nil_core/infrastructure/building/stable/
mod.rs1pub mod recruit_catalog;
5pub mod recruit_queue;
6
7use crate::check_total_resource_ratio;
8use crate::infrastructure::building::{BuildingId, BuildingLevel};
9use crate::infrastructure::queue::InfrastructureQueue;
10use crate::infrastructure::requirements::InfrastructureRequirements;
11use crate::ranking::score::Score;
12use crate::resources::cost::{Cost, ResourceRatio};
13use crate::resources::maintenance::MaintenanceRatio;
14use crate::resources::workforce::Workforce;
15use nil_core_macros::Building;
16use recruit_queue::{StableRecruitOrder, StableRecruitQueue};
17use serde::{Deserialize, Serialize};
18
19#[derive(Building, Clone, Debug, Deserialize, Serialize)]
20#[serde(rename_all = "camelCase")]
21pub struct Stable {
22 level: BuildingLevel,
23 enabled: bool,
24 recruit_queue: StableRecruitQueue,
25}
26
27impl Stable {
28 pub const ID: BuildingId = BuildingId::Stable;
29
30 pub const MIN_LEVEL: BuildingLevel = BuildingLevel::ZERO;
31 pub const MAX_LEVEL: BuildingLevel = BuildingLevel::new(20);
32
33 pub const MIN_COST: Cost = Cost::new(1_500);
34 pub const MAX_COST: Cost = Cost::new(50_000);
35
36 pub const WOOD_RATIO: ResourceRatio = ResourceRatio::new(0.4);
37 pub const STONE_RATIO: ResourceRatio = ResourceRatio::new(0.3);
38 pub const IRON_RATIO: ResourceRatio = ResourceRatio::new(0.3);
39 pub const MAINTENANCE_RATIO: MaintenanceRatio = MaintenanceRatio::new(0.005);
40
41 pub const MIN_WORKFORCE: Workforce = Workforce::new(1);
42 pub const MAX_WORKFORCE: Workforce = Workforce::new(150);
43
44 pub const MIN_SCORE: Score = Score::new(20);
45 pub const MAX_SCORE: Score = Score::new(639);
46
47 pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
48 InfrastructureRequirements::builder()
49 .prefecture(BuildingLevel::new(3))
50 .academy(BuildingLevel::new(1))
51 .build();
52
53 pub fn recruit_queue(&self) -> &StableRecruitQueue {
54 &self.recruit_queue
55 }
56
57 pub(crate) fn recruit_queue_mut(&mut self) -> &mut StableRecruitQueue {
58 &mut self.recruit_queue
59 }
60
61 #[must_use]
62 pub(crate) fn process_queue(&mut self) -> Option<Vec<StableRecruitOrder>> {
63 if self.enabled {
64 let orders = self.recruit_queue.process(self.level.into());
65 (!orders.is_empty()).then_some(orders)
66 } else {
67 None
68 }
69 }
70
71 #[inline]
72 pub fn workforce(&self) -> Workforce {
73 Workforce::from(self.level)
74 }
75
76 pub fn turns_in_recruit_queue(&self) -> Option<f64> {
77 if self.level > 0u8 {
78 let turn = self.workforce();
79 let in_queue = self.recruit_queue.sum_pending_workforce();
80 Some(f64::from(in_queue) / f64::from(turn))
81 } else {
82 None
83 }
84 }
85}
86
87impl Default for Stable {
88 fn default() -> Self {
89 Self {
90 level: BuildingLevel::ZERO,
91 enabled: true,
92 recruit_queue: StableRecruitQueue::default(),
93 }
94 }
95}
96
97check_total_resource_ratio!(Stable::WOOD_RATIO, Stable::STONE_RATIO, Stable::IRON_RATIO);