use crate::check_total_resource_ratio;
use crate::infrastructure::building::BuildingId;
use crate::infrastructure::building::level::BuildingLevel;
use crate::infrastructure::requirements::InfrastructureRequirements;
use crate::military::unit::stats::prelude::*;
use crate::military::unit::{UnitChunk, UnitChunkSize, UnitId, UnitKind};
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(AttackPower::new(130))
.defense(
DefensePower::builder()
.cavalry(Power::new(40))
.infantry(Power::new(30))
.ranged(Power::new(30))
.build(),
)
.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),
food_ratio: ResourceRatio::new(0.0),
stone_ratio: ResourceRatio::new(0.2),
iron_ratio: ResourceRatio::new(0.5),
wood_ratio: ResourceRatio::new(0.3),
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.food_ratio,
LightCavalry::CHUNK.iron_ratio,
LightCavalry::CHUNK.stone_ratio,
LightCavalry::CHUNK.wood_ratio
);