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#pragma once
#include <cstdint>
#include <string>
#include <string_view>
#include "economy/Good.hpp"
#include "types/IdentifierRegistry.hpp"
#include "types/fixed_point/FixedPoint.hpp"
#define UNIT_PARAMS Unit::icon_t icon, Unit::sprite_t sprite, bool active, UnitType type, bool floating_flag, uint32_t priority,\
uint32_t max_strength, uint32_t default_organisation,uint32_t maximum_speed, fixed_point_t weighted_value, \
uint32_t build_time, std::map<const Good*, fixed_point_t> build_cost, fixed_point_t supply_consumption, \
std::map<const Good*, fixed_point_t> supply_cost, uint32_t supply_consumption_score
#define LAND_PARAMS uint32_t reconnaisance, uint32_t attack, uint32_t defence, uint32_t discipline, uint32_t support, \
uint32_t maneuver, uint32_t siege
#define NAVY_PARAMS Unit::icon_t naval_icon, bool sail, bool transport, Unit::sound_t move_sound, Unit::sound_t select_sound, \
uint32_t colonial_points, bool build_overseas, uint32_t min_port_level, int32_t limit_per_port, \
uint32_t hull, uint32_t gun_power, fixed_point_t fire_range, uint32_t evasion, uint32_t torpedo_attack
namespace OpenVic {
enum UnitCategory {
NAVAL,
LAND
};
enum UnitType {
INFANTRY, //guard, infantry, irregular
CAVALRY, //cavalry, cuirassier, dragoon, hussar, plane
SUPPORT, //artillery
SPECIAL, //engineer, tank
TRANSPORT, //clipper transport, steam transport
LIGHT_SHIP, //commerce raider, cruiser, frigate
BIG_SHIP //battleship, dreadnought, ironclad, manowar, monitor
};
struct Unit : HasIdentifier {
using icon_t = uint32_t;
using sprite_t = std::string;
using sound_t = std::string;
private:
const icon_t icon;
const UnitCategory category; //type
const sprite_t sprite;
const bool active;
const UnitType type; //unit_type
const bool floating_flag;
const uint32_t priority;
const uint32_t max_strength;
const uint32_t default_organisation;
const uint32_t maximum_speed;
const fixed_point_t weighted_value;
const uint32_t build_time;
const std::map<const Good*, fixed_point_t> build_cost;
const fixed_point_t supply_consumption;
const std::map<const Good*, fixed_point_t> supply_cost;
const uint32_t supply_consumption_score;
protected:
Unit(std::string_view identifier, UnitCategory category, UNIT_PARAMS);
public:
Unit(Unit&&) = default;
icon_t get_icon() const;
UnitCategory get_category() const;
sprite_t get_sprite() const;
bool is_active() const;
UnitType get_type() const;
bool has_floating_flag() const;
uint32_t get_priority() const;
uint32_t get_max_strength() const;
uint32_t get_default_organisation() const;
uint32_t get_maximum_speed() const;
fixed_point_t get_weighted_value() const;
uint32_t get_build_time() const;
std::map<const Good*, fixed_point_t> get_build_cost() const;
fixed_point_t get_supply_consumption() const;
std::map<const Good*, fixed_point_t> get_supply_cost() const;
uint32_t get_supply_consumption_score() const;
};
struct LandUnit : Unit {
friend struct UnitManager;
private:
const uint32_t reconnaisance;
const uint32_t attack;
const uint32_t defence;
const uint32_t discipline;
const uint32_t support;
const uint32_t maneuver;
const uint32_t siege;
LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
public:
LandUnit(LandUnit&&) = default;
uint32_t get_reconnaisance() const;
uint32_t get_attack() const;
uint32_t get_defence() const;
uint32_t get_discipline() const;
uint32_t get_support() const;
uint32_t get_maneuver() const;
uint32_t get_siege() const;
};
struct NavalUnit : Unit {
friend struct UnitManager;
private:
const icon_t naval_icon;
const bool sail;
const bool transport;
const sound_t move_sound;
const sound_t select_sound;
const uint32_t colonial_points; //some
const bool build_overseas; //can_build_overseas
const uint32_t min_port_level;
const int32_t limit_per_port; //-1 is unlimited
const uint32_t hull;
const uint32_t gun_power;
const fixed_point_t fire_range;
const uint32_t evasion;
const uint32_t torpedo_attack;
NavalUnit(std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS);
public:
NavalUnit(NavalUnit&&) = default;
icon_t get_naval_icon() const;
bool can_sail() const;
bool is_transport() const;
sound_t get_move_sound() const;
sound_t get_select_sound() const;
uint32_t get_colonial_points() const;
bool can_build_overseas() const;
uint32_t get_min_port_level() const;
int32_t get_limit_per_port() const;
uint32_t get_hull() const;
uint32_t get_gun_power() const;
fixed_point_t get_fire_range() const;
uint32_t get_evasion() const;
uint32_t get_torpedo_attack() const;
};
struct UnitManager {
private:
IdentifierRegistry<Unit> units;
bool _check_superclass_parameters(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS);
public:
UnitManager();
bool add_land_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, LAND_PARAMS);
bool add_naval_unit(const std::string_view identifier, UnitCategory cat, UNIT_PARAMS, NAVY_PARAMS);
IDENTIFIER_REGISTRY_ACCESSORS(Unit, unit)
//TODO - bool load_unit_file(ast::NodeCPtr root);
};
}
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