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#pragma once

#include <cstdint>

#include "openvic-simulation/misc/Modifier.hpp"
#include "openvic-simulation/politics/Government.hpp"
#include "openvic-simulation/politics/Ideology.hpp"
#include "openvic-simulation/scripts/ConditionalWeight.hpp"
#include "openvic-simulation/scripts/EffectScript.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/types/OrderedContainers.hpp"

namespace OpenVic {
   struct RebelManager;

   struct RebelType : HasIdentifier {
      friend struct RebelManager;

      using government_map_t = ordered_map<GovernmentType const*, GovernmentType const*>;
      using icon_t = uint16_t;

      enum class area_t {
         NATION, NATION_RELIGION, NATION_CULTURE,
         CULTURE, CULTURE_GROUP, RELIGION, ALL
      };

      enum class defection_t {
         NONE, CULTURE, CULTURE_GROUP, RELIGION,
         IDEOLOGY, PAN_NATIONALIST, ANY
      };

      enum class independence_t {
         NONE, CULTURE, CULTURE_GROUP, RELIGION,
         COLONIAL, PAN_NATIONALIST, ANY
      };

   private:
      const icon_t PROPERTY(icon);
      const area_t PROPERTY(area);
      const bool PROPERTY_CUSTOM_PREFIX(break_alliance_on_win, will);
      government_map_t PROPERTY(desired_governments); //government
      const defection_t PROPERTY_CUSTOM_NAME(defection, get_defection_type);
      const independence_t PROPERTY_CUSTOM_NAME(independence, get_independence_type);
      const uint16_t PROPERTY(defect_delay);
      Ideology const* PROPERTY(ideology);
      const bool PROPERTY_CUSTOM_PREFIX(allow_all_cultures, will);
      const bool PROPERTY_CUSTOM_PREFIX(allow_all_culture_groups, will);
      const bool PROPERTY_CUSTOM_PREFIX(allow_all_religions, will);
      const bool PROPERTY_CUSTOM_PREFIX(allow_all_ideologies, will);
      const bool PROPERTY_CUSTOM_PREFIX(resilient, is);
      const bool PROPERTY_CUSTOM_PREFIX(reinforcing, is);
      const bool PROPERTY_CUSTOM_PREFIX(general, can_have);
      const bool PROPERTY_CUSTOM_PREFIX(smart, is);
      const bool PROPERTY_CUSTOM_NAME(unit_transfer, will_transfer_units);
      const fixed_point_t PROPERTY(occupation_mult);
      ConditionalWeight PROPERTY(will_rise);
      ConditionalWeight PROPERTY(spawn_chance);
      ConditionalWeight PROPERTY(movement_evaluation);
      ConditionScript PROPERTY(siege_won_trigger);
      EffectScript PROPERTY(siege_won_effect);
      ConditionScript PROPERTY(demands_enforced_trigger);
      EffectScript PROPERTY(demands_enforced_effect);

      RebelType(
         std::string_view new_identifier, RebelType::icon_t icon, RebelType::area_t area, bool break_alliance_on_win,
         RebelType::government_map_t&& desired_governments, RebelType::defection_t defection,
         RebelType::independence_t independence, uint16_t defect_delay, Ideology const* ideology, bool allow_all_cultures,
         bool allow_all_culture_groups, bool allow_all_religions, bool allow_all_ideologies, bool resilient,
         bool reinforcing, bool general, bool smart, bool unit_transfer, fixed_point_t occupation_mult,
         ConditionalWeight&& new_will_rise, ConditionalWeight&& new_spawn_chance,
         ConditionalWeight&& new_movement_evaluation, ConditionScript&& new_siege_won_trigger,
         EffectScript&& new_siege_won_effect, ConditionScript&& new_demands_enforced_trigger,
         EffectScript&& new_demands_enforced_effect
      );

      bool parse_scripts(GameManager& game_manager);

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

   struct RebelManager {
   private:
      IdentifierRegistry<RebelType> IDENTIFIER_REGISTRY(rebel_type);

   public:
      bool add_rebel_type(
         std::string_view new_identifier, RebelType::icon_t icon, RebelType::area_t area, bool break_alliance_on_win,
         RebelType::government_map_t&& desired_governments, RebelType::defection_t defection,
         RebelType::independence_t independence, uint16_t defect_delay, Ideology const* ideology, bool allow_all_cultures,
         bool allow_all_culture_groups, bool allow_all_religions, bool allow_all_ideologies, bool resilient,
         bool reinforcing, bool general, bool smart, bool unit_transfer, fixed_point_t occupation_mult,
         ConditionalWeight&& will_rise, ConditionalWeight&& spawn_chance, ConditionalWeight&& movement_evaluation,
         ConditionScript&& siege_won_trigger, EffectScript&& siege_won_effect, ConditionScript&& demands_enforced_trigger,
         EffectScript&& demands_enforced_effect
      );

      bool load_rebels_file(IdeologyManager const& ideology_manager, GovernmentTypeManager const& government_type_manager, ast::NodeCPtr root);
      bool generate_modifiers(ModifierManager& modifier_manager) const;

      bool parse_scripts(GameManager& game_manager);
   };
}