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path: root/src/openvic-simulation/units/Unit.cpp
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#include "Unit.hpp"
#include "GameManager.hpp"
#include "dataloader/NodeTools.hpp"

#define EXTRA_ARGS icon, sprite, active, type, floating_flag, priority, max_strength, \
               default_organisation, maximum_speed, weighted_value, build_time, build_cost, supply_consumption, \
               supply_cost, supply_consumption_score
#define FOR_SUPER(cat) identifier, cat, EXTRA_ARGS


using namespace OpenVic;
using namespace OpenVic::NodeTools;

Unit::Unit(std::string_view identifier, UnitCategory category, UNIT_PARAMS) : HasIdentifier { identifier },
   category { category }, icon { icon }, sprite { sprite }, active { active }, type { type },
   floating_flag { floating_flag }, priority { priority }, max_strength { max_strength },
   default_organisation { default_organisation }, maximum_speed { maximum_speed }, weighted_value { weighted_value },
   build_time { build_time }, build_cost { build_cost }, supply_consumption { supply_consumption }, supply_cost { supply_cost },
   supply_consumption_score { supply_consumption_score } {}

Unit::icon_t Unit::get_icon() const {
   return icon;
}

Unit::sprite_t Unit::get_sprite() const {
   return sprite;
}

bool Unit::is_active() const {
   return active;
}

UnitType Unit::get_type() const {
   return type;
}

bool Unit::has_floating_flag() const {
   return floating_flag;
}

uint32_t Unit::get_priority() const {
   return priority;
}

uint32_t Unit::get_max_strength() const {
   return max_strength;
}

uint32_t Unit::get_default_organisation() const {
   return default_organisation;
}

uint32_t Unit::get_maximum_speed() const {
   return maximum_speed;
}

uint32_t Unit::get_build_time() const {
   return build_time;
}

fixed_point_t Unit::get_weighted_value() const {
   return weighted_value;
}

std::map<const Good*, fixed_point_t> Unit::get_build_cost() const {
   return build_cost;
}

fixed_point_t Unit::get_supply_consumption() const {
   return supply_consumption;
}

std::map<const Good*, fixed_point_t> Unit::get_supply_cost() const {
   return supply_cost;
}

uint32_t Unit::get_supply_consumption_score() const {
   return supply_consumption_score;
}

LandUnit::LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) : Unit { FOR_SUPER(UnitCategory::LAND) },
   reconnaisance { reconnaisance }, attack { attack }, defence { defence }, discipline { discipline }, support { support },
   maneuver { maneuver }, siege { siege } {}

uint32_t LandUnit::get_reconnaisance() const {
   return reconnaisance;
}

uint32_t LandUnit::get_attack() const {
   return attack;
}

uint32_t LandUnit::get_defence() const {
   return defence;
}

uint32_t LandUnit::get_discipline() const {
   return discipline;
}

uint32_t LandUnit::get_support() const {
   return support;
}

uint32_t LandUnit::get_maneuver() const {
   return maneuver;
}

uint32_t LandUnit::get_siege() const {
   return siege;
}

NavalUnit::NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) : Unit { FOR_SUPER(UnitCategory::NAVAL) },
   naval_icon { naval_icon }, sail { sail }, transport { transport }, move_sound { move_sound }, select_sound { select_sound },
   colonial_points { colonial_points }, build_overseas { build_overseas }, min_port_level { min_port_level },
   limit_per_port { limit_per_port }, hull { hull }, gun_power { gun_power }, fire_range { fire_range }, evasion { evasion },
   torpedo_attack { torpedo_attack } {};

NavalUnit::icon_t NavalUnit::get_naval_icon() const {
   return naval_icon;
}

bool NavalUnit::can_sail() const {
   return sail;
}

bool NavalUnit::is_transport() const {
   return transport;
}

NavalUnit::sound_t NavalUnit::get_move_sound() const {
   return move_sound;
}

NavalUnit::sound_t NavalUnit::get_select_sound() const {
   return select_sound;
}

uint32_t NavalUnit::get_colonial_points() const {
   return colonial_points;
}

bool NavalUnit::can_build_overseas() const {
   return build_overseas;
}

uint32_t NavalUnit::get_min_port_level() const {
   return min_port_level;
}

int32_t NavalUnit::get_limit_per_port() const {
   return limit_per_port;
}

uint32_t NavalUnit::get_hull() const {
   return hull;
}

uint32_t NavalUnit::get_gun_power() const {
   return gun_power;
}

fixed_point_t NavalUnit::get_fire_range() const {
   return fire_range;
}

uint32_t NavalUnit::get_evasion() const {
   return evasion;
}

uint32_t NavalUnit::get_torpedo_attack() const {
   return torpedo_attack;
}

UnitManager::UnitManager() : units { "units " } {};

bool UnitManager::_check_superclass_parameters(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS) {
   if (identifier.empty()) {
      Logger::error("Invalid religion identifier - empty!");
      return false;
   }

   //TODO check that icon and sprite exist

   return true;
}

bool UnitManager::add_land_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, LAND_PARAMS) {
   if (!_check_superclass_parameters(FOR_SUPER(cat))) {
      return false;
   }

   return units.add_item(
      LandUnit { identifier, EXTRA_ARGS, reconnaisance, attack, defence, discipline, support, maneuver, siege }
   );
}

bool UnitManager::add_naval_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, NAVY_PARAMS) {
   if (!_check_superclass_parameters(FOR_SUPER(cat))) {
      return false;
   }

