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#pragma once

#include <vector>

#include "openvic2/Types.hpp"
#include "openvic2/Date.hpp"

namespace OpenVic2 {
   struct Province;
   struct BuildingType;

   /* REQUIREMENTS:
    * MAP-11, MAP-72, MAP-73
    * MAP-12, MAP-75, MAP-76
    * MAP-13, MAP-78, MAP-79
    */
   struct Building : HasIdentifier {
      friend struct Province;

      using level_t = int8_t;

      enum class ExpansionState { CannotExpand, CanExpand, Preparing, Expanding };
   private:
      BuildingType const& type;
      level_t level = 0;
      ExpansionState expansion_state = ExpansionState::CannotExpand;
      Date start, end;
      float expansion_progress;

      Building(BuildingType const& new_type);

      bool _can_expand() const;
   public:
      Building(Building&&) = default;

      BuildingType const& get_type() const;
      level_t get_level() const;
      ExpansionState get_expansion_state() const;
      Date const& get_start_date() const;
      Date const& get_end_date() const;
      float get_expansion_progress() const;

      return_t expand();
      void update_state(Date const& today);
      void tick(Date const& today);
   };

   struct BuildingManager;

   struct BuildingType : HasIdentifier {
      friend struct BuildingManager;
   private:
      const Building::level_t max_level;
      const Timespan build_time;

      BuildingType(std::string const& new_identifier, Building::level_t new_max_level, Timespan new_build_time);
   public:
      BuildingType(BuildingType&&) = default;

      Building::level_t get_max_level() const;
      Timespan get_build_time() const;
   };

   struct BuildingManager {
   private:
      IdentifierRegistry<BuildingType> building_types;
   public:
      BuildingManager();

      return_t add_building_type(std::string const& identifier, Building::level_t max_level, Timespan build_time);
      void lock_building_types();
      BuildingType const* get_building_type_by_identifier(std::string const& identifier) const;
      return_t generate_province_buildings(Province& province) const;
   };
}