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#pragma once
#include "openvic-simulation/military/UnitType.hpp"
#include "openvic-simulation/types/IndexedMap.hpp"
#include "openvic-simulation/utility/Getters.hpp"
namespace OpenVic {
struct ModifierEffect;
struct ModifierManager;
struct BuildingTypeManager;
struct BuildingType;
struct GoodDefinitionManager;
struct GoodDefinition;
struct RebelManager;
struct RebelType;
struct PopManager;
struct Strata;
struct TechnologyManager;
struct TechnologyFolder;
struct ModifierEffectCache {
friend struct ModifierManager;
friend struct BuildingTypeManager;
friend struct GoodDefinitionManager;
friend struct UnitTypeManager;
friend struct RebelManager;
friend struct PopManager;
friend struct TechnologyManager;
private:
/* Tech/inventions only */
ModifierEffect const* PROPERTY(cb_creation_speed);
ModifierEffect const* PROPERTY(combat_width_additive);
ModifierEffect const* PROPERTY(plurality);
ModifierEffect const* PROPERTY(pop_growth);
ModifierEffect const* PROPERTY(prestige_gain_multiplier);
ModifierEffect const* PROPERTY(regular_experience_level);
ModifierEffect const* PROPERTY(reinforce_rate);
ModifierEffect const* PROPERTY(separatism);
ModifierEffect const* PROPERTY(shared_prestige);
ModifierEffect const* PROPERTY(tax_eff);
/* Country Modifier Effects */
ModifierEffect const* PROPERTY(administrative_efficiency);
ModifierEffect const* PROPERTY(administrative_efficiency_modifier);
ModifierEffect const* PROPERTY(artisan_input);
ModifierEffect const* PROPERTY(artisan_output);
ModifierEffect const* PROPERTY(artisan_throughput);
ModifierEffect const* PROPERTY(badboy);
ModifierEffect const* PROPERTY(cb_generation_speed_modifier);
ModifierEffect const* PROPERTY(civilization_progress_modifier);
ModifierEffect const* PROPERTY(colonial_life_rating);
ModifierEffect const* PROPERTY(colonial_migration);
ModifierEffect const* PROPERTY(colonial_points);
ModifierEffect const* PROPERTY(colonial_prestige);
ModifierEffect const* PROPERTY(core_pop_consciousness_modifier);
ModifierEffect const* PROPERTY(core_pop_militancy_modifier);
ModifierEffect const* PROPERTY(dig_in_cap);
ModifierEffect const* PROPERTY(diplomatic_points);
ModifierEffect const* PROPERTY(diplomatic_points_modifier);
ModifierEffect const* PROPERTY(education_efficiency);
ModifierEffect const* PROPERTY(education_efficiency_modifier);
ModifierEffect const* PROPERTY(factory_cost);
ModifierEffect const* PROPERTY(factory_input);
ModifierEffect const* PROPERTY(factory_maintenance);
ModifierEffect const* PROPERTY(factory_output);
ModifierEffect const* PROPERTY(factory_owner_cost);
ModifierEffect const* PROPERTY(factory_throughput);
ModifierEffect const* PROPERTY(global_assimilation_rate);
ModifierEffect const* PROPERTY(global_immigrant_attract);
ModifierEffect const* PROPERTY(global_pop_consciousness_modifier);
ModifierEffect const* PROPERTY(global_pop_militancy_modifier);
ModifierEffect const* PROPERTY(global_population_growth);
ModifierEffect const* PROPERTY(goods_demand);
ModifierEffect const* PROPERTY(import_cost);
ModifierEffect const* PROPERTY(increase_research);
ModifierEffect const* PROPERTY(influence);
ModifierEffect const* PROPERTY(influence_modifier);
ModifierEffect const* PROPERTY(issue_change_speed);
ModifierEffect const* PROPERTY(land_attack_modifier);
ModifierEffect const* PROPERTY(land_attrition);
ModifierEffect const* PROPERTY(land_defense_modifier);
ModifierEffect const* PROPERTY(land_organisation);
ModifierEffect const* PROPERTY(land_unit_start_experience);
ModifierEffect const* PROPERTY(leadership);
ModifierEffect const* PROPERTY(leadership_modifier);
ModifierEffect const* PROPERTY(literacy_con_impact);
ModifierEffect const* PROPERTY(loan_interest);
ModifierEffect const* PROPERTY(max_loan_modifier);
ModifierEffect const* PROPERTY(max_military_spending);
ModifierEffect const* PROPERTY(max_national_focus);
