nil_core/infrastructure/building/impl/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, WorkforceSource};
18use crate::world::config::WorldConfig;
19use build_queue::{PrefectureBuildOrder, PrefectureBuildQueue};
20use nil_core_macros::Building;
21use serde::{Deserialize, Serialize};
22
23#[derive(Building, Clone, Debug, Deserialize, Serialize)]
24#[serde(rename_all = "camelCase")]
25#[cfg_attr(feature = "typescript", derive(ts_rs::TS))]
26pub struct Prefecture {
27 level: BuildingLevel,
28 enabled: bool,
29 build_queue: PrefectureBuildQueue,
30}
31
32impl Prefecture {
33 pub const ID: BuildingId = BuildingId::Prefecture;
34
35 pub const MIN_LEVEL: BuildingLevel = BuildingLevel::new(1);
36 pub const MAX_LEVEL: BuildingLevel = BuildingLevel::new(30);
37
38 pub const MIN_COST: Cost = Cost::new(1_000);
39 pub const MAX_COST: Cost = Cost::new(150_000);
40
41 pub const FOOD_RATIO: ResourceRatio = ResourceRatio::new(0.0);
42 pub const IRON_RATIO: ResourceRatio = ResourceRatio::new(0.2);
43 pub const STONE_RATIO: ResourceRatio = ResourceRatio::new(0.5);
44 pub const WOOD_RATIO: ResourceRatio = ResourceRatio::new(0.3);
45
46 pub const MAINTENANCE_RATIO: MaintenanceRatio = MaintenanceRatio::new(0.005);
47
48 pub const MIN_WORKFORCE: Workforce = Workforce::new(1);
49 pub const MAX_WORKFORCE: Workforce = Workforce::new(50);
50
51 pub const MIN_SCORE: Score = Score::new(10);
52 pub const MAX_SCORE: Score = Score::new(1_978);
53
54 pub const INFRASTRUCTURE_REQUIREMENTS: InfrastructureRequirements =
55 InfrastructureRequirements::none();
56
57 pub fn build_queue(&self) -> &PrefectureBuildQueue {
58 &self.build_queue
59 }
60
61 pub(crate) fn build_queue_mut(&mut self) -> &mut PrefectureBuildQueue {
62 &mut self.build_queue
63 }
64
65 #[must_use]
66 pub(crate) fn process_queue(
67 &mut self,
68 config: &WorldConfig,
69 ) -> Option<Vec<PrefectureBuildOrder>> {
70 if self.enabled {
71 let workforce = self.workforce(config);
72 let orders = self.build_queue.process(workforce);
73 (!orders.is_empty()).then_some(orders)
74 } else {
75 None
76 }
77 }
78
79 pub fn resolve_level(&self, building: BuildingId, current_level: BuildingLevel) -> BuildingLevel {
80 self
81 .build_queue
82 .resolve_level(building, current_level)
83 }
84
85 pub(crate) fn turns_in_build_queue(&self, config: &WorldConfig) -> Option<f64> {
86 if self.level > 0u8 {
87 let turn = self.workforce(config);
88 let in_queue = self.build_queue.sum_pending_workforce();
89 Some(f64::from(in_queue) / f64::from(turn))
90 } else {
91 None
92 }
93 }
94}
95
96impl WorkforceSource for Prefecture {}
97
98impl Default for Prefecture {
99 fn default() -> Self {
100 Self {
101 level: BuildingLevel::new(1),
102 enabled: true,
103 build_queue: PrefectureBuildQueue::default(),
104 }
105 }
106}
107
108check_total_resource_ratio!(
109 Prefecture::FOOD_RATIO,
110 Prefecture::IRON_RATIO,
111 Prefecture::STONE_RATIO,
112 Prefecture::WOOD_RATIO
113);