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#pragma once
#include <cstdint>
#include <string_view>
#include "openvic-simulation/economy/Good.hpp"
#include "openvic-simulation/types/IdentifierRegistry.hpp"
#include "openvic-simulation/types/fixed_point/FixedPoint.hpp"
#include "openvic-simulation/dataloader/NodeTools.hpp"
#include "openvic-simulation/economy/Good.hpp"
#include "openvic-simulation/types/Date.hpp"
#define UNIT_PARAMS Unit::icon_t icon, Unit::sprite_t sprite, bool active, std::string_view type, \
bool floating_flag, uint32_t priority, fixed_point_t max_strength, fixed_point_t default_organisation, \
fixed_point_t maximum_speed, fixed_point_t weighted_value, Timespan 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
#define LAND_PARAMS fixed_point_t reconnaissance, fixed_point_t attack, fixed_point_t defence, fixed_point_t discipline, \
fixed_point_t support, fixed_point_t maneuver, fixed_point_t siege
#define NAVY_PARAMS Unit::icon_t naval_icon, bool sail, bool transport, bool capital, Unit::sound_t move_sound, \
Unit::sound_t select_sound, fixed_point_t colonial_points, bool build_overseas, uint32_t min_port_level, \
int32_t limit_per_port, fixed_point_t supply_consumption_score, fixed_point_t hull, fixed_point_t gun_power, \
fixed_point_t fire_range, fixed_point_t evasion, fixed_point_t torpedo_attack
namespace OpenVic {
struct Unit : HasIdentifier {
using icon_t = uint32_t;
using sprite_t = std::string_view;
using sound_t = std::string_view;
private:
const std::string_view category;
const icon_t icon;
const sprite_t sprite;
const bool active;
const std::string_view type;
const bool floating_flag;
const uint32_t priority;
const fixed_point_t max_strength;
const fixed_point_t default_organisation;
const fixed_point_t maximum_speed;
const fixed_point_t weighted_value;
const Timespan 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;
protected:
Unit(std::string_view identifier, std::string_view category, UNIT_PARAMS);
public:
Unit(Unit&&) = default;
icon_t get_icon() const;
std::string_view get_category() const;
sprite_t get_sprite() const;
bool is_active() const;
std::string_view get_type() const;
bool has_floating_flag() const;
uint32_t get_priority() const;
fixed_point_t get_max_strength() const;
fixed_point_t get_default_organisation() const;
fixed_point_t get_maximum_speed() const;
fixed_point_t get_weighted_value() const;
Timespan get_build_time() const;
std::map<const Good*, fixed_point_t> const& get_build_cost() const;
fixed_point_t get_supply_consumption() const;
std::map<const Good*, fixed_point_t> const& get_supply_cost() const;
};
struct LandUnit : Unit {
friend struct UnitManager;
private:
const fixed_point_t reconnaissance;
const fixed_point_t attack;
const fixed_point_t defence;
const fixed_point_t discipline;
const fixed_point_t support;
const fixed_point_t maneuver;
const fixed_point_t siege;
LandUnit(std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
public:
LandUnit(LandUnit&&) = default;
fixed_point_t get_reconnaissance() const;
fixed_point_t get_attack() const;
fixed_point_t get_defence() const;
fixed_point_t get_discipline() const;
fixed_point_t get_support() const;
fixed_point_t get_maneuver() const;
fixed_point_t get_siege() const;
};
struct NavalUnit : Unit {
friend struct UnitManager;
private:
const icon_t naval_icon;
const bool sail;
const bool transport;
const bool capital;
const sound_t move_sound;
const sound_t select_sound;
const fixed_point_t colonial_points;
const bool build_overseas;
const uint32_t min_port_level;
const int32_t limit_per_port;
const fixed_point_t supply_consumption_score;
const fixed_point_t hull;
const fixed_point_t gun_power;
const fixed_point_t fire_range;
const fixed_point_t evasion;
const fixed_point_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;
bool is_capital() const;
sound_t get_move_sound() const;
sound_t get_select_sound() const;
fixed_point_t get_colonial_points() const;
bool can_build_overseas() const;
uint32_t get_min_port_level() const;
int32_t get_limit_per_port() const;
fixed_point_t get_supply_consumption_score() const;
fixed_point_t get_hull() const;
fixed_point_t get_gun_power() const;
fixed_point_t get_fire_range() const;
fixed_point_t get_evasion() const;
fixed_point_t get_torpedo_attack() const;
};
struct UnitManager {
private:
IdentifierRegistry<Unit> units;
bool _check_shared_parameters(const std::string_view identifier, UNIT_PARAMS);
public:
UnitManager();
bool add_land_unit(const std::string_view identifier, UNIT_PARAMS, LAND_PARAMS);
bool add_naval_unit(const std::string_view identifier, UNIT_PARAMS, NAVY_PARAMS);
IDENTIFIER_REGISTRY_ACCESSORS(Unit, unit)
bool load_unit_file(GoodManager const& good_manager, ast::NodeCPtr root);
};
}
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