   //TODO: check that icon and sounds exist

   return units.add_item(
      NavalUnit { identifier, EXTRA_ARGS, naval_icon, sail, transport, move_sound, select_sound, colonial_points, build_overseas, min_port_level, limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack }
   );
}

bool UnitManager::load_unit_file(ast::NodeCPtr root) {
   return NodeTools::expect_dictionary([this](std::string_view key, ast::NodeCPtr value) -> bool {
      //TODO: enum parsing, or use set of strings? probably the latter
      //TODO: need to get GameManager to access GoodsManager and call the expect_goods_map

      Unit::icon_t icon;
      UnitCategory category;
      Unit::sprite_t sprite;
      bool active, floating_flag;
      UnitType type;
      uint32_t priority, max_strength, default_organisation, maximum_speed, build_time, supply_consumption_score;
      fixed_point_t weighted_value, supply_consumption;
      std::map<const Good*, fixed_point_t> build_cost, supply_cost;

      //shared
      bool ret = expect_dictionary_keys(
         "icon", ONE_EXACTLY, expect_uint(assign_variable_callback(icon)),
         //"type", ONE_EXACTLY, expect_string(assign_variable_callback(category)),
         "sprite", ONE_EXACTLY, expect_string(assign_variable_callback(sprite)),
         "active", ONE_EXACTLY, expect_bool(assign_variable_callback(active)),
         //"unit_type", ONE_EXACTLY, expect_string(assign_variable_callback(type)),
         "floating_flag", ONE_EXACTLY, expect_bool(assign_variable_callback(floating_flag)),
         "priority", ONE_EXACTLY, expect_uint(assign_variable_callback(priority)),
         "max_strength", ONE_EXACTLY, expect_uint(assign_variable_callback(max_strength)),
         "default_organisation", ONE_EXACTLY, expect_uint(assign_variable_callback(default_organisation)),
         "maximum_speed", ONE_EXACTLY, expect_uint(assign_variable_callback(maximum_speed)),
         "weighted_value", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(weighted_value)),
         "build_time", ONE_EXACTLY, expect_uint(assign_variable_callback(build_time)),
         //"build_cost", ONE_EXACTLY, goods_manager.expect_goods_map(assign_variable_callback(build_cost)),
         "supply_consumption", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(supply_consumption)),
         //"supply_cost", ONE_EXACTLY, goods_manager.expect_goods_map(assign_variable_callback(supply_cost)),
         "supply_consumption_score", ONE_EXACTLY, expect_uint(assign_variable_callback(supply_consumption_score))
      )(value);

      if (category == UnitCategory::LAND) {
         uint32_t reconnaisance, attack, defence, discipline, support, maneuver,  siege;

         ret &= expect_dictionary_keys(
            "reconnaisance", ONE_EXACTLY, expect_uint(assign_variable_callback(reconnaisance)),
            "attack", ONE_EXACTLY, expect_uint(assign_variable_callback(attack)),
            "defence", ONE_EXACTLY, expect_uint(assign_variable_callback(defence)),
            "discipline", ONE_EXACTLY, expect_uint(assign_variable_callback(discipline)),
            "support", ONE_EXACTLY, expect_uint(assign_variable_callback(support)),
            "maneuver", ONE_EXACTLY, expect_uint(assign_variable_callback(maneuver)),
            "siege", ONE_EXACTLY, expect_uint(assign_variable_callback(siege))
         )(value);

         ret &= add_land_unit(
            key, category, EXTRA_ARGS,
            reconnaisance, attack, defence, discipline, support, maneuver, siege
         );

         return ret;
      } else if (category == UnitCategory::NAVAL) {
         Unit::icon_t naval_icon;
         bool sail = false, transport = false, build_overseas;
         Unit::sound_t move_sound, select_sound;
         uint32_t min_port_level, hull, gun_power, evasion, colonial_points = 0, torpedo_attack = 0; //probably?
         int32_t limit_per_port;
         fixed_point_t fire_range;

         ret &= expect_dictionary_keys(
            "naval_icon", ONE_EXACTLY, expect_uint(assign_variable_callback(naval_icon)),
            "sail", ZERO_OR_ONE, expect_bool(assign_variable_callback(sail)),
            "transport", ZERO_OR_ONE, expect_bool(assign_variable_callback(transport)),
            "move_sound", ONE_EXACTLY, expect_string(assign_variable_callback(move_sound)),
            "select_sound", ONE_EXACTLY, expect_string(assign_variable_callback(select_sound)),
            "colonial_points", ZERO_OR_ONE, expect_uint(assign_variable_callback(colonial_points)),
            "can_build_overseas", ONE_EXACTLY, expect_bool(assign_variable_callback(build_overseas)),
            "min_port_level", ONE_EXACTLY, expect_uint(assign_variable_callback(min_port_level)),
            "limit_per_port", ONE_EXACTLY, expect_int(assign_variable_callback(limit_per_port)),
            "hull", ONE_EXACTLY, expect_uint(assign_variable_callback(hull)),
            "gun_power", ONE_EXACTLY, expect_uint(assign_variable_callback(gun_power)),
            "fire_range", ONE_EXACTLY, expect_fixed_point(assign_variable_callback(fire_range)),
            "evasion", ONE_EXACTLY, expect_uint(assign_variable_callback(evasion)),
            "torpedo_attack", ZERO_OR_ONE, expect_uint(assign_variable_callback(torpedo_attack))
         )(value);

         ret &= add_naval_unit(
            key, category, EXTRA_ARGS,
            naval_icon, sail, transport, move_sound, select_sound, colonial_points, build_overseas, min_port_level,
            limit_per_port, hull, gun_power, fire_range, evasion, torpedo_attack
         );

         return ret;
      } else return false;
   })(root);
}