ModifierEffect const* PROPERTY(max_social_spending);
ModifierEffect const* PROPERTY(max_tariff);
ModifierEffect const* PROPERTY(max_tax);
ModifierEffect const* PROPERTY(max_war_exhaustion);
ModifierEffect const* PROPERTY(military_tactics);
ModifierEffect const* PROPERTY(min_military_spending);
ModifierEffect const* PROPERTY(min_social_spending);
ModifierEffect const* PROPERTY(min_tariff);
ModifierEffect const* PROPERTY(min_tax);
ModifierEffect const* PROPERTY(minimum_wage);
ModifierEffect const* PROPERTY(mobilisation_economy_impact);
ModifierEffect const* PROPERTY(mobilisation_size);
ModifierEffect const* PROPERTY(mobilization_impact);
ModifierEffect const* PROPERTY(naval_attack_modifier);
ModifierEffect const* PROPERTY(naval_attrition);
ModifierEffect const* PROPERTY(naval_defense_modifier);
ModifierEffect const* PROPERTY(naval_organisation);
ModifierEffect const* PROPERTY(naval_unit_start_experience);
ModifierEffect const* PROPERTY(non_accepted_pop_consciousness_modifier);
ModifierEffect const* PROPERTY(non_accepted_pop_militancy_modifier);
ModifierEffect const* PROPERTY(org_regain);
ModifierEffect const* PROPERTY(pension_level);
ModifierEffect const* PROPERTY(permanent_prestige);
ModifierEffect const* PROPERTY(political_reform_desire);
ModifierEffect const* PROPERTY(poor_savings_modifier);
ModifierEffect const* PROPERTY(prestige_monthly_gain);
ModifierEffect const* PROPERTY(reinforce_speed);
ModifierEffect const* PROPERTY(research_points);
ModifierEffect const* PROPERTY(research_points_modifier);
ModifierEffect const* PROPERTY(research_points_on_conquer);
ModifierEffect const* PROPERTY(rgo_output);
ModifierEffect const* PROPERTY(rgo_throughput);
ModifierEffect const* PROPERTY(ruling_party_support);
ModifierEffect const* PROPERTY(self_unciv_economic_modifier);
ModifierEffect const* PROPERTY(self_unciv_military_modifier);
ModifierEffect const* PROPERTY(social_reform_desire);
ModifierEffect const* PROPERTY(soldier_to_pop_loss);
ModifierEffect const* PROPERTY(supply_consumption);
ModifierEffect const* PROPERTY(supply_range);
ModifierEffect const* PROPERTY(suppression_points_modifier);
ModifierEffect const* PROPERTY(tariff_efficiency_modifier);
ModifierEffect const* PROPERTY(tax_efficiency);
ModifierEffect const* PROPERTY(unemployment_benefit);
ModifierEffect const* PROPERTY(unciv_economic_modifier);
ModifierEffect const* PROPERTY(unciv_military_modifier);
ModifierEffect const* PROPERTY(unit_recruitment_time);
ModifierEffect const* PROPERTY(war_exhaustion);
/* Province Modifier Effects */
ModifierEffect const* PROPERTY(assimilation_rate);
ModifierEffect const* PROPERTY(boost_strongest_party);
ModifierEffect const* PROPERTY(combat_width_percentage_change);
ModifierEffect const* PROPERTY(defence_terrain);
ModifierEffect const* PROPERTY(farm_rgo_eff);
ModifierEffect const* PROPERTY(farm_rgo_size);
ModifierEffect const* PROPERTY(immigrant_attract);
ModifierEffect const* PROPERTY(immigrant_push);
ModifierEffect const* PROPERTY(life_rating);
ModifierEffect const* PROPERTY(local_artisan_input);
ModifierEffect const* PROPERTY(local_artisan_output);
ModifierEffect const* PROPERTY(local_artisan_throughput);
ModifierEffect const* PROPERTY(local_factory_input);
ModifierEffect const* PROPERTY(local_factory_output);
ModifierEffect const* PROPERTY(local_factory_throughput);
ModifierEffect const* PROPERTY(local_repair);
ModifierEffect const* PROPERTY(local_rgo_output);
ModifierEffect const* PROPERTY(local_rgo_throughput);
ModifierEffect const* PROPERTY(local_ruling_party_support);
ModifierEffect const* PROPERTY(local_ship_build);
ModifierEffect const* PROPERTY(max_attrition);
ModifierEffect const* PROPERTY(mine_rgo_eff);
ModifierEffect const* PROPERTY(mine_rgo_size);
ModifierEffect const* PROPERTY(movement_cost_base);
ModifierEffect const* PROPERTY(movement_cost_percentage_change);
ModifierEffect const* PROPERTY(number_of_voters);
ModifierEffect const* PROPERTY(pop_consciousness_modifier);
