX(mutual, is); // attacked and defender share wargoal
const bool PROPERTY(all_allowed_states); // take all valid states rather than just one
const bool PROPERTY(always); // available without justifying
peace_modifiers_t PROPERTY(modifiers);
peace_options_t PROPERTY(peace_options);
ConditionScript PROPERTY(can_use);
ConditionScript PROPERTY(is_valid);
ConditionScript PROPERTY(allowed_states);
ConditionScript PROPERTY(allowed_substate_regions);
ConditionScript PROPERTY(allowed_states_in_crisis);
ConditionScript PROPERTY(allowed_countries);
EffectScript PROPERTY(on_add);
EffectScript PROPERTY(on_po_accepted);
WargoalType(
std::string_view new_identifier, std::string_view new_war_name, Timespan new_available_length,
Timespan new_truce_length, sprite_t new_sprite_index, bool new_triggered_only, bool new_civil_war,
bool new_constructing, bool new_crisis, bool new_great_war_obligatory, bool new_mutual,
bool new_all_allowed_states, bool new_always, peace_modifiers_t&& new_modifiers, peace_options_t new_peace_options,
ConditionScript&& new_can_use, ConditionScript&& new_is_valid, ConditionScript&& new_allowed_states,
ConditionScript&& new_allowed_substate_regions, ConditionScript&& new_allowed_states_in_crisis,
ConditionScript&& new_allowed_countries, EffectScript&& new_on_add, EffectScript&& new_on_po_accepted
);
bool parse_scripts(GameManager& game_manager);
public:
WargoalType(WargoalType&&) = default;
};
struct WargoalTypeManager {
private:
IdentifierRegistry<WargoalType> IDENTIFIER_REGISTRY(wargoal_type);
std::vector<WargoalType const*> PROPERTY(peace_priorities);
public:
bool add_wargoal_type(
std::string_view identifier, std::string_view war_name, Timespan available_length,
Timespan truce_length, WargoalType::sprite_t sprite_index, bool triggered_only, bool civil_war,
bool constructing, bool crisis, bool great_war_obligatory, bool mutual, bool all_allowed_states,
bool always, WargoalType::peace_modifiers_t&& modifiers, peace_options_t peace_options,
ConditionScript&& can_use, ConditionScript&& is_valid, ConditionScript&& allowed_states,
ConditionScript&& allowed_substate_regions, ConditionScript&& allowed_states_in_crisis,
ConditionScript&& allowed_countries, EffectScript&& on_add, EffectScript&& on_po_accepted
);
bool load_wargoal_file(ast::NodeCPtr root);
bool parse_scripts(GameManager& game_manager);
};
} // namespace OpenVic
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