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#include "StaticModifierCache.hpp"
#include "openvic-simulation/modifier/Modifier.hpp"
using namespace OpenVic;
StaticModifierCache::StaticModifierCache()
: // Country modifiers
very_easy_player { nullptr },
easy_player { nullptr },
hard_player { nullptr },
very_hard_player { nullptr },
very_easy_ai { nullptr },
easy_ai { nullptr },
hard_ai { nullptr },
very_hard_ai { nullptr },
base_modifier { nullptr },
war { nullptr },
peace { nullptr },
disarming { nullptr },
war_exhaustion { nullptr },
infamy { nullptr },
debt_default_to { nullptr },
bad_debter { nullptr },
great_power { nullptr },
secondary_power { nullptr },
civilised { nullptr },
uncivilised { nullptr },
literacy { nullptr },
plurality { nullptr },
generalised_debt_default { nullptr },
total_occupation { nullptr },
total_blockaded { nullptr },
in_bankruptcy { nullptr },
// Province modifiers
overseas { nullptr },
coastal { nullptr },
non_coastal { nullptr },
coastal_sea { nullptr },
sea_zone { nullptr },
land_province { nullptr },
blockaded { nullptr },
no_adjacent_controlled { nullptr },
core { nullptr },
has_siege { nullptr },
occupied { nullptr },
nationalism { nullptr },
infrastructure { nullptr } {}
bool StaticModifierCache::load_static_modifiers(ModifierManager& modifier_manager) {
bool ret = true;
const auto set_static_modifier = [&modifier_manager, &ret](
Modifier const*& modifier, std::string_view name, fixed_point_t multiplier = 1
) -> void {
Modifier* mutable_modifier = modifier_manager.static_modifiers.get_item_by_identifier(name);
if (mutable_modifier != nullptr) {
if (multiplier != fixed_point_t::_1()) {
*mutable_modifier *= multiplier;
}
modifier = mutable_modifier;
} else {
Logger::error("Failed to set static modifier: ", name);
ret = false;
}
};
// Country modifiers
set_static_modifier(very_easy_player, "very_easy_player");
set_static_modifier(easy_player, "easy_player");
set_static_modifier(hard_player, "hard_player");
set_static_modifier(very_hard_player, "very_hard_player");
set_static_modifier(very_easy_ai, "very_easy_ai");
set_static_modifier(easy_ai, "easy_ai");
set_static_modifier(hard_ai, "hard_ai");
set_static_modifier(very_hard_ai, "very_hard_ai");
set_static_modifier(base_modifier, "base_values");
set_static_modifier(war, "war");
set_static_modifier(peace, "peace");
set_static_modifier(disarming, "disarming");
set_static_modifier(war_exhaustion, "war_exhaustion");
set_static_modifier(infamy, "badboy");
set_static_modifier(debt_default_to, "debt_default_to");
set_static_modifier(bad_debter, "bad_debter");
set_static_modifier(great_power, "great_power");
set_static_modifier(secondary_power, "second_power");
set_static_modifier(civilised, "civ_nation");
set_static_modifier(uncivilised, "unciv_nation");
set_static_modifier(literacy, "average_literacy");
set_static_modifier(plurality, "plurality");
set_static_modifier(generalised_debt_default, "generalised_debt_default");
set_static_modifier(total_occupation, "total_occupation", 100);
set_static_modifier(total_blockaded, "total_blockaded");
set_static_modifier(in_bankruptcy, "in_bankrupcy");
// Province modifiers
set_static_modifier(overseas, "overseas");
set_static_modifier(coastal, "coastal");
set_static_modifier(non_coastal, "non_coastal");
set_static_modifier(coastal_sea, "coastal_sea");
set_static_modifier(sea_zone, "sea_zone");
set_static_modifier(land_province, "land_province");
set_static_modifier(blockaded, "blockaded");
set_static_modifier(no_adjacent_controlled, "no_adjacent_controlled");
set_static_modifier(core, "core");
set_static_modifier(has_siege, "has_siege");
set_static_modifier(occupied, "occupied");
set_static_modifier(nationalism, "nationalism");
set_static_modifier(infrastructure, "infrastructure");
return ret;
}
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