use super::stats::prelude::*;
use super::{UnitChunk, UnitChunkSize, UnitId, UnitKind};
use crate::check_total_resource_ratio;
use crate::infrastructure::building::{BuildingId, BuildingLevel};
use crate::infrastructure::requirements::InfrastructureRequirements;
use crate::ranking::score::Score;
use crate::resources::prelude::*;
use nil_core_macros::Unit;
#[derive(Unit, Clone, Debug)]
pub struct LightCavalry;
impl LightCavalry {
pub const ID: UnitId = UnitId::LightCavalry;
pub const KIND: UnitKind = UnitKind::Cavalry;
pub const BUILDING: BuildingId = BuildingId::Stable;
pub const SCORE: Score = Score::new(4);
pub const STATS: UnitStats = UnitStats::builder()
.attack(Power::new(130))
.infantry_defense(Power::new(30))
.cavalry_defense(Power::new(40))
.ranged_defense(Power::new(30))
.ranged_debuff(RangedDebuff::MIN)
.base_speed(Speed::new(4.0))
.haul(Haul::new(80))
.build();
pub const CHUNK: UnitChunk = UnitChunk {
size: UnitChunkSize::new(5),
cost: Cost::new(2_375),
wood_ratio: ResourceRatio::new(0.3),
stone_ratio: ResourceRatio::new(0.2),
iron_ratio: ResourceRatio::new(0.5),
maintenance_ratio: MaintenanceRatio::new(0.005),
workforce: Workforce::new(2),
};
pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
InfrastructureRequirements::builder()
.stable(BuildingLevel::new(1))
.build();
}
check_total_resource_ratio!(
LightCavalry::CHUNK.wood_ratio,
LightCavalry::CHUNK.stone_ratio,
LightCavalry::CHUNK.iron_ratio
);