nil_core/infrastructure/building/prefecture/
mod.rs1#[cfg(test)]
5mod tests;
6
7pub mod build_catalog;
8pub mod build_queue;
9
10use crate::check_total_resource_ratio;
11use crate::infrastructure::building::{BuildingId, BuildingLevel};
12use crate::infrastructure::queue::InfrastructureQueue;
13use crate::infrastructure::requirements::InfrastructureRequirements;
14use crate::ranking::score::Score;
15use crate::resources::cost::{Cost, ResourceRatio};
16use crate::resources::maintenance::MaintenanceRatio;
17use crate::resources::workforce::Workforce;
18use build_queue::{PrefectureBuildOrder, PrefectureBuildQueue};
19use nil_core_macros::Building;
20use serde::{Deserialize, Serialize};
21use std::ops::Not;
22
23#[derive(Building, Clone, Debug, Deserialize, Serialize)]
24#[serde(rename_all = "camelCase")]
25pub struct Prefecture {
26 level: BuildingLevel,
27 enabled: bool,
28 build_queue: PrefectureBuildQueue,
29}
30
31impl Prefecture {
32 pub const ID: BuildingId = BuildingId::Prefecture;
33
34 pub const MIN_LEVEL: BuildingLevel = BuildingLevel::new(1);
35 pub const MAX_LEVEL: BuildingLevel = BuildingLevel::new(30);
36
37 pub const MIN_COST: Cost = Cost::new(1000);
38 pub const MAX_COST: Cost = Cost::new(150_000);
39
40 pub const WOOD_RATIO: ResourceRatio = ResourceRatio::new(0.3);
41 pub const STONE_RATIO: ResourceRatio = ResourceRatio::new(0.5);
42 pub const IRON_RATIO: ResourceRatio = ResourceRatio::new(0.2);
43 pub const MAINTENANCE_RATIO: MaintenanceRatio = MaintenanceRatio::new(0.005);
44
45 pub const MIN_WORKFORCE: Workforce = Workforce::new(1);
46 pub const MAX_WORKFORCE: Workforce = Workforce::new(50);
47
48 pub const MIN_SCORE: Score = Score::new(10);
49 pub const MAX_SCORE: Score = Score::new(1978);
50
51 pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
52 InfrastructureRequirements::none();
53
54 pub fn build_queue(&self) -> &PrefectureBuildQueue {
55 &self.build_queue
56 }
57
58 pub(crate) fn build_queue_mut(&mut self) -> &mut PrefectureBuildQueue {
59 &mut self.build_queue
60 }
61
62 #[must_use]
63 pub(crate) fn process_queue(&mut self) -> Option<Vec<PrefectureBuildOrder>> {
64 if self.enabled {
65 let orders = self.build_queue.process(self.workforce());
66 orders.is_empty().not().then_some(orders)
67 } else {
68 None
69 }
70 }
71
72 #[inline]
73 pub fn workforce(&self) -> Workforce {
74 Workforce::from(self.level)
75 }
76
77 pub fn resolve_level(&self, building: BuildingId, current_level: BuildingLevel) -> BuildingLevel {
78 self
79 .build_queue
80 .resolve_level(building, current_level)
81 }
82
83 pub fn turns_in_build_queue(&self) -> Option<f64> {
84 if self.level > 0u8 {
85 let turn = self.workforce();
86 let in_queue = self.build_queue.sum_pending_workforce();
87 Some(f64::from(in_queue) / f64::from(turn))
88 } else {
89 None
90 }
91 }
92}
93
94impl Default for Prefecture {
95 fn default() -> Self {
96 Self {
97 level: BuildingLevel::new(1),
98 enabled: true,
99 build_queue: PrefectureBuildQueue::default(),
100 }
101 }
102}
103
104check_total_resource_ratio!(
105 Prefecture::WOOD_RATIO,
106 Prefecture::STONE_RATIO,
107 Prefecture::IRON_RATIO,
108);