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#include "Invention.hpp"
#include "openvic-simulation/economy/BuildingType.hpp"
#include "openvic-simulation/map/Crime.hpp"
#include "openvic-simulation/military/UnitType.hpp"
using namespace OpenVic;
using namespace OpenVic::NodeTools;
Invention::Invention(
std::string_view new_identifier, ModifierValue&& new_values, bool new_news, unit_set_t&& new_activated_units,
building_set_t&& new_activated_buildings, crime_set_t&& new_enabled_crimes, bool new_unlock_gas_attack,
bool new_unlock_gas_defence, ConditionScript&& new_limit, ConditionalWeight&& new_chance
) : Modifier { new_identifier, std::move(new_values), 0 }, news { new_news },
activated_units { std::move(new_activated_units) }, activated_buildings { std::move(new_activated_buildings) },
enabled_crimes { std::move(new_enabled_crimes) }, unlock_gas_attack { new_unlock_gas_attack },
unlock_gas_defence { new_unlock_gas_defence }, limit { std::move(new_limit) }, chance { std::move(new_chance) } {}
bool Invention::parse_scripts(GameManager const& game_manager) {
bool ret = true;
ret &= limit.parse_script(false, game_manager);
ret &= chance.parse_scripts(game_manager);
return ret;
}
bool InventionManager::add_invention(
std::string_view identifier, ModifierValue&& values, bool news, Invention::unit_set_t&& activated_units,
Invention::building_set_t&& activated_buildings, Invention::crime_set_t&& enabled_crimes,
bool unlock_gas_attack, bool unlock_gas_defence, ConditionScript&& limit, ConditionalWeight&& chance
) {
if (identifier.empty()) {
Logger::error("Invalid invention identifier - empty!");
return false;
}
return inventions.add_item({
identifier, std::move(values), news, std::move(activated_units), std::move(activated_buildings),
std::move(enabled_crimes), unlock_gas_attack, unlock_gas_defence, std::move(limit), std::move(chance)
});
}
bool InventionManager::load_inventions_file(
ModifierManager const& modifier_manager, UnitTypeManager const& unit_type_manager, BuildingTypeManager const& building_type_manager,
CrimeManager const& crime_manager, ast::NodeCPtr root
) {
return expect_dictionary_reserve_length(
inventions, [this, &modifier_manager, &unit_type_manager, &building_type_manager, &crime_manager](
std::string_view identifier, ast::NodeCPtr value) -> bool {
ModifierValue loose_modifiers;
ModifierValue modifiers;
Invention::unit_set_t activated_units;
Invention::building_set_t activated_buildings;
Invention::crime_set_t enabled_crimes;
bool unlock_gas_attack = false;
bool unlock_gas_defence = false;
bool news = true; //defaults to true!
ConditionScript limit { scope_t::COUNTRY, scope_t::COUNTRY, scope_t::NO_SCOPE };
ConditionalWeight chance { scope_t::COUNTRY, scope_t::COUNTRY, scope_t::NO_SCOPE };
bool ret = modifier_manager.expect_modifier_value_and_keys(move_variable_callback(loose_modifiers),
"news", ZERO_OR_ONE, expect_bool(assign_variable_callback(news)),
"limit", ONE_EXACTLY, limit.expect_script(),
"chance", ONE_EXACTLY, chance.expect_conditional_weight(ConditionalWeight::BASE),
"effect", ZERO_OR_ONE, modifier_manager.expect_modifier_value_and_keys(
move_variable_callback(modifiers),
"gas_attack", ZERO_OR_ONE, expect_bool(assign_variable_callback(unlock_gas_attack)),
"gas_defence", ZERO_OR_ONE, expect_bool(assign_variable_callback(unlock_gas_defence)),
"activate_unit", ZERO_OR_MORE, unit_type_manager.expect_unit_type_identifier(set_callback_pointer(activated_units)),
"activate_building", ZERO_OR_MORE, building_type_manager.expect_building_type_identifier(
set_callback_pointer(activated_buildings)
),
"enable_crime", ZERO_OR_ONE, crime_manager.expect_crime_modifier_identifier(
set_callback_pointer(enabled_crimes)
)
)
)(value);
modifiers += loose_modifiers;
ret &= add_invention(
identifier, std::move(modifiers), news, std::move(activated_units), std::move(activated_buildings),
std::move(enabled_crimes), unlock_gas_attack, unlock_gas_defence, std::move(limit), std::move(chance)
);
return ret;
}
)(root);
}
bool InventionManager::parse_scripts(GameManager const& game_manager) {
bool ret = true;
for (Invention& invention : inventions.get_items()) {
ret &= invention.parse_scripts(game_manager);
}
return ret;
}
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