ModifierEffect const* PROPERTY(pop_militancy_modifier);
ModifierEffect const* PROPERTY(population_growth);
ModifierEffect const* PROPERTY(supply_limit);
/* Military Modifier Effects */
ModifierEffect const* PROPERTY(attack);
ModifierEffect const* PROPERTY(attrition);
ModifierEffect const* PROPERTY(defence_leader);
ModifierEffect const* PROPERTY(experience);
ModifierEffect const* PROPERTY(morale);
ModifierEffect const* PROPERTY(organisation);
ModifierEffect const* PROPERTY(reconnaissance);
ModifierEffect const* PROPERTY(reliability);
ModifierEffect const* PROPERTY(speed);
/* BuildingType Effects */
public:
struct building_type_effects_t {
friend struct BuildingTypeManager;
private:
ModifierEffect const* PROPERTY(min_level);
ModifierEffect const* PROPERTY(max_level);
public:
building_type_effects_t();
};
private:
IndexedMap<BuildingType, building_type_effects_t> PROPERTY(building_type_effects);
/* GoodDefinition Effects */
public:
struct good_effects_t {
friend struct GoodDefinitionManager;
private:
ModifierEffect const* PROPERTY(artisan_goods_input);
ModifierEffect const* PROPERTY(artisan_goods_output);
ModifierEffect const* PROPERTY(artisan_goods_throughput);
ModifierEffect const* PROPERTY(factory_goods_input);
ModifierEffect const* PROPERTY(factory_goods_output);
ModifierEffect const* PROPERTY(factory_goods_throughput);
ModifierEffect const* PROPERTY(rgo_goods_output);
ModifierEffect const* PROPERTY(rgo_goods_throughput);
ModifierEffect const* PROPERTY(rgo_size);
public:
good_effects_t();
};
private:
IndexedMap<GoodDefinition, good_effects_t> PROPERTY(good_effects);
/* UnitType Effects */
public:
struct unit_type_effects_t {
friend struct UnitTypeManager;
private:
ModifierEffect const* PROPERTY(attack);
ModifierEffect const* PROPERTY(defence);
ModifierEffect const* PROPERTY(default_organisation);
ModifierEffect const* PROPERTY(maximum_speed);
ModifierEffect const* PROPERTY(build_time);
ModifierEffect const* PROPERTY(supply_consumption);
protected:
unit_type_effects_t();
};
struct regiment_type_effects_t : unit_type_effects_t {
friend struct UnitTypeManager;
private:
ModifierEffect const* PROPERTY(reconnaissance);
ModifierEffect const* PROPERTY(discipline);
ModifierEffect const* PROPERTY(support);
ModifierEffect const* PROPERTY(maneuver);
ModifierEffect const* PROPERTY(siege);
public:
regiment_type_effects_t();
};
struct ship_type_effects_t : unit_type_effects_t {
friend struct UnitTypeManager;
private:
ModifierEffect const* PROPERTY(colonial_points);
ModifierEffect const* PROPERTY(supply_consumption_score);
ModifierEffect const* PROPERTY(hull);
ModifierEffect const* PROPERTY(gun_power);
ModifierEffect const* PROPERTY(fire_range);
ModifierEffect const* PROPERTY(evasion);
ModifierEffect const* PROPERTY(torpedo_attack);
public:
ship_type_effects_t();
};
private:
regiment_type_effects_t PROPERTY(army_base_effects);
IndexedMap<RegimentType, regiment_type_effects_t> PROPERTY(regiment_type_effects);
ship_type_effects_t PROPERTY(navy_base_effects);
IndexedMap<ShipType, ship_type_effects_t> PROPERTY(ship_type_effects);
/* Rebel Effects */
ModifierEffect const* PROPERTY(rebel_org_gain_all);
IndexedMap<RebelType, ModifierEffect const*> PROPERTY(rebel_org_gain_effects);
/* Pop Effects */
public:
struct strata_effects_t {
friend struct PopManager;
private:
ModifierEffect const* PROPERTY(income_modifier);
ModifierEffect const* PROPERTY(vote);
ModifierEffect const* PROPERTY(life_needs);
ModifierEffect const* PROPERTY(everyday_needs);
ModifierEffect const* PROPERTY(luxury_needs);
public:
strata_effects_t();
};
private:
IndexedMap<Strata, strata_effects_t> PROPERTY(strata_effects);
/* Technology Effects */
IndexedMap<TechnologyFolder, ModifierEffect const*> PROPERTY(research_bonus_effects);
ModifierEffectCache();
public:
ModifierEffectCache(ModifierEffectCache&&) = default;
};
}
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