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#include "Unit.hpp"
#include <string_view>
#define UNIT_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
using namespace OpenVic;
using namespace OpenVic::NodeTools;
Unit::Unit(std::string_view identifier, std::string_view category, UNIT_PARAMS) : HasIdentifier { identifier },
icon { icon }, category { category }, 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;
}
std::string_view 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 { identifier, "land", UNIT_ARGS },
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 { identifier, "naval", UNIT_ARGS },
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(GoodManager& game_manager) : good_manager { good_manager }, units { "units " } {};
bool UnitManager::_check_shared_parameters(const std::string_view identifier, UNIT_PARAMS) {
if (identifier.empty()) {
Logger::error("Invalid religion identifier - empty!");
return false;
}
//TODO check that icon and sprite exist
if (!allowed_unit_types.contains(type)) {
Logger::error("Invalid unit type \"", type, "\" specified!");
return false;
}
return true;
}
bool UnitManager::add_land_unit(const std::string_view identifier, UNIT_PARAMS, LAND_PARAMS) {
if (!_check_shared_parameters(identifier, UNIT_ARGS)) {
return false;
}
return units.add_item(LandUnit {
identifier, UNIT_ARGS, reconnaisance, attack, defence, discipline, support, maneuver, siege
});
}
bool UnitManager::add_naval_unit(const std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS) {
if (!_check_shared_parameters(identifier, UNIT_ARGS)) {
return false;
}
//TODO: check that icon and sounds exist
return units.add_item(NavalUnit {
identifier, UNIT_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 {
Unit::icon_t icon;
std::string_view category;
Unit::sprite_t sprite;
bool active, floating_flag;
std::string_view 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, good_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, good_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 == "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, UNIT_ARGS,
reconnaisance, attack, defence, discipline, support, maneuver, siege
);
return ret;
} else if (category == "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, UNIT_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);
